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Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
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PRINTED IN CANADA.
CREDITS
Writer and Creator: Joseph Goodman
Art Director: Sean Glenn
Art: Niklas Janssen
Graphic Designer: Rick Achberger
Cartographer: Robert Lazzaretti
Developer: C.A. Suleiman
Additional Development: Rob Baxter
Editor: Janice Sellers
Managing Editor: Andrew Bates
Playtesters: Garrick Andrus, Stephen Burt,
Alan Fishman, Michael Goodman, and
Stephen Pellicer
DragonMech is dedicated to April.

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STEAM POWERS 53
Using Steam Powers 54
Building Steam Powers 54
Building Steam Powers of Diferent Sizes 55
Steam Powers List 55
Some Fun Combinations 62
RELIGION 63
Resurrection on Highpoint 64
MECHS 67
ORIGINS 67
SOCIETY 68
INSIDE A MECH 69
DESCRIPTION AND
CONSTRUCTION 70
Power Source 70
Profle 71
Size 72
Maneuverability 73
Steam-powered Mechs 73
Man-powered Mechs 75
Clockwork Mechs 75
Animated Mechs 78
Undead Mechs 78
Armor 79
Improvements beyond the Base Profle 80
Specialized Traits and Payloads 80
Construction and Pricing Guidelines 81
Planning Time 82
Labor Contribution 82
Base Requirements 82
Incremental Improvements 84
Armor 85
Base Cost 85
Final Cost 85
Animated Mechs 85
Necromantic Mechs 85
Making the Mechcraft Check 86
Building onto an Existing Mech 86
Personalizing Mechs 86
MECH COMBAT 86
Summary of Mech Combat Rolls 86
Moving a Mech 87
Fuel Sources 87
Difcult Terrain 87
Stepping over Obstructions 88
Running and Charging 88
Climbing 88
Jumping 88
Bull Rushing 88
Docking on a City-mech 88
Deploying a Mech Fleet 89
Basic Mech Combat 89
Piloting a Mech 89
Initiative 90
Armor Class 90
Attack Rolls 90
Attacks of Opportunity 90
Grappling 91
Called Shots 91
Basic Mech Combat Summary 91
Critical Hits 91
Critical Thresholds 91
Mech Critical Hits Summary 92
Crew 92
Crew Protection 92
Insufcient Crew 92
Boarding a Mech 92
Targeting the Crew 93
Attacking the Crew after Boarding 93
Tripping a Mech 94
Downed Mechs 94
Pulling Down a Mech 95
Special Attacks 95
Unarmed Attacks 95
Trample 95
Dispelling Animated Mechs 96
Riding a Mech 96
Ranging Shots 97
Indirect Attacks 97
Repairing Damaged Mechs 98
MECH GALLERY AND
TECHNICAL READOUTS 98
Explanation of Terms 98
Barbagula 99
Bastion 100
Daughter, The 100
Dignitary 101
Fangbiter 102
Incinerator 103
Iron Maiden 104
Janzeters Amazing Mobile Cannon, Mark I 105
Juggernaut 107
Lancer 108
Mother, The 109
Rodwalker 111
Scale Hunter 112
Scorpion 113
Skull Crusher 114
Slaughtergore 115
Smiggenboppers Perambulatory Orc 116
Talon 117
Totem 118
Verdant Fury 119
Viper 121
CONTENTS
INTRODUCTION 5
CHARACTERS 9
CHARACTER MOTIVATIONS 9
RACES IN DRAGONMECH 10
Humans 10
Dwarves 10
Elves 11
Gnomes 11
Half-elves 12
Half-orcs 12
Halfings 12
ADAPTING CLASSES
TO DRAGONMECH 12
Barbarians 12
Bards 12
Clerics 13
Druids 14
Fighters 14
Monks 14
Paladins 14
Rangers 14
Rogues 15
Sorcerers 15
Wizards 15
NEW CORE CLASSES 15
Clockwork Ranger (variant ranger) 15
Coglayer 16
Constructor (variant wizard) 18
Mech Jockey 18
Stalker (variant rogue) 21
Steamborg 22
NEW PRESTIGE CLASSES 26
Anklebiter 26
Assimilated 27
Gearwright 29
Mech Devil 31
Riftwalker 33
Steam Mage 35
Vessel of Dotrak 37
SKILLS 40
FEATS 43
SPELLS 47
Spell Variants 47
College of Constructors 47
Clockwork Familiars 47
Constructor School Spell List 48
Clockwork Ranger Spell List 48
Riftwalker Spell List 48
New Cleric Domain: Engines 48
New Spells 48
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EQUIPMENT 123
STARTING GOLD 123
WEAPONS 123
ARMOR 135
UNUSUAL ITEMS 139
MECH-RELATED MAGIC ITEMS 141
Enchanting Mechs 143
THE WORLD
OF DRAGONMECH 145
HIGHPOINT 145
Climate and Seasons 145
Timekeeping 146
Lunar Cycle 146
Lunar Rain 146
Major Regions 146
A HIGHPOINT GAZETTEER 148
The Nomadic Peoples 148
Continental Highpoint 149
The Endless Plains 149
Glatek 149
Edge 151
Stilt City 154
Chemak 155
The Ruined Cities 156
Nomads of the Endless Plains 157
New People 159
The Orc Hordes 161
The Flatland 161
The Roughlands and Boundary Peaks 163
The Wet Desert 163
Mechdoms 164
The Stenian Confederacy 165
The Irontooth Clans 166
Larile Nation 167
The Rust Riders 168
The Legion 168
Mech Tribes 169
THE CITY-MECHS 170
Durgan-lok 170
Nedderpik 172
Tannanliel 174
Rebirth and Haven 175
IMPORTANT ORGANIZATIONS 177
The Gearwrights Guild 177
Thieves Guilds 178
The Stalkers 179
DragonMechs 179
Lunar Creatures 181
CREATURES 181
Lycanthropes 181
Clockwork Puppet 181
Cogling 183
Crumble Bug 185
Dragon, Lunar 187
Dronog 188
Dusk Devil 190
Forestrati 192
Grease Lizard 193
Iron Shambler 194
Lunar Skinstealer 195
Slathem 198
Smoking Dead 199
Tortog 201
Trak Trak 202
Worm, Giant 204
THE DRAGONMECH
CAMPAIGN 207
ADVENTURE THEMES 207
Adventures Based on Mechs 207
Mech Warriors 208
Character Involvement 208
The Away Team 209
Other Ways to Incorporate Mechs 210
Adventures Based on the Lunar Rain 211
Divine Wars 211
Scourge of the Dragons 212
Solving the Lunar Rain 212
Adventures Based
on Surface World Rebirth 212
Political Adventures 213
Dungeon Crawl Adventures 214
Adventures Based on Competition
Between Magic and Steam 214
ADVENTURES ON CITY-MECHS 215
Gear Forests 215
Hazards of the Gear Forest 215
General Traits 217
Ecology 217
Urban Areas 217
INTEGRATING MECHS
INTO EXISTING CAMPAIGNS 220
CITY-MECH NEDDERPIK 223
Stats 223
Combat Tactics 223
Getting on Board 224
Government and Major Factions 226
Society 227
Economy 227
Military 227
Organizations 227
DESIGNERS NOTES 228
INDEX 230
LEGAL INFORMATION 232
CHARACTER SHEET 234
TABLES
Table 1-1: The Coglayer 17
Table 1-2: The Mech Jockey 20
Table 1-3: The Steamborg 24
Table 1-4: The Anklebiter 26
Table 1-5: The Assimilated 28
Table 1-6: The Gearwright 30
Table 1-7: The Mech Devil 32
Table 1-8: The Riftwalker 34
Table 1-9: The Steam Mage 36
Table 1-10: The Vessel Of Dotrak 39
Table 1-11: Skills 41
Table 1-12: Feats 45
Table 1-13: Clockwork Puppet 57
Table 2-1: Comparison Of
Mech Power Sources 71
Table 2-2: Typical Mech Traits By Size 72
Table 2-3: Mech Maneuverability Classes 73
Table 2-4: Steam-powered
Mechs Critical Hits 74
Table 2-5: Steam-powered Mechs 75
Table 2-6: Man-powered Mechs 75
Table 2-7: Man-powered Mechs
Critical Hits 76
Table 2-8: Clockwork Mechs Critical Hits 77
Table 2-9: Clockwork Mechs 78
Table 2-10: Animated Mechs 78
Table 2-11: Undead Mechs 79
Table 2-12: Labor Contribution 82
Table 2-15: Mech Type: Animated 83
Table 2-14: Mech Type: Man-powered 83
Table 2-13: Mech Type: Steam-powered 83
Table 2-16: Mech Type: Clockwork 84
Table 2-17: Mech Type: Undead 84
Table 2-18: Armor Cost By Mech Size 85
Table 2-19: Summary Of
Mech-related Checks 87
Table 2-20: Mechs 98
Table 2-21: Onboard Weapons 101
Table 2-22: Onboard Weapons 106
Table 2-23: Onboard Weapons 113
Table 3-1: Grenades 123
Table 3-2: Mech Weapons
Melee And Ranged 124
Table 3-2 Continued: Mech Weapons
Melee And Ranged 125
Table 3-3: Siege Weapons Ranged 126
Table 3-4: Exotic Weapons
Melee And Ranged 127
Table 3-5: Armor 135
Table 4-1: Lunar Rain Conditions 148
Table 5-1: Lunar Dragons By Age 188
Table 5-2: Lunar Dragon Abilities By Age 188
Table 6-1: Unusual Features
On A City-mech 219
Table 7-1: Nedderpik Payload Usage 224
Table 7-2: Mech Fleet 224
Table 7-3: On-board Weapons 225
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represented in the land of Highpoint.
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C
olonizing the underdeep was the only
hope for those who once controlled the
surface. Elven archmages and orc warlords
were no match for the lunar rain pounding
their cities night after night. Wave after wave
of refugees sought shelter underground. But
the entire world tried to cram into a limited
number of havens, and they found only con-
stant warfare. Each battles winner had mere
days until the next wave appeared, desperate
to force its way into any covered shelter it
could fnd.
Deep underground, the ancient dwarven
stronghold of Duerok was safe from the
dragons and lunar rain but not from the
refugees. Dueroks dark age was ferocious.
Pushed back by the relentless waves of inva-
sion, the dwarven city-state lost both land
and lives. Some invaders swept past Duerok,
retreating deeper and deeper underground
in their quest for safety. Most did not.
Duerok was under siege.
The lunar dragons ran rampant over the
surface world. Surging hordes of refugees
pressed at every entrance to the subsurface.
The lunar rain razed the surface yet again each
night. Chaos, death, and disaster threatened
from every quarter. Was any hope left?
Yes.
A stooped, white-haired dwarf named
Parilus came to Duerok one day, claiming
to be the eldest of the Master Gearwrights.
Only the most ancient dwarves remem-
bered the Gearwrights Guild, which was
but a footnote in stories of a mythical Age
of Walkers passed on from their grandfa-
thers grandfathers.
Parilus taught the dwarves to build great
mechanized walkers powered by steam. He
showed them how mighty a ten-ton metal man
could be, how its heroic metal hide could resist
the lunar rain and beat back the dragons. He
guided them through the construction of their
frst thousand-foot-tall city-mech and watched
proudly as it defeated dragon after dragon.
Then, unseen and unfollowed, he vanished.
Now, one hundred years later, the Sec-
ond Age of Walkers is at hand. Five dwarven
city-mechs housing populations in the
thousands patrol the surface areas around
Duerok. Armored well enough to protect
against all but the most cataclysmic meteor
storms, the city-mechs brave the lunar rain,
though even their tough metal hides must
be constantly refurbished.
These fve city-mechs, known as the
Stenian Confederacy, are now the center of
surface life on Highpoint. The safe zone they
protect is a new haven for trade and settle-
ment, colonized by feets of smaller mechs.
Even as the lunar rain abates some say
the moons surface must have been stripped
to bedrock by now the mechs become
further embedded in the social structure.
Trader-mechs form crucial links between the
budding new surface settlements. Explorer-
mechs comb through the ruins of the surface
cities, while righteous adventurers fght
mech to claw against the lunar dragons.
Prospector-mechs scout for scant supplies
of ore and coal, and tensions run high when
supplies run low.
Resource disputes have brought the
Stenian Confederacy into confict with its
neighbors. The disparate human nomad
tribes, united for the frst time in centuries
by the charismatic demagogue Shar Thizdic,
have constructed a steam-powered city-
mech of their own. Now Shar sends his so-
called Legion into routine skirmishes with
the Stenian Confederacy. Mercenaries play
both sides, profting in the new demand for
metal, fuel, and mechs.
Despite its imposition of law and order,
not all are satisfed with the Stenian Con-
federacy. Its security comes at a cost. Martial
law is the rule of the day; military-mech
pilots are mobile judge, jury, and hangman.
Already, vigilante-mechs backed by the
people have challenged the Confederacys
authority. Many citizens, especially the
clergy, feel the Confederacy is too con-
cerned with short-term solutions. The
surface is now inhabitable, but nothing
INTRODUCTION
T
he dark age has begun. With each passing day the
moon grows larger in the sky, to the point where it
is now literally falling to earth, particle by particle, in
an excoriating lunar rain that fattens castles and kills
anything foolish enough to walk the land of Highpoint
by night. The moon is so close that lunar monsters can
drop to the surface, whether by choice or as involuntary
byproducts of the lunar rain. Day by day, the lunar dragons
swarm in ever-greater numbers, while other aberrations
stalk the surface. If the lunar rain doesnt skin you at
night, the lunar dragons will eat you during the day.
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has been done to solve the lunar rain itself.


While independent clerics and paladins
organize attacks on the lunar dragons
home turf, the Confederacy focuses
solely on terrestrial power. As many
resentful citizens of the oppres-
sive Stenian Confederacy exist as
do outsiders desperate to enter its
safe zones.
As the lunar rain destroyed long-
established settlements, so too did
it eradicate long-established social
customs. With few exceptions, the institu-
tions that once held together the fabric of
life are now gone. In the place of churches
and nations, new forces have emerged. Faith
in the old gods has practically vanished as
worshippers question those who could not
save them. The newly emerging mechani-
cal-god Dotrak whispers cryptically in the
ears of his prophets, while the bizarre lunar
gods recruit mortals in disguise. Mobile
mechdoms rule where kingdoms formerly
prevailed. The Gearwrights Guild is more
powerful than some nations once were, com-
manding entire city-mechs in its name. Its
coglayers and steamborgs push the limits of
technology, eagerly seeking new techniques,
while new recruits explore ancient legends:
Is it true that the huge metallic dwarfike
sculptures buried in the Wet Desert are
in fact ruined mechs from the frst Age of
Walkers?
Not all accept the new order. While nearly
fve human generations have passed since
the lunar rain began, most elves remember
its beginning. They resent the treasure-hunt-
ers who loot their ruined villages, the gear-
wrights who challenge their magic, and
the mech jockeys who question
their history. Riding magical-
ly powered mechs crafted
from the still-living
remnants of their village
ancestor trees, elven
artifact-hunters hunt
lost treasures stolen by
the new mechdoms. Mean-
while, the orcs of the south-
ern plains grow entranced by
the power of mechs, raiding more
frequently as they seek to acquire mechs for
themselves.
As always, the rogues proft. From an
early stage, the thieves guilds insinuated
themselves into the management of the city-
mechs. Even the Stenians now make con-
cessions to the guilds. The destitute lower
levels of their city-mechs are kept in line by
ruthless guild organizations, which ensure
available manpower to work the smelting
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plants and engine rooms as long as their


methods go unquestioned. All the while, a
shadowy group of so-called stalkers prac-
tices infltrating and disabling mechs from
within. Rogues and cutthroats have fantastic
new opportunities for power.
One hero stands above them all. Mech
jockeys are the ace pilots who make life on
the surface possible. They ferry precious
loads of iron from distant mines, risking
ambush by raiders and dragons. They pilot
the massive military-mechs bristling with
steam cannons. Independent operators ride
scout-mechs into the frontiers, seeking new
trade routes or ruins to loot. They smuggle
contraband into the Stenian Confederacy,
outrunning the military when they can and
outfghting them when they cant. Treasure-
hunters travel to the endless plains, where
they raid the Legion and the orc hordes;
glory-hunters pit their steam-mechs against
dragons, giants, demons, and necromechs.
On the outskirts of the Confederacy, a
loose collection of reclusive families called
the Irontooth Clans rides under no fag but
its own. The Irontooth practice the art of
mech fu, steeped in ancient traditions but
modernized for the world of mechs, and the
mech devil pilots of the Irontooth Clans
are feared above all others.
In a land where chaos comes hand in hand
with opportunity, it is no surprise that eforts
to solve the true cause of the problems the
lunar rain and the creatures it brings to earth
have failed repeatedly. Only the most
heroic adventurer can resist the daily temp-
tation of personal wealth and power. High-
point is essentially a Wild West environment
with scattered law and great power waiting
to be claimed. The old institutions are dead
and gone. The competition to replace them
has begun.
Now hope exists again. It is once again a
time for adventure! On the fertile endless
plains, elven wizard-pilots carry adventur-
ers in search of lost elven treasures. Shar
Thizdics Legion sends saboteurs into
Stenian mines, while independent mech
jockeys proft from trade with both sides.
Righteous paladins fght nobly against the
lunar dragons, and treasure-seeking fghters
hunt for their lairs. Gnome coglayers build
fantastic clockwork weapons for their allies,
while dwarven steamborgs replace their own
body parts with steam-powered prosthetics.
All the while, the soft pinging of the lunar
rain can be heard through the sturdy metal
shell of your transport mech, as you bed down
for the night outside the ruins of a once-great
surface city. Hope exists once again
And its powered by steam.
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plate 2 The heroes of DragonMech include


the traditional classes as well as those
who build and pilot mechs.
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CHARACTER
MOTIVATIONS
T
he world of DragonMech ofers all the
usual reasons to adventure and many
more. Many clerics adventure to contest the
lunar aberrations and their gods, while fght-
ers are more concerned with claiming their
exotic treasures. Mechs introduce a whole
new level of adventuring opportunities,
whether theyre used simply as transport or
as the focus of a campaign.
Before you begin creating your character,
stop for a moment to think about why your
character has become an adventurer. How
has he been afected by the forces shaping
Highpoint? As you go through the charac-
ter creation process, keep these questions
about your character in mind:
Where did his ancestors live before the
lunar rain? What happened to their hered-
itary home?
Where did they turn for shelter during the
lunar rain? What enemies and allies did
they make?
What interaction has the character had with
the dragons and other lunar aberrations?
How does he feel about steam technol-
ogy? Does it ofer salvation or is it an
afront to the old ways? Does it threaten
the supremacy of magic or challenge the
power of the gods?
After all the devastation wrought by the
lunar rain, and the hardships your charac-
ter has endured, does he still have faith in
his gods?
Does the Gearwrights Guild speak the
truth about the frst Age of Walkers, even
though the ancient elven texts make no
reference to such an era?
What does your character think about
mechs? Are they vehicles, mere wagons
with legs, or a revolutionary new con-
cept? Are those who pilot mechs merely
using them as a crutch, or are they power-
ful in a manner that is new for the world?
Does your character see the worlds cur-
rent state of unrest as a clarion call for
heroic defenders to fght the lunar aberra-
tions and end the lunar rain, or a once-in-
a-lifetime chance for proft and power?
Considering your characters motivations
throughout the creation process will also
help your gamemaster focus his campaign.
If your party is composed of traditional-
ist mages and clerics who see mechs as a
thinly veiled threat to the dominant role
magic once played in the world, your DM
will likely focus your campaign on fghting
against mechs. On the other hand, if your
party is composed of coglayers, steamborgs,
and mech jockeys who see mechs as the best
chance for defeating the lunar dragons, your
adventures will be completely diferent.
With that in mind, here are some potential
character motivations that have special plac-
es in DragonMech. Of course, a character
is much deeper than a single motivating fac-
tor, so you can pick more than one, or adjust
them as you see ft.
Defeat the lunar aberrations
Restore faith in the traditional gods
Gain followers for a personal belief sys-
tem from those who now have nothing left
to believe in
Oppose the plans of the lunar gods
Explore (or loot) the ruins left by the
lunar rain
Restore the surface world (or your own
hometown or nation) to its former glory
Explore the depths of the underdeep,
those exposed only since the surface-
world refugees pushed ever deeper
Locate the legendary Master Repository
of the Gearwrights Guild
Restore order and law throughout the world
Fight against the oppressive policies of
the Stenian Confederacy
Acquire a personal mech
Build your own mech
Advance the art of mechcraft through
whatever means necessary
Join the Irontooth Clans and become a
mech devil
Join the Gearwrights Guild
Find a way to travel to the moon and
destroy the lunar dragons at their source
Forge an alliance between the splintered
factions of the world, so the larger threats
can be confronted in unison
Pursue personal power through whatever
means necessary, ensuring that you arent
afected by such disasters in the future
Prove that steam-powered mechs are superi-
or to magically powered ones (or vice versa)
CHARACTERS
G
iven the massive changes rocking their world,
the people of Highpoint suffer no shortage of
adventurers. Social structures have collapsed left
and right, leaving many commoners with no recourse
but to fight for their lives. Moreover, the advent of
mechs has created new opportunities for adventuring.
Collecting resources to keep them going is an in-
demand occupation these days, and the mechs have
raised the importance of a skill set not formerly
valued: the talented pilot. Everywhere you look, new
adventurers are wandering the land.
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Restrict knowledge of mechs to those who


can use it wisely
Rise to a senior pilot position in the mech
jockey hierarchy of the city-mechs
Discover what lives in the endless engine
rooms that power the city-mechs
Prove that life on the surface is possible
without the city-mechs
Unravel the mystery behind the Pretominin
Heads and the Great Standing Dwarf
Hunt monsters, fnd treasure, and become
a hero in this shattered world

RACES IN
DRAGONMECH
T
he standard races are well represented in
the land of Highpoint. Though they have
been traumatized by the worlds collapse
around them, none has been completely
exterminated.
Although Shar Thizdic has used racial ten-
sions and hate-flled rhetoric as a ploy to grab
power, interracial interaction has actually
grown since the lunar rain. The chaotic nature
of the world frequently throws together
adventurers who never would have met before.
The city-mechs are far too concerned about
recruiting those with useful skills to worry
about race (although tall humans certainly
have difculties on the low-ceilinged dwarf
mechs), and independent mech operators are
no diferent. Prospectors and treasure-seek-
ers take whoever does the best job, and life on
the surface is more about who can help you
survive than who has pointed ears.
This section describes the major races in
DragonMech and the ways they interact.

HUMANS
H
istorically, the humans of Highpoint
have been nomads, and rather uncivi-
lized nomads at that. The center of human
civilization was the endless plains. Relative-
ly few natural obstructions, combined with well
defned boundaries preventing outside invad-
ers, made this the perfect realm for nomads;
the open plains were protected from invasion
by the steppes to the west, the forests to the
north, the sea to the east, and the swamps to
the south. Between the nomad tribes, how-
ever, no shortage of confict existed. Human
civilization has always been wild and malleable
to begin with, with entire kingdoms rising
and falling within a few short generations,
and the endless plains are no exception. The
many tribes bickered constantly over territory,
resources, and prestige. The orc hordes that
also walked the plains made for still more con-
fict. The few nonnomadic cultures retreated
to impregnable fortress-cities that the combat-
ive nomads couldnt invade.
Now, however, the endless plains are
decaying. With little shelter from the lunar
rain, they are eroding with every passing
night. The human cities were easy targets
for the lunar dragons, and many have been
battered into the ground, their remains used
by some dragons as lairs. At the same time,
brave humans survive in the tunnels and
small places under the ruins. The ruined cit-
ies are still home to hundreds or thousands
of refugees, who hide where the dragons
cant reach them.
The nomadic tribes were not as vulnerable
as the cities. They fared well against the lunar
dragons, being last on their list of targets. As
wanderers with no fxed shelters, they were
hit hard by the lunar rain. The luckiest found
caves, mountains, or forests on the plains,
which they were soon forced to defend
against endless waves of refugees. The less
fortunate had to travel hundreds of miles
to the western steppes or northern forests,
where some were accepted by the elven vil-
lages. Most died en route.
Humans living in other regions, such as the
fatland, were less afected by the catastro-
phe. They were closer to underdeep havens,
or on good terms with nearby dwarves, and
fared better than their nomadic brethren.
Many took shelter in the dwarven strong-
holds. There they forged life-long alliances,
standing side by side with their dwarven hosts
to defend against later waves of refugees.
Older human characters are likely to be
embittered, cynical refugees. Their personal
history includes constant fight or fght for
the past ffty-odd years. Theyve never known
peace, stability, or true safety, nor have their
fathers or grandfathers. To them, the mechs
arent hope; the mechs are merely the latest
in a string of refuges. They adventure solely
for survival.
Younger humans, however, were born
into this world. Never knowing anything
else, they take it for granted. To them, the
mechs are simply there some friends,
others enemies, but all merely aspects of
the environment, like mountains or houses.
It is these new generations of humans that
have the greatest potential for reshaping
Highpoint, for they make the most of what
is there rather than try to return to the old
ways. They adventure out of a sense of hope
and possibility, searching for the innovations
that will restore the world (or at least their
tribe) to greatness.
Human characters may hail from the spe-
cialized nomad tribes of the endless plains,
some of which confer special abilities and
limitations. The wild Stavians are excellent
riders, while the Wisps are stealthy forest
dwellers. See page 157 for information on
these tribes.

DWARVES
O
f all the races, the dwarves are the
least afected by the catastrophes.
Their underground homes were never in
any danger from the lunar rain. The lunar
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dragons were only a small threat; no large


creature can ft very far into a dwarven tun-
nel. But the dwarves sufered mercilessly
from the secondary efects of the catastro-
phes: When the surface dwellers looked for
shelter from the lunar rain and dragons, they
headed to the mountains. The dwarves were
forced to defend their underground caves
against almost every living surface-dweller
in the world.
The dwarven kingdoms have been in a
constant state of war for nearly a century.
The more recent years have seen less vio-
lence, since most of the invaders are dead
by now, and the development of mechs gives
refugees another option. But the frst few
decades were horrible. Most dwarves now
refer to these as the Years of the Blood Rain,
for the invasions caused by the lunar rain
spilled more dwarf blood than any other war
or catastrophic event within memory.
During the Years of the Blood Rain, almost
every dwarf household lost at least two thirds of
its numbers. Some were exterminated entirely.
Some mountaintop dwarven cities are now
occupied entirely by humans, elves, and orcs.
Some still have dwarven residents, who are the
slaves of the current owners. Other cities have
been successively occupied by wave after wave
of invaders, each of which wipes out the pre-
ceding one. These sanctuaries from the lunar
rain are testaments to its disruptive power.
Dwarven characters are likely stoic, tired
defenders. After decades of invasion, they are
distrustful of anyone who is unfamiliar, particu-
larly if they are approached in their strongholds.
To them, the mechs are a mixed blessing. They
relieve the pressure on the dwarven kingdoms.
At the same time, for those dwarves who now
live in mechs, they represent the abandonment
of thousands of years of dwarf stone-dwelling
tradition. They adventure to escape their con-
fnes, search for new solutions, beat back the
attackers who have threatened their way of life
for so long, or free the dwarven cities that are
still occupied by invaders.
The dwarven bonus to Craft checks relat-
ed to metal applies to Craft (Mechcraft).
Dwarves raised in mechs do not receive the
stonecunning ability, but in its place receive
a +2 bonus to Mech Pilot skill checks. The
dwarven bonuses in combat against giants,
orcs, and goblinoids do not apply to combat
with orc mechs. The bonus is due to genera-
tions of training in personal martial combat,
not mech combat.

ELVES
T
he elves were well protected by their
dense forest realms, which shielded
them from the lunar rain for some time.
Although the forests were eventually worn
down, they bought time for their residents.
Even so, the elves sufered hard. The
elven lifespan is long, and their traditions
are strongly cemented. While humans had
short memories and several generations to
adapt to a new world, and the dwarves at least
retained the vestiges of their former realms,
the elves have had every last woodland village
utterly destroyed. Tens of thousands of years
of advanced civilization have been reduced
to a few portable libraries, the occasional
rolled-up painting, and remembered songs.
Humans give birth to children who never
knew anything diferent, but barely half an
elven generation has passed since the lunar
rains began. Each and every living elf is pain-
fully aware of all that has been lost. To make
it all the worse, they are now forced to live in
confned spaces, a condition which is anath-
ema to the elven psyche. A deep sadness
permeates elven society.
Nonetheless, elves welcome the mechs
with open arms. From the perspective of
those used to woodland groves and high
forest homes, living in a tall, mobile mech
is a monumental improvement over living
underground. Although the mechs were
invented by dwarves and developed by
humans, the most advanced are the product
of elven magic. They have taken the denuded
ancestor trees that were once the centers of
their villages and magically recrafted them
into still-living mechs. These wooden mechs
must root in the earth for one hour each day,
but they are still far more powerful than any
others, wielding barrages of freballs and
other spells at their fngertips. They carry
with them the villages traditions.
Elven characters are sad and distant, but
among all player character races they are the
most hopeful. They have a seven-hundred-
year lifespan more than sufcient to use
their mechs to eradicate the lunar dragons,
use their magic to shield them from the
lunar rain, and re-establish the culture they
once had. They adventure with very long-
term goals: to recover the artifacts and icons
their villages lost, seek new sites to reroot
their ancestor trees, establish alliances with
others who would help them fght the lunar
creatures, and fnd magical solutions to the
worlds problems.

GNOMES
T
he gnomes have sufered much as the
dwarves have, with their underground
burrows raided and used as shelters by other
races. Unfortunately, the gnomes lack the
extensive defenses of the dwarf kingdoms,
and they have fared much worse. Despite
their illusions, most gnomes were evicted
from their burrows and forced to seek shelter
elsewhere. Their burrows were then batted
back and forth between successive invaders
until the constant activity fnally attracted
the attention of the lunar dragons. Most
gnome villages are now fattened wastes.
Although the dwarves invented the mechs
and the humans developed them, gnomes
actually constructed many of them. The few
gnomes to survive their forcible displace-
ment have been welcomed by mech crews,
who deeply appreciate their technical prow-
ess. They are less needed on the magically
powered elf mechs, but most other mechs
include a cadre of gnome technicians, and
many gnome clans have traded their services
for safety on a human or dwarven mech.
Gnomes are welcomed for another reason:
Theyre fun to be around. The gnomish sense
of humor has sustained the race, and their
jokes and pranks are welcome diversions in
the bleak land of Highpoint. Of course, their
jokes these days tend be a little darker, but
they still make people smile.
Gnomish adventurers are jovial tricksters,
as they always have been, but at night, when
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theyre alone in their bedrolls, they silently


weep for the clan members they have lost.

HALF-ELVES
H
alf-elves on Highpoint have always
had difculty defning themselves.
The radically diferent lifestyles of their two
parents certainly never helped: The stable,
ancient elves in their woodland towns lived
a very diferent life from the whirling, wan-
dering human nomads. Many half-elves split
their time between their two cultures. Being
from two races that respected one another,
they were always accepted, even when they
never belonged.
Each half-elf usually identified more
strongly with one parent or the other and
spent more time with that society, though
he took pride in the accomplishments of
both of his heritages. Now that the lunar
rain has decimated the landscape, half-
elves have, for the first time, had a chance
to define their own identity as something
other than a confused, misplaced mix-
ture. Although it would be an enormous
exaggeration to say that any half-elf actu-
ally appreciated the catastrophes, it is true
that many have found themselves in the
new world. As social structures which con-
fused them have broken down, they have
had less difficulty fitting into the newly
reformed societies. They have flocked
to the mechs, seeing the new culture as
a place they can fit into from the start.
Relative to their percentages in the overall
population, half-elves are quite common
in human and elven mech crews.

HALF-ORCS
O
rcs have always been despised by the
other races of Highpoint, and half-
orcs are unfortunately subject to similar
disdain. They are accepted by no society,
and most become wanderers or adventur-
ers. The few who settle usually live with the
tribes of their orc parents, where they are
considered weaklings.
Half-orcs are found in mechs only as pay-
ing passengers (when their payment is high
enough to overcome natural prejudices) or
as slaves or laborers on an orc mech.
Half-orc characters are coarse, crude mer-
cenaries, as they have always been. The lunar
rain is a catastrophe for others, not them;
since half-orcs were never fully accepted by
either parent, they dont feel a deep sense
of loss for what has been destroyed. Of all
the races, the half-orcs are perhaps the best
adjusted, for they took the least pride in
what they were to begin with.

HALFLINGS
T
he halfings of Highpoint never had
a specifc city or region to call their
own, nor a civilization quite as advanced as
that the elves lost. They settled everywhere
and moved often; halfing neighborhoods
existed in most human cities, throughout
elven territory, in the halls of Duerok, and
along the banks of the Endless River.
For many reasons, the halfings have
adapted well to the catastrophes. First, their
small size let them escape the lunar dragons
easily. Many halfing communities were
able to survive in the nooks and crannies
beneath the rubble of cities destroyed by
the dragons. Others became worm farmers.
Unlike the larger races, they were not forced
to battle for the underground homes of the
dwarves and gnomes. Second, halfings are
always quick to adapt to new opportunities,
and they did so en masse after the catastro-
phes. Many became traders, scouts, guides,
prospectors, and technicians.
Thus were born the coglings: halfing
laborers and technicians who tend to mechs.
The huge, complex steam engines of the
dwarven mechs require extensive mainte-
nance, ranging from simple janitorial duties
(cleaning of oil residues, monitoring wear
and tear, etc.) to complex technical assign-
ments (calibrating gears, checking pressure
valves, etc.). Halfings can ft into smaller
crevices than even the gnomes, and they
were quick to recognize the utility of their
size in the complicated regions of a dwarven
mech. Many halfing communities have now
relocated to mechs, where they provide
most of the unskilled and semiskilled labor
required to keep the steam engines running.
In many cases, these coglings are illicit stow-
aways unknown to the mechs leaders. In the
most extreme cases, they have become feral
gear-dwelling creatures, forgetting their
heritage and living as perpetual stowaways in
the harsh engines. (For more information on
coglings, see page 183.)
Halfing adventurers are cynical, as
are all the races, but not quite as jaded as
others. After all, halfings see change as
opportunity. Many halfings are now pro-
tected by the same mechs that protect the
dwarves, gnomes, and humans, despite the
halfings absence in the innovation of such
mechs. As usual, they have adapted rap-
idly and found places to support themselves.

ADAPTING CLASSES
TO DRAGONMECH
M
ost traditional classes can be eas-
ily integrated into DragonMech,
although a few require adaptation.
Barbarians
Barbarians have always been common, espe-
cially among the nomadic human tribes. Now,
as new generations come of age in the rain-
scalded world of Highpoint, they are even
more common. Any character raised on the
surface (in the rubble of old cities, in shallow
cave complexes, or any other such area) is far
more likely to be a barbarian than a fghter.
Barbarians adventure to locate kin who were
lost in the disasters, to acquire whatever ves-
tiges of steam technology they can for their
tribes, or because they have lost their tribes
and have nothing left to go back to.
Bards
In a world with little to hope for, bards are
in high demand. They are welcome wherever
they go for the diversions they provide. While
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most survivors of the lunar rain are naturally


suspicious of anyone or anything they encoun-
ter, the one exception to their suspicion is the
bard. Theyll wait to ask questions until after
the bard performs, and if he performs well,
they might never ask any questions. Bards
adventure to piece together what bits of
knowledge they can, hoping to uncover the
ultimate secrets behind the lunar rain. Even
while joking and singing, they pursue the big
questions: Why did it happen? What is life like
on the moon? How can this be stopped?
Clerics
Few clerics have survived the catastrophes
unscathed. The damage has been not to their
bodies (although many were killed) but to
their faith. What sort of god would allow
such disaster to befall his followers? Either
the gods allowed such inexplicable disaster,
which would make any follower question
his own piety, or the gods did not allow the
disaster, in which case they are inefectual
and lack the strength to stop whatever power
did cause the disaster. Either way, a clerics
faith will be shaken, and many attribute their
declining powers to these causes.
In reality, the old gods are being overrun by
the lunar gods, particularly those of the lunar
dragons. The physical interaction between
the moon and surface has given these gods a
strong foothold in the afairs of the surface
world. On other planes, they battle the old
gods and are slowly overwhelming them.
Clerics in Highpoint must contend with
the battles between their deities and the
lunar gods. They receive spells only when
their deities have the strength and divine
focus to spare. Each day, after the cleric
completes her hour of supplication, check
to see if she receives spells. This is resolved
with a Wisdom check against a base DC of 6.
A roll of 1 always fails.
The base DC is modifed as follows.
For each day that the cleric did not receive
spells, the DC on the following day is
increased by 2.
If on the previous day the cleric succeed-
ed in a major defeat of the lunar gods or
their allies and agents, in any way, the DC
is decreased by 2.
If on the previous day the cleric otherwise
aided his deity in some signifcant way,
such as completing a temple, founding a
new sect, defeating an enemy cleric, or
signifcantly enlarging an existing sect,
the DC is decreased by 1.
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This check is rolled separately for each


and every cleric, even two of the same faith,
as it depends not just on the deitys abil-
ity but also the clerics piety and the deitys
power on that day. Clerics still receive their
spells most of the time, but the few days on
which they dont are certainly disturbing.
This weakness of clerics refects the dis-
traction and limited power of their gods as
they battle the lunar gods. However, there is
a silver lining. The deities are now focusing
much more of their energy on thwarting the
invading lunar gods and their minions. Any
cleric of any faith can attempt to channel
divine energy spontaneously into a spell
opposing any lunar dragon or other lunar
creature or efect, including attempts to
protect or heal someone from the conse-
quences of lunar rain, damage from drag-
ons, and other such causes but only if he
receives his normal spells that day.
To attempt such spontaneous casting,
the cleric simply tries to cast any spell he
could normally cast, regardless of whether
it is in his daily allotment. A Wisdom check
determines success. If the check is success-
ful, the cleric casts the spell as normal with-
out losing one of his allotted spells for that
day. If the check fails, the cleric does not
lose an allotted spell, but no spell efect
occurs and his action is wasted. The cleric
must still meditate to be able to cast these
spontaneous spells.
These spontaneous spells can be cast
more than once per day. The DC for the frst
spontaneous spell cast each day is 20, modi-
fed by the same adjustments as the clerics
chance to get spells. The DC for each sub-
sequent spell rises by 4 for each attempted
spontaneous casting, whether successful or
not. For example, the initial DC is 20. After
one attempt, whether failed or successful,
it rises to 24. After a second attempt, again
regardless of success, it rises to 28.
In addition, clerics and paladins of ter-
restrial deities may automatically sense if a
creature is of lunar origin. They must already
be aware of the creatures presence. This is
resolved with an unadjusted Wisdom check
against DC 15. On a success, the cleric suc-
cessfully determines if a creature is lunar in
origin. This free action is a fash of insight
provided by the clerics deity in its war
against the lunar gods and requires no efort
on the clerics part. The DM should make
the check.
Clerics now feel a compelling urge to set
forth in the name of their gods, or at least to
fght against the lunar gods. They adventure
out of a sense of faith, dedicated to reviving
their faith and solving the root causes of the
disaster, not merely profting in its wake.
Druids
The lunar rain has had two efects on druids.
First, not as many of them exist. Forced to
seek shelter, many had to abandon their
groves. Lacking the natural world with which
to instruct new followers, they have had a
hard time increasing their numbers. At the
opposite extreme is a corollary efect: those
druids who remain, and the few who have
appeared since the lunar rains, are dedicated
to their cause as no others before them. They
see themselves as participants in a sacred
battle of epic proportions, warring against
the lunar denizens for the sake of all things
natural. Few enemies of the lunar rain are so
dedicated. They are utterly driven in their
cause to protect what little remains of the
natural world. In many cases, their dedica-
tion borders on insanity, so hard it is to take
the losses that their groves have seen.
A player must explain how his druid char-
acter has come to such a profession in the
world of Highpoint. He may be apprenticed
to an older druid who roamed the woods
before the catastrophes, or perhaps he is a
refugee raised in a burrow, whose knowledge
of nature is limited to the razed environment
of the postcatastrophe world.
Fighters
Fighters are always in abundance, whether
on Highpoint or any other world, but
fewer of them are around now. The armies,
dedicated training, and military schools
necessary to produce fghters have been
disrupted. Most fghters now hail from
Chemak or Duerok. Fighters adventure to
test their skills against the new challenges
of this world and to defend the homelands
that trained them. Many also succumb to the
allure of glory and treasure waiting to be had,
and seek proft from the new world growing
up around them.
Monks
The monasteries of Highpoint are tradition-
ally located in the higher altitudes: the rough-
lands, the foothills of the Boundary Peaks, or
even on the Peaks themselves. Some monas-
teries are in the Lilat and Herel forests, and
two extremely isolationist orders have set up
camp west of the Boundary Peaks, far from
civilization. All of these areas are far from
the worst ravages of the lunar rain, and monks
have endured the pain of the catastrophes
as stoically as one would expect. Although
monks have never been particularly common
in Highpoint, theyre as common (or as rare)
now as they have been.
Some monks have reinterpreted their
heritage in a new way. The mech devils of the
Irontooth Clans have clear roots in monastic
martial tradition, though they apply it to
combat with mechs rather than personal
melee. Many monks have joined these clans,
where they are welcomed with open arms
and taught the ways of the mech devils.
Paladins
Paladins are needed now more than ever
before. As with the clerics, many have
questioned their gods, but as the ultimate
champions of their faith, none has held such
doubts for long. Paladins have emerged as
true champions, battling the lunar dragons
where others fee, and their numbers have
actually grown thanks to the examples they
have set.
Paladin spellcasting is limited as a clerics
is (see above). None of the paladins other
abilities are afected.
Rangers
As with the druids, rangers have found
their homes destroyed. Rangers can still be
found among the elves and surviving human
nomads, but new recruits are rare. Some have
responded similarly to the druids, declaring
a sacred war against the lunar creatures; oth-
ers have simple given up, living the rest of
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wizards. Much magical knowledge was


destroyed along with the great cities, and
the destruction of the ancestral elven vil-
lages dealt a powerful blow to the study of
magic. Furthermore, the age favors steam
power, not magic except among the elves,
it is the coglayers who are protecting their
societies, not the wizards.
Wizards are not as common as they used
to be. Those who remain are motivated to
return magic to its place of preeminence.
They adventure to prove the worth of their
skills, to gain new knowledge, and to track
down the few remaining archmages who can
teach them the greatest secrets of all.

NEW CORE CLASSES

CLOCKWORK RANGER
(VARIANT RANGER)
T
he clockwork ranger is a fghting
man who has adopted the mech
as his home. On a normal world
he may have grown up studying
the creatures of the woods,
but, raised as he was on a
mech, he has instead
made the world of
metal his domain.
Most clockwork rangers
live in the gear forests, the vast
engine rooms that occupy mul-
tiple levels of every city-mech.
Clockwork rangers are in most
respects just like traditional rangers.
They study the creatures that occupy
the gear forests, both natives (like
coglings) and invaders (which can
include practically any creature that
threatens the engines regularly). They
tend to be standofsh loners who
retreat to the engine rooms for sol-
ace and skill. Clockwork rangers have
a natural understanding of engineer-
ing rather than the afnity for nature
found with woods-dwelling rangers,
their lives in the meteor-pocked wastes of
what were once great forests.
A variation on the traditional ranger,
called the clockwork ranger, can now be
found haunting the gear forests of city-
mechs. Clockwork rangers are described in
detail below.
Rogues
Rogues will always have a place, in any loca-
tion and any time. The rogues of Highpoint
have been unafected by the catastrophes,
except insofar as it has been a great time
for opportunists and looters. Life on a mech
doesnt particularly favor a rogue the quar-
ters are a little too cramped to get away with
much but rogues have found their skills are
perfectly suited to infltrating enemy mechs,
which are little more than walking buildings.
Some rogues have even specialized in such
skills, and rumors exist of a secretive orga-
nization of stalkers who are dedicated to
taking down mechs without ever being seen.
Rogues adventure for the same reasons they
always have: loot, experience, fame, infamy,
and the challenge of a great heist.
Sorcerers
The moons low orbit has caused all manner
of strange events on Highpoint, not least of
which is a huge jump in the number of natu-
ral-born spellcasters. Sorcerers are on the
rise, apparently driven by some magical side
efect of the moon. Many of the new blood
manifest spells that are moon-themed varia-
tions on the traditions, such as magic missiles
that launch meteorites instead of arrows.
In some cases they are hated for this, being
seen as part of the worlds problems; in other
cases, they are treasured as bearers of unique
magic. In any event, the respect they enjoy
must now be shared with mech jockeys and
coglayers, a fact many sorcerers fnd grating.
They adventure to test their limits and fnd
their purpose, especially those whose tal-
ents indicate they are connected to the lunar
catastrophes in some inexplicable way.
Wizards
Fewer places exist to learn magic these days,
and fewer people are training to become
though their natural talent is not as well
developed as that of the coglayers.
The personal history of a clockwork rang-
er usually motivates him to adventure. In
many cases, their lives were saved by mechs
early on. Their worship of the gear forest
is intertwined with a desire to protect it
as an environment, in part to preserve the
city-mech itself. They adventure to foil
those who would threaten the lumbering
city-mechs, to fnd resources to beneft the
city-mechs, or simply to further the cause
of steam technology. They oppose those
who advocate a return to the old ways, not
just because it threatens the denizens of
the gear forests, but because they see it as
a deceptive solution.
Clockwork rangers are also known as
metal rangers or enginekeepers.
Game Rule Information
Clockwork rangers are identical to normal
rangers with the following modifications.
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Class Skills
The clockwork rangers class skills (and the
key abilities for each skill) are Climb (Str),
Concentration (Con), Craft (Int), Handle
Animal (Cha), Heal (Wis), Hide (Dex), Jump
(Str), Knowledge (nature) (Int), Knowledge
(steam engines) (Int), Listen (Wis), Move
Silently (Dex), Profession (Wis), Search
(Int), Spot (Wis), Survival (Wis), and Use
Rope (Dex).
Clockwork rangers have the unique abil-
ity to use Handle Animal to infuence con-
structs. See page 42 for details.
Skill Points at 1st Level: (4 + Int modi-
fer) x 4.
Skill Points at Each Additional Level:
4 + Int modifer.
Class Features
Clockwork rangers are like rangers except
for the following.
Spells: Though the gear forest is a man-
made environment,
its inhabitants are
creatures of
nature. Many
gear forests develop their own unique ecolo-
gies, albeit it with creatures far removed from
those that walk the woodland dale. Clockwork
rangers may still draw on nature to cast divine
spells, though the spells available to them are
slanted more toward mechanical life. See page
48 for their spell list.
Track: Clockwork rangers still receive the
Track feat. The grime and grease that coat the
foors of gear forests count as frm ground for
purposes of the feat. Particularly sludge-cov-
ered areas are considered soft ground.
Favored Enemy: Clockwork rangers still
have favored enemies. They may choose
from the traditional categories, provided
they have had exposure to those enemies.
Animal Companion: The clockwork
rangers animal companion must be a creature
native to the gear forests. Choose from this list:
dire rat, grease lizard, monstrous centipede
(Medium or Large), monstrous spider (Medi-
um), or snake (Small or Medium viper).

COGLAYER
A
coglayer is a tinkerer and mechanic.
Most coglayers are obsessed with steam
engine technology, working tirelessly to eke
out every last drop of performance from the
engines they build. They experiment con-
stantly and are always eager to learn about
others advances in the
feld. If anyone can build
a bigger, better mech,
its a coglayer. Coglay-
ers gain power through the
devices they build, and they have
special mastery over an area of technology
known as steam powers. Steam powers enable
them to construct fantastic engines with
amazing powers.
Adventures: Coglayers adventure for
two reasons. First, they like to test their
inventions. The best way to fnd out if your
mech is really up to snuf is to send it into
battle. Second, they have a very expensive
hobby. As if steam engines werent expen-
sive enough, mechs are downright exor-
bitant. Adventuring is a good way to fund
this hobby.
Characteristics: Coglayers are shy and
reclusive. They prefer to spend their time
with machines, not people. They maintain
a conservative appearance and dont draw
attention to themselves except when
demonstrating new inventions, at which
point they are happy to show them of.
Alignment: Coglayers tend toward neu-
trality and even chaos. Their belief structure
places a high premium on knowledge and
truth, as well as the advancement of tech-
nology through contributions to the greater
body of knowledge. They consider these
timeless values to be far more important
than the temporal loyalties of mortal life.
Religion: Coglayers have no respect
for the old gods. They are utterly atheis-
tic. They worship only technology and the
power it can bring them. If they exhibit any
religious leanings at all, it is toward Dotrak,
the great engine.
Background: Many coglayers are of-
cially trained by the Gearwrights Guild, or
a similar organization in their hometown. If
not part of the guild, they are almost always
apprenticed to an older, more experienced
coglayer, who teaches them the basics and
then helps them advance. This apprentice-
ship is usually quite informal; it happens
naturally due to the close camaraderie of
coglayers, who seek each other out to dis-
cuss their studies. A strong feeling of fellow-
ship exists among coglayers, since they have
few other people with whom they can discuss
their interests.
Races: Gnomes and dwarves are by far
the most common races among coglay-
ers. Human and half-orc coglayers arent
uncommon, though the latter rarely advance
beyond simple mechanical contraptions.
Coglayers of any other races are exceedingly
rare: Elves prefer magically constructed
mechs, and halfings are more interested in
selling mechs than building them.
Other Classes: A coglayer is perceived by
other classes as an odd eccentric. For most
of an adventuring career, hell be the small
guy in the back hiding behind some weird
contraption. But as he advances in level
he gains the ability to construct ever more
elaborate weapons, and eventually he can
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build mechs. It is at this point that coglayers


start earning some respect.
Game Rule Information
Coglayers have the following game statistics.
Abilities: Intelligence is exceedingly valu-
able for coglayers, as is Dexterity. The former
lets them dream up ever more powerful con-
traptions, and the latter lets them build them.
Alignment: Any.
Hit Die: d4
Class Skills
The coglayers class skills (and the key abilities
for each skill) are Craft (blacksmithing) (Int),
Craft (mechcraft) (Int), Disable Device (Int),
Knowledge (any) (Int), Knowledge (mechs)
(Int), Knowledge (steam engines) (Int), Lis-
ten (Wis), and Mech Pilot (Dex).
Skill Points at 1st Level: (8 + Int modi-
fer) x 4.
Skill Points at Each Additional Level: 8
+ Int modifer.
Class Features
All of the following are class features of the
coglayer.
Weapon and Armor Profciency:
Coglayers are profcient with club, dagger,
heavy crossbow, light crossbow, and quar-
terstaf. They are profcient with all shields
except the tower shield, and the follow-
ing armor types: padded, leather, studded
leather, pilots armor, chain shirt, scale mail,
gearmail, and chainmail. As they advance,
they gain profciency with certain exotic
weapons (see below).
A coglayer is always considered profcient
with any weapon he has built using his steam
powers.
Exotic Weapon Profciency: Coglayers
tinker constantly. They are always learning
how to use new mechanical devices, includ-
ing exotic steam-powered weapons. At each
indicated level, a coglayer can become
profcient with one of the following exotic
weapons: buzzaxe, buzzsaw, chattersword,
fame nozzle, lobster claw, steambreather,
steam gun.
Machine Empathy (Ex): A coglayer is
fnely attuned to the functions of machines.
He can identify problems from the slight-
est hum or whir. Coglayers receive the
Craft Steam Gear feat for free at frst level.
Coglayers add their class level as a bonus to
all checks in Craft (mechcraft), Knowledge
(mechs), and Knowledge (steam engines).
Mech Weapon Profciency: Coglayers
spend far more time building and studying
mechs than piloting them, so they do not
learn to operate mech weapons as quickly
as their mech jockey counterparts. None-
theless, they become skilled with those
they focus on. At each level indicated, the
coglayer becomes profcient with any one
mech weapon.
Steam Powers (Ex): A coglayer can
construct a number of steam powers as
indicated in Table 1-1. He receives a num-
ber of additional steam powers equal to
his Intelligence modifer. Steam powers at
1st level are granted for free; future steam
powers must be built and paid for per the
usual rules.
These steam powers arent indicative of
what the character knows; theyre indica-
tive of what he is capable of maintaining.
The character doesnt have to specify what
each steam power slot is until he actually
builds a device of some sort that uses the
steam power. He can maintain only the
number of steam powers indicated in Table
1-1. If for some reason he wants to alter the
steam powers he is currently using, he can
dispose of an existing device and create a
new one. As long as the total steam powers
in use do not exceed his limit as indicated
in Table 1-1, thats not a problem. The old
steam powers and the device they were
used with are considered destroyed, how-
ever; even if they arent actively destroyed,
they fall apart from lack of maintenance.
Each morning the coglayer must spend
one hour maintaining his steam powers.
This includes adding oil, recalibrating
parts, checking measurements, and so on.
The coglayer must be capable of reasonable
concentration during this time, though he is
not afected by any distractions that might
be normally experienced on a city-mech
(such as engine noise or cramped quarters).
For each day in which he doesnt maintain
his steam powers, the coglayer temporarily
TABLE 1-1: THE COGLAYER
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers
1 +0 +0 +0 +2 Machine Empathy,
Exotic Weapon Profciency 2+Int
2 +1 +0 +0 +3 Mech Weapon Profciency 3+Int
3 +1 +1 +1 +3 Integrated Parts 4+Int
4 +2 +1 +1 +4 Exotic Weapon Profciency 5+Int
5 +2 +1 +1 +4 Mech Weapon Profciency 6+Int
6 +3 +2 +2 +5 7+Int
7 +3 +2 +2 +5 Integrated Parts 8+Int
8 +4 +2 +2 +6 Exotic Weapon Profciency 8+Int
9 +4 +3 +3 +6 Mech Weapon Profciency 9+Int
10 +5 +3 +3 +7 10+Int
11 +5 +3 +3 +7 Integrated Parts 10+Int
12 +6/+1 +4 +4 +8 Exotic Weapon Profciency 11+Int
13 +6/+1 +4 +4 +8 Mech Weapon Profciency 12+Int
14 +7/+2 +4 +4 +9 12+Int
15 +7/+2 +5 +5 +9 Integrated Parts 13+Int
16 +8/+3 +5 +5 +10 Exotic Weapon Profciency 14+Int
17 +8/+3 +5 +5 +10 Mech Weapon Profciency 14+Int
18 +9/+4 +6 +6 +11 15+Int
19 +9/+4 +6 +6 +11 Integrated Parts 16+Int
20 +10/+5 +6 +6 +12 Exotic Weapon Profciency 16+Int
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loses one steam power. All lost steam powers


are restored as soon as the coglayer spends a
full hour on maintenance.
Integrated Parts: Most coglayers are
Small creatures, such as gnomes, halfings,
or coglings. With their low Strength, these
coglayers have been forced to develop
new ways to carry around all their gear. At
3rd level and every 4 levels thereafter, the
coglayer can integrate two steam powers
into one. These powers must be built into
the same device. The two parts combined
then weigh the same amount as the smaller
of them did before they were combined. For
example, an imagemaker combined with an
iron arm would have a total weight of 8 lbs.,
the same weight as the iron arm by itself.
Parts integrated in this manner cannot be
separated once combined; to replace them,
the coglayer has to build two whole new
parts from scratch. It is perfectly acceptable
to integrate disparate parts of radically dif-
ferent size, weight, and dimensions after
all, this is fantasy engineering!
That Piece is Important: At 12th level
(or higher), a coglayer may take the that
piece is important ability (per the stalker class
description) in place of a normal feat. A
coglayer with this ability may identify stalker
sabotage in half the usual time (which nets to
one-fourth the time the stalker spent fnding
the piece).

CONSTRUCTOR
(VARIANT WIZARD)
A
constructor is a wizard who specializes
in building constructs. Constructors are
a new phenomenon, having appeared only in
the last several decades. A formal organiza-
tion known as the College of Constructors
is responsible for much of the growth in
the feld, as its members have expanded the
science of magical constructs far beyond
golems and guardians. Constructors learn
spells that mimic the traits of constructs,
just as they push the envelope of construct-
building in an attempt to match the fabulous
creations of the coglayers.
Characters become constructors because
they exhibit a talent for both engineering
and arcane magic. If they lacked the abil-
ity to cast spells, many would have become
coglayers. Instead, they fuse their two skill
sets to create creatures far beyond the scope
of simple engineering (or so they hope).
The constructor class is a mix between a
normal character class and a prestige class.
Constructors are always members of the
College of Constructors. This membership
is freely available to anyone who professes
an interest. In that regard, the constructor is
like a prestige class, as it requires member-
ship in a world-specifc institution. On the
other hand, this is hardly more specialized
than what is required of a specialist wizard
(an illusionist, for example). Constructors
are essentially specialist wizards whose
specialization includes membership in an
organization. Unlike normal specialists,
however, their specialization does not fall
along the lines of a specifc school.
Players may select constructor as their
class at 1st level.
Game Rule Information
A constructor is identical to a normal wizard
with the following modifcations.
Class Skills
The constructors class skills (and the key
abilities for each skill) are Concentration
(Con), Craft (alchemy) (Int), Disable
Device (Int), Knowledge (any) (Int), Profes-
sion (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modi-
fer) x 4.
Skill Points at Each Additional Level: 2
+ Int modifer.
Class Features
Spells: The constructor class has its own list
of spells. This includes all wizard spells, a few
divine spells that have been adapted for use
by the constructors (such as animate objects),
several variant spells focused on afecting
constructs rather than their previous targets,
and a number of restricted spells.
The constructor school spell list appears
on page 48. The restricted spells were devel-
oped by the College of Constructors and are
strictly regulated. Members of the college
never teach these spells to nonmembers.
The only way to learn them is to be a mem-
ber of the college or to discover them in a
members spellbook.
Specialist: Constructors are specialists.
As described in the PHB, a constructor can
prepare one additional spell of each level per
day, and receives a +2 bonus to Spellcraft
checks to learn the spells of her chosen col-
lege. The extra spell selection may be any
spell from the constructor school spell list
(page 48).
To become a constructor, a wizard must
select any single other school as her prohib-
ited school. Almost all constructors choose
necromancy as their prohibited school,
since spells of all other schools are required
for the creation of all typical constructs.
Those who dont choose necromancy as their
restricted school often have foul ambitions
involving the creation of smoking dead and
other undead semiconstructs.
Familiar: A constructor may build a
clockwork familiar (see page 47).

MECH JOCKEY
A
mech jockey pilots mechs. The mech
jockey embodies technical inclination
combined with lightning refexes, extraordi-
nary spatial abilities, an emotional sensitivity
to machines, and an unfinching belief that a
mech can do anything a human can.
While the earliest mechs were piloted
by the technically minded people who built
them, it soon became clear that technical
talent and piloting ability are two separate
things. The mechdoms now select mech
jockeys based on piloting skill, not techni-
cal aptitude. Low-level mech jockeys merely
understand the controls of a mech, while
high-level mech jockeys can make their
mechs do things the builders never thought
possible.
In the lands of Highpoint, mech jockeys
are the new wave of heroes. Their skills
protect and shepherd their peoples. The ace
pilots of the lightweight fghters speed their
mechs across the landscape, sparring with
monsters and repelling raiders. The more
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cautious pilots of the massive city-mechs


stride mightily above the ground, plotting
their steps with expert precision so as to
avoid disaster.
Adventures: Mech jockeys adventure
because its the only way they can get behind
the controls of a mech. Most of them are in
love with mechs from the moment they set
sight on one. On top of that, mech jockeys
get a thrill from the rush of piloting and love
excitement, danger, battle, and loud noises.
The transition from there to active adventur-
ing isnt very far. Mech jockey adventures
involve ferrying cargo, passengers, or even
contraband; scouting out new locations for
settlements or mines; patrolling safe zones;
defending city-mechs against invading
mechs; and going head to head with lunar
dragons and other huge monsters.
Characteristics: The mech jockey is
like the quintessential fghter pilot: cocky,
self-assured, and good at what he does.
Mech jockeys have a specifc ability which
has never before been recognized as useful.
In the past, they may have become chariot
drivers in the military, or simply raced bug-
gies with the lads back in the village. Now
their piloting talent fnally has a produc-
tive, respectable outlet, and theyre very
proud of that.
Mech jockeys are always amateur techni-
cians, and some start out as coglayers before
multiclassing into piloting. Unlike coglay-
ers, however, their technical abilities arent
directed at building new kinds of machines.
Rather, they are most interested in souping
up their legs. They focus on customizing
their mechs and jerry-rigging repairs.
Alignment: Mech jockeys can be of any
alignment. A chaotic mech jockey sets out
to acquire his own mech (whether legally
or not), while a lawful mech jockey joins the
military in order to be assigned to a mech.
Religion: Mech jockeys are not as athe-
istic as some of the other newly appearing
classes, but their faith is still solidly planted
on the side of machinery, not gods. They may
retain some residual worship of the divine,
but most espouse a belief in Dotrak.
Background: Mech jockeys love speed,
thrills, and excitement. They were interested
in mechs and steam technology from an early
age, but rather than learn how the mechs
worked, they just wanted to make them go,
go, go! They hail from cultures where mechs
are common, or at least familiar: usually one
of the mechdoms, or Duerok. Mech jockeys
from the underdeep are unheard of.
Races: Although dwarves and gnomes
are most common among the technical
professions, mech jockeys are far more
likely to be human. Humans love the thrill
of piloting. Whenever you see a mech doing
something extraordinary dancing, fght-
ing unarmed with its elbows and knees,
moving faster than even the builder thought
possible it is almost guaranteed to be a
crazed human mech jockey behind the con-
trols. Mech jockeys of other races do exist,
of course, but theyre neither as crazy nor
as common. Many dwarven mechs are still
piloted by coglayers.
Other Classes: Mech jockeys get along
well with the wild, roughneck classes: bar-
barians, bards, rogues, and most fghters.
The more conservative classes consider
them a little too much to handle, including
coglayers, who appreciate the mech jockeys
love of their creations but really cant quite
connect with them. Sorcerers and wizards
often feel a sense of rivalry with mech jock-
eys, as they embody the steam technology
that is rapidly challenging the predominance
of magic. Clerics and paladins disdain them
for their lack of faith, and monks consider
them undisciplined and rowdy (except for
the mech devils, whose own brand of monas-
ticism intersects perfectly with that of a
mech jockeys).
Game Rule Information
Mech jockeys have the following game
statistics.
Abilities: Dexterity is by far the most
important ability for mech jockeys. It helps
them control their craft with precision and
skill. Intelligence is useful for understanding
the engineering that powers the mechs.
Alignment: Any.
Hit Die: d6
Class Skills
The mech jockeys class skills (and
the key abilities for each skill)
are Balance (Dex), Climb (Str),
Craft (mechcraft) (Int), Jump
(Str), Knowledge (mechs) (Int),
Knowledge (steam engines) (Int),
Listen (Wis), Mech Pilot (Dex), and Spot
(Wis).
Skill Points at 1st Level: (4 + Int modi-
fer) x 4.
Skill Points at Each Additional Level:
4 + Int modifer.
Class Features
All of the following are class features of the
mech jockey.
Weapon and Armor Profciency: Mech
jockeys are profcient with all simple weap-
ons, plus the rapier, short sword, all cross-
bows, and the steam gun. They are profcient
with light and medium armor, including
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pilots armor and gearmail, but not shields.


Mech jockeys are automatically profcient
with all mech weapons. They are the only
class to gain full mech weapon profciency as
part of the class package.
Extraordinary Pilot (Ex): Mech jockeys
add their class level as a bonus to checks in
the Mech Pilot skill.
Hand Speed: A mech jockey is a highly
skilled warrior who is most efective in a
mech. Many of the talents that make him
a skilled mech pilot hand speed, quick
refexes, excellent hand-eye coordination
are also extremely useful in normal hand-
to-hand combat. The mech jockey receives
the feats Quick Draw and Weapon Finesse for
free at frst level, even if he does not meet the
prerequisites. These refect the ways his natu-
ral abilities can be used outside the mech.
Mech Fingers: Mech jockeys eventually
learn to feel a mech as if it were an extension
of their own self. Their strong spatial percep-
tion abilities make them acutely aware of the
mechs dimensions. In efect, their fngers
become the mechs fngers.
Warrior Instinct (Ex): At 1st level a mech
jockey gains bonuses to attack while in
personal combat and while using a mech.
His attack bonus is divided into Base and
Mech because he gets a higher bonus when
attacking with a mech. This higher bonus
applies to any attack he makes while acting
as pilot or gunner on a mech.
Skill Transfer (Ex): At 7th level, a mech
jockey is so skilled at fghting with his mech
that his personal combat abilities carry over
to the mech. With this ability, a mech jockey
who possesses the following feats may use
them with the mech and its weapons: Dodge,
Expertise, Cleave, Great Cleave, Improved
Trip, Power Attack, and Whirlwind Attack.
(The following feats already apply to combat
in a mech, even without the skill transfer
ability: Improved Critical (on any mech
weapon), Improved Initiative, and Improved
Sunder. Shot on the Run and Spring Attack
can be used without the skill transfer ability
provided the mech jockey has the necessary
prerequisites and the Mechwalker feat. The
various two-weapon fghting feats do not
apply to mechs, and their abilities are sub-
sumed by the new Mechidextrous feat.)
Patchwork Repairs (Ex): Starting at 2nd
level, a mech jockey can perform patchwork
repairs once per day to get his mech back on
its feet quickly. Making patchwork repairs
takes a full round action (and in a large
mech, additional time may be required
to move to the damaged area). Patchwork
repairs fx the efects of one critical hit,
but do not increase the mechs hit points.
The repairs last for 1d6 hours plus one hour
per two mech jockey class levels; after that,
the critical damage recurs. For example, a
steam-powered mech that sufers gyroscope
damage must normally make a Refex save
(DC 16) with every move or fall over, and
it sufers a 4 penalty to trip checks. A 4th-
level mech jockey could temporarily fx the
gyroscope so the efects disappear, but they
reappear after 1d6+2 hours.
Push the Envelope (Ex): Mech jockeys
have an uncanny ability to judge the limits of
their mechs. They can redline a steam engine,
push its boiler to the blasting point, yet judge
the pressure just right so they max out perfor-
mance without causing permanent damage.
A mech jockey can push the envelope
a number of times per day as indicated on
Table 1-2. When pushing the envelope, the
mech jockeys mech gains a temporary +2
bonus to attack and damage rolls, +2 to all
saving throws, and +10 ft. to its movement
speed. The mech jockey can keep his mech
redlined for a number of rounds equal to 3 +
the mech jockeys Int modifer. At the end of
the redline duration, the mech is overheated
for 1d4 rounds. An overheated mech sufers a
2 penalty to attack and damage rolls.
A mech jockey who controls a specifc
function on a larger mech (for example, the
gunner) gains the benefts of redlining only
for the specifc function he controls (gener-
ally one weapon).
At 12th level, the mech jockey can push the
envelope to an extreme redline point. From
now on, his bonuses for pushing the envelope
are doubled: +4 to attack and damage rolls, +4
to the mechs saves, and +20 ft. to the mechs
movement speed. The modifers for an over-
heated mech are unchanged.
TABLE 1-2: THE MECH JOCKEY
Level Base Attack Bonus Mech Attack Bonus Fort Save Ref Save Wil l Save Special
1 +0 +1 +0 +2 +0 Extraordinary Pilot,
Mech Fingers Warrior Instinct, Hand Speed
2 +1 +2 +0 +3 +0 Bonus Feat, Patchwork Repairs
3 +2 +3 +1 +3 +1 Push the Envelope 1/day
4 +3 +4 +1 +4 +1 Bonus Feat
5 +3 +5 +1 +4 +1 Roll with the Punches 1 increment
6 +4 +6/+1 +2 +5 +2 Push the Envelope 2/day
7 +5 +7/+2 +2 +5 +2 Bonus Feat, Mech Fingers Skill Transfer
8 +6/+1 +8/+3 +2 +6 +2
9 +6/+1 +9/+4 +3 +6 +3 Push the Envelope 3/day
10 +7/+2 +10/+5 +3 +7 +3 Bonus Feat
11 +8/+3 +11/+6/+1 +3 +7 +3 Roll with the Punches 2 increments
12 +9/+4 +12/+7/+2 +4 +8 +4 Push the Envelope (Extreme Redlining) 4/day
13 +9/+4 +13/+8/+3 +4 +8 +4 Bonus Feat
14 +10/+5 +14/+9/+4 +4 +9 +4
15 +11/+6/+1 +15/+10/+5 +5 +9 +5 Push the Envelope (Extreme Redlining) 5/day
16 +12/+7/+2 +16/+11/+6/+1 +5 +10 +5 Bonus Feat
17 +12/+7/+2 +17/+12/+7/+2 +5 +10 +5
18 +13/+8/+3 +18/+13/+8/+3 +6 +11 +6 Push the Envelope (No Overheating) 6/day
19 +14/+9/+4 +19/+14/+9/+4 +6 +11 +6 Bonus Feat
20 +15/+10/+5 +20/+15/+10/+5 +6 +12 +6 Roll with the Punches 3 increments
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At 18th level, the mech jockey


can continue to push the envelope
to an extreme redline point, and
the mech no longer overheats
when the redlining is over.
Pushing the envelope is a
free action that can occur at
any point in a round, usually at
the beginning of a mech jockeys
turn. It is acceptable to declare
that the pilot begins pushing the
envelope after an attack or efect
hits that forces a save.
Roll with the Punches (Ex):
A mech jockey learns to move his
mech with the momentum of
incoming blows, reducing the
likelihood of critical hits. At
5th level, a mech jockey pilot-
ing a mech of average maneu-
verability or better treats criti-
cal thresholds as one increment
less dangerous. Yellow critical hits
are treated as green, orange critical
hits are treated as yellow, and red critical
hits are treated as orange. This means he
rolls on the lower threshold column to deter-
mine the efects of critical hits.
At 11th level, a mech jockey treats criti-
cal hits as two increments less dangerous.
Yellow and orange critical hits use the
green column, while red critical hits use
the yellow column.
At 20th level, a mech jockey treats critical
hits as three increments less dangerous. All
critical hits use the green column, regardless
of threshold.
Bonus Feat: At each of the indicated
levels the mech jockey may take one of
the following feats for free, provided
the feats prerequisites are met: Dodge,
Expertise, Cleave, Great Cleave, Greater
Weapon Focus (any mech weapon),
Greater Weapon Specialization (any mech
weapon), Improved Critical (any mech
weapon), Improved Initiative, Improved
Sunder, Improved Trip, Mech Dancer,
Mech Fu, Mechidextrous, Mechwalker,
Power Attack, Shot on the Run, Speed
Freak, Spring Attack, Weapon Focus (any
mech weapon), or Weapon Specializa-
tion (any mech weapon). A mech
jockey who takes Weapon Specializa-
tion, Greater Weapon Specialization, or
Greater Weapon Focus counts his mech
jockey levels as fighter levels for purposes
of meeting the feat prerequisites.

STALKER (VARIANT ROGUE)


S
talkers are rogues who specialize in infl-
trating and destroying mechs. Although
their abilities are generally similar to tradi-
tional rogues, their training departs in a few
important ways. They study steam engine
technology and mech piloting extensively,
and the focus of their rogue skills is on infl-
tration and concealment at the expense of
certain other areas. For game purposes, they
are considered a diferent class than the
traditional rogue.
Stalkers are described in more detail on page
179. They are not a formal organization, simply
a type of rogue with specialized interests.
Game Rule Information
Stalkers are identical to normal rogues with
the following modifcations.
Class Skills
The stalkers class skills (and the key abilities
for each skill) are Balance (Dex), Bluf (Cha),
Climb (Str), Craft (any) (Int), Craft (mechcraft)
(Int), Decipher Script (Int), Diplomacy (Cha),
Disable Device (Int), Disguise (Cha), Escape
Artist (Dex), Gather Information (Cha), Hide
(Dex), Intimidate (Cha), Jump (Str), Knowl-
edge (mechs) (Int), Knowledge (steam engines)
(Int), Listen (Wis), Mech Pilot (Dex), Move
Silently (Dex), Open Lock (Dex),
Profession (Wis), Search
(Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot
(Wis), Swim (Str), Tumble (Dex),
Use Magic Device (Cha), and Use
Rope (Dex).
The key diferences between these
skills and those of a rogue are as follows:
New Skills: Stalkers have access to
these new skills: Craft (mechcraft)
(Int), Knowledge (mechs) (Int),
Knowledge (steam engines) (Int),
Mech Pilot (Dex).
Lost Skills: These traditional
rogue skills are not class skills for a
stalker: Appraise (Int), Forgery (Int), Perform
(Cha), Swim (Str).
Skill Points at 1st Level: (8 + Int modi-
fer) x 4.
Skill Points at Each Additional Level: 8
+ Int modifer.
Class Features
All class features are identical to those of a
rogue except as described here.
Special Abilities: On achieving 10th
level and every three levels thereafter (13th,
16th, and 19th), a stalker gains a special
ability. At 10th level the stalker must take
the contortionist ability. At 13th level the
stalker must take the that piece is important
ability. At future levels he may choose from
the usual options.
Contortionist (Ex): A stalker with this abil-
ity can contort her body into a bewildering
variety of shapes. She can dislocate joints
at will, contract her body into unnaturally
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small shapes, and ft through incredibly tiny


spaces. She receives a +5 competence bonus
to Escape Artist checks. This stacks with the
Agile feat. Stalkers use this skill to squeeze
into the tiniest openings on a mech, often
fnding entry through narrow air vents and
seemingly impassible exhaust pipes.
That Piece Is Important (Ex): A stalker with
this ability can assess weak points in a mechs
engines with expert ability. After extensive
study of the mechs engine rooms, she can
identify a single piece that, if destroyed, will
bring the entire mech to a grinding halt.
Using this ability requires studying the
mechs engines for at least one full hour on a
small mech, and as long as several months on
the endless gear forests of a city-mech. After
the period of study, the stalker can make a
Disable Device skill check. The stalker can-
not take 10 or take 20 on this roll. The time
required and the DC depends on the mechs
size as follows:
Size Study Time Disable Device DC
Large 1 hour 16
Huge 2 hours 18
Gargantuan 4 hours 20
Colossal 8 hours 22
Colossal II 2 days 24
Colossal III 5 days 26
Colossal IV 2 weeks 28
Colossal V 3 weeks 30
City-mech A 1 month 32
City-mech B 2 months 34
City-mech C 3 months 36
City-mech D 4 months 38
City-mech E 5 months 40
City-mech F 6 months 42
If successful, she brings the entire mech to
a grinding halt. Within 2d6 minutes of her
sabotage, every single system connected to
the mechs central engines has failed, from
the legs to the arms to the water supplies to
any weapons connected to the main engines.
The mech loses no hit points but must be
repaired as if its hit points had been reduced
by 15%. Repairs take an unusually long time
because the mechs coglayers must locate
the specifc part damaged by the stalker.
Before repairs can begin, the mech crew
must spend at least half as much time fnd-
ing the damaged piece as the stalker spent
identifying it.
If the check fails, the stalker can con-
tinue searching for another week, then
make another check. After each failed
attempt the stalker must pass a Bluff check
of the same DC as the Disable Device
check or have her activities in the engine
rooms detected (probably by investigating
coglayers). This routine of a new check
each week can continue until the stalker
gives up or is detected.
This ability is far more subtle than simply
bashing in an important gear. Its sabotage in
the most inconspicuous possible manner.
The stalker might remove a single bolt, cut
a single wire, or fle the edges of a gear by
a single millimeter. This ability sums up the
very motto of the stalker: cause maximum
damage with minimum visibility.
Necromantic and animated mechs are not
afected by this ability.
Favored Class: Regardless of race, any
rogue may multiclass as a stalker as if stalker
were a favored class, and vice versa.

STEAMBORG
T
he steamborgs are a profession unlike
anything the world has seen before.
They are human, dwarf, and gnome engineers
who have taken steam engine technology to a
dangerous new level. Rather than experiment
in building enormous mechanized walkers,
they took the next logical step: They turned
themselves into mechanized walkers. They
are, in essence, self-constructed cyborgs
built from steam engine technology.
The rise of steam engine technology, cou-
pled with the nihilism of a world in tatters,
led to the creation of steamborgs. The early
impetus was artifcial limbs. A peg-legged
dwarven engineer named Darius had long
experimented with a variety of articulated
legs, both magical and mundane. As steam
engine technology improved he applied it
to his prosthetics, with surprising results.
He was able to produce an artifcial leg that
worked better than his normal leg. Not only
was it faster and stronger, it was modular and
easily repairable.
From Darius experiments formed a cote-
rie of obsessive dwarven engineers. It wasnt
long before they dispensed entirely with the
pretense of helping the crippled. Soon they
were voluntarily performing surgery on one
another, replacing natural limbs and organs
with steamborg parts. In time, they were
more steam engine than dwarf, and thus were
born the steamborgs.
Adventures: Steamborgs adventure
because it provides a source of funds for their
experiments and a chance to test their latest
accouterments. Some are also motivated to
adventure because they have no homes and
nowhere else to go. Low-level steamborgs
may still have a place in their society, but as
they advance and become progressively less
human (or dwarven or gnomish, as the case
may be), they invariably become outcasts.
Some are treated as deranged eccentrics
useful allies, but certainly not someone
to leave unattended with your children
while others are deemed a bad infuence
and chased out of town.
Characteristics: Steamborgs acquire
power through the addition of steam engine
technology to their own bodies and their
improved profciency in using it. Over time
they become more and more adept at oper-
ating steampunk equipment. Not only can
they use the powers built into their artifcial
body parts, they can surpass the limitations
of humanity, mixing the best aspects of
machine and mortal. Their ability to operate
technology is similar to that of gearwrights,
but their talent with technology is focused
more on applying it in creative ways than
inventing new techniques.
Alignment: Steamborgs tend toward
neutrality and chaos. Becoming a steamborg
requires overstepping cultural boundaries
common to almost all societies. Little dis-
cipline is involved; rather, it entails comfort
with risk and, in a world where steamborgs
are still extremely rare, a great degree of dar-
ing the unknown.
Religion: Steamborgs have no respect for
the old gods. Where are they now that the
world is falling apart? For a steamborg, power
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comes from the steam technology that infuses


his being, not through worship of absent gods.
Steamborgs worship only technology and the
power it can bring them. If they exhibit any reli-
gious leanings at all, it is toward the quasigod
Dotrak, the great engine.
Background: Steamborgs are born tin-
kerers. Those who had normal professions
before the catastrophe were often black-
smiths, metalworkers, and other craftsmen.
Many were known for their fabulous hand-
crafted devices, such as complex clocks
and self-loading crossbows. After the catas-
trophe, they were drawn to the developing
feld of steam engine technology. Without
exception, a steamborg has been involved
in the construction of at least one mech.
Some have worked on more than one, and
many became technicians or coglayers.
Just what spurs the leap from coglayer to
steamborg is a matter of debate and
often varies by individual. Some saw
mechs as the wrong direction for
steam engine technology, believ-
ing instead that personal power was more
important. Others have no objections to
mechs but pursue steamborg technology
for self-defense. Still others always aspired
to personal power but lacked the requisite
talent to become fghters or wizards.
Races: High-level steamborgs are uni-
versally dwarven, for it was the dwarves who
developed the class in the frst place. Mid-
level steamborgs may be dwarves or gnomes.
Beginning characters tend to be dwarves
or gnomes, as they are the most advanced
in steam engine technology, but human
steamborgs are also known, since humans
are ambitious, innovative, and willing to
experiment for personal gain.
Other Classes: No one doesnt have a
strong opinion about steamborgs. In gen-
eral, most other classes fnd steamborgs
disturbing, to say the least. They are most
accepted among gnomes and dwarves, but
even then are seen as freaks. Among druids,
rangers, bards, and monks, as well as most
elves, they are viewed as twisted, depraved
mockeries of nature. The only exception is
the drow, whose own magical adamantine
limbs lend them to accept steamborgs more
readily. Some wizards, with their own ambi-
tions and willingness to make sacrifces for
personal improvement, sympathize with the
steamborgs motivations. Fighters, barbar-
ians, and some rogues (as well as most orcs)
respect the improved abilities that come
with steamborg parts, even if they see the
process as unnatural. Coglayers sympathize
with the reverence for technology but still
see steamborgs as freaks. Clerics and pala-
dins disdain the steamborgs abandonment
of religion.
Game Rule Information
Steamborgs have the following game statistics.
Abilities: Constitution is the defning
trait of a steamborg. He gains power by
pushing his body to its absolute limits. At
the upper levels of advancement, the body is
almost completely replaced by steam engine
technology, and only through sheer physical
vitality are the bodys basic systems able to
sustain themselves.
Intelligence and Charisma are also impor-
tant to a steamborg. With Intelligence, he
comprehends the technology that he will
build into his body, expressed in his acqui-
sition of skills. With Charisma, he retains
his essential humanity as his body becomes
more and more metal.
Alignment: Any.
Hit Die: d8
Class Skills
The steamborgs class skills (and the key abili-
ties for each skill) are Balance (Dex), Climb
(Str), Concentration (Con), Craft (mech-
craft) (Int), Disable Device (Int), Heal (Wis),
Jump (Str), Knowledge (steam engines) (Int),
Listen (Wis), and Profession (engineer).
Skill Points at 1st Level: (4 + Int modi-
fer) x 4.
Skill Points at Each Additional Level:
4 + Int modifer.
Class Features
All of the following are class features
of the steamborg.
Weapon and Armor Profciency:
Steamborgs spend little time learn-
ing about weapons. They devote their
energy to other things. As a result, they are
profcient only with simple weapons and the
following exotic weapons (which they learn
about in their engineering studies): buzzaxe,
buzzsaw, chattersword, fame nozzle, lobster
claw, steambreather, and steam gun. Their
armor profciency is limited to light and
medium armors, and shields (except the
tower shield).
A steamborg is always considered prof-
cient with any weapon he has built using his
steam powers.
Steam Engine (Ex): A steamborg
becomes a steamborg when someone
implants a steam engine into his body. All
1st-level steamborgs are the recent recipi-
ents of steam engine implants. The steam
engine is usually implanted into the chest
cavity but can be anywhere: inside the thigh,
in a metal sheath in the small of the back,
even on the crown of the head. The steam
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engine is a fst-sized engine that powers all


the steamborgs future equipment.
The steam engine is protected from
attack but is still quite obvious. Gauges and
pipes are visible on the surface. A smoke-
stack spews forth gusts of black exhaust.
This gives a 4 penalty to all Hide checks.
Steamborgs can disable the exhaust func-
tion for up to 5 minutes in order to hide, but
after 5 minutes they must emit the exhaust
or they begin to sufocate.
The steam engine is protected from expo-
sure to the elements except for complete
submersion. If completely submerged for
more than 30 minutes, it ceases to func-
tion. All special abilities associated with
the steam engine cease and the engine itself
must be repaired as if it had lost 20% of its
hit points (a minor repair, based on a cost of
100 gp; see the Craft (mechcraft) skill, page
40). Note that artifcial limbs are disabled
when the steam engine stops functioning,
meaning a steamborg with two artifcial arms
cannot repair itself!
The engine draws moisture from the
steamborgs body. All steamborgs must
drink three times as much water as a normal
person. The extra water goes to the steam
engine. The steamborgs physical body does
not need any more water; thus, dehydration
only sets in if the steamborg gets less than a
normal persons water requirement in a day.
However, if the steam engine doesnt get its
full share of the water, it starts to malfunc-
tion. If it gets only half its normal water
requirements, the steamborgs engine-relat-
ed functions drop by half; if it only gets a
third of its normal requirements, the engine-
related functions drop by two thirds; and so
on. This exact details are up to the DM to
adjudicate. Maybe it means the devices work
in the morning but not the evening or
maybe they work sporadically for 10 minutes
out of every 20. Its up to you.
Artifcial Part (Ex): Once the steamborg
becomes acclimated to the use of its steam
engine, its time to start replacing body
parts with steam-driven equipment. The
steamborg can replace any one body part
except its head. The exact part isnt important,
although it should somehow relate to the
efect it has. For example, artifcial earlobes
should improve hearing, not movement
speed! Whats most important is the associ-
ated bonus. The associated bonus can be used
to improve ability scores, attacks, movement,
and other physical attributes, as follows:
Function Change Bonus Eqv.
Str +1 +1
Dex +1 +1
Attack bonus (ranged and melee) +1 +1
Damage (any attack that uses Str) +1 +1
Natural armor +1 +1
Fortitude saves +1 +1
Refex saves +1 +1
Movement speed (max of double) +5 ft. +1
Natural weapon or Next higher die +1
unarmed damage (1d4 to 1d6 to 1d8, etc.)
Hit dice +1 +2
Attacks (max of two extra) 1 extra attack at +3
lowest attack modifer
For example, a 2nd-level steamborg can
use the +1 bonus from its artifcial part to
improve any function with a bonus equiva-
lent of +1. At 4th level, the steamborg can
add another replacement part, or improve
the functioning of the current one, as long
as the total bonus is +2 or less. Thus, he can
improve two functions with +1 bonus equiva-
lents, or make one change of a +2 bonus
equivalent. At 6th level, the steamborg can
again add another part or improve the func-
tioning of an existing one, as long as the total
bonus equivalent is +3 or less. And so on.
All of these bonuses are tied to the steam-
borgs steam engine. If it ceases functioning,
the steamborg immediately loses all associ-
ated bonuses. Additionally, the artifcial
parts stop working. For example, an artifcial
arm freezes up or becomes limp. Dont get
an artifcial heart if your steam engine
cuts of, youll die!
This ability has an important restriction.
The steamborgs body can sustain a limited
amount of stress. If too many artifcial parts
are added, or they are too powerful, the
physiological functions of his mortal body
are overwhelmed.
The steamborg may never have a cumula-
tive bonus from artifcial parts that exceeds
twice his Constitution modifer. For
example, imagine a 13th-level steamborg
had a Constitution of 17 (+3 bonus). Upon
achieving level 14, the steamborg would have
TABLE 1-3: THE STEAMBORG
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers
1 +0 +2 +0 +2 Steam Engine
2 +1 +3 +0 +3 Artifcial Part +1
3 +2 +3 +1 +3 Lose Self
4 +3 +4 +1 +4 Artifcial Part +2 0+Int
5 +3 +4 +1 +4 Metal Skin 0+Int
6 +4 +5 +2 +5 Artifcial Part +3 1+Int
7 +5 +5 +2 +5 1+Int
8 +6/+1 +6 +2 +6 Artifcial Part +4 1+Int
9 +6/+1 +6 +3 +6 Steel Skeleton 2+Int
10 +7/+2 +7 +3 +7 Artifcial Part +5 2+Int
11 +8/+3 +7 +3 +7 2+Int
12 +9/+4 +8 +4 +8 Artifcial Part +6 3+Int
13 +9/+4 +8 +4 +8 3+Int
14 +10/+5 +9 +4 +9 Artifcial Part +7 3+Int
15 +11/+6/+1 +9 +5 +9 4+Int
16 +12/+7/+2 +10 +5 +10 Artifcial Part +8 4+Int
17 +12/+7/+2 +10 +5 +10 4+Int
18 +13/+8/+3 +11 +6 +11 Artifcial Part +9 5+Int
19 +14/+9/+4 +11 +6 +11 Ageless 5+Int
20 +15/+10/+5 +12 +6 +12 Artifcial Part +10 5+Int
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to maintain the current artifcial part bonus


of +6, because his body simply cant handle
any more. If his Constitution is raised to 18,
he immediately gains the additional artifcial
part bonus due to him for being 14th level,
bringing the total to +7.
One fnal consideration: The steamborgs
artifcial parts must come from somewhere.
The steamborg can either build them or buy
them. In general, a steamborg acquires new
abilities from leveling up at no cost and can
install the artifcial parts successfully with-
out difculty. But altering an existing parts
ability (i.e., changing an artifcial part bonus
from a previous level) costs 1,000 gp per
bonus point changed.
Improved Technology Skills (Ex): As the
steamborg gains experience with artifcial
parts, he understands steam engine technol-
ogy better and better. The steamborgs total
artifcial part bonus equivalents are added to
all skill checks for Craft (mechcraft), Disable
Device, and Knowledge (steam engines).
Built-in Weaponry (Ex): A steamborg with
an artifcial arm can wield it as a club. As
long as his arm functions, he is never con-
sidered unarmed, and causes 1d6 damage
with his arm attack. Additionally, artifcial
arms may be constructed with built-in
weapons, as long as the price of the weapon
is paid. A steamborg thus equipped can
never be disarmed.
Rust Vulnerability (Ex): With each artif-
cial part bonus the steamborg acquires, his
body becomes progressively more metallic.
He becomes vulnerable to rust monster
attacks, the spell rusting grasp, and similar
efects. If subjected to such attacks, he
may make a Fort save to resist, even if the
spell or efect does not normally allow it.
This represents the chance that the attack
targets what is left of his fesh-and-blood
body. The DC is determined normally (10 +
spell level + ability modifer for spells; 10 +
1/2 creatures HD + relevant ability modifer
for creature attacks), and the steamborg uses
his Fort modifer combined with a negative
penalty equal to his artifcial part bonus. For
example, a 6th-level steamborg has a +5 Fort
save and a +2 artifcial part bonus, resulting
in a net (5 2 =) +3 modifer. If the Fort save
fails, he is afected as if he were a ferrous
creature (e.g., he takes 3d6 damage from a
rusting grasp spell).
Metal Skin (Ex): At 5th level, the steam-
borg is able to embed metal plates into his
skin. These give him a +2 natural armor bonus
to AC. This bonus stacks with other types of
armor, as it increases the total thickness of
armor covering the steamborgs body.
The materials for the implantation cost
2,000 gp, and the procedure requires a suc-
cessful Craft (mechcraft) check (DC 25).
The steamborg can perform this operation
on himself or have someone else do it. Fail-
ure means the operation failed but can be
retried at additional time and expense. The
operation takes one full day and requires two
weeks of convalescent time.
Lose Self (Ex): As the steamborgs body
becomes more and more metallic, he risks
losing his own identity. Some high-level
steamborgs are really nothing but mobile
calculating machines, lacking any personal-
ity whatsoever.
Starting at 3rd level, the steamborg must
make a Charisma check each morning. The
DC is equal to 10 plus his accumulated arti-
fcial part bonuses. For example, the check
at 3rd level is DC 11; at 15th level, its DC 17.
If the check is successful, the steamborg suf-
fers no ill efects.
If the check is failed, the steamborg loses
its self identity for the day. A successful
check the following morning restores its
personality, but for the remainder of the day
of the failed check, the steamborgs align-
ment becomes true neutral. It thinks like a
machine. Human emotions are irrelevant to
its calculations. It is bland and boring to be
around. Loyalty and friendship are evaluated
only in terms of their immediate utility. Oth-
er human conditions are afected as well. For
example, the steamborg may retain a sense
of humor derived from analyzing humor pat-
terns but lack any real comedic sense.
Until it recovers, a steamborg that has
lost its self sufers an inherent 4 penalty to
all Charisma-based skill checks. Failing this
check several times in a row fulflls one of
the requirements of the Assimilated prestige
class, in which the steamborgs body is perma-
nently implanted into a mech (see page 27).
The DM may substitute other robotic
tendencies in place of the tendency toward
true neutral. The steamborg could become
overly logical or extremely repetitive. It
could cross its wires and begin behav-
ing in a seemingly insane manner, or some
aspect of its personality could simply shut
down. The exact efects are up to the DM.
They should be grounded in the nature of
the ongoing campaign, and be sufcient to
disrupt the steamborgs interactions with
other sentient creatures without negatively
afecting its playability.
Steel Skeleton (Ex): At 9th level, the
steamborg can replace his skeleton with a met-
al substitute. This steel skeleton is stronger and
more durable than a mortal skeleton. It grants
a +2 bonus to Constitution and Fort saves (not
inclusive of any bonuses due to the improved
Constitution). This bonus to Fort saves is not
included in the save progression in Table 1-3.
The materials for the operation cost 5,000
gp and the operation itself requires a success-
ful Craft (mechcraft) check (DC 30). The
steamborg cannot perform this operation on
himself. Failure means the operation failed but
can be retried at additional time and expense.
The operation takes fve full days and requires
four weeks of convalescent time.
Ageless (Ex): At 19th level, a steamborg
is more machine than man. His body has
been so thoroughly reconstructed that aging
is no longer a factor; old parts can simply
be repaired or replaced. For all practical
purposes, the steamborg no longer ages,
although he must have access to materials
and tools to maintain this ageless state.
Steam Powers (Ex): The steamborg can
imbue his artifcial limbs with steam powers.
These powers require the steamborgs steam
engine to be fully functional, as they are
hard-wired into the mechanics of the limbs.
A steamborg gains steam powers according
to his level and Intelligence modifer, as
shown in Table 1-3.
Each power is associated with one artif-
cial part. Once a power is chosen, it may only
be changed if the artifcial part is changed.
The ability to execute the power is a physi-
cal part of the steamborgs body, hard-wired
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TABLE 1-4: THE ANKLEBITER


Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +1 +3 +0 Mech Rider, Tools
2 +2 +1 +4 +0 Connections I, Rapid Boarder +1
3 +3 +2 +4 +1 Bloody Invader, Connections II
4 +4 +2 +5 +1 Connections III, Rapid Boarder +2
5 +5 +3 +5 +1 Trample Evasion
6 +6 +3 +6 +2 Rapid Boarder +3
7 +7 +4 +6 +2 Bonus Feat
8 +8 +4 +7 +2 Rapid Boarder +4
9 +9 +5 +7 +3 Bonus Feat
10 +10 +5 +8 +3 Rapid Boarder +5
into the cogs and gears of its artifcial parts.
Steam powers are described in more
detail on page 53.

NEW PRESTIGE
CLASSES

ANKLEBITER
N
ot everyone sees the mechs as salva-
tion. To countless raiders and bandits,
they are simply scrap metal waiting to be
harvested and sold. Dwarven religious sects
devoted to earth deities consider mechs
heretical for the way they have led the
dwarves out of the earth. Burrowing races
not threatened by the lunar rain see mechs as
an infringement on their territory.
The anklebiter is a warrior who spe-
cializes in foot combat against mechs.
Anklebiters charge valiantly into trampling
range of a mech, then use their climbing
and jumping skills to board it. From then
on its brutal hand-to-hand combat as they
chop their way to the pilots seat. A skilled
anklebiter can take down a mech without
damaging it one bit.
Becoming an anklebiter is not particu-
larly difcult. Although training or mentoring
makes the process much easier, no formal
associations are devoted to the profession.
Instead, the techniques are passed on from one
generation to the next among bandit tribes,
raiders, and those who defend against mechs.
Even warriors with no specialized training
can learn the skills of the anklebiter with
sufcient infantry-versus-mech combat
experience.
Hit Die: d10
Requirements
To qualify to become an anklebiter,
a character must fulfll the follow-
ing criteria:
Skills: Balance 5 ranks, Climb 5
ranks, Jump 5 ranks
Refex save: +4
Base Attack Bonus: +3
Class Skills
The anklebiters class skills
(and the key ability for each
skill) are Balance (Dex),
Climb (Str), Jump (Str),
Knowledge (mechs) (Int),
Listen (Wis), and
Spot (Wis).
Skill Points
at Each Level: 4
+ Int modifer.
Class Fea-
tures
All of the follow-
ing are class features
of the anklebiter pres-
tige class.
Weapon and Armor Prof-
ciency: An anklebiter is profcient
with all simple and martial weapons,
the net and whip, and with all armor and
shields (except the tower shield).
Mech Rider: A 1st-level anklebiter auto-
matically receives the Mech Rider feat even
if he does not meet the prerequisites.
Tools: Anklebiters carry special tools
designed to open mech portholes. Consist-
ing of an assortment of crowbars, levers,
and bolt cutters, these tools are constructed
of the strongest steel and crafted by the
best blacksmiths. These masterwork tools
grant two benefts. First, they add a bonus
to attempts to pry open doors, chests, and
mech portholes. This is similar to a crowbar,
but the bonus is +4 due to the masterwork
nature of the tools.
Second, they can be used in a methodical
manner to ease the difculty in opening a
porthole (or a door or chest). This
involves clipping of bolts, struts,
and reinforcing bands to reduce
the tensile strength of a portal. An
anklebiter who uses the tools in
this manner cannot attempt
to pry open, break, or
otherwise burst
through the
porthole in the
same round.
He must use a
standard action
to snip away at
the portholes
structure. For
each round
spent doing
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this, the break DC of the porthole is reduced


by 1, to a maximum reduction of 5 points.
Hanging on to a mech to work in this way
may require a Balance check, per the usual
rules. At any point the anklebiter can stop
working and make an attempt to break open
the porthole. If he fails, he may use the tools
again (if he hasnt reached the maximum
reduction yet) and then make another try at
the reduced DC.
For example, a normal mech porthole
has a break DC of 28. An anklebiter with his
tools and an 18 Strength receives a +8 modi-
fer to this check. That means
he still has to roll a natural 20.
He climbs onto the mech and
spends fve rounds clipping at
the porthole, reducing the DC
to 23. He can now break open
the porthole on a roll of 15 or
better.
Connections (Ex): An ankle-
biter seeks out those who can
supply him with the right tools to
take down mechs. At 2nd level,
he has the connections to buy
up to 1d4 pressure bombs each
day. At 3rd level, he has the con-
nections to buy up to 1d4 magnet
bombs each week. At 4th level,
he has the connections to buy up
to 1d4 rust bombs each month.
Rapid Boarder (Ex): The
anklebiter develops a technique
for grabbing mechs as they pass
near. He receives a bonus to
Climb checks to climb a mechs
legs, ranged touch attacks to
hook a mech with a grappling
hook, and Jump checks to grab
hold of a passing mech. The
bonus is +1 at 2nd level and
rises thereafter as shown on the
anklebiter class table.
Bloody Invader (Ex): By 3rd level, the
anklebiter has learned the benefts of rapid
boarding. Less time spent hanging of the
mech means less time being shot at. The
anklebiter can now exert all of his energy to
try to break open a mech porthole immedi-
ately, even going so far as to hurt himself in
the process if need be.
Before making an attempt to break open
a mech portal, the anklebiter declares hell
attempt a bloody invasion. As a free action,
he then makes a Fort save against DC 10. If
he succeeds, he manages to push himself
past the normal limits of his body, hurting
himself in the process. For each point by
which the save exceeds 10, he adds +1 to
his Strength check to break open the portal
but takes 1 point of nonlethal damage. For
example, if his Fort save result were 14, hed
add 4 to his Strength check and take 4 points
of nonlethal damage. This maneuver may be
attempted as often as the anklebiter wishes,
up to once per round.
This ability can also be used against nor-
mal doors and chests.
Trample Evasion (Ex): An anklebiter
of 5th level or higher takes only half dam-
age if he fails his Reflex save against a
mech trample.
Bonus Feat: At the indicated levels, the
anklebiter gains a bonus feat selected from
the list of fghter bonus feats. He must still
meet all normal prerequisites.

ASSIMILATED
S
ome mech jockeys become so devoted
to their mechs that they literally join
with them. These are the assimilated.
They are similar to steamborgs in that they
replace their natural body parts
with artifcial components.
Unlike steamborgs, however,
their reconstructed bodies
dont mimic the functions of
their original parts. Instead,
their metal bodies are hard-
wired into a mech. Eventu-
ally an assimilated is little
more than a torso embedded
in a metal throne, its nerve
endings directly wired into its
steel legs.
Only a handful of assimilated
are known to exist. They are
condemned as insane by every-
one, including even steambo-
rgs. Why would anyone choose
to weld his body into a mech?
To the assimilated, everyone
else is insane. They know life
in a way the rest of humanity
will never grasp. An assimilated
perceives the world as if his
mech were an extension of his
own body. He feels pain when it
is wounded, feels the wind on its
skin when it runs, and feels the
rush of adrenaline when its pis-
tons are pumping full bore. The
assimilated are literally living mechs.
Hit Die: d4
Requirements
To qualify to become assimilated, a charac-
ter must fulfll all of the following criteria.
The criteria are quite rigid. Usually the only
paths to the assimilated are via the steam-
borg class, or by a multiclassed steamborg/
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mech jockey progression.


Alignment: Not lawful
Constitution: 18+. Only hardy characters
can survive the process of assimilation.
Skills: Craft (mechcraft) 10 ranks, Knowl-
edge (mechs) 15 ranks, Knowledge (steam
engines) 15 ranks, Mech Pilot 15 ranks
Feats: Mech Dancer, Mechidextrous,
Mechwalker
Lost Self: The character must have lost all
sense of his humanity. This criteria is fulflled
when a steamborg of 3rd level or higher fails
its daily Charisma check fve times in a row.
Generally, a lost self can happen only to
steamborgs who have become too much like
machines. Alternatively, the DM may rule it
is also possible through magic, deep personal
tragedy, or other circumstances, but they must
be extreme. In essence, the character must
retain almost no vestige of his human thought
processes; he must think like a machine.
Assistance: The process of becoming
assimilated requires extensive construc-
tion, including modifcation of the recipient
mech and the characters artifcial parts. This
cannot be done alone. The character must
have at least one coglayer or steamborg of
10th level or higher assist him in his endeav-
or. It is very difcult to hire help for this job,
however, as most consider the assimilated to
be insane. Even for a steamborg, the assimi-
lated are a little extreme. Thus, the character
must have friends or allies willing to help him
through the process.
Mech: The character must possess a mech
that he will become assimilated with.
Mobility: Although it is not a require-
ment, it is recommended that the character
have limited steam power abilities, at least
enough to create clockwork puppets who
can do his bidding. By the time his transition
to assimilated is through, the character will
be immobilized in the cockpit of his mech.
Class Skills
The assimilateds class skills (and the key
ability for each skill) are Concentration
(Con), Craft (mechcraft) (Int), Disable
Device (Int), Knowledge (mechs) (Int),
Knowledge (steam engines) (Int), Listen
(Wis), Mech Pilot (Dex), and Spot (Wis).
Skill Points at Each Level: 8 + Int modifer.
Class Features
All of the following are class features of the
assimilated prestige class.
Weapon and Armor Profciency: The
character gains no additional weapon or
armor profciencies but automatically
becomes profcient with any weapons ever
mounted on his mech.
Attack Bonus: The assimilated actually
lose physical ability as they advance in level.
They become sedentary and immobile. Their
base attack bonus declines as they advance,
until they are immobilized and rendered
incapable of physical motion. At the same
time, their mech piloting skills improve dra-
matically, as refected in their mech attack
bonus and other abilities.
Impossible Pilot (Ex): An assimilated
moves his mech as an extension of his own
body. His precise, delicate movements seem
impossible to normal pilots. An assimilated
adds twice his assimilated class levels to Mech
Pilot skill checks.
Mech Fu: An assimilated pilot automati-
cally gains the Mech Fu feat if he does not
have it already.
Mobility: The assimilated voluntarily
severs his own nerve endings in order to
connect them to his mech. As the assimila-
tion process continues he becomes more
and more embedded in the mech. Eventually
an assimilated is completely ensconced in
metal, unable to move except through con-
trol of the mech. What few bodily functions
remain are handled by specially constructed
machines also built into the mech.
Mobility is afected at various levels as
follows:
Paraplegic: At 2nd level, the assimilateds
legs are physically locked into his mech. He
may still move his upper body and hands but
has no mobility from the waist down. He can
detach himself from the mech in order to
move about in a wheelchair or other device
(such as an iron jacket; see page 59). Once
an assimilated has reached this stage, he
cannot take additional ranks in skills that are
afected by his limited mobility.
Quadriplegic: At 3rd level, the assimilat-
ed is permanently installed into his mech.
This begins a substantial improvement in
his attack bonus while piloting the mech.
In exchange, he is completely immobi-
lized from the neck down. He may not be
removed from his wired position.
Immobile: At 5th level, the assimilated
is completely immobile. Even his eyes and
mouth cannot move under his control. His
brain is wired into the mech and its sensors
are his sensors.
Wired (Ex): At 2nd level, the assimilated
is physically wired into his mech. He can
TABLE 1-5: THE ASSIMILATED
Level Base Attack Bonus Mech Attack Bonus Fort Save Ref Save Will Save Special Mobility
1 2 +2 +0 +0 +0 Impossible Pilot, Mech Fu
2 4 +4 1 1 +1 Wired Paraplegic
3 * +6/+1 1 2 +2 Feat Quadriplegic
4 * +9/+4 2 4 +3 Feat, Perfect Knowledge
5 * +15/+10/+5 2 6 +4 Assimilated, Feat Immobile
*Incapable of physical movement.
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now communicate with his mech via thought


alone. He need not move or speak. Unless
the mech has sufcient optical interface, he
still must use his eyes to pilot it.
Feat: At each level indicated, the assimi-
lated receives one feat from the following
list that he does not already have. He must
meet the usual prerequisites: Gearhead,
Natural Pilot, Speed Freak.
Perfect Knowledge (Ex): At 4th level,
the assimilated has fully integrated his ner-
vous system with the hull of his mech. At
all times, he has perfect knowledge of the
mechs physical condition. He receives direct
feedback from any sensory devices built into
the mech (such as optical orbs, described on
page 60). He immediately feels any damage
to the mech or its engine. In efect, he has
the same sensory perception of the mech that
normal people do of their bodies.
A secondary beneft of this knowledge is
that the assimilated always knows the exact
limits of his engine. He may push the enve-
lope (as the mech jockey ability) fve times
per day. This stacks with uses of that ability
gained from the mech jockey class.
Assimilated (Ex): At 5th level the char-
acter is fully assimilated. No physical or
psychic distinction exists between him and
the mech. They have truly become one. The
characters soul pervades the entirety of the
mech and is subject to death efects, necro-
mantic efects, and other such attacks aimed
at the mech. The assimilated mech is subject
to psionic attack and will register via detect
thoughts and other such spells. He is efec-
tively a living construct.
What remains of the mech jockeys
flesh-and-blood body is so thoroughly
dissected by steam engine apparati that
it cannot be detached without destroy-
ing it but even this would not cause
the characters death. His hit points are
merged with the mechs and they are con-
sidered one pool. Killing the characters
body removes his hit points from the pool
but does not eliminate his consciousness
from the mechanical decision-making
sentience now governing the mech.
Other Classes: The path toward assimila-
tion is not to be taken lightly. Once a char-
acter has become assimilated, he may take
levels in other classes or prestige classes only
insofar as he can physically achieve the class
requirements. This requires some discretion
on the part of the DM. In general, if the
assimilated cannot physically perform the
core abilities of the class, he cannot advance
in that class. For example, a quadriplegic
assimilated cannot fght in hand-to-hand
combat, so he cannot advance as a fghter.
In general, the only other classes available
to assimilated are mech jockey, coglayer, and
steamborg. Optionally, some spellcasting
classes are available provided the character
is limited to spells with no somatic compo-
nents (or has the Still Spell feat) and doesnt
need to fip through a spell book physically.

GEARWRIGHT
G
earwrights are the most knowledgeable
of all steam engineers. As members of
the Gearwrights Guild, they have access to
knowledge that dates back to the frst Age of
Walkers. The knowledge, training, materials,
and resources ofered by the Guild are supe-
rior to anything else in the known world. Any
coglayer would leap at a chance to join but
membership is ofered only to the best of
the best.
For more information on the Gearwrights
Guild, see page 177.
Hit Die: d4
Requirements
To qualify to become a gearwright, a charac-
ter must fulfll all of the following criteria:
Race: Dwarf or gnome. Humans have
been accepted on a few rare occasions,
but they must be exceptionally skilled (all
numerical prerequisites listed below must
be exceeded by at least 20%). No elves, half-
elves, half-orcs, or halfings have ever been
admitted to the Guild.
Alignment: Neutral
Abilities: Dexterity 16+, Intelligence 18+
Skills: Craft (mechcraft) 10 ranks, Knowl-
edge (mechs) 10 ranks, Knowledge (steam
engines) 10 ranks, Mech Pilot 10 ranks
Membership fee: Membership dues of
500 gp per year, paid upon admission
Sponsorship: The applicant must be
sponsored by an existing gearwright.
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Loyalty: The applicant must swear loyalty


to the Guild above all other institutions and
loyalties, including family, friends, nation,
city-mech or mechdom, and religion. This
loyalty includes a pledge of asceticism in the
name of knowledge: The gearwright must
devote all his eforts to expanding the realm
of knowledge.
Class Skills
The gearwrights class skills (and the key
abilities for each skill) are Craft (black-
smithing) (Int), Craft (mechcraft) (Int),
Disable Device (Int), Knowledge (any)
(Int), Knowledge (mechs) (Int), Knowledge
(steam engines) (Int), Listen (Wis), Mech
Pilot (Dex), and Spot (Wis).
Skill Points at Each Additional Level: 8
+ Int modifer.
Class Features
All of the following are class features of the
gearwright.
Weapon and Armor Profciency:
Gearwrights gain no new weapon profcien-
cies except with mech weapons. At each
indicated level, the gearwright may become
profcient with one new mech weapon.
Steam Powers (Ex): As with coglayers,
gearwrights receive steam powers. The Int
bonus to steam powers is not stacked with
any Int bonuses from prior classes; e.g., a
10th-level coglayer who becomes a 1st-level
gearwright receives 10+2+Int steam powers,
not 10+2+Int+Int.
Integrated Parts (Ex): At 3rd level and
every 3 levels thereafter, a gearwright gains
the ability to integrate two steam powers, as
the coglayer ability of the same name.
Rank: A gearwrights rank within the
guild determines his access to the Master
Repository and the knowledge taught him by
the senior members of the guild.
Moving from one rank to the next requires
more than just accumulating XP. The char-
acter must actually be promoted by a senior
gearwright. The promotion to journeyman is
easy and assured. Promotion to the gearwright
title is generally assured and takes place only
two times a year in special ceremonies.
Upon becoming a gearwright, the character
chooses a specialization (which confers a
certain title): academic knowledge (reposi-
tor), mechanical engineering (maintenor), or
research (cogulor).
Promotion to ofcer status depends on avail-
able openings and may take months or years,
even after the character has accumulated the
necessary XP or, in the cases of unpopular
gearwrights or those who have ofended exist-
ing ofcers, it may never happen at all. Making
the rank of a senior ofcer is even more dif-
fcult, as fewer positions are available and less
turnover occurs. Once a character becomes an
ofcer, he becomes known not as a gearwright
but as his specialized status (e.g., a Junior Repos-
itor). The guild has a total of 10 Senior Ofcers
and 20 Junior Ofcers of each specialization.
The Master Gearwrights never number
more than three, one for each specialization,
and promotion to that status requires the
assent of all three current Master Gearwrights
when one of them has decided to retire, as
well as a majority vote of all Senior Ofcers.
Since retirement of a Master Gearwright
happens once every 300 years or so, only the
most dedicated of gearwrights are ever even
considered for this position.
Machine Empathy (Ex): As with coglayers,
gearwrights add their class levels as a bonus to
all checks in Craft (mechcraft), Knowledge
(mechs), and Knowledge (steam engines). This
only applies through 6th level. Upon achieving
7th level and specializing, a gearwrights bonus
to skill checks changes. He retains bonuses for
previous class levels, but new class levels aford
bonuses depending on his specialization:
Repositors receive a +2 bonus per level
past 6th to checks in any Knowledge skill.
Maintenors receive a +2 bonus per level past
6th to checks in Craft (mechcraft) and Craft
(engineering).
Cogulors continue to receive a +1 bonus
to checks in Craft (mechcraft), Knowledge
(mechs), and Knowledge (steam engines).
Craft Mech: At 3rd level the gearwright
learns the Craft Powered Mech feat if he
does not have it already.
Research: At 7th level, the gearwright gains
limited access to the Master Repository. Any
time he must make a Knowledge check, he may
spend time in the library to improve his chanc-
es. For each week of research, he receives a +1
bonus to his check, to a maximum of +5.
Take 30 (Ex): Upon reaching the rank of
ofcer, a character gains access to the Mas-
ter Repositorys most sacred texts. These
texts are the guilds cumulative record of
advanced engineering techniques; they
contain every signifcant development
for several thousand years. An individual
researcher working on his own could invent
only a few of these techniques in his life-
time. High-level coglayers and gearwrights
have learned perhaps a quarter or third of
them. Learning them all at once from the
sacred texts results in a quantum leap in
TABLE 1-6: THE GEARWRIGHT
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers Rank
1 +0 +0 +0 +2 Machine Empathy 2+Int Apprentice
2 +1 +0 +0 +3 Mech Weapon Profciency 3+Int
3 +1 +1 +1 +3 Craft Mech, Integrated Parts 4+Int
4 +2 +1 +1 +4 5+Int Journeyman
5 +2 +1 +1 +4 Mech Weapon Profciency 6+Int
6 +3 +2 +2 +5 Integrated Parts 7+Int
7 +3 +2 +2 +5 Research 8+Int Gearwright
8 +4 +2 +2 +6 Mech Weapon Profciency 9+Int
9 +4 +3 +3 +6 Integrated Parts 10+Int
10 +5 +3 +3 +7 Take 30 11+Int Junior Ofcer
11 +5 +3 +3 +7 Mech Weapon Profciency 12+Int
12 +6 +4 +4 +8 Integrated Parts 13+Int Senior Ofcer
13 +6 +4 +4 +8 14+Int Master Gearwright
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engineering ability.
Gearwrights of levels 11, 12, and 13 can
incorporate these techniques into their
research. They gain the ability to take 30
(yes, 30) on any skill check relating to mechs
or steam engines. This works in all respects
as taking 20 except that the result is 30 and
the time required is 30 times normal. These
high-ranking gearwrights are notoriously
slow in building their constructs, but they
are capable of producing incredible feats
of engineering that no other living engineer
can match.

MECH DEVIL
M
ech devils are the most feared of all
mech pilots. Natives of the rowdy
Irontooth Clans, they are the mech jockey
equivalent of half monk, half barbarian. Their
attacks are precise, planned, and tactical, but
they strike with the fury of a raging barbarian.
The only mech devils known to exist are
those within the Irontooth Clans. Other
mech jockeys have tried and failed to develop
similar techniques. Their methods are easily
observed but difcult to learn. Many jealous
outsiders attribute the skill to some sort of
infernal or supernatural infuence hence
the term mech devil.
Mech devils are not formally organized
in any way. Achieving the title of mech
devil (which the Irontooth have proudly
claimed as a term of honor) is possible
only by the general approbation of the
Irontooth clansmen.
Becoming a mech devil is the secret ambi-
tion of every mech jockey. No matter how
skilled they become, they are both galled
and awed by the existence of barbarians
who can put them to shame. Even though
joining the Irontooth Clans to become a
mech devil requires an outsider to disown all
other ties, no mech jockey would fault him
for it. In their heart, they all secretly wish
they had the nerve to do it themselves.
Hit Die: d6
Requirements
To qualify to become a mech devil, a charac-
ter must fulfll all of the following criteria:
Abilities: Dexterity 18+, Intelligence 16+
Skills: Mech Pilot 13 ranks
Feats: Mech Dancer, Mech Fu, Mechidex-
trous, Mechwalker, Natural Pilot
Irontooth Clansman: The character must
be a member of an Irontooth clan. If not
already a member, he must gain admittance
by challenging and defeating a renowned
Irontooth mech jockey (not necessarily a
mech devil) in a ritualized Irontooth joust.
The clan must then decide he is worthy and
ofer him membership. This usually requires
formally annulling allegiances to mechdoms
other than the Irontooth clan.
Master: The character must apprentice
himself to an existing Irontooth mech devil.
This requires covering much of the masters
expenses, which are split between his
apprentices. This can prove quite expensive
on the order of 2,000 gp or more per year
in material costs, plus countless hours of
labor for each apprentice.
Special: The tradition of mech fu grew
out of the same traditions as those of the
monk class. The Irontooth Clans have great
respect for skilled monks and will accept
them into their ranks without question. Any
monk of at least 5th level is automatically
accepted into the clan, regardless of mech
ability. Once accepted, the monk may mul-
ticlass as a mech jockey, trained by the clan.
Provided the monk meets the Dexterity and
Intelligence requirements of the mech devil
prestige class, and takes the Mech Dancer
and Mech Fu feats as soon as possible, he will
be accepted as a mech devil regardless of the
other prerequisites, though he must take the
rest of the feats as soon as possible.
Restrictions: The Irontooth clansmen
consider the assimilated to be insane. They
forsake the humanity that makes the mech
devil truly great. No master will accept an
assimilated as a pupil, even if he meets all
other criteria of the prestige class.
Class Skills
The mech devils class skills (and the key
abilities for each skill) are Balance (Dex),
Bluf (Cha), Climb (Str), Craft (mechcraft)
(Int), Escape Artist (Dex), Jump (Str),
Knowledge (mechs) (Int), Knowledge
(steam engines) (Int), Listen (Wis), Mech
Pilot (Dex), Sense Motive (Wis), Spot (Wis),
and Tumble (Dex).
Skill Points at Each Additional Level:
6 + Int modifer.
Class Features
All of the following are class features of the
mech devil.
Weapon and Armor Profciency: Mech
devils gain no additional weapon profciencies.
Unarmed Damage (Ex): Mech devils are
masters of mech fu. They hone their skills
until they can strike unarmed mech attacks
with deadly accuracy. The damage inficted
by a mech devils unarmed mech attacks is
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as with the regular use of the Tumble skill.


The tasks and DCs for tumbling in a mech
are exactly as with the skill as described in
the PHB, except that the distance moved in
a tumble is equal to one half of the mechs
normal speed rather than 20 feet.
Extraordinary Pilot (Ex): Mech devils
add their class level as a bonus to checks in
the Mech Pilot skill.
Stunning Attack (Ex): Beginning at
2nd level, a mech devil can cause stunning
damage to enemy mechs by striking them
in the joints, under loose armor panels,
at the crew quarters, in the pilots cock-
pit, and in other vulnerable areas. This
is an extraordinary ability; its a result
of the mech devils uncanny familiarity
with mechs and how they function. It is
only possible when the right opportunity
presents itself and the mech devil acts fast
increased by the amount indicated in Table
1-7. This extra damage applies only if the mech
attacks with a hand holding no weapon.
A monk who becomes a mech devil can use
her furry of blows to make unarmed attacks
with a mech, using her furry of blows attack
bonus instead of her mech attack bonus at no
additional penalty. A normal monk without
this prestige class cannot use furry of blows
while piloting a mech.
Special Skill Uses: Mech devils may
use the following skill synergies to aid
their mechs.
Balance: For every full 4 ranks in Balance,
the mech devil receives a +2 bonus to checks
to resist enemy trip attempts.
Bluf: Mech devils may bluf with their
mechs, robbing enemy mechs of their pilots
Dexterity bonus to armor class (if appli-
cable; see the Mech Dancer feat). The check
is made as usual against the opposed check
of the enemy mech pilot.
Climb: When climbing in a mech, the
mech devil receives a +2 synergy bonus if he
has at least 4 ranks of Climb.
Escape Artist: The mech devil may use
his Escape Artist skill to allow his mech to
escape being trapped by hooked axes, barbed
blades, and other such weapons. When made
for a mech, such checks use half the mech
devils ranks, rounded down, modifed by the
mechs Dexterity score (not the pilots).
Tumble: With a mech of good maneuver-
ability or better, the mech devil may attempt
to tumble his mech through opponents,
enough to seize it.
Once per day per level in the mech devil
class, the character can make an unarmed
stunning attack against a mech within two
size categories of his own. (Armed stun-
ning attacks are not possible, and larger
mechs generally have their vital points
beyond the reach of smaller mechs.) This
attack must be declared in advance as a
stunning attack. An enemy mech success-
fully damaged must make a Fortitude save
(DC 10 + the characters mech devil levels)
or be stunned as it suffers damage to some
important system (hydraulic backflow,
electrical surges, etc.). Crew and passen-
gers on the mech may function as usual,
but the mech itself cant act (regardless of
what the crew does) and loses any Dexter-
ity bonuses to AC, while attackers receive
a +2 bonus to attack rolls. The stunning
effect lasts one round.
Agile Mech (Su): The mech devil has
learned every twist and turn of his mech.
It is like an extension of his own body. In
his hands it moves with an agility not seen
anywhere else. When piloted by the mech
devil, any mech of average maneuverabil-
ity or better gains a bonus to its Reflex
saves equal to the mech devils agile mech
modifier, as per Table 1-7.
Fast Movement (Ex): At 4th level, the
mech devil has an uncanny ability to always
step on solid ground, plant the mechs
feet at just the right lengths, and avoid
obstacles. Any mech he pilots has its speed
improved by 10 feet. This isnt a supernatu-
ral ability; its the mech devils capacity for
maximizing the mechs inherent abilities.
This ability stacks with the Speed Freak
feat, a mech jockeys ability to push the
envelope, and the fast movement trait of
certain mechs.
Improved Trip: At 6th level, the mech
devil gains the benefit of the Improved
Trip feat when making trip attacks with
his mech. He does not have to meet any
prerequisites.
Deflect Projectiles: At 7th level, a
mech devil gains the benefit of the Deflect
Arrows feat without meeting the usual
prerequisites. He may then use his mech
TABLE 1-7: THE MECH DEVIL
Level Base Attack Bonus Mech Attack Bonus Fort Save Ref Save Will Save Unarmed Damage Special
1 +0 +1 +0 +2 +0 +1d6 Extraordinary Pilot, Special
Skill Uses, Unarmed Damage
2 +1 +2 +0 +3 +0 +1d6 Stunning Attack
3 +2 +3 +1 +3 +1 +2d6 Agile Mech +1
4 +3 +4 +1 +4 +1 +2d6 Fast Movement
5 +3 +5 +1 +4 +1 +3d6
6 +4 +6 +2 +5 +2 +3d6 Agile Mech +2, Improved Trip
7 +5 +7 +2 +5 +2 +4d6 Defect Projectiles
8 +6 +8 +2 +6 +2 +4d6 Masterful Dodge
9 +6 +9 +3 +6 +3 +5d6 Agile Mech +3
10 +7 +10 +3 +7 +3 +6d6
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to counter incoming arrows, ballistae,


hurled boulders, steam cannon shells, and
other shot or thrown weapons. The mech
must have at least one free hand to make
an attempt. (If an attempt is made with a
hand that holds a weapon, the weapon is
automatically damaged by the attempt.)
Otherwise, the ability is in all respects
like the Deflect Arrows feat. The Reflex
save is made using the mechs save, not
the characters, but the character may add
his personal Dexterity bonus to the roll
because he has the Mech Dancer feat.
Once a mech devil has the Deflect
Arrows feat, he may then take Snatch
Arrows as a normal feat slot (even if he
lacks the other prerequisites) and use it to
catch incoming projectiles.
Masterful Dodge (Ex): At 8th level,
the mech devil anticipates enemy attacks
and jumps out of the way just before they
hit. Any mech he pilots receives a +2 dodge
bonus to AC.

RIFTWALKER
T
hose who survived the early meteor
storms did so in a variety of ways. Most
sought shelter in sturdy castles, then under-
ground once the castles were shattered. It
was this stream of thought that eventually
led to the creation of the mech.
Other refugees sought a diferent survival
path. Mages with access to planar travel sim-
ply left during the lunar rain. Some teleport-
ed to the opposite side of the world, where
it was still daylight. But most established
beachheads on other planes. Their material
strongholds blinked out of existence when
the moon came up, then reappeared when
the lunar rain was over. For the duration they
were literally on another plane.
Riftwalkers are characters who special-
ize in this mode of survival. They escape the
lunar rain and other threats not by con-
frontation, but by evasion. Many spellcasters
are found within their ranks, but so too are
rogues and monks. Rogues fnd riftwalker
skills infnitely applicable to sneaking around.
Monks with a fuid approach to combat (The
greatest victory is the one without a fght)
fnd the riftwalker techniques well suited to
confounding and evading opponents without
ever having to confront them.
The frst riftwalker of renown was Fasil of
the Aurora Plains. He had already been tin-
kering with the concepts of the riftwalker
for some time before the lunar rain began.
Within a few days of the frst meteor storms,
he was successfully shifting his wizards
tower onto another plane whenever it was
threatened by the lunar rain. This attracted
many pupils, who learned from him and
eventually established a small school called
the School of the Aurora Walkers. But one
morning Fasils tower didnt reappear, nor
did the Aurora Walkers. Those who had
already left the school carried on its tradi-
tions, but the tower and those who were
in it that night have never returned.
It is surmised that they decided to
fnd permanent habitation on
another plane, but it is possible
their high-risk nocturnal jaunts
were detected by a powerful
extraplanar creature that
destroyed them. Only by
fnding the tower can the
truth be determined.
Hit Die: d6
Requirements
To qualify to become a
riftwalker, a character
must fulfll all of the
following criteria:
Skills: Knowledge
(the planes) 5 ranks,
Search 5 ranks, Spot 5
ranks, Survival 5 ranks
Spellcasting: Ability
to cast 2nd-level spells or
use ki strike (magic)
Class Skills
The riftwalkers class skills (and
the key abilities for each skill) are
Concentration (Con), Craft (Int), Decipher
Script (Int), Diplomacy (Cha), Knowledge
(arcana) (Int), Knowledge (the planes) (Int),
Listen (Wis), Profession (Wis), Search (Wis),
Spellcraft (Int), and Spot (Wis).
Skill Points at Each Additional Level:
4 + Int modifer.
Class Features
The following are class features of the riftwalker.
Weapon and Armor Profciency: As
previous class. No additional profciencies
are gained.
Spells: Riftwalkers can cast spells. Their
spell choices are very limited, focusing
on spells designed to travel the planes or
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to the material, or DC 25 to fnd a rift to the


outer planes from the ethereal plane (since
theyre now closer).
Note that this ability doesnt let the rift-
walker use the rift to travel the planes (yet).
It simply lets him fnd them. It also doesnt
let him look through the rift to see whats on
the other side. Travel through such rifts is
generally safe, but not always.
Searching takes one minute per five feet
searched. A failure does not get a retry,
and the riftwalker cannot take 10 or 20
on this roll. In general, as long as the rift-
walker passes the check, its safe to assume
a rift is around. Most planes are tattered by
such rifts; theyre just hard to locate for
normal people.
Riftwalk (Sp): At 2nd level, a riftwalker
can use these rifts to transport himself
between planes. Doing so requires locating
the appropriate portal, then expending spell
energy to shift through it. A shift of one
prevent detection. The primary use for
their spellcasting is not even the casting
of spells, but instead the channeling of
magical energy to open dimensional rifts
(see the riftwalk ability, below). Riftwalker
spells are memorized from a spellbook as a
wizards are. In all other respects, they are
like a wizards spells, requiring a sufcient
Intelligence score to learn. The riftwalker
spell list appears on page 48.
Rift Sensitivity (Su): The riftwalkers
greatest ability is a knack for fnding
shortcuts in the fabric of reality. The mate-
rial plane is flled with minute rifts to other
planes. These rifts are formed from natural
stresses or ambient magical energy released
after planar travel spells. The riftwalker
learns to locate and exploit them.
A riftwalker has a natural sensitivity to
these rifts. A riftwalker (and only a riftwalk-
er) can search an area to attempt to discover
planar rifts. Locating a rift requires a Search
check against a DC based on the planes
proximity to the riftwalker. Within the con-
text of the four groups of planes (material,
transitive, inner, and outer), the DC is 20 to
go one increment, 25 to go two, and 30 to go
three. Traveling between planes in the same
group (such as from the astral to ethereal
plane) is DC 20.
For example, fnding a rift to a transitive
plane (ethereal, shadow, or astral) from the
material plane would be DC 20, whereas
fnding a rift to an outer plane would be DC
30. Once the riftwalker travels to the ethe-
real plane, its DC 20 again to fnd a rift back
increment (such as material to transitive, or
transitive to inner) requires two spell levels,
two increments requires four spell levels,
and three increments requires eight spell
levels. The riftwalker must have the requisite
spell energy available and sacrifce it. A spell
counts toward levels as its spell level.
For example, magic missile is a 1st-level
spell. A riftwalker with magic missile memo-
rized twice (or otherwise available twice)
could surrender two castings of it to rift-
walk one increment. Or he could sacrifce
two castings of it, plus web (a 2nd-level
spell), to surrender four spell levels and
travel two increments.
At this level, the riftwalker can transport
only himself through the rifts. Riftwalking is
a full-round action (one standard action to
expend the spell energy, then one movement
action to move through). Other creatures
see the riftwalker seemingly step into an
invisible door, then disappear.
Distances traveled on other planes
often cover much greater distances on the
material plane. A riftwalker may be able
to riftwalk to the astral plane, travel for a
few rounds on the astral plane, and then
riftwalk back to appear miles away from his
former material location.
The riftwalker has a 1% noncumulative
chance per riftwalk that he will step through
the rift into a dangerous area (that is, even
more dangerous than the usual state of pla-
nar travel). This could include walking into a
solid object, entering a lava fow, or appear-
ing inside the acidic belly of a great astral
TABLE 1-8: THE RIFTWALKER
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1st 2nd 3rd 4th 5th 6th 7th 8th
1 +0 +0 +0 +2 Rift Sensitivity 1
2 +1 +0 +0 +3 Riftwalk 2 1
3 +2 +1 +1 +3 2 2 1
4 +3 +1 +1 +4 Riftdoor 3 2 2 1
5 +3 +1 +1 +4 Rapid Shift 3 3 2 2 1
6 +4 +2 +2 +5 3 3 3 2 2 1
7 +5 +2 +2 +5 Ghostwalk 4 3 3 3 2 2 1
8 +6 +2 +2 +6 Evasion, +2 Dodge AC 4 4 3 3 3 2 2 1
9 +6 +3 +3 +6 4 4 4 3 3 3 2 2
10 +7 +3 +3 +7 Improved Evasion 5 4 4 4 3 3 3 2
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whale. If this occurs, the riftwalker takes 1d6


damage per increment traveled and is imme-
diately shunted back to the material plane.
Riftdoor (Sp): At 4th level, the riftwalker
can make the rifts large enough for other
creatures to travel with him. By expending as
much spell energy as for his initial riftwalk,
the riftwalker can hold open the rift long
enough for someone else of up to Medium
size to pass. Expending double the spell
energy lets a Large creature walk through,
quadruple lets a Huge creature go through,
and so on. The rift automatically closes when
the riftwalker goes through, so he must be
the last to exit.
For example, a riftwalker opens a rift from
the material to the astral plane at a cost of two
spell levels. He can hold it open for another
Medium creature at a cost of two additional
spell levels. By expending six more spell
levels he could let three more creatures pass
before he fnally steps through.
Other creatures who riftwalk must use
a move action to reach the portal and walk
through it. The riftwalker may also use a stan-
dard action to concentrate and move the rift
itself. This requires a Concentration check
each round (DC 10). If successful, the rift
can move by up to 20 ft. Riftwalkers can use
this ability to make a rift envelop an entire
house or tower, sending it to another plane.
Rapid Shift (Su): At 5th level, the time
required for the riftwalker to locate a portal
is reduced to one round per 5-foot square. If
the Search check beats the DC by 5 or more,
he fnds the portal fast enough to step through
immediately on the same round he searched.
Ghostwalk (Sp): A 7th-level riftwalker is
so attuned to planar rifts that he can seem-
ingly walk through solid objects. As a free
action, he may make a Spot check to detect
rifts within his intended path of movement.
(Up until this time he has used Search; this is
the frst level at which he can locate rifts so
casually.) The DC is the same as the Search
check for rift sensitivity.
If the riftwalker passes the Spot check,
he has found the necessary rifts to perform
a ghostwalk. By expending one spell level, he
can travel up to ten times his usual speed in
a single movement action and step through
solid objects while doing so, as long as his
movement remains within the visual range
of his starting position. He can charge up to
twenty times his usual speed.
Observers see him constantly fickering
in and out of existence as he moves, seem-
ingly jumping ten or twenty paces between
fickers. He is stepping through one rift after
another to cover ground rapidly, efectively
teleporting himself multiple times over the
course of a single move.
The riftwalker must physically touch at
least one fourth of the distance of his travel.
He can use this ability to bypass squares
threatened by enemy attacks of opportunity,
move through intervening opponents, step
through solid objects that would block his
path, and bypass obstacles (such as pits or
lava fows).
Additionally, a 7th-level riftwalker has
the spell level cost of the riftwalk and riftdoor
abilities reduced by half. At this level the
riftwalkers of legend truly escaped the lunar
rain, for they were able to begin shifting
entire houses or even mansions onto other
planes for merely an evening.
Evasion (Su): At 8th level, the rift-
walker has developed the habit of
subconsciously identifying nearby
rifts and using them to con-
stantly ficker in and out of
existence on the mate-
rial plane. He gains the
rogues evasion abil-
ity as a supernatural
ability, not as a result of
terrifc refexes, but because
he has a good chance of not being
present at the instant of any area
efect. This works even against
opponents from another plane
the riftwalker can always choose
another plane to retreat to.
Additionally, an 8th-level
riftwalker gains a constant
+2 dodge bonus to AC, to
refect the fact that hes
often not present when enemy
attacks come swinging through.
This dodge bonus is not lost when the
riftwalker is fat-footed (hes still fickering
on and of), but it is lost when he is asleep or
unconscious. When fghting defensively, he
can concentrate on his fickering to coordi-
nate it with enemy attacks, raising his dodge
bonus to +4. This stacks with the normal
benefts of fghting defensively.
Improved Evasion (Su): At 10th level,
the riftwalker gains improved evasion, as the
rogue ability.

STEAM MAGE
D
espite coglayers native intelligence,
the difcult apprenticeship required
of that profession prevents them from hav-
ing the time to study magic also. Some
special individuals possess both intelligence
and innate spellcasting abilities, however.
Though their careers begin as coglayers,
these individuals often take sabbaticals to
explore their spellcasting abilities. As they
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become skilled with these two disparate


professions, they learn of uncommon but
powerful synergies available for the astute
pupil. Thus is born a steam mage.
Steam mages are rare individuals with
an aptitude for both magic and machine. A
profcient steam mage is more dangerous
to constructs and mechs than a wizard or
coglayer of equal level. But the require-
ments to gain such insight are great. What
sets them apart is their ability to channel
magical energy through their steam-pow-
ered creations.
It is not unheard of for a wizard to become
a steam mage after spending some time as a
coglayer, but most steam mages have levels
as sorcerers. Steam mages are known
regionally by many titles, includ-
ing gear warlocks (or gearlocks),
technomages, arcane coglay-
ers, and babbage casters.
Hit Die: d4
Requirements
To qualify to become a steam
mage, a character must fulfll
all of the following criteria:
Abilities: Intelligence 16+,
Charisma 16+
Skills: Knowledge (steam engines)
8 ranks
Spellcasting: Ability to cast 2nd-level
arcane spells
Feats: Craft Steam Gear
Class Skills
The steam mages class skills (and the key
abilities for each skill) are Concentra-
tion (Con), Craft (alchemy) (Int), Craft
(blacksmithing) (Int), Disable Device (Int),
Knowledge (any) (Int), Knowledge (steam
engines) (Int), Listen (Wis), Profession
(Wis), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Additional Level:
4 + Int modifer.
Class Features
All of the following are class features of the
steam mage.
Weapon and Armor Profciency: Steam
mages gain no additional weapon profciencies.
Spells: As shown in Table 1-9, a steam mage
continues to advance his spellcasting abili-
ties as if he were advancing in his prior class,
albeit at a slower rate. For example, imagine
a character were a 10th-level sorcerer before
becoming a steam mage. After taking fve
levels in the steam mage class, he would cast
spells as if he were a 13th-level sorcerer.
Item Creation Feat: At 1st level and at
every four levels thereafter, a steam mage
receives a free item creation feat.
Steam Powers (Ex): Steam mages receive
steam powers. These stack with those grant-
ed by prior class levels, though bonus steam
powers for a high Intelligence are received
only once.
Arcane Channeling (Sp): Steam mages
learn to channel arcane energy to power
their creations. This ability grows in power
as the steam mage advances.
Combine: The most notable ability of a
steam mage appears at 2nd level. The steam
mage learns to combine steam powers with
arcane energy. He may now mix magic items
and steam power devices interchangeably.
For example, he could craft a freball wand
with an amplifer attached.
The steam mage must meet all the normal
prerequisites to craft the magic items and
steam powers that make up the combina-
tion device. The cost and construction time
is added together and then doubled. Steam
powers used in a magic item are permanently
fused with the magic item. The steam
mage may substitute other steam
powers for them only by destroying
the magic item and starting over.
Wands that are drained of charg-
es must be recharged normally.
Power: At 4th level, the steam
mage learns to power his devices
using arcane energy. He may
expend spell slots to keep a device
running in lieu of using a steam engine.
He can use one 1st-level spell slot to keep any
TABLE 1-9: THE STEAM MAGE
Level Base Attack Bonus Fort Save Ref Save Will Save Special Steam Powers Spells
1 +0 +0 +0 +2 Item Creation Feat, Steam Powers 1+Int +1 level of existing class
Clockwork Familiar
2 +1 +0 +0 +3 Arcane Channeling (combine) 2+Int
3 +1 +1 +1 +3 2+Int +1 level of existing class
4 +2 +1 +1 +4 Arcane Channeling (power) 3+Int
5 +2 +1 +1 +4 Item Creation Feat 3+Int +1 level of existing class
6 +3 +2 +2 +5 4+Int
7 +3 +2 +2 +5 4+Int +1 level of existing class
8 +4 +2 +2 +6 5+Int
9 +4 +3 +3 +6 Item Creation Feat 5+Int +1 level of existing class
10 +5 +3 +3 +7 Arcane Channeling (synergy) 6+Int
11 +5 +3 +3 +7 6+Int +1 level of existing class
12 +6 +4 +4 +8 7+Int
13 +6 +4 +4 +8 Item Creation Feat 7+Int +1 level of existing class
14 +7 +4 +4 +8 8+Int
15 +7 +5 +5 +9 8+Int +1 level of existing class
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steam-powered device functioning for a day.


Each device (regardless of the number of
separate steam power components) requires
a separate spell slot. Note that at this stage
the steam mage can use this ability only on
steam powers, not regular engines.
Synergy: At 10th level, the steam mage
learns to harness magical energy to power
any engine. He converts raw arcane energy
into heat, light, kinetic motion, or what-
ever other force is needed to power the
engine. The first benefit of this is that he
can now craft magical engines of any kind.
This is considered an act of the Craft Won-
drous Item feat. The second benefit is that
he can expend spell slots to give power to
any engine, including those that power
mechs. The amount of energy required
to power an engine depends on the size
of what it runs, measured in spell levels
as follows:
Size Daily Spell Level Power Requirement*
Medium 5
Large 10
Huge 25
Gargantuan 50
Colossal 100
Colossal II 150
Colossal III 250
Colossal IV 400
Colossal V 600
City-mech A 900
City-mech B 1,250
City-mech C 1,750
City-mech D 2,500
City-mech E 3,500
City-mech F 5,000
*Zero-level spells count as 1/2 a spell level. All other
spells count as per their level (e.g., a 2nd-level spell has a
value of 2).
Powering an engine in this manner requires
that the necessary spell energy be expended
as spells cast directly into the engine. The
spell cast has no name; it is simply a unique
form of expending arcane energy. Each such
spell takes one full-round action to cast and
uses spell-level energy equal to the level of
the spell (except for zero-level spells, which
count as 1/2 level). At least 20% of the days
total spell requirements must be cast up
front to start the engine, then the rest can be
cast over the course of the day as the engine
burns through its power. For example, a
steam mage powering a Large mech could
do so by casting fve 2nd-level spells, which
would take fve full rounds, or six 1st-level
spells and two 2nd-level spells, which would
take eight full rounds.
This steam mage ability can be duplicated
by the spell furnace, a magical item the steam
mages themselves built (see page 143).
Clockwork Familiar: Sorcerers plan-
ning careers as steam mages usually forego
taking familiars until they are able to build
clockwork familiars. Steam mages are the
only class besides constructors able to build
clockwork familiars. Since they lack access
to the College of Constructors facilities,
however, construction is more difcult.
Building a steam mages clockwork familiar
takes one week and costs 500 gp. See page
46 for more details.

VESSEL OF DOTRAK
T
he pseudogod known as Dotrak, or the
Great Engine, is acknowledged by many
coglayers, steamborgs, and gearwrights as
the creator of the universe. They dont wor-
ship him in the traditional sense, nor does
Dotrak have clerics or churches. His adher-
ents eschew worshipping the traditional
gods, however. Instead, they proclaim their
belief in Dotrak, a belief that is little more
than acknowledgement of a greater order
they cannot fathom.
Whether Dotrak is real is a matter of great
debate. Some evidence exists that Dotrak
has genuine power. The enigmatic trak traks
animated piles of junk gears that wander
aimlessly before dissipating are one
proof put forth by his adherents. Another
far more powerful point of persuasion is the
vessels of Dotrak, living beings spontane-
ously endowed with his energy. These reli-
gious messengers are known as messiahs by
the followers of Dotrak, for they combine his
technical aptitude with a divine spellcasting
ability unknown among coglayers.
Vessels of Dotrak are not true clerics.
They have very little control over their pow-
ers, even over whether they become vessels
or continue to advance as them. They are
endowed with divine abilities by Dotraks
growing consciousness but are ultimately
freak manifestations of still-wild energy.
They cannot commune with their god as
clerics can, but they clearly are being given
power by someone.
Currently fewer than two dozen vessels
exist in all of Highpoint. They are known
far and wide among Dotraks followers.
More than one coglayer has been motivated
to start a long journey in search of their
thoughts on the true word of Dotrak.
Hit Die: d6
Requirements
To qualify to become a vessel of Dotrak,
a character must full all of the following
criteria:
Race: All vessels so far have been dwarven,
though it is conceivable that another race
could be chosen.
Alignment: Neutral
Abilities: Intelligence 16+, Wisdom 16+
Skills: Knowledge (steam engines) 10 ranks
Worship: Must be an adherent of Dotrak
Whim of the Gods: No one chooses to be
a vessel. It simply happens. And once it hap-
pens, theres no guarantee it will continue.
If a character is eligible to become a
vessel, the DM should carefully monitor
his actions. If the character consistently
performs deeds of outstanding engineering
expertise, spreads the word about Dotrak,
and embodies the (admittedly vague)
principles of Dotrak, the character may be
stricken with the powers of a vessel. When
the character next advances a level, he has a
10% chance that he will advance to a 1st-level
vessel, regardless of his desires or wishes.
From then on, his will is enmeshed with that
of Dotrak. Though the character receives no
communication or signs from Dotrak other
than the occasional spells, he is clearly being
afected by his power.
Gaining one level in the vessel of Dotrak
class doesnt mean a character will advance
any further. See below.
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Class Skills
The vessels class skills
(and the key abilities
for each skill) are Con-
centration (Con), Craft
(blacksmithing) (Int), Craft
(mechcraft) (Int), Disable
Device (Int), Heal (Wis), Knowl-
edge (any) (Int), Knowledge (mechs)
(Int), Knowledge (steam engines) (Int),
Listen (Wis), Mech Pilot (Dex), Profession
(engineer), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Additional Level:
4 + Int modifer.
Class Features
All of the following are class features of the
vessel of Dotrak.
Weapon and Armor Profciency: Ves-
sels spontaneously acquire the ability to
use all exotic weapons and armor derived
from steam engine or clockwork technol-
ogy. These include the buzzaxe, buzzsaw,
chattersword, fame nozzle, lobster claw,
steambreather, and steam gun, plus gearmail
and hydraulic armor, as well as similar weap-
ons and armor.
Level Advancement: A vessel of Dotrak
advances by the whims of an incipient god.
When a vessel gains enough XP to advance a
new level, roll 1d6. If the result is less than
or equal to the characters current level as
a vessel of Dotrak, he advances a level in
this class. Otherwise, he advances in his
former class (or the class of his choice if he
had more than one former class). From 6th
level onward, a vessel is guaranteed advance-
ment should he so desire it, but a vessel who
advances to 7th level or above may no longer
advance in any other class. His purpose in
life is now completely intertwined with that
of Dotrak.
Spells: A vessel of Dotrak casts divine
spells according to Table 1-10: The Vessel of
Dotrak. Vessels cast spells exactly as a cleric,
including domain spells. They acquire them
diferently, however. A vessel does not need
to meditate or pray for his spells. Instead,
his spells are spontaneously given to him at
a diferent time each day. When relevant,
roll 2d12 each day to determine the hour at
which a vessel receives his spells. They sim-
ply appear in his head, there for the using.
The vessel may choose which spells he
receives, with one caveat. Dotrak isnt yet a
real god and cant always provide the assis-
tance his worshippers desire. Each day, the
vessel has a 10% chance of receiving a spell
other than the one he wanted. If this occurs,
1d4 requested spells are substituted for ran-
domly determined spells of the same level.
Domain spells are never substituted in this
way; it occurs only with other spells.
Deity, Domains, and Domain Spells: A
vessel must worship Dotrak, whose domains
are Engines and Knowledge. A vessel has
both of these domains. Dotraks favored
weapon is a metal quarterstaf. In all other
respects, the rules governing domain choic-
es and spells are the same as for clerics.
Clockwork Heart (Su): The frst sign that
a soul has been selected as a vessel of Dotrak
is the transmogrifcation of his heart into a
clockwork device. The vessel wakes up one
morning to the sound of an audible ticking. It
comes from his chest cavity, where his fesh-
and-blood heart has somehow been replaced
with a beautifully wrought mechanical pump
made from gold, silver, and the fnest steel.
Of course, no one can see this heart, since
it is still within the vessels body, but its
existence is audible to anyone who stands
nearby (Listen check, DC 10 within 5 feet,
inaudible past there). The authenticity of
those who would claim to be vessels can
be immediately ascertained by placing
an ear to their chests.
The clockwork heart is immune to
rust of any kind, be it magical or mun-
dane. It is considered a magical construct
and is immune to tick tock knock and similar
spells.
Vessels of Dotrak are among the few
people on Highpoint to accept steamborgs
openly. They see steamborgs as spiritual
men of sorts, willing to go to great lengths to
come closer to the essence of Dotrak. But no
one would confuse a vessel for a steamborg,
even after he acquires a metal skin or clock-
work body (see below). Aside from their
spellcasting abilities, the simple fact is that
steamborgs need steam engines to power
themselves, while the only visible power
source for a vessel is divine favor. Besides,
steamborgs dont have clockwork hearts.
Turn or Rebuke Constructs (Ex): At 2nd
level, a vessel gains the ability to rebuke and
command constructs, just as an evil cleric
rebukes and commands undead. This ability
only works against animated constructs that
move of their own volition, such as golems
and shield guardians. A vessel cannot turn a
mech or similar piloted construct. Turning
constructs requires a holy symbol of Dotrak:
a toothed gear set with ornate scrollwork of
gold and platinum. Such a symbol costs 300
gp to create.
Steel Skeleton (Su): Over time, the
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vessels body becomes progressively more


mechanical. At 2nd level, his fngernails
and toenails become silvery and hard (like
aluminum), and at 3rd level his teeth are
encased in a metal sheath. At 4th level,
the vessels skeleton is transmuted to
steel. This grants a +2 bonus to the
vessels Constitution. His Fort save
is increased by an additional +2,
stacked on top of the bonus from
extra Constitution. These bonuses
are not included in the saves indi-
cated in Table 1-10.
Metal Skin (Su): The vessels body
continues to transform into a living
construct. At 6th level, his eyes become
metal orbs, his joints turn into metal sock-
ets, and his skin is replaced by a thin layer of
steel with incredible tensile strength. The
appearance of the metal skin varies; some
vessels have skin like aluminum foil or gold
leaf, others have skin like chainmail or even
overlapping reptilelike scales. Regardless,
the change grants a +2 natural bonus to AC,
which stacks with other kinds of armor. The
metal skin is literally the characters skin,
and cannot be removed or detached with-
out the character taking damage as if his
normal skin were removed. At 8th level, the
skin begins to shimmer with the radiance of
silver, an indication of the vessels growing
closeness to Dotrak.
Beginning at 6th level, the character
becomes partially vulnerable to rusting grasp
and related spells, as a steamborg is. He
may make a Fort save to resist such efects.
Because of his divine favor, he is less vul-
nerable than a steamborg; a vessel sustains
half damage on a failure and no damage on
a success.
Clockwork Body (Su): At 9th level, the
characters transformation to a construct is
complete. His entire body is an intricately
wrought clockwork creation that is indis-
tinguishable from a construct, fashioned in
exquisite detail far beyond the means of any
living gearwright. The character is essen-
tially a living construct.
He is now immune to mind-infuencing
efects (charms, compulsions, phantasms,
patterns, and morale efects) and to poison,
sleep, paralysis, stunning, disease, death
efects, and necromantic efects. He is not
subject to critical hits, nonlethal damage,
ability damage, ability drain, or energy drain.
He is immune to any efect that requires a
Fortitude save (unless the efect also works
on objects). He is not at risk of death from
massive damage, but when reduced to
0 hit points, he is immediately killed.
Unlike a construct, he can be resurrect-
ed or raised (he still has a soul), and his
body does heal damage normally. The
character must still eat and drink as a
normal person.
The characters body stays a silvery
color, as per his metal skin change at the
previous level. The character is still partially
vulnerable to rusting grasp and related spells.
Prophet of Dotrak (Su): At 10th level, the
characters clockwork body acquires a golden
sheen. He gains the following abilities:
Prophets Touch: Once per day, with a single
touch, the prophet can restore a damaged
mechanical or clockwork device to perfect
functioning. This works on magical and non-
magical devices, though the ability fxes only
nonmagical mechanical problems. The device
can be as large as a city-mech or as small as a
pocket watch, provided it is one single inter-
connected engine. This ability does not clean
the device, make it more efcient, afect cos-
metic concerns, or improve faws in its design,
nor does it repair nonmechanical damage; it
simply repairs any mechanical problems in a
devices current functioning. Roughly half of
all hit points lost in combat are considered
mechanical problems for these purposes; the
remaining nonmechanical damage must be
TABLE 1-10: THE VESSEL OF DOTRAK
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 0 1 2 3 4 5
1 +0 +2 +0 +2 Clockwork Heart 3 1+1
2 +1 +3 +0 +3 Steel Skeleton (nails), Turn/Rebuke Constructs 4 2+1
3 +2 +3 +1 +3 Steel Skeleton (teeth) 4 2+1 1+1
4 +3 +4 +1 +4 Steel Skeleton (skeleton) 5 3+1 2+1
5 +3 +4 +1 +4 5 3+1 2+1 1+1
6 +4 +5 +2 +5 Metal Skin I 5 3+1 3+1 2+1
7 +5 +5 +2 +5 6 4+1 3+1 2+1 1+1
8 +6 +6 +2 +6 Metal Skin II 6 4+1 3+1 3+1 2+1
9 +6 +6 +3 +6 Clockwork Body 6 4+1 4+1 3+1 2+1 1+1
10 +7 +7 +3 +7 Prophet of Dotrak 6 4+1 4+1 3+1 3+1 2+1
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repaired through normal means.


Commune with the Great Engine: The prophets
are the only mortals who claim true knowledge
of Dotraks existence. The Great Engine speaks
to them, they say, and leads them to problems
in the infnitely complex mechanical system
that mortals know as reality. Three times per
day, the prophet may meditate for 30 min-
utes prior to examining a mechanical device.
For the next hour after such meditation, the
prophet receives a +20 competence bonus to
any Craft (mechcraft), Disable Device, Knowl-
edge (mechs), Knowledge (steam engines),
Profession (engineering), or other similar skill
checks relating to identifying a problem, fx-
ing a problem, or building something.
Create Trak Trak: Once per day, as a stan-
dard action, the prophet may animate any
pile of gears as a trak trak (see page 202).
For 3d10 minutes, the trak trak will obey the
prophets command. At the end of the dura-
tion, it collapses into the pile of junk from
whence it came.
Ex-Vessels: Vessels who somehow leave
the fold of Dotrak lose all spells and class
abilities and can never advance as a vessel
again. Their clockwork body parts convert
back to simple fesh.

SKILLS
Abbreviations:
Crg: clockwork ranger
Cog: coglayer
Con: constructor
Mcj: mech jockey
Stk: stalker
Smb: steamborg
Ank: anklebiter
Asm: assimilated
Grt: gearwright
Mcd: mech devil
Rft: Riftwalker
Stm: steam mage
VoD: vessel of Dotrak
C = class skill
c = cross-class skill
x = you cant buy this skill
Craft (Mechcraft)
(Int; Trained Only)
The skill Craft (mechcraft) is exceedingly
valuable in todays Highpoint. Mechcraft
determines your success in building mechs
and repairing mechs. It also covers gen-
eral knowledge of crafting steampunk
equipment, including general steam engine
technology, but the skill is called mechcraft
because mechs are its primary focus.
Check: Building mechs is covered in Chap-
ter 2. Repairing them depends on the mechs
complexity and how damaged it is, as follows:
Repair DC Repair Modifer
Minor 10 1
Major 15 2
Critical 20 3
The cost of repairs is always equal to the
mechs lost hit points as a percentage of its
total, multiplied by its base cost, multiplied
by the repair modifer (which grows as the
object takes more damage). For example, say
a mechs base cost is 10,000 gp and it has 100
hp. It has sufered 30 hp damage. 30 is 30%
of 100, which means its a major repair (as
described below). 30% of 10,000 gp is 3,000
gp. The repair modifer is 2, so the cost is
3,000 gp x 2 = 6,000 gp. The cost of repair-
ing 30 hp on this mech is 6,000 gp.
Minor: The mech has sufered less than
20% of its hit points in damage. These sorts of
repairs usually involve a single broken part, a
minor fault, or a visible and obvious problem.
They require few or no replacement parts. The
modern equivalent is a broken brake light on
a car. The time required is 1 minute per hit
point, or 3d6 minutes for a general efect
(such as repairing a critical hit).
Major: The mech has sufered between
21% and 50% of its hit points in damage. It is
substantial damage a major component is
broken or damaged; the modern equivalent
is a busted radiator on a car. You can retry
until you make the fx. The time required is
10 minutes per hit point, or 1d3 hours for a
general efect. Obviously, you will need the
replacement parts.
Critical: Damage of greater than 50% of
starting hit points. The time required is 1
hour per hit point, or 1d3 days for a general
efect. Most importantly, you can make only
one check, which is made after the time and
cost of the repair is expended. If the check
fails, the mech cannot be repaired.
The DM makes the check. You dont know
whether youve fxed the mech until you try
to use it. Note that its easier to repair a
mech than to build one in the frst place.
Salvaged Parts: Coglayers can use the
Craft (mechcraft) skill to salvage parts from
wrecked mechs for use in their steam pow-
ers. No other class can use the skill in this
manner. With a successful Craft (mechcraft)
check, the coglayer can fnd salvageable
parts in a wreck.
Only steam-powered and clockwork
mechs can be salvaged. The time required
to conduct the salvage operation is ten
minutes per payload unit of the mech when
it was intact. The coglayer can make a DC 20
check for every full hour of searching, with
an additional check for any left-over time
based on PU not in increments of 6.
The gp value of the salvaged parts is equal
to the margin by which the coglayer beats
each skill check, multiplied by 10, lim-
ited by the wrecks maximum salvage value
as described below. For example, a coglayer
who rolls 24 on a check fnds 40 gp worth of
salvageable parts. If he made the same check
result for three hours in a row, hed fnd 120
gp of salvageable parts.
A coglayer can continue to make salvage
checks until the full payload unit allotment
of the mech has been searched (in which
case he has found all he can from that mech,
though another coglayer may fnd more), or
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TABLE 1-11: SKILLS


Skill Crg Cog Con Mcj Stk Smb Ank Asm Grt Mcd Rft Stm VoD Untrained Ability
Appraise c c c c c c c c c c c c c Yes Int
Balance c c c C C C C c c C c c c Yes Dex
Bluf c c c c C c c c c C c c c Yes Cha
Climb C c c C C C C c c C c c c Yes Str
Concentration c c C c c C c C c c C C C Yes Con
Craft (any) c c C c C c c c c c C c c Yes Int
Craft (blacksmithing) c C C c C c c c C c C C C Yes Int
Craft (mechcraft) c C C c C C c C C C C c C No Int
Decipher Script c c c c C c c c c c C c c No Int
Diplomacy c c c c C c c c c c C c c Yes Cha
Disable Device c C C c C C c C C c c C C No Int
Disguise c c c c C c c c c c c c c Yes Cha
Escape Artist c c c c C c c c c C c c c Yes Dex
Forgery c c c c c c c c c c c c c Yes Int
Gather Information c c c c C c c c c c c c c Yes Cha
Handle Animal c c c c c c c c c c c c c No Cha
Heal c c c c c C c c c c c c C Yes Wis
Hide c c c c C c c c c c c c c Yes Dex
Intimidate c c c c C c c c c c c c c Yes Cha
Jump C c c C C C C c c C c c c Yes Str
Knowledge (any) c C C c c c c c C c c C C No Int
Knowledge (arcana) c C C c c c c c C c C C C No Int
Knowledge (mechs) c C C C C c C C C C c C C No Int
Knowledge (nature) C C C c c c c c C c c C C No Int
Knowledge (religion) c C C c c c c c C c c C C No Int
Knowledge (steam engines) c C C C C C c C C C c C C No Int
Knowledge (the planes) c C C c c c c c C c C C C No Int
Listen C C c C C C C C C C C C C Yes Wis
Mech Pilot c C c C C c c C C C c c C No Dex
Move Silently C c c c C c c c c c c c c Yes Dex
Open Lock c c c c C c c c c c c c c No Dex
Perform c c c c c c c c c c c c c Yes Cha
Profession C c C c C c c c c c C C c No Wis
Profession (engineer) C c C c C C c c c c C C C No Wis
Ride c c c c c c c c c c c c c Yes Dex
Search C c c c C c c c c c C c c Yes Int
Sense Motive c c c c C c c c c C c c c Yes Wis
Sleight of Hand c c c c C c c c c c c c c No Dex
Speak Language c c c c c c c c c c c c c No None
Spellcraft c c C c c c c c c c C C C No Int
Spot C c c C C c C C C C C C C Yes Wis
Survival C c c c c c c c c c c c c Yes Wis
Swim c c c c c c c c c c c c c Yes Str
Tumble c c c c C c c c c C c c c No Dex
Use Magic Device x x x x C x x x x x c x x No Cha
Use Rope C c c c C c c c c c c c c Yes Dex
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until the mechs maximum salvage value has


been met (in which case no one else will fnd
salvageable parts in the wreck).
A wrecks maximum salvage value is its
original gp cost divided by 10.
Salvaged parts can be used in one of
two ways:
The coglayer can re-use the parts in his
steam powers. In this case, the value of
the salvaged parts can be applied to the
cost of any new steam power that the
coglayer builds. For example, a coglayer
who gains a new steam power chooses
to add a discriminator to one of his cre-
ations. A discriminator costs 350 gp. The
coglayer waits until he fnds a mech to
salvage. From the wreck he salvages 142
gp worth of parts. He can put these toward
building the discriminator, which he can
now build using these parts and only 208
gp. Using salvaged parts in this manner
requires one hour of labor for every 10 gp
of applied cost, as the salvaged parts must
be reworked into usable condition.
The parts can be sold. Parts sold in this
manner are generally useful only to other
coglayers, and because they require so
much labor to transform into useable
mechanisms, the going price is low.
Assuming a buyer can be found, salvaged
parts can be sold for 1/10 of their value.
For example, the above coglayer could
instead sell his 142 gp worth of parts for 14
gp and 2 sp.
There is one exception to the above rule:
A coglayer can automatically recover maxi-
mum salvage value from anything he himself
built without making a check. The required
salvage time is unchanged.
Constructs built from steam engines can
also be salvaged in this manner. This includes
clockwork puppets, steamborg carcasses, and
most devices built from coglayer steam pow-
ers. Treat them as having PU equal to their
size: 1 for Medium, 3 for Large, 5 for Huge, 10
for Gargantuan, and 16 for Colossal.
Salvaged parts have an average weight of 1
pound per 10 gp value.
Retry: For repairing mechs, this depends
on the difculty, as above. No retry is
allowed for salvage attempts.
Special: Characters receive a +2 synergy
bonus if they have 5 or more ranks in Knowl-
edge (steam engines).
Mechcraft is similar to engineering, and
in many cases they overlap; it is essentially a
specialized form of engineering. In general
characters with Profession (engineering)
may attempt anything covered by Craft
(mechcraft) at a 4 penalty.
Handle Animal
(Cha; Trained Only)
Clockwork rangers, and only clockwork rang-
ers, may use Handle Animal to infuence
the attitude of constructs and clockwork
creations, just as wild empathy infuences
the attitude of animals. In some cases, this
is completely useless, particularly with con-
structs that are programmed to attack any-
thing that comes near automatically. In other
cases, it may be possible to convince a laborer
construct to work for you, fool a guardian con-
struct into thinking that you are nonthreaten-
ing, or bribe semi-intelligent constructs with
high-quality metals or other gifts. Extremely
skilled clockwork rangers can intuit the
nature of a constructs programming from
the most subtle signs to gain a sense of what
actions are least likely to provoke it. A truly
talented clockwork ranger has occasionally
been said to have convinced a construct that
he is its creator, though this talent is so rare
the stories may be merely apocryphal.
For purposes of the table for infuencing
NPC attitude, almost all constructs are con-
sidered initially hostile or unfriendly. Some
will attack even when indiferent, but all will
be pacifed if rendered friendly. To imperson-
ate the constructs creator successfully, the
clockwork ranger must efectively persuade a
construct to be helpful (usually DC 50).
Knowledge
(Int; Trained Only)
The advent of steam technology has made cer-
tain kinds of knowledge more useful than ever.
Popular new areas of knowledge include:
Mechs, which covers identifying a mechs
abilities and weapons based on its silhou-
ette, placing mech designs with the mech-
doms that use them, and knowing how
to control a mech. While the Mech Pilot
skill represents practical piloting ability,
Knowledge (mechs) is academic knowl-
edge of the piloting process and systems.
Steam engines, which covers understand-
ing their function, identifying their parts,
and knowing how to build or destroy one.
Special: Characters checking their knowl-
edge of mechs receive a +2 synergy bonus if
they have 5 or more ranks in Craft (mechcraft).
Mech Pilot
(Dex; Trained Only)
This skill lets you control mechs. You can
make them go where you want them to
go, fre their weapons, operate their cargo
bays, and generally work with them with-
out damaging either yourself or the mech.
Check: This skill lets you pilot a mech.
Unless you have the relevant feats, you may
not fre the mechs weapon and pilot it in
the same round your attention must be
focused solely on one action or the other.
General piloting does not require a check,
but a check is necessary in unusual circum-
stances, such as these:
Task Base DC*
Maintain balance in difcult terrain 10
Maintain balance in extremely difcult terrain 20
Deploy from a city-mech 10
Board a city-mech 15
Right an overturned mech 20
Jump Varies
Climb Varies**
*Plus modifers, as described in the relevant sections.
**Use DCs for Climb skill +4.
Maintain balance: It is difcult for a mech
to walk over rubble, rocky areas, riverbeds,
and other uneven surfaces. Collisions and
other circumstances may also challenge a
mech to keep its balance. A check is required
to keep the mech from losing its balance and
falling over. Failure on this check means the
mech falls over. See page 87.
Board a city-mech: City-mechs are enor-
mous, thousand-foot-tall mechs that can host
smaller mechs on their docking bays. Board-
ing a city-mech requires jumping or stepping
onto the city-mech as it walks by. This is
extremely difcult to time properly, and the
consequences of failure are great: More than
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one mech has been crushed by the city-mechs


foot when its pilot judged improperly. This is
described in more detail on page 88.
Right an overturned mech: A mech that
has fallen over is not always easy to get up,
especially if its in an awkward position. This
check must succeed for the mech to stand on
its feet, as described on page 64.
Jump: Some mechs can jump, as described
on page 88.
Climb: Some mechs can climb. Use the
DCs for the Climb skill +4, as described on
page 88.
Special: A pilot with the Mech Dancer feat
and 5 or more ranks in the Balance skill receives
a +2 synergy bonus to Mech Pilot checks.

FEATS
I
n general, most of the normal feats pre-
sented in the PHB provide no benefts
when a character is piloting a mech. They are
the result of personal training and practice,
and the kinesthetic sense resulting from
this practice does not translate into piloting
a mech. Extensive practice in a mech can
result in new abilities, however. These are
refected with the following new feats.
One normal feat that does carry over to
mech combat is Improved Initiative a pilot
with fast reaction time can utilize that in or
out of a mech. Certain other feats also carry
over, as described in the skill transfer ability
entry of the mech jockey class.
Combine Spell
(Metamagic)
You can cast spells that combine with the
same spell cast by other casters or yourself,
in order to generate greater areas of efect.
Beneft: All spellcasters involved must
declare before casting that their spells are
to be combined and what efect is to be
achieved. If the spells are cast simultaneous-
ly (by multiple spellcasters) or in immediate
succession (by one caster), one aspect of the
spells range, target, or duration doubles for
each spell cast. These doublings use the tra-
ditional d20 system of incremental doubling
(e.g., x2 twice is x3, not x4).
Combined ranges and durations double
normally, as do targets that afect areas or num-
bers. In the case of creature targets, the spells
potential target size rises by one size increment
per extra spell cast. (Normally creature target
spells are limited to creatures no more than
twice the casters size.) For example, three
endure elements spells cast by a Medium caster
could be used to afect a Gargantuan mech.
All spellcasters involved must have the
Combine Spell feat. This feat is commonly
used to cast spells capable of afecting mechs.
See page 143 for more details.
Craft Magical Mech
(Item Creation)
You can build mechs powered by magic.
Prerequisite: Spellcaster level 9th+,
Craft (mechcraft) 5 ranks
Beneft: You can design any animated or
undead mech whose prerequisites you meet.
The actual construction of a mech usually
requires a crew and is covered in more detail
on page 81.
Craft Powered Mech
(Item Creation)
You can build mechs powered by steam,
clockworks, or human labor.
Prerequisite: Craft (mechcraft) 10 ranks,
Knowledge (mechs) 10 ranks
Beneft: You can design any steam-pow-
ered mech whose prerequisites you meet.
The actual construction of a mech usually
requires a crew and is covered in more detail
on page 81.
Craft Steam Gear
(General)
You can build steam-powered gear, such as
fame nozzles, chatterswords, steam guns,
hydraulic armor, and the like.
Prerequisite: Knowledge (steam
engines) 5 ranks
Beneft: You can design and build steam-
powered equipment. If you create a steam-
powered weapon, this does not necessarily
mean that you will be profcient in it. Craft-
ing steam gear by the use of this feat takes
one day for every 1,000 gp of the items cost.
Normal: A character without this feat
can use skills such as Craft (blacksmith) to
construct simple pieces of steam gear (such
as steam guns), but the time required is
measured in silver pieces per the usual rules
of Craft checks. It takes much less time to
build such gear with the knowledge granted
by this feat.
Gearhead (General)
You have a strong intuitive grasp of how
engines work.
Prerequisite: Int 13+, ability to use
steam powers
Beneft: You have the ability to use two
extra steam powers.
Special: This feat may not be taken more
than once.
Gearstride (General)
You can move at normal speed through gear
forests without sufering any additional dan-
ger from hazards.
Prerequisites: Dex 13+ and extensive
experience in gear forests (at DMs discretion)
Beneft: Your chance of encountering
hazards in a gear forest is halved 12% while
walking and 25% while running or fghting.
If you do encounter a hazard, you receive
a +2 bonus to your Refex saving throw to
avoid it.
This feat does not grant complete immu-
nity to the dangers of a gear forest. That is
only possible after living in one for several
months (see page 215).
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Normal: Gear forests are normally more


dangerous if you move faster than half your
walking speed, or fght within them.
Mech Dancer
(Mech: Irontooth)
Some Irontooth clansmen are so skilled
at piloting their mechs that they can make
them dance. Other mech jockeys acquire
this skill through great talent as pilots.
Prerequisites: Dex 13+, Mech Pilot 10
ranks
Beneft: You are so fnely attuned to your
mechs positioning that you can maneuver it as
if it were an extension of your own body. You
add your own Dexterity modifer to the mechs
AC, to the mechs trip checks (in addition to
your ranks in Mech Pilot or the mechs Str or
Dex bonus), to the DC for creatures to avoid
being trampled by the mech, to the mechs
Refex saves, and generally to all other mech
checks that are contingent on Dexterity.
Mechdancers are able literally to make their
mech dance. This has no practical combat
applications but is certainly good for entertain-
ment. The most talented Irontooth clansmen
often have mech dancing competitions.
Mech Fu (Mech: Irontooth)
A small but dedicated cult of Irontooth
clansmen has taken mech dancing to a
whole new level. They are so in tune with
their mechs that they are able to fght with
them as they themselves would fght in close
combat weaving, ducking, punching, and
kicking as the mech design allows. Termed
mech fu, this art of close mech combat is
extremely rare but exceptionally powerful.
Prerequisites: Dex 15+, Mech Dancer,
trained by Irontooth clansmen
Beneft: Once per round, you may use
unarmed attacks to counter melee attacks
on your mech. You must use a ready action
to specify that you are countering melee
attacks from a specifc enemy mech. If that
mechs melee attack hits, you may make a
Mech Pilot skill check using the enemys
attack roll as the DC. If you succeed, you
defect the enemy attack and take no dam-
age. The enemy may take no further actions
or movement after you defect his attack.
Furthermore, if you succeed by a margin of
5 or more, you manage to wound him in the
process, and he sufers damage as if hit by
your unarmed attack.
Once you have the Mech Fu feat, you may
advance in the mech devil prestige class. See
page 31 for more details.
Mech Rider (Mech: Rust Rider)
The rust riders are renowned for fghting
from the mech. They often ride the legs
of their mechs, attacking both infantry and
mech targets as they pass. The most dan-
gerous thing about many rust riders isnt
the mech itself its the thirty swordsmen
hanging of of it!
Prerequisites: Dex 13+. As a general
rule, characters may not take this feat unless
they are rust riders or have trained with the
rust riders, or are anklebiters. A character
who observes rust riders in action may
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attempt to teach himself this feat (provided


he has a feat slot available, of course). This
requires a mech to practice with and takes
at least three months. For every full three
months of dedicated practice, the character
must make a Wisdom and Dexterity check
(DC 13); if he passes both he learns the feat.
For each failed check, he gains a +2 bonus to
subsequent attempts.
Beneft: You do not need to make a Bal-
ance check to hold onto a moving mech,
or attack (or take similar actions) while
doing so. To make a ride-by attack while
on a mech, you must make your attacks on
the mechs initiative count, by delaying
your activation or having the mech delay its
activation if necessary.
You may make a ride-by attack at any point
in the mechs movement. You may attack any
target within your reach and may make as
many attacks as you are normally permitted to
do. These attacks do not provoke any attacks
of opportunity beyond whats normal.
Depending on the situation, you may even
be able to lift both hands of the mech to
make your attack. This requires you to make
the usual Balance check to keep from falling
of the mech (see page 96), but you receive a
+4 bonus due to this feat.
Mech Weapon Profciency
(Mech)
You are profcient in certain mech weapons.
Beneft: Choose one type of mech of size
Colossal III or smaller. You are profcient in
all weapons mounted on that mech, whether
Mech or Siege type. You may use them
without penalty. You may also use diferent-
sized versions of the weapons without penalty.
Normal: Without being profcient with a
weapon you sufer a 4 penalty to its use.
Mechanized Combat Practice
(Mech)
A fghter with decades of combat experience
is practically useless in a mech, where his
base attack bonus is not incorporated into
the roll. With extensive training, however,
he can transfer that skill to the mech.
Prerequisite: Dex 13+
Beneft: You learn to fght efectively
with each mech model that you spend at
least three months practicing on. You now
have a mech attack bonus equal to your base
attack bonus. This includes multiple attacks
if you have them. This applies only to mechs
you have trained with.
Normal: Only the classes of mech jockey,
assimilated, and mech devil normally have a
mech attack bonus. Other classes fght at
half their base attack bonus and may not use
multiple attacks.
Mechidextrous (Mech)
You are able to operate both a mechs hands
at once, even while you pilot the mech.
Prerequisites: Dex 15+, Mechwalker
Beneft: Even while causing a mech to
move, you can also fght with it. You can use
up to two of a mechs weapons each round, at
the same time you are piloting it, provided the
mechs construction permits as much. This
includes targeting ranged weapons, which
may be used to attack diferent targets. If you
attack with two weapons in the same round,
each sufers a 3 penalty to its attack roll.
Normal: Most mech pilots can barely use
a single weapon while piloting a mech, much
less attack with two.
TABLE 1-12: FEATS
Feat Prerequisite Benefts
Combine Spell (Metamagic) Combine spells for greater efect
Craft Magical Mech (Item Creation) Spellcaster level 9th+, Craft (mechcraft) 5 ranks Can design magical mechs
Craft Powered Mech (Item Creation) Craft (mechcraft) and Knowledge (mechs) 10 ranks Can design powered mechs
Craft Steam Gear (Item Creation) Knowledge (steam engines) 5 ranks Can build steam gear
Gearhead Int 13+, use of steam powers +2 steam powers
Gearstride Dex 13+, experience in gear forests Less danger from gear forests
Mech Dancer Dex 13+, Mech Pilot 10 ranks Add pilots Dex bonus to mechs
Mech Fu Dex 15+, Mech Dancer, Irontooth clansman Counter mech melee attacks
Mech Rider Dex 13+, train with rust riders No Balance check when attacking from mech
Mech Weapon Profciency Profcient in all weapons on one kind of mech
Mechanized Combat Practice Dex 13+ Mech attack bonus = BAB
Mechidextrous Dex 15+, Mechwalker Can attack two targets while piloting a mech, at 3 penalty
Mechwalker Dex 13+ Move and fre in a mech
Moonwatcher Wis 13+ Can predict lunar rain patterns
Natural Pilot +1 maneuverability on mechs you pilot
Serofcitacits Changes Follower of Serofcitacit Weekly Change Check
Siege Weapon Profciency Profcient with siege weapons
Speed Freak Mech Pilot 5 ranks +10 ft. to mech speed
Unnatural Pilot Natural Pilot, divination spells, Dotrak follower +4 AC, trip, etc. for 2 spell slots
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Mechwalker (Mech)
You are able to maneuver a mech at the same
time you use its weapons.
Prerequisites: Dex 13+
Beneft: You can attack with one of a
mechs weapons in the same round that you
cause the mech to move.
Normal: Except for trained mech jock-
eys, most civilians are able to cause a mech
to move or to attack with it, but not do both
at the same time.
Moonwatcher (General)
You are unnaturally sensitive to the phases
of the moon.
Prerequisites: Wis 13+
Beneft: You can predict the lunar rain
with some degree of accuracy. A Wisdom
or Survival check (DC 10) will allow you to
forecast the general severity of this evenings
lunar rain in your immediate vicinity. You
may forecast further ahead, but the DC
rises by 2 points for every day past the frst.
For example, forecasting the lunar rain for
three nights from now would require a check
against DC 16. The same rule applies to fore-
casting at great distances, with the DC rising
by 2 for every fve miles beyond your loca-
tion. For example, forecasting the lunar rain
for three nights from now at a point 15 miles
away would require a check against DC 20.
This feat bestows other benefts as well.
You are naturally attuned to the moons phas-
es and always know them by heart. If you are
a spellcaster, you cast detect lunar and similar
lunar-related spells at +1 caster level.
Normal: Most people cannot predict the
lunar rain until they see it coming down.
Natural Pilot (Mech)
You have an innate talent for piloting mechs.
Most people with this ability were raised in
families of mech jockeys, or taught to pilot
mechs from an early age. A rare few have no
mech experience whatsoever, yet are perfect
pilots from the moment they start. The gear-
wrights claim these prodigies are descended
from the lineage of ancient mech jockeys
from the First Age of Walkers.
Beneft: Any mech you pilot has its
maneuverability improved by one incre-
ment. For example, a mech with average
maneuverability has good maneuverability in
your hands. This has no efect on mechs with
perfect maneuverability.
Serofcitacits Changes
(General)
You have been marked by Serofcitacit, the
lunar god of change.
Prerequisites: You must have declared
adherence to the beliefs of Serofcitacit
and instigated some sort of major change
to something longstanding. Additionally,
this feat is almost always found in lunar crea-
tures, though it could theoretically appear
in any worshipper of Serofcitacit, even
terrestrial ones.
Beneft: You are now a living embodiment
of change. Once per week, make a special
Change Check. Roll 1d20, then make a Wis-
dom check against that result. If the check
succeeds, your body morphs to anticipate
future changes. One small part of your body
a fnger, elbow, eye, nose changes shape.
You have a 25% chance that the change will be
harmful (one eye blocked by morphed eyelid
fesh), and a 25% chance it will be helpful
(improved eyesight); otherwise, it is neutral.
The greatest potential bonus due to such
a change is a +2 bonus to an attribute (for
example, improved Strength thanks to growth
in the arm).
The change lasts until the next success-
ful Wisdom check. At that point, the old
change reverts to its natural state and a new
one occurs.
Siege Weapon Profciency
(General)
You are profcient with siege weaponry.
Beneft: You are profcient with ballistae,
catapults, javelin racks, steam cannons, and
other siege weapons.
Normal: Without being profcient with a
weapon you sufer a 4 penalty to its use.
Speed Freak (Mech)
Speed freaks love to push their mechs to the lim-
it. They have the uncanny ability to coax a little
extra speed out of even the clumsiest mech.
Prerequisites: Mech Pilot 5 ranks
Beneft: Any mech you pilot moves 10 ft.
faster than normal.
Unnatural Pilot (Mech)
You move mechs like no one has ever seen
before. Your skill is so unnatural they say you
must have made a pact with a demon.
Prerequisites: Natural Pilot, ability to
cast divination spells, worshipper of Dotrak
Beneft: This bizarre talent has only mani-
fested itself among a handful of mech jockeys,
all of whom were clerics or mages in prior
careers but converted to the worship of Dotrak
when they became mech jockeys. By expend-
ing two levels of spell slots (which are used for
channeling divinatory energy), you gain a fash
of insight concerning how to pilot your mech.
This grants the following bonuses:
Your mechs maneuverability is improved
by one increment for this round and the
next round only. This stacks with the ben-
efts of Natural Pilot.
Your mech gains a +4 insight bonus to AC.
Your mech gains a +4 insight bonus to
checks to oppose enemy trip attacks
(though not for making them) and any
other checks or rolls to avoid tripping,
falling, or losing control of your mech.
Activating this feat and expending the
spell slots is a free action you simply
experience a fash of insight that is brought
by Dotrak. The spell slots can be expended
in any combination of levels. It takes two 1st-
level spells, one 2nd-level spell, or one spell
of higher than 2nd level to activate this feat.
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This ability may be used as many times per


day as you are willing to expend spell slots.

SPELLS

SPELL VARIANTS
C
lockwork rangers and constructors
both learn spells designed to afect
constructs. In many cases, they create modi-
fcations of existing spells in order to afect
constructs. This lets their spells afect all
inhabitants of the gear forest, whether ani-
mal or construct. It afects their casting of
some spells, such as summon natures ally (see
page 52), and gives them the ability to afect
constructs with spells normally limited to
animals and plants.
A clockwork ranger or constructor may
cast any of the following spell variants, which
are identical to the indicated spells but with a
construct as the target instead of an animal
or plant. In their divine form, these
spells are available to clockwork
rangers only. In their arcane
form, they are available
through the College
of Constructors only
(see below).
Speak with con-
structs (variant of
speak with animals; afects constructs)
Clockwork messenger (variant of animal mes-
senger; afects a Tiny clockwork creature)
Hold construct (variant of hold animal;
afects constructs)
Control gears (variant of control plants;
afects gears and metal engines)
Diminish gears (variant of diminish plants;
can make a gear forest passable at normal
speed, though no less dangerous)
Gear shape (variant of tree shape; subject
resembles a huge gear or piston)
Gear stride (variant of tree stride; subject
can step between gears with a range of trans-
port of 1,500 feet)

COLLEGE OF
CONSTRUCTORS
T
he College of Constructors is rapidly
advancing the study of constructs. Its
members are developing arcane magics dedi-
cated to controlling, creating, and modify-
ing constructs.
Membership in the College is
open to any constructor,
with dues of 200
gp per year. No
other character
class may
join. Joining
the College
confers several
advantages: spell
variants, construct
labs, exclusive spells,
and clockwork familiars.
Spell Variants: As noted above,
arcane spell variants that afect con-
structs instead of animals or plants
are constantly being developed
by the College. In their arcane
form, these spells are available
to members of the College
only. Constructors will
never share the spells with
other classes. If another
class is seen casting
these spells, construc-
tors will endeavor
to fnd and punish the leak in their orga-
nization. Depending on the behavior of the
outsider who is casting their spells, they may
also attempt to steal his spellbook in order to
erase his access to the spells in question.
Construct Labs: The College maintains
several labs dedicated to creating con-
structs. The labs are well stocked and spe-
cially designed to make construct building
more efcient. Any member of the College
may use the labs, though he may have to trav-
el to the location of one and wait until space
is available. Generally the labs are found on
large city-mechs (including Nedderpik) or
on smaller mechs operated by the College
and built specifcally to house the labs. They
are always well guarded by golems and other
constructs. Building a construct in one of
the Colleges labs eliminates the need for a
constructor to build his own lab (normally
it costs 500 gp to build the lab necessary for
construction of a golem). It also reduces the
gp cost of the constructs material compo-
nents and labor expenses by 10%.
Exclusive Spells: The College has devel-
oped a number of entirely new spells whose
distribution it controls. Some are taught
only to constructors who take the Spell Mas-
tery feat so they can leave no written trace
of the coveted knowledge they have learned.
Non-constructor characters may not learn
the arcane versions of these spells unless
either taught by a constructor or by acquir-
ing the knowledge illicitly.
In their arcane forms, the following spells
are exclusive to the College of Construc-
tors: animate gears, clockwork double, detect
clockworks, enginemasters grasp, ironclad, tick
tock knock, transpose spirit, and vanquish spirit.
Clockwork Familiars
The artisans of the College of Constructors
build intricately detailed clockwork crea-
tures that are intended to serve as familiars
for wizards. These are available for any
constructor to use. The normal process of
summoning a familiar instead animates the
clockwork construction, which from then
on acts as a miniature clockwork familiar.
It is imbued with a life force of its own, and
except for its shell of metal is exactly like a
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normal familiar. It grants all the usual ben-


efts and upon its death or dismissal has all
the usual drawbacks. In addition, it has the
following qualities:
Construct Immunities: As a construct, the
clockwork familiar is immune to mind-infu-
encing efects, poison, sleep, paralysis, stun-
ning, disease, death efects, and necroman-
tic efects. It is not subject to critical hits,
nonlethal damage, ability damage, ability
drain, or energy drain. It cannot heal on its
own, but it can be repaired by its creator at a
cost of 2 gp and ten minutes per hp.
Darkvision: The clockwork familiar auto-
matically has darkvision.
Natural Armor: The clockwork familiar has
an extra +2 natural armor bonus to AC, in
addition to the usual bonus for familiars.
Speak with Constructs: Instead of the ability
to speak with animals of its type, the clock-
work familiar can speak with constructs,
provided they have an Intelligence score and
the ability to communicate.
Constructor School
Spell List
Constructors may select any spell that wiz-
ards and sorcerers normally select, as well
as the following spells. These are considered
their specialized spells for the purpose of
extra spell selection.
Note that the spells below fall across a
variety of schools all but necromancy, in
fact. A constructor who selects necromancy
as his prohibited school may use all of the
spells below. Otherwise, the constructor
may not select spells from the list below that
are from his prohibited school.
1st construct friendship, detect clockworks,
enginemasters grasp, speak with constructs
2nd clockwork messenger, hold construct,
make whole, shield other
3rd control gears, diminish gears, gear shape,
tick tock knock
4th gear stride, rebuild soul, rusting grasp
5th animate gears, ironclad, ferrous soul
6th animate objects
7th soul box, transpose spirit, vanquish spirit
8th clockwork double
9th The College of Constructors has not
developed any new 9th-level spells. The spe-
cialist constructor may choose one spell of
any previous level in place of this slot.
Clockwork Ranger
Spell List
Clockwork rangers select their spells from
this list.
1st alarm, animal friendship, construct friend-
ship, delay poison, detect animals or plants,
detect clockworks, detect snares and pits,
enginemasters grasp, magic fang, pass with-
out trace, read magic, resist elements, speak
with animals, speak with constructs, summon
natures ally I
2nd animal messenger, clockwork messenger,
cure light wounds, detect chaos/evil/good/law,
hold animal, hold construct, protection from
elements, sleep, snare, speak with plants, sum-
mon natures ally II
3rd control gears, control plants, cure moderate
wounds, diminish gears, diminish plants, gear
shape, greater magic fang, neutralize poison, plant
growth, remove disease, summon natures ally III,
tree shape
4th animate gears, cure serious wounds, free-
dom of movement, gear stride, nondetection,
polymorph self, summon natures ally IV, tree
stride, wind wall
Riftwalker Spell List
Riftwalkers select their spells from this list.
1st detect secret doors, endure elements,
expeditious retreat, feather fall, foating disk,
hold portal
2nd arcane lock, knock, levitate, locate object,
obscure object, resist energy, whispering wind
3rd blink, dimensional anchor, dimension
door, fy, gaseous form, nondetection, phantom
steed, protection from energy
4th detect scrying, L.s sturdy cottage, lesser
planar ally, locate creature, minor creation,
passwall, plane shift, teleport
5th contact other plane, dismissal, dream,
false vision, lesser planar binding, M.s faithful
hound, M.s private sanctum, major creation,
R.s telepathic bond, sending, shadow walk,
telekinesis
6th contingency, ethereal jaunt, greater tele-
port, phase door, planar ally, planar binding,
teleport object
7th banishment, dimensional lock, forcecage
8th astral projection, etherealness, gate, greater
planar ally, greater planar binding, maze, tele-
portation circle, temporal stasis

NEW CLERIC DOMAIN:


ENGINES
Deities: Dotrak
Granted Power: Once per day, you can
heal or smite an engine (your choice). With a
touch, you can heal 1d6 points of damage per
caster level, or infict the same. This power
afects only constructs, mechs, and other
such creatures.
Add Knowledge (steam engines) to your
list of class skills.
Engine Domain Spells
1 Construct friendship
2 Hold construct
3 Tick tock knock
4 Rusting grasp
5 Animate gears
6 Animate objects
7 Transpose spirit
8 Clockwork double
9 May choose any one spell from the prior
spell levels

NEW SPELLS
Animate Gears
Evocation
Level: Con 5, Crg 4
Components: V, S, M
Casting Time: 1 action
Range: Touch
Targets: One or more piles of scrap metal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns scrap metal into animated
humanoid creatures that follow your com-
mands. The moment you fnish the incanta-
tion, the targeted scrap metal rises into the
air, swirls about, and forms a roughly human-
oid shape. Known as an iron shambler, this
undead construct mindlessly obeys your
instructions. It can follow you, or remain
in an area and attack any creature (or just a
specifc type of creature) entering the place.
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Iron shamblers remain animated until they


are destroyed. A destroyed iron shambler
cant be reanimated.
Each casting of animate gears creates a
number of HD worth of iron shamblers equal
to your caster level. It takes at least 200
pounds of scrap metal to create a normal
1 HD iron shambler. The scrap metal must
be loose and not be attached or connected
to any larger object, since the spell cannot
break strong bonds. For example, animate
gears cannot be cast on a functioning sec-
tion of a gear forest those gears are
connected to the larger engine and
cant be manipulated by the spell.
Alternatively, the scrap metal
could already be assembled into a
humanoid shape, which the iron
shambler will then assume.
The iron shamblers you cre-
ate remain under your control
indefnitely. No matter how
many times you use this spell,
however, you can control only 2
HD worth of iron shamblers per caster
level. If you exceed this number, all the
newly created creatures and any excess from
previous castings become uncontrolled.
Iron shamblers are described in more
detail on page 194.
Clockwork Double
Conjuration (Creation)
Level: Con 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Efect:One clockwork double
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
Clockwork double functions like the nec-
romantic spell clone except that it creates a
mechanical clockwork double rather than a
biological clone. The clockwork double is a
physical duplicate except that it is construct-
ed entirely of metal, from its skin to its eyes
to its heart. Until the original creatures soul
enters, it is inert and unliving. Its basic frame-
work must be built by the caster, a process that
takes 2d4 weeks. Thereafter, the spells magic
flls in the details, which takes another 2d4
weeks, until the clockwork double is a metal-
lic twin of the original creature.
Once the soul has occupied the clockwork
double, it has the same ability scores as the
original body, except that it no longer has
a Con score. Its type changes to construct,
and it gains all the immunities and limita-
tions of a construct. It is not a robot, how-
ever; the construct has the same personality,
memories, skills, and levels of the original at
the time the construct was built.
In all other regards, the spell is like clone.
Material Components: Hair, nail, scale, or
the like from the original creature, various
laboratory supplies (cost 1,000 gp), and
the precious metals to build the constructs
body (cost 5,000 gp).
Focus: Special laboratory equipment (cost
500 gp).
Construct Friendship
Enchantment (Charm)
Level: Con 1, Crg 1, Engine 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One construct
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a construct regard you
as its trusted friend and ally. It is like charm
animal, except that it afects a creature of
the construct type. Constructs immune to
magic are not afected by this spell, nor are
those that are piloted or otherwise not self-
propelled. This includes mechs that require
a pilot. Other constructs act as if their atti-
tude is friendly. You are able to command
the target as if you were its creator, provided
your instructions are within the scope of its
normal behavior.
Detect Clockworks
Divination
Level: Crg 1, Con 1
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./
level)
Area: Quarter circle emanating
from you to the extreme of the
range
Duration: Concentration, up
to 10 minutes/level (D)
Saving Throw: None
Spell Resistance: No
You can detect clockwork life. Any
animated clockwork creature, whether a
construct or a naturally occurring creature,
will be registered by this spell. Only self-
animated creatures are detected; clockwork
components of larger creatures are not.
Casting this spell within an animated mech
reveals clockwork life in all directions.
The amount of information revealed
depends on how long you search a par-
ticular area:
1st Round: Presence or absence of clock-
work life in that quarter.
2nd Round: Number of individuals in the
area and the condition of the healthiest
specimen.
3rd Round: The condition and location
of each individual present. If a construct is
outside your line of sight, then you discern
its direction but not its exact location.
Conditions: The categories of condi-
tion are defned as with the spell detect
animals or plants.
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Note: Each round you can turn to detect


things in a new area. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of com-
mon metal, a thin sheet of lead, or 3 feet of
wood or dirt block it.
Earthrise
Evocation [Earth]
Level: Clr1
Components: V, S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
This spell uses the energy of the earth
to break a lunar creatures connection to
the moon. The caster utters the necessary
incantations as he touches the target with a
handful of fertile soil. If the target is a lunar
creature, it immediately takes 1d10 points
of damage +2 points per caster level (up to
+10). The target must be physically touching
the ground for this damage to take place; fy-
ing lunar creatures are unafected.
If the target is an earth elemental of any
kind, it is immediately healed for 1d10 points
+2 points per caster level (up to +10).
Other kinds of creatures are not afected.
Material Components: A handful of fertile
soil, a fragment of a lunar meteorite.
Enginemasters Grasp
Transmutation
Level: Crg 1, Con 1
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: Metal engine components in a 40-ft.-
radius spread
Duration: 1 minute/level
Saving Throw: Refex (see text)
Spell Resistance: No
Gears, cogs, sprockets, belts, chains, and
even pistons reach to grab any creatures
in the area, holding them fast. All metal
engine parts in the area are afected. Crea-
tures grasped are considered entangled,
with these efects: 2 to attack rolls, 4 to
efective Dexterity, and unable to move. An
entangled character who attempts to cast
a spell must make a Concentration check
(DC 15) or lose the spell. She can break free
and move half her normal speed by using a
full-round action to make a Strength check
or an Escape Artist check (DC 20). A crea-
ture who succeeds at a Refex saving throw
is not entangled but can still move at only
half speed through the area. Each round,
the gears once again attempt to entangle
all creatures who have avoided or escaped
entanglement.
At the end of the spell, afected engine
parts return to their original positions and
resume their former motions. Parts bent or
otherwise damaged by escaping creatures
are not fxed. Because the animated engine
components may be part of larger processes,
this spell has unpredictable side efects.
Casting this in the midst of a gear forest is
quite likely to cause damage to the mechs
engines though the ever-present coglings
may fx the damage before anyone notices.
Ferrous Soul
Transmutation
Level: Con 5, Clr 5, Wiz/Sor 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Living creature and new vessel
touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Ferrous soul is a voluntary form of rebuild
soul where the caster transfers a living soul
into a metal construct body. The efects are
exactly as rebuild soul and include the same
costs for the construct body. The efect is
permanent, and the spell works only in one
direction it cant be cast again to return
the soul to the fesh-and-blood body. That
body, which now has no soul, immediately
drops to 10 hit points and collapses to the
foor, utterly dead.
If the subject is unwilling he receives a
saving throw to resist. If he is willing the
efect is automatic. This spell can be cast on
oneself, if a wizard wishes to transfer his own
soul to a construct.
The recipient construct of ferrous soul
may be built as part of a larger vessel. A
ghost mech on the endless plains called
the Red Lotus was reportedly taken over
against the pilots will by a mad constructor
using this spell.
Ironclad
Transmutation
Level: Crg 5, Con 5
Components: S, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level or until
discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Ironclad transforms the target into a liv-
ing, breathing creature of metal. Its internal
organs become clockwork apparati made
of the fnest platinum and gold. Its skin
becomes a thick, dense armor of living
iron. Its mind becomes a mechanical deci-
sion-making machine. The spell is similar to
iron body, but it transforms the creator into
a clockwork creature rather than an iron
golem, and is less powerful.
A target of ironclad gains the following
benefts:
A natural armor bonus of +8. This stacks
with any armor the target is wearing.
Damage reduction 10/magic.
A +4 enhancement bonus to Strength.
Construct immunities: Immune to
mind-afecting efects, poison, sleep,
paralysis, stunning, disease, death efects,
necromantic efects, and any efect that
requires a Fortitude save unless it also
works on objects. The creature is not
subject to critical hits, nonlethal damage,
ability damage, ability drain, energy drain,
or death from massive damage.
Construct limitations: While under the
infuence of the spell, the target cannot
heal, be raised, or be resurrected.
Metallic vulnerabilities: The target is
now a creature of metal. It sufers from
the efects of spells such as heat metal,
rusting grasp, shocking grasp, and tick tock
knock. A rust monsters antenna touch
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deals 4d6 damage. A crumble bugs bite


deals 1d6 damage.
Once the spell has prevented a total of 10
points of damage per caster level (maximum
150 points), it is discharged.
Material component: A piece of metal from
a construct.
Rebuild Soul
Transmutation
Level: Con 4, Clr 4, Wiz/Sor 5
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Dead creature and new vessel
touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
In a world of magic and metal men, why
bring the dead back into bodies of fesh?
Rebuild soul is a form of reincarnation in
which the deceased soul is summoned back
from the dead into a metal body built to
hold it. The soul must be willing to return or
the spell fails. (But even a willing soul may
fail to return if this spell is cast on High-
point; see page 64.) Furthermore, the death
must have occurred no more than one week
prior to the casting of this spell. A creature
that has been turned undead or killed by a
death efect cant be returned to life with
this spell. The usual limitations of reincar-
nate apply.
The metal body must be constructed of
the finest steel, and in order to grant the
revived soul some semblance of its former
human abilities, it must be articulated and
balanced far more carefully than the typical
construct. It costs 20,000 gp to build, plus
another 1,000 gp for each level or HD of
the creature being raised. The spellcaster
must place the dead body beside the metal
body and cast the spell while touching
them. A burst of light and a chilling sensa-
tion much like a nearby strike of lightning
occur, and then the metal body rises with
new life.
The deceased awakens to fnd himself in a
new body, a body not of fesh and blood but
of metal and gears. The character is now a
living construct with a soul. He has the fol-
lowing traits:
He is now immune to poison, sleep
efects, paralysis, stunning, and disease.
Although a construct, he does have a liv-
ing soul and a working mind. Unlike most
constructs, he is subject to death efects
and necromancy efects. He is still vulner-
able to mind efects (charm, compulsions,
phantasms, patterns, and morale efects).
The construct body requires no sleep and
no food. It does require a normal amount
of water. It does not require fuel; magi-
cal animation provides its energy. It does
not breathe.
The characters metal body does not heal
naturally. It must be repaired. Repairing
one point of damage takes thirty min-
utes, costs 50 gp, and requires a repair-
man with the Craft Construct feat or at
least 15 ranks in Craft (blacksmithing).
Knowledge (mechs), Knowledge (steam
engines), and Craft (mechcraft) are of
little help in these repairs because the
construct body is magically powered.
The character may repair himself, pro-
vided he has the skills and the tools.
Certain spells also provide healing.
Mending heals 1 point. Make whole heals
2d8 points +1 point per caster level
(maximum +10). Major creation com-
pletely heals the construct, but the hit
points are temporary and vanish after 20
minutes per caster level.
The metal construct body is vulnerable
to rust attacks but receives a Fortitude
save to resist them.
The construct body is not subject to
critical hits, nonlethal damage, physical
ability damage or ability drain, fatigue,
or exhaustion. It is subject to mental
ability damage or ability drain, and
energy drain effects.
The construct is immune to most effects
that require a Fortitude save, but not
necessarily all. This requires discretion
on the part of the DM. Anything that
would affect the characters soul or
mental processes still affects him. Cer-
tain effects, such as rust effects, grant a
Fortitude save to resist them.
The construct is not at risk of death from
massive damage. When the body hits 0
hp the characters soul is immediately
released and the construct body dies.
The character can once again be raised
or resurrected, provided the proper
spells are at hand.
The construct body has darkvision to 60
feet and low-light vision.
The metal body retains the characters
Wisdom, Intelligence, and Charisma
scores. It has new physical scores:
Strength 18 and Dexterity 12. It has no
Constitution score. The character no
longer receives ability score adjustments
every four levels, but magical efects can
still adjust his abilities.
The character retains hit dice gained
from levels or race, but they are now d10
dice. The character receives exactly 5.5
hit points from each hit die.
The character may continue to advance
in level, using d10 hit dice regardless
of class. Advancement in some classes
may be limited due to the characters
new body.
The character retains all feats, skills,
base attack bonuses, saving throws,
class abilities, and racial abilities, except
where the metal body may change them.
His alignment is unchanged.
This spell is permanent. The recipient
construct of rebuild soul may be built as part
of a larger vessel. It is possible to bestow
consciousness to a mech by building the
recipient construct body into the mech,
then casting this spell.
Material Component: A perfect crystal
worth 500 gp, plus the metal body described
above. The body takes 1 week per 10,000 gp
to build.
Soul Box
Necromancy
Level: Con 7, Clr 8, Wiz/Sor 8
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Living creature and new vessel
Duration: Instantaneous and permanent
(see below)
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Saving Throw: None (see text)


Spell Resistance: No
Soul box is a voluntary form of soul bind
designed to avoid the difculties of resur-
rection on Highpoint. The terrestrial gods
are loath to allow reincarnation of the
souls of their most faithful, for theyd
rather have the souls fght their wars
on the outer planes. Thus, normal
death often results in the soul
being pulled to the outer planes
before raising is possible. Soul
box prevents this by temporar-
ily trapping the soul in a small
charm until it can be revived
or transferred to another
body, perhaps even a construct
or mech.
Soul box is cast in advance on a
charm worth at least 5,000 gp (usu-
ally a valuable gem). The charm must
be worn around the neck of the target
while the spell is cast. The soul must be
willing to accept temporary imprisonment,
so this spell afects only willing targets.
Unwilling targets are simply not afected.
Charms and compulsions arent enough to
elicit cooperation; the targets true soul
must be willing.
The soul remains trapped in the gem for
one day per caster level. After this period, it
is released and travels on to the afterlife. If
the target is killed by death efects or nec-
romancy while wearing the charm, his soul
is destroyed before it reaches the charm. In
that case, the charm is inefective.
The spell efects last indefnitely until
activated or until the charm is destroyed. If
the target dies with the charm still around
his neck, his soul is instantly captured by
the charm. Unlike soul bind, the soul can
be raised through reincarnation, raise dead,
rebuild soul, and other such spells even while
trapped in the charm. As long as the soul
remains in the charm, it does not leave the
material plane.
Summon Natures Ally IIV
When cast by a clockwork ranger, summon
natures ally calls only those creatures native
to the gear forests, as described here. Not
all of these are animals (or even vermin),
but they are all natures allies in the gear
forest ecology.
1st Level
Clockwork puppet (warder)
Dire rat
Giant beetle, fre
Monstrous centipede, Medium
Monstrous spider, Small
2nd Level
Animated object, Small (usually
an animated engine component)
Giant ant, worker
Grease lizard
Iron shambler
Monstrous centipede, Large
Monstrous spider, Medium
Trak trak
3rd Level
Animated object, Medium (usually
an animated engine component)
Giant ant, solder
Giant beetle, bombardier
Giant lizard
Monstrous centipede, huge
Monstrous spider, large
4th Level
Animated object, Large (usually
an animated engine component)
Dire grease lizard
Gelatinous cube
Tick Tock Knock
Transmutation
Level: Crg 3, Con 3, Eng 3
Components: S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2
levels)
Target: Nonmagical construct
or engine of Large size or
smaller
Duration: 1 round/level
Saving Throw: Will partial (see
below)
Spell Resistance: No
Tick tock knock is a devious spell
designed to combat clockwork
creations. The spell is targeted at an
individual nonmagical construct. Any
creature or object with a nonmagical
clockwork or steam engine component
can be targeted, such as an automaton,
a clockwork horror, or a clockwork pup-
pet. Smoking dead and steamborgs are
also vulnerable because of the steam
engines that power them.
Although the spell is targeted at an indi-
vidual creature, it actually afects the space
immediately around it, in an area that moves
with the creature. Tick tock knock disrupts the
natural rhythms of space and time. All laws
of physics governing mechanical motion
become unpredictable. A smoothly swing-
ing pendulum placed within the afected
area would suddenly swing erratically fast,
slow, fast, fast, slow. Springs, cogs, and gears
lose their natural rhythms and turn at swiftly
changing rates. The spell disrupts the regular
motion that a clockwork engine depends on
for smooth functioning.
The efect on constructs and creatures
that depend on steam engines is devastating.
They are immediately stunned. This is an
exception to the normal construct immunity
to stunning. The stunned efect lasts for 1
round per caster level. A construct that suc-
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ceeds in a Will save is only confused rather


than stunned.
Material component: A miniature pendulum
made of the fnest silver (value 40 gp), which
is consumed as the spell is cast.
Transpose Spirit
Abjuration
Level: Con 7
Components: S, M, V, F
Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Target: Magical construct animated by an
elemental spirit
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Transpose spirit is a specialized spell devel-
oped for combat against golems. It requires a
focus of a small doll made of pure elemental
energy of the same sort that animates the tar-
get. For example, a clay golem is animated by
a spirit from the elemental plane of earth, so
the focus in attacking a clay golem is a small
doll of elemental earth energy. Creating the
doll costs 300 gp and requires access to the
necessary materials. The dolls type must
match the energy or energies that animate
the golem; if the wrong kind of doll is used,
the spell has no efect.
The caster must hold the focus in his
hand as he casts the spell. He then targets
one golem within range and points the doll
at it. The spirit that animates the golem
vacates it and enters the doll. The golems
body collapses, lifeless and inanimate. It
may be freely attacked for the duration of
the spell. When the spell ends, the spirit is
expunged from the doll, and the golem is
once more animated.
Transpose spirit bypasses a golems magic
immunity by specifcally targeting the
trapped elemental spirit rather than the
golem itself. The spell does not force the
spirit to do anything but instead invites it to
escape its imprisonment for a short period,
efectively opening a portal for it to reside in
the doll. Spell resistance and magic immuni-
ty are no defense against this spell. However,
the spell afects only constructs animated
with elemental spirits.
The doll containing the spirit may be
attacked. It can be damaged by weapons of
+3 enchantment or better, and has AC 10
and 25 hit points. Part of the spell incanta-
tion requires the caster to promise the spirit
that it will be protected, however. Golem
spirits are unwilling and welcome any chance
to escape their prisons, even if it is only
another prison for a short while. If the caster
allows someone to damage the doll while it is
within his power to defend it, the spirit will
immediately leave the doll and return to the
golem, ending the spell prematurely.
Focus: The doll described above.
Vanquish Spirit
Abjuration
Level: Con 7
Components: S, M, V
Casting Time: 1 full round
Range: Touch
Target: Construct animated by a soul
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
Vanquish spirit is a specialized spell used to
combat constructs animated by living souls.
By such targets it is greatly feared, for it is
the construct equivalent of a death efect.
Vanquish spirit breaks the binding between
a soul and its metal construct, efectively
killing the construct and sending the soul
into the afterlife.
The target must be a construct animated
by a living soul. Potential targets include
recipients of the rebuild soul and soul box
spells, as well as the mechs of 5th-level
assimilated characters. Lower-level assimi-
lated characters still have their souls focused
on their bodies, not the entirety of their
mechs.
Once touched, the target receives a Will
save to resist the efect. If the save fails, the
tie between the soul and construct is imme-
diately broken. The construct body falls
lifeless to the foor (though it does not lose
any hit points it is simply unanimated). An
assimilated mech afected by this spell grinds
to a halt but can still be piloted normally
if such control mechanisms exist. The soul
travels to the afterlife and can return only via
spells such as reincarnate and raise dead. It is
possible to bind the escaped soul back to the
construct body provided the body is intact
and rebuild soul is cast in time.

STEAM POWERS
S
team engines can do amazing things.
Some can launch freballs, an ability pre-
viously restricted to spellcasters. Others can
generate force felds or shoot projectiles.
Given the right parts and the right builder,
a steam engine can accomplish feats previ-
ously unheard of in Highpoint.
The efects produced by an innovative
steam engine are called steam powers. The
simplest steam engines have no steam
powers; they merely spin cogs, lift levers,
and pump cylinders in order to make
something move. More complicated steam
engines combine special parts, rare chem-
icals, innovative designs, and ingenious
building techniques to generate amazing
effects. These are the steam powers.
Coglayers are always experimenting
with different kinds of metals, stones, and
liquids, searching for unusual properties
with practical applications. Although they
eschew magic in favor of scientific logic,
they deem it perfectly acceptable to incor-
porate naturally occurring materials into
their creations. Thus, it is not unusual to
see a steam engine use arcane ingredients
combined with nonmagical techniques to
produce seemingly magical effects. The
best examples are the element genera-
tors, which are steam engines capable of
producing fire, water, earth, or air, due to
a bit of pure elemental energy built into
their systems.
A coglayers grasp of steam powers is
determined by his level and intelligence.
Similar guidelines affect steamborgs and
other classes. A given steam power might
require sophisticated construction, elabo-
rate piping, rare materials, and an insuf-
ferably complex design. Only characters
with sufficient experience, training, and
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intelligence will be able to build it.


Coglayers relentlessly pursue the per-
fection of their steam engines, and they
are always on the lookout for new steam
powers. When Gilmer Guddengut first
produced electrical sparks with his steam
engine (the predecessor to successful imi-
tation of the lightning bolt spell), the word
spread like wildfire. Coglayers from miles
away paid visits to find out how he did it.
In every city and on every mech, informal
groups of coglayers meet routinely to dis-
cuss their research and swap inventions.
The one restriction common to all steam
powers is a steam engine. All steam powers
depend on a steam engine to run, and all
steam engines, regardless of powers, need
water to operate. Most of the time, this
is not a problem. But any time characters
make an extended trip into areas without
renewable water sources, theyd best bring
along plenty of extra water. Some steam
engines can be specially adapted to function
with other liquids, as described below.

USING STEAM POWERS


A
ccomplished coglayers and gearwrights
can build devices with steam powers.
Steamborgs can also do so, but only as
extensions of their artificial parts.
Steam powers are not divided into levels
as spells are. Rather, they are divided into
parts. Each part is an engine component
that can produce a specific effect. For
example, one part might produce a small
flame. The flame alone isnt an effective
weapon, though. It needs another part a
pump to send it billowing after an ene-
my. The addition of yet another part an
amplifier makes it even more dangerous.
Finally, a fourth part a billows can
change its shape from a line to a cone.
As a coglayer learns to build parts, he
combines them as he sees fit in order
to create various effects. Individually,
parts arent especially powerful. Com-
bined, they can be deadly. It is up to the
coglayers ingenuity to find the right way
to combine them.
Any character who knows a steam power
with offensive potential is automatically
considered profcient with its use.

BUILDING STEAM POWERS


O
nce a coglayer or steamborg gains an
understanding of how to use a certain
steam power, he still must build the engine
to use that power. Each steam power entry
includes a building cost. This covers materials
only; it is assumed the coglayer provides the
labor. Labor time is equal to one complete day
(eight hours) for every 1,000 gp of value or
fraction thereof. Building some steam powers
requires assistants, as well; this is indicated in
the entry. Qualifed assistants, such as black-
smiths, apprentice coglayers, or specially
trained helpers, cost 1 gp per day. Unqualifed
assistants can be retained for only 1 sp per day,
but this generally doubles the building time
and may have negative repercussions on the
functioning of the constructed steam power,
at the DMs discretion.
Some steam powers require unconven-
tional materials. These are not included in
the cost; instead, they are listed separately.
The listed materials cost assumes the charac-
ter is in an area with a ready supply of normal
building materials. In the wilderness or oth-
er areas where metals and tools are scarce,
costs may double or even triple.
Mundane Combinations: In many cases,
a player may have an idea for combining a
steam power with a relatively mundane item.
For example, a rotor arm could be combined
with a length of chain to make a steam-pow-
ered chain weapon. These mundane addi-
tions are perfectly acceptable. It is only the
addition of an enhanced function or ability
that qualifes as a steam power.
Crossbows, spring arms (as demonstrated
on a catapult), and chains are all popular
additions to steam-driven engines.
Order of Combination: Many steam pow-
ers affect other powers. The order in
which the powers are assembled deter-
mines the final effect.
When parts are combined, the player
must specify the order and which parts mod-
ify which other parts. This is especially true
with amplifers, which improve the power of
another part.
For example, imagine a combination
pilot light/light generator, which produces
a small fame and illuminates an area. If the
character were to add a pump and amplifer,
he would have to specify to which piece they
were being added. If both were added to
the pilot light, he would have a small fame-
thrower that also illuminated an area. If both
were added to the light generator, he would
have a weak pilot light and a good lantern. If,
on the other hand, the pump were added to
the light generator and the amplifer to the
pilot light, the character would have a bulls-
eye lantern and a torchlike weapon that
causes 1d6 points of damage.
Reconstituting Steam Powers: A character
may want to rearrange his steam powers on
the spot in order to achieve a new result.
This can be done at no cost but requires
1 full minute for every steam power to be
afected. Parts that have been combined per
the coglayers integrated parts ability cannot
be separated and rearranged.
Size: Each steam power has a listed size,
scaled for a Medium user. Combine the sizes
to determine how large the fnal construc-
tion will be. As always, two Tiny components
combine to make something of size Small,
two Small components make something
Medium, and so on.
To make things easy, we have also listed
a numerical size value for each part. Adding
together all values of the component powers
yields the total size. Compare the value to
the following table to determine what that
means in normal size increments:
Sum Size Equivalent
1 Fine
23 Diminutive
48 Tiny
916 Small
1732 Medium
3364 Large
65128 Huge
129256 Gargantuan
257+ Colossal
A steam powers size relative to the
users size determines how many hands are
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required to use it, as usual. For example, a


Medium user must use two hands to wield
a Large steam power, but only one for a
Medium or smaller steam power.
New Steam Powers: A player who would like
to create a new steam power not described
here may do so at the discretion of the DM.
Note that all steam powers are individually
quite simple; it is only through combination
(and, in most cases, several steps of recombi-
nation) that they become powerful.

BUILDING STEAM POWERS


OF DIFFERENT SIZES
T
he steam powers below are scaled for
a Medium user. Gnomes build smaller
versions, and coglayers interested in apply-
ing them to mechs frequently build bigger
versions. Adjusting the size has no efect on
performance, damage, or any other factor
other than the size itself. Cost and weight
are changed as follows:
Size Scale Cost (gp) Weight (lbs.)
Small x1 x 3/4
Medium x1 x1
Large x1-1/2 x2
Huge x2 x3
Gargantuan x3 x4

STEAM POWERS LIST


Amplifer
Animator
Automator
Billows
Blood Pump
Boiler
Cauterizer
Clockwork Puppet
Darkness Generator
Dehumidifer
Descrambler
Discriminator
Drill
Fin Apparatus
Flywheel
Fog Generator
Folder
Force Generator
Identifer
Imagemaker
Iron Arm
Iron Jacket
Light Generator
Lobber
Metal Ear
Metal Legs
Noisemaker
Nozzle
Optical Orb
Ranger
Pilot Light
Pump
Rotor Arm
Scanner
Spark Generator
Targeter
Translator
Voice Command
Wavemaker
Steam Powers Descriptions
The steam powers are described in alpha-
betical order by their titles.
Amplifer
Cost: 200 gp
Assistants: 2
Size: Tiny (6) (but see below)
Weight: 1 lb.
The amplifer is a powerful component
that accepts energy as an input. Its output is
the same energy, but greatly magnifed.
Any nonmagical source of heat, cold,
light, or other energy will work as an input.
The amplifer increases the power of the
energy in increments of its base value. For
example, a device with a base range of 50 ft.
would have a range of 100 ft. with one ampli-
fer, 150 ft. with two, and 200 ft. with three.
Efects that cause damage have their die
sizes increased by 1 (in this progression: 1d4,
1d6, 1d8, 1d10, 1d12, 1d20, 2d20, 3d20, etc.).
The DC of any applicable saving throws is
increased by 2. For example, an amplifer
combined with a pilot light produces a fame
that causes 1d6 damage, illuminates a 10 foot
by 10 foot area, and can ignite a fre on any
target that is stationary for one round.
Amplifers have no efect on magical
energy, unless the wielder builds them
with special properties (see the entry for
the steam mage class). They are precision
instruments. They must be connected to the
piece in question. You cant launch a freball
through an amplifer and on to a target.
Amplifers can be stacked. A second
amplifer added to the above example
produces a fame that causes 1d8 damage,
illuminates a 15 foot by 15 foot area, and can
ignite a fre on any successful attack. As you
can see, some degree of DM discretion may
be required in adjudicating the efects. The
determination that the fre is caused on a
successful attack, as opposed to a touch
attack, is for game balance reasons.
Animator
Cost: 400 gp
Assistants: 0
Size: Small (16)
Weight: 6 lbs.
An animator is a mechanical brain that
provides rudimentary kinetic intelligence.
Where a discriminator lets a device make
decisions about what to do, an animator lets
it make decisions about how to do things.
By itself, an animator is useless. Com-
bined with a device that can move, or a
static device ftted with an automator,
it gives a device the ability to perform a
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specifc open-ended function with general


accuracy. It is, in essence, a simple form of
artifcial intelligence.
In practical terms, an animator can allow
a device to fght in melee, fght with ranged
weapons, control a mech, or do some other
rather complex but single-minded function.
An animator by itself is like a brain
without a body; the device possesses the
conceptual knowledge of how to perform
its task but cant physically do so. In most
cases, a discriminator is required in order
for the device to have any sense of judgment
between friend and foe.
Automator
Cost: 20 gp
Assistants: 0
Size: Half of automated object
Weight: Half of automated object
An automator is a collection of
springs, coils, and bolts that can be used
to automate another device, allowing it
to perform a task of up to three simple
steps. The other device must be some-
thing that lacks the parts needed to do
the task at hand. Examples include auto-
matic reloading of a bow or crossbow,
polishing a suit of armor, turning an axle,
lifting a latch to open a door, and pick-
ing up a dropped object. A device that
includes the necessary parts to automate
its actions such as a clockwork puppet
doesnt need an automator.
The automators specifc task is deter-
mined during the time of construction, and
it can do nothing else. Its construction is
specialized to ft the precise task at hand. It
excels at that one task, however, and can do
it over and over again without error.
Billows
Cost: 5 gp
Assistants: 0
Size: Small (10)
Weight: 3 lbs.
A billows mixes air with a pumps output
to create clouds. A billows converts a normal
attack into a cone with a range equal to its
previous edge. The cones width at its fur-
thest point is equal to its range.
For example, a pilot light with two ampli-
fers illuminates an area of 20 feet by 20 feet.
With a pump, it has a maximum range of 80
feet. With a billows added, it would attack in
a cone with a range of 20 feet.
Blood Pump
Cost: 1,500 gp
Assistants: 0
Size: Medium (20)
Weight: 8 lbs.
Materials: 4 gallons of blood for construc-
tion, plus more blood to function
This foul addition to a steam engine
allows it to run on blood in addition to
water. In general, all other functions remain
the same, though the blood being used may
transfer some properties to specifc devices.
For example, a fog generator powered by the
blood of a poisonous creature may produce
poisonous fog. The precise efect is at the
discretion of the DM.
A device with a blood pump afxed to a
living creature deals 1 hp of damage per hour
as it slowly pollutes the creatures blood
supply. Perversely, the blood pump can also
be used as an artifcial heart, provided the
blood passing through it is artifcially oxy-
genated. Unverifed reports exist of zom-
bielike, semi-undead creatures powered by
blood pumps.
Blood pumps are banned in Duerok, the
Stenian Confederacy, and most other civi-
lized lands.
Boiler
Cost: 40 gp
Assistants: 1
Size: Medium (24)
Weight: 20 lbs.
A boiler increases the force that the steam
engine can exert. It makes physical outputs
of the steam engine more powerful.
A steam engine with a boiler can gener-
ate twice the force it previously could. This
doubles the weight it can support and the
force of any attacks. For example, a boiler
allows the steam engine to turn a rotor arm
of twice the normal length.
Boilers can be stacked. Their efects
accumulate arithmetically, not exponential-
ly. For example, two boilers allow a steam
engine to turn a rotor arm of three times the
normal length.
Cauterizer
Cost: 500 gp
Assistants: 2
Size: Small (12)
Weight: 2 lbs.
Materials: Mundane healing agents worth
200 gp; must be reflled after every 20
points of healing
A cauterizer is a rudimentary healing
device. It uses heat and a variety of natural
herbs to mix and apply healing salves.
Holding a cauterizer over a creatures
wounds immediately heals 1d4 hit points. A
creature can be healed only once per day by a
cauterizer; additional uses have no efect on
the same creature.
Multiple cauterizers can be combined to
build more efective healing devices. Each
additional cauterizer heals an additional 1d4
points, though the healing process takes an
extra round for each extra die.
Clockwork Puppet
Cost: 1,000 gp
Assistants: 4
Size: Fine (1), Diminutive (3), or Tiny (6)
Weight: 1 lb. (Fine), 3 lbs. (Diminutive), or
6 lbs. (Tiny)
A clockwork puppet is a fnely constructed
model of a creature of up to size Tiny. Mul-
tiple clockwork puppets can be combined
to build larger models: Two puppets can be
used to build something Small, four to build
something Medium, eight to build some-
thing Large, and sixteen to build something
Huge. No known coglayer has constructed a
clockwork puppet above size Huge.
By itself, the model merely sits in place. It
is manually operated using a control box on
its back. It can be animated with the addition
of an animator. Once so equipped, the mod-
el can accurately mimic the movements of
its model creature, although its motions are
jerky and it is obviously robotic. Without a
discriminator it can be operated only via the
control box. With a discriminator and voice
command it can be commanded to attack.
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The clockwork puppet has the statistics


shown on Table 1-13. Most models are con-
structed with a built-in weapon of some sort,
in addition to the slam attack below.
Darkness Generator
Cost: 250 gp
Assistants: 1
Size: Small (10)
Weight: 5 lbs.
Materials: A bit of pure energy from the
plane of shadow, or the casting of a total
of 6 spell levels of energy from spells with
the shadow descriptor
A darkness generator produces a powerful
darkness that extinguishes all light within
an area. It can completely envelop a 20 foot
by 20 foot area. Combined with a pump, it
can produce a device that functions much
as a bulls-eye lantern, but it sheds darkness
instead of light. Shined into an enemys eyes,
it blinds him as long as he is enshrouded by
the darkness.
The darkness requires magical materials
to create, but it is a nonmagical efect; once
constructed, it is unafected by dispel magic and
similar efects. Creatures with darkvision can
still see in the dark. A light generator and dark-
ness generator cancel each others efects.
Dehumidifer
Cost: 20 gp
Assistants: 0
Size: Medium (24)
Weight: 30 lbs.
Materials: 100 gp of extremely fne silk
A dehumidifer pulls moisture from the
air. In normal conditions, it produces half a
pint of water each hour. In rainy conditions,
this is doubled; in arid conditions, this is
halved. In extremely dry areas, the rate may
be quartered, but it still functions.
Although a steam-powered dehumidifer
may make little sense, keep in mind that
many steam engines are powered by mate-
rials other than water. Moreover, even a
water-powered dehumidifer produces more
moisture than it consumes.
Descrambler
Cost: 320 gp
Assistants: 0
Size: Diminutive (3)
Weight: 1 lb.
Materials: An extensive selection of locks
of all varieties, worth at least 1,000 gp,
which are necessary to mold the descram-
blers parts. The locks are not consumed
or damaged but must be present for con-
struction. A high-level locksmith in any
large city should have the necessary col-
lection of locks.
A descrambler picks locks. It can be
inserted into any mundane lock and will
automatically pick it. It is useless against
magical locks. The time required is one
round for each level of DC (e.g., a lock of DC
22 will take 22 rounds to pick).
Discriminator
Cost: 350 gp
Assistants: 0
Size: Tiny (6)
Weight: 4 lbs.
A discriminator is a heavy metal brain that
allows a machine to make decisions. Each
discriminator can make one set of decisions.
The most common model discriminates
between friends and enemies, which is the
source of the name, but any similar decision
can be made.
An object ftted with a discriminator has
a very rudimentary form of artifcial intelli-
gence (efective Int of 1). Just because it can
discriminate between friend and foe doesnt
mean it will actively attack enemies; most
devices still require some sort of direction,
whether via voice command or a control box.
There is no beneft to adding a boiler,
amplifer, or other enhancement-oriented
device to a discriminator.
Drill
Cost: 10 gp
Assistants: 0
Size: Diminutive (2)
Weight: 2 lbs.
This is a normal drill with a steel bit 12
long and 2 wide at the base. It is steam-
powered and can drill 6 per round through
solid stone.
If wielded as a weapon, the drill is
Medium, weighs 7 pounds, and causes 1d4
damage. If a drill is applied to a grappled
or otherwise prone opponent, damage is
doubled.
Combining drills doubles their size, dam-
age, and speed. For example, combining
two drills creates a drill 24 long and 4 at
the base that does 2d4 damage. Combining
three drills creates a drill 36 long and 6 at
the base that does 3d4 damage, and so on.
Fin Apparatus
Cost: 35 gp
Assistants: 1
Size: Medium (32)
Weight: 8 lbs.
A fin apparatus has a variety of functions.
It can be used to steer any sort of aerial or
submarine vehicle. It can also be used to
direct the current of any form of energy.
For example, a character who adds a fin
apparatus to the end of a pilot light/pump
combination can shoot flames at right
TABLE 1-13: CLOCKWORK PUPPET
Size Str Dex AC* HP Attack Damage Speed
Fine 4 18 23 1 Slam 2 melee 1d23 10 ft.
Diminutive 6 16 18 1 Slam 1 melee 1d22 10 ft.
Tiny 8 14 16 2 Slam +0 melee 1d31 20 ft.
Small 10 12 14 4 Slam +1 melee 1d4 20 ft.
Medium 12 10 14 11 Slam +3 melee 1d6+1 30 ft.
Large 16 10 17 16 Slam +7 melee 1d8+3 40 ft.
Huge** 20 8 19 33 Slam +16 melee 2d6+5 60 ft.
*Includes modifers for size, Dex, and natural construction.
**Clockwork puppets above size Huge are practically impossible to build.
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angles, attacking creatures around a corner


without injuring himself. The angles of
fins within reach can be adjusted once per
round as a free action. Multiple fins can be
combined to create weapons that fire in an
S shape. Mirrors can be added to the fin
mounts for around-the-corner visibility.
Flywheel
Cost: 280 gp
Assistants: 0
Size: Small (12)
Weight: 3 lbs.
A fywheel is a series of cogs and gears
with teeth of diferent measurements. The
fywheel can be used to speed up the
functioning of any other device.
A device ftted with a fywheel
operates twice as fast as
normal. This doesnt afect
power output or damage,
nor does it let the charac-
ter gain an extra attack. It
only improves the speed
of objects that move or
require a specifed amount
of time to function.
No more than one fywheel
can be ftted to each device.
Fog Generator
Cost: 70 gp
Assistants: 0
Size: Medium (18)
Weight: 12 lbs.
A fog generator produces a dense, thick
cloud of fog. The fog spreads in a 15 ft.
radius, 10 ft. high, centered on the user. If
operated continuously, the radius expands
by an additional 5 ft. each round.
The fog obscures all sight, including
darkvision, beyond 5 feet. Creatures within
5 feet have one-half concealment; creatures
farther away have total concealment. The fog
disperses in 1d4+1 rounds in still weather
and much faster if there is wind.
A fog generator can be used four times
before draining its water reservoir. It is
reflled with one gallon of water.
Folder
Cost: 2,000 gp
Assistants: 3
Size: Medium (17)
Weight: 1/6 of subject
The folder is a thoroughly entertaining
device. It is an apparatus of springs, pipes,
and joints that can be ftted on any construc-
tion. It requires a great deal of installation
and once ftted cannot be removed without
its destruction.
A folder folds the object it is attached to
back on itself, like a piece of origami, until
it is much smaller than it started out. It
efectively reduces the size of something by
one increment. For example, it
can make a Large device
Medium. When
determining sizes
numerically, sim-
ply reduce the
size value to
the middle of
the range for
the next lowest
size.
The object
cannot be used
while folded. Ini-
tiating the unfolding
requires a normal action by the
coglayer, and the folding/unfolding process
takes 1d6 rounds.
A single folder can afect an object of up to
Medium. Stacking two folders afects a Large
object, stacking four afects a Huge object,
and so on. Multiple folders do not add ben-
efts, nor do amplifers afect folders.
Yes, mechs can be folded in this fashion,
but they are useless and cannot be occupied
while folded.
Force Generator
Cost: 2,000 gp
Assistants: 0
Size: Small (16)
Weight: 7 lbs.
A force generator produces force energy,
like that used in many evocation spells. Unlike
the spells, however, the force generator uses
mechanical means to produce this energy.
A force generator can produce up to ten
square feet of force energy. Thats roughly
equivalent to a circle 3 1/2 feet across, or a
square of a little more than three feet to a
side, or a cube of a little more than two feet
to a side. An amplifer doubles the area that
can be produced.
The force can be arranged in any shape
or size that the operator wishes, though
reconfguring the machine for a new shape
requires a full-round action. The force
feld can foat up to three feet of the
ground. It functions in most respects as a
wall of force, though it can be pierced given
enough force (hardness 10, AC 10, hp 20
to puncture). If used in combat, it can be
positioned vertically to provide cover as if a
large steel shield.
The force feld is not subject to gravity,
but the force generator is. If set upon its own
force feld, both it and the force feld will fall
to the ground.
Identifer
Cost: 200 gp plus samples and consultation
Assistants: See below
Size: Medium (24)
Weight: 10 lbs.
Materials: Special samples and experts
(described below)
An identifer can identify almost any
natural, nonmagical substance placed within
it. It can break down foods and poisons to
their component ingredients and point out
the source of a particular favor or toxin. Its
most common use is to tell whether a liquid
or food is poisonous, though it can do much
more than that.
For game purposes, the identifer can
identify any natural, nonmagical substance as
if it had 20 ranks in the relevant Knowledge
skill. Identifcation requires a small sample
(about 1 ounce), which is destroyed in the
process. It is useless in identifying magical,
extraplanar, or artifcial materials, although
it can identify any mundane ingredients in
such concoctions.
Building an identifer requires a full six
months of work, an endless variety of natural
samples, and consultation with a variety of
experts. Such experts are usually found only
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in major metropolitan areas. A coglayer who


cuts corners while constructing an identifer
will end up with a device with holes in its
knowledge.
Imagemaker
Cost: 90 gp
Assistants: 0
Size: Large (48)
Weight: 50 lbs.
An imagemaker uses steam technol-
ogy to transmit and receive video images,
much like a modern television. It does not
transmit sound; a separate wavemaker is
needed for that. Each imagemaker can send
and receive images over a 5-mile range, on
a clear day with no obstructions. Use while
underground or otherwise impeded by thick
walls (including transmission within a mech)
is often limited to a mile or less.
Iron Arm
Cost: 40 gp
Assistants: 0
Size: Small (12)
Weight: 8 lbs.
An iron arm is exactly what it sounds like:
a piston-powered metal arm with a hand at
the end, simulating a normal human arm. It
can do pretty much anything a normal arm
can do, with a functional Str of 18 and a
Dex of 8. If attacked, it has hardness 10
and 20 hit points. If used to attack, it
uses the wielders base attack bonus and its
own Strength and Dexterity.
Normally the arm is worn on the shoul-
der and operated via a handheld control-
ler, which takes a standard action. Weak
coglayers often put a weapon in the iron
arms hand and wade into combat to utilize
its greater strength. With the addition of a
voice command, the arm can be operated
orally (still a standard action). With a dis-
criminator and animator, it will function
on its own and efectively grants an extra
attack each round.
Iron Jacket
Cost: 400 gp
Assistants: 1
Size: Medium (24)
Weight: 40 lbs.
An iron jacket is a collection of pipes and
springs that can be ftted to the shape of any
Medium or smaller creature. It serves as an
exoskeleton. Combination with an addi-
tional iron jacket allows it to ft a creature of
one size larger.
By itself, an iron jacket acts as a rudi-
mentary suit of armor: armor bonus +2,
maximum Dex bonus of +1 (its quite
stiff), armor check penalty of 4. The iron
jacket can be locked via a switch on the
back. The wearer can reach the switch.
Once locked, the wearer cannot move at
all unless he succeeds in a Strength check
(DC 30). An iron jacket must be fitted
directly over the wearers skin, but armor
can be worn over it.
In combination with an automator (to fip
the switch) and a voice command, an iron
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jacket can be used to retain an unwilling crea-


ture involuntarily, though it can be freed at
the captors command. With a discriminator
and animator (which can move the jackets
limbs even while it is locked), the creature can
be sent into combat against its will. (Resisting
the motions of an iron jacket requires the
same Strength check of DC 30.) Coglayers of
evil alignment have used this method to ani-
mate corpses or send their still-living enemies
into battle against their friends.
Fitting an unconscious, Medium creature
with an iron jacket takes 10 minutes, a Large
creature takes 20 minutes, a Huge creature
takes 40 minutes, and so on. An actively
resisting creature must be knocked out or
held down by someone else or the iron jacket
cant be properly installed.
Light Generator
Cost: 40 gp
Assistants: 0
Size: Small (16)
Weight: 4 lbs.
A light generator produces a powerful
light. Unlike a pilot light, which produces
light as a byproduct of heat, a light generator
produces only light.
A light generator produces enough light
to illuminate a 20 foot by 20 foot area clear-
ly. Combined with a pump, it can produce
a device that functions much as a bulls-eye
lantern. A light generator equipped with
a pump and amplifer can be used to blind
enemies within one quarter of its maxi-
mum range. Make a normal touch attack to
target the enemys eyes; if successful, the
enemy must make a Refex save (DC 16) or
be blinded for 1d6 rounds. Stacked amplif-
ers improve the range of the blinding attack,
not the DC. Adding a nozzle to this device
creates a lantern that can be quickly turned
into a blinding weapon.
Lobber
Cost: 15 gp
Assistants: 0
Size: Tiny (8)
Weight: 4 lbs.
A lobber is a device that converts an
attack into explosive globules. For example,
it could convert a fame into a freball, or
water into a huge splash. Attacks made
with lobbers explode in a burst equal to the
same area the attack normally has. A lobber
has a range increment of 30 feet. A device
equipped with a pump, billows, lobber,
and nozzle can be switched between three
modes of attack: line, cone, and burst.
Metal Ear
Cost: 35 gp
Assistants: 0
Size: Small (16)
Weight: 4 lbs.
A metal ear is an artifcial
listening device. It can
hear just as well as a
normal human ear.
Combined with
a wavemaker, it
can transmit
noises across
distances, per-
haps even to a
wavemaker that
will speak what the
metal ear hears.
Metal Legs
Cost: 300 gp
Assistants: 1
Size: Medium (17)
Weight: 50 lbs.
Any mundane object can be ftted with a
pair of mechanical legs. The legs will support
any creature up to size Large with a weight of
1,000 pounds or less.
When in rest, the legs are compressed.
Shoving the object causes the legs to extend,
raising the object to an upright position.
From that position it is easily guided about.
The legs can be compressed again by apply-
ing downward pressure.
When combined with a voice command,
the belegged object can become extremely
useful: a chair that follows its owner around
the house; a tool chest that is always right at
hand; and so on.
Noisemaker
Cost: 300 gp
Assistants: 0
Size: Small (12)
Weight: 3 lbs.
A noisemaker is pretty straightforward:
It makes noise. A noisemaker can record
up to one hour of noises. The noises can
subsequently be played according to various
tracks, much like a modern CD.
A noisemaker can also speak any
noises received via a wavemaker or other
source. An off-site user can use a noise-
maker to make inanimate objects seem to
speak. Combined with a wavemaker and
voice command, it can be commanded
to play prerecorded noises via remote.
Combined with a discriminator, it
can make noise when certain
conditions are met (when
a friend passes, when an
enemy passes, etc.).
Nozzle
Cost: 10 gp
Assistants: 0
Size: Diminutive (2)
Weight: 1 lb.
A nozzle lets the character
switch the output channel of
an attack. It can be used to turn a
pump on and of. When added to a device
with more than one output source, such as
a pump and billows, it lets the character
switch between diferent forms of attack
(e.g., a cone attack or line attack). The switch
is made as a free action, provided the player
declares what kind of attack he is making
before each roll. If he does not declare, the
attack is automatically the same as whatever
the previous attack was.
Optical Orb
Cost: 275 gp
Assistants: 0
Size: Diminutive (3)
Weight: 2 lbs.
An optical orb is a glass eye set in a metal
base. It can perceive the world around it. It is
semi-animate and will turn in place to watch
moving objects. It can be destroyed easily
hardness 5 with 3 hit points.
An optical orb combined with an image-
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maker can transmit its sights over long dis-


tance. Two optical orbs combined with two
imagemakers can create a two-way video link.
Pilot Light
Cost: 120 gp
Assistants: 1
Size: Tiny (6)
Weight: 6 lbs.
This device produces a small fame. The
fame cannot be extinguished unless it is
submerged or cut of from a supply of oxy-
gen. Even then, it can be immediately relit
with any spark.
The fame is too small to be used as a light
source; it illuminates only a 5 foot by 5 foot
area. It can be used as a last-resort melee
weapon, however, like a torch. It causes 1d4
points of fre damage but cannot ignite a fre
unless the target is stationary for 2 rounds.
A pilot light requires a fuel source. It can
hold enough fuel for 10 shots before requiring
reloading. If the fuel source is ruptured, it will
explode. The explosion has the same area as the
fame, centered on the wearer. It causes double
damage to everything within the area (all but
the wearer may make a Refex save at DC 14
to take half damage). The fuel source is well
protected and wont rupture in normal combat.
A long fall, a piercing attack from behind, and
extreme heat may rupture the fuel tank.
Pump
Cost: 35 gp
Assistants: 1
Size: Small (12)
Weight: 2 lbs.
Adding a pump allows the steam
engines output to be
launched at a distance.
A pump combined
with a pilot light cre-
ates a famethrower.
A pump combined
with a water source
creates a hose. A pump
combined with a light
source creates a spotlight.
A pump can accept anything as
an input: heat, light, cold, water, steam,
electricity, fames, or anything else. The
pump lets the character shoot that energy at
a distance. The pumps maximum range is the
area of the input divided by 5.
For example, a pilot light has a 5 foot by
5 foot area. Thats 25 square feet. If sent
through a pump, the pilot light could be
channeled into an attack with
a range of 5 feet. If
an amplifer were
added, the pilot
lights new
area would be
10 feet by 10
feet, and its
range in the
pump would
be 20 feet.
Adding a second
amplifer extends
its range to 80 feet.
A pumps range incre-
ment is 40 feet. Its maximum range
is always limited by the rules above, regard-
less of range increment.
Ranger
Cost: 240 gp
Assistants: 0
Size: Diminutive (3)
Weight: 2 lbs.
A ranger is a collection of springs and
bearings ftted to a short barrel. The ranger
acts like an adjustable sight. Devices ftted
with rangers gain a +1 enhancement bonus
to any attack at a range of 20 feet or more.
Bonuses from multiple rangers on the same
device do not stack.
Rotor Arm
Cost: 500 gp
Assistants: 0
Size: Small (12)
Weight: 10 lbs.
A rotor arm is a metal rod that
rotates. A normal steam engine can
support a steel rod up to 5 feet in
length. The rotor arm can rotate at vari-
ous speeds.
At its highest settings, the rotor arm has a
number of uses. Held in front of the charac-
ter, it rotates fast enough to defect incom-
ing shots, granting a +1 shield bonus to AC.
Additionally, it is a powerful melee weap-
on (sort of like a steampunk weedwhacker)
that causes 1d8 damage on a successful
attack. Because the rod rotates from a fxed
point, however, it threatens the two corner
squares in front of the character, but not
the square directly in front of him.
Any attack made with a rotor
arm automatically attacks both
corner squares in one action
at no penalty. This ability
cant be turned of all
attacks made with the rotor
arm afect both sides of the
character, whether friends
or foes are there.
If pointed at the sky, the
rotor arm creates lift. A normal
rotor arm can lift up to 40 pounds
at a speed of 40 feet. With the addition
of boilers, it can lift more weight. Nonfy-
ing characters automatically fy at clumsy
maneuverability. A character can expend a
skill point to improve his fying ability; each
skill point increases his fying by one incre-
ment, to a maximum of good.
Scanner
Cost: 800 gp
Assistants: 2
Size: Medium (32)
Weight: 20 lbs.
Materials: At least 100 specimens of mate-
rial to be detected
A scanner can detect certain physical
types in the area around it: undead, elves,
dragons, metal, etc. Each scanner detects
one kind of material, at a range of 100 feet.
The scanner displays the materials approxi-
mate location, and an experienced reader
can determine the materials quantity, too.
For example, a scanner set to detect elves
would show the location of nearby elves, and
a skilled reader could tell how many elves
were there.
The material is determined when the scan-
ner is constructed, by including at least 100
specimens of the material to be detected in
the scanners construction. Generally the
scanner will pick up the common denomi-
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nator for all provided specimens. If all 100


specimens are pieces of dragons of various
kinds, the scanner will pick up dragons. If,
on the other hand, they are all gold dragon
scales, the scanner will pick up only gold
dragons. Usually this isnt a problem, but
coglayers who arent careful (or who dont
adequately scour the area to provide enough
variety in their specimens) may inadvertently
build the wrong kind of scanner.
Scanners can only be set to detect physi-
cal properties. Elves are physically diferent
from dragons, so both can be detected;
rogues are not physically diferent from
fghters, so scanners cannot detect charac-
ter classes. Magic and magical properties
are not considered physical for these pur-
poses; scanners cannot detect magic.
Spark Generator
Cost: 75 gp
Assistants: 0
Size: Small (12)
Weight: 4 lbs.
A spark generator produces a steady
stream of electrical current. The current
can be anywhere from tiny, harmless sparks
to a taserlike charge. At its highest setting,
the generator causes 1d4 points of nonlethal
damage with a touch attack. Attacks against
metallic creatures or targets wearing metal
armor receive a +2 circumstance bonus to
the attack roll.
If amplifed, the spark generator causes 1d4
points of normal damage. If amplifed a second
time, it causes 2d4 points of normal damage.
From then on it rises in increments of 1d4.
A spark generator ftted to a pump has an
initial range of 5 feet, which is doubled with
each amplifer.
Targeter
Cost: 320 gp
Assistants: 0
Size: Diminutive (3)
Weight: 1 lb.
A targeter automatically acquires a target
for a weapon. By itself, a targeter always aims
at the nearest creature, whether friend or
foe. Combined with a discriminator, it will
aim at the nearest enemy. Combined further
with a scanner, it will aim at the nearest
enemy creature of the type detected by the
scanner. Further combined with a voice com-
mand and animator, the targeter-equipped
weapon can be commanded to aim and fre,
and it will always pick the nearest enemy of
the type detected by the scanner. With an
automator, it can then reload itself.
Translator
Cost: 25 gp
Assistants: 0
Size: Small (12)
Weight: 3 lbs.
Materials: Builder must know both lan-
guages to be translated.
A translator can translate one verbal
language into another. It looks like an old-
fashioned telephone: The user listens by
holding a speaker to his ear and pointing
a receiver at the speaker, then speaks into
the speaker to have his speech translated.
Translators are built with a specifc lan-
guage exchange in mind and can only trans-
late between two languages. The builder
must know both languages.
Voice Command
Cost: 100 gp
Assistants: 0
Size: Tiny (6)
Weight: 1 lb.
A voice command box lets a device
receive its instructions via the coglayers
commands, rather than manual controls. It
can hear a normal voice at a range of 5 feet
and a shout at 30 feet, and is trained during
construction to recognize the owners voice.
It will not respond to anyone elses voice, nor
will it respond if the owners voice is some-
how altered; in such a case, it would have to
be completely rebuilt.
Wavemaker
Cost: 65 gp
Assistants: 1
Size: Tiny (6)
Weight: 1 lb.
A wavemaker transmits and receives
sounds through radio waves. A single wave-
maker is useless, but two in concert can
make up a walkie-talkie system. Each wave-
maker can send and receive sounds over a
5-mile range, on a clear day with no obstruc-
tions. Underground use is often limited to a
few dozen yards.
A device ftted with a wavemaker and voice
command can be controlled by the operator at
a distance, provided he also has a wavemaker.
With a wavemaker, voice command, and dis-
criminator, a decision-making device can be
activated and deactivated as necessary.

SOME FUN COMBINATIONS


H
ere are some fun combinations of steam
powers that can be derived from those
listed above. Many other possibilities exist.
The Ally: Clockwork Puppet + Animator
+ Voice Command + Discriminator = A
Tiny construct that will go into battle on
your command.
The Handheld Ally: Clockwork Puppet +
Clockwork Puppet + Clockwork Puppet
+ Clockwork Puppet + Animator + Voice
Command + Discriminator + Folder = A
Medium construct that can be folded to
Small size for easy transport.
Guardian Angel: Discriminator + Animator
+ Iron Arm holding a normal longsword = An
extra longsword attack in melee.
Personal Combat Assistant: On one shoulder,
a Discriminator + Animator + Iron Arm
holding a normal longsword; on the other
shoulder, a Force Generator = An extra long-
sword attack plus a shield in melee.
Sidewinder Flamethrower: Rotor Arm + Pilot
Light + Amplifer + Pump = A rotor arm that
shoots a 20-foot-long fame to either side of
the character with each attack.
Three-way Flamethrower: Rotor Arm + Pilot
Light + Amplifer + Pump, combined with
Pilot Light + Amplifer + Pump facing for-
ward: A famethrower that attacks in three
directions (ahead and to each side) with
each attack.
Cover Fire: Normal repeating crossbow
+ Automator + Targeter + Discriminator
+ Voice Command, mounted on the char-
acters shoulder: A voice-operated weapon
that will target and attack the nearest enemy,
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then reload itself. Point it behind you for rear


protection. Add a Scanner set to elves for an
elf-slaying automatic crossbow.

RELIGION
Where are the gods to protect us now?
T
he faiths of Highpoint are broken. With
the catastrophe that has overwhelmed
their planet, the people have begun to doubt
the abilities of their gods. Its easy for an
individual to ascribe personal problems to
his lack of piety, but a continent-spanning
disaster that afects all faiths equally casts
doubt upon the gods themselves. Surely the
entire continent was not impious. Surely at
least one god could have intervened. Where
are the gods now that we need them?
In fact, the gods are still there, as wit-
nessed by the continued existence of divine
magic (shaky as it is these days). Clerics still
receive their spells and paladins still march
for their faiths. But the powers of the gods
have two limitations in repelling their lunar
challengers. The frst is physics. Altering the
orbit of a moon is beyond their power. Col-
lectively, were they all to work together, they
could perhaps have prevented the lunar rain
were it not for the second limitation: the
lunar gods themselves.
The lunar dragons have their own pan-
theon, an assortment of bizarre otherworldly
deities that has watched over them for eons.
The dragons are ancient, and their gods are
beyond time. When the elves were young,
the lunar dragons were already old, and their
gods were older still.
These lunar gods welcomed the invasion
of the world below. For them, it was an
escape. For too long, their infuence was
limited to moon-dwelling creatures. Now,
their minions including the lunar dragons
can expand their infuence to new lands.
The moment the frst fragment of the
moon touched earthly soil, the lunar gods had
new power in the afairs of the surface world
and they have not hesitated to use it. On
other planes, they war with the old gods and
slowly overwhelm them. The powers of earthly
clerics become progressively more limited as
the lunar gods sap their strength. The earthly
deities, so used to their own bickering, are
unable to muster a concerted defense, and
they slowly wane under the cooperative force
of the lunar gods. This limits the powers of
clerics, as described on page 13.
The greatest of the lunar gods is Anda-
kakilogitat, the god of dragons. His name
is always spoken in a chant. Andakakilo-
gitat is worshipped by the lunar dragons,
who see him as the only natural force
stronger than themselves.
Second among the lunar gods are Erefviv-
iasta, goddess of fight, and Serofcitacit,
god of change. Together they have battled
Andakakilogitat for time untold, resisting
his conquest of the moon. Now this ancient
drama has reached Highpoint.
Highpoints terrestrial gods are typical
of most fantasy worlds. The drow worship
the Spider Queen, the dwarves worship the
Soul Father, and so on. But two things are
changed. First is the level of faith. Few gods
receive the same tribute they once did. Their
peoples are in tatters. The gods have aided as
best they can: Clerics receive helpful visions
more often, and servants of the gods often
arrive to aid their faithful. But this is nothing
more than bandaging a fatal wound: No mat-
ter what they do, the gods cannot address the
root cause of the trouble, and their followers
have lost faith as a result.
The second change is the rise of new
religions, many of them cults. On top of
that are the mechs themselves. They are the
frst breath of hope in decades, and they
have inspired a new approach to religion:
atheism. Why worship the gods when iron,
steam, and your own hard work can save
you? Most mech passengers still participate
in some kind of worship, but it is primar-
ily cultural rather than spiritual. The mech
crews are becoming progressively less and
less reliant on faith.
At the opposite end of the spectrum
are the cults. The shattered societies liv-
ing in the rubble of the surface world have
spawned all sorts of fervent belief systems,
most of them led by opportunistic fanatics.
The Regenerators are the largest of the
cults, a cross-racial group that aspires to
rebuild surface society through any means
possible. Disdaining the failed religions
and impotent armies of the past, they have
joined across racial backgrounds to war
against the lunar dragons.
Not all cults are led by humanoids, though.
The treants of Lilat have become completely
deranged since their forests were sheared to
the ground by the lunar rain. Now calling
themselves the forestrati, they are fanatical
in their defense of the few remaining groves.
They have become meat-eaters, hungering
for the fesh of the dragons, and their mania-
cal fervor for combat has reached the point
where they launch ofensive assaults against
anyone sighted nearby.
Somewhere between the atheism and
the cults are the steam gods, as they are
being called. The need to explain the worlds
mysteries is deep-seated, and even the most
devoted gearwrights still fnd themselves
asking unanswerable questions. Why are the
natural properties of water just so? How did
steam engines come to be in the right place
at the right time to inspire the new mechs?
The treatises of the traditional gods provide
no answers. Many gearwrights believe in a
pantheon of loosely defned steam gods,
led by Dotrak, which is a shorthand for the
dwarven phrase great engine. No conclu-
sive evidence yet exists that Dotrak is even
real, but his beliefs have spread among the
gearwrights and many worship him in their
own ways.
Here are some of the emerging deities of
Highpoint.
Andakakilogitat,
Lunar God of Dragons
The lunar god of dragons is chaotic evil.
He is known to all lunar dragons by his true
name of Andakakilogitat, which is chanted
in reverence, along with a variety of other
chants that translate into his many titles:
One-God, Black Death, and Enemy Watcher.
He appears as a twisted, convoluted swarm
of draconic limbs, wings, necks, and heads,
their central body unidentifable within
the squirming mass, with diferent heads
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speaking his thoughts in turn. His symbol is


an asymmetrical swirling pattern of dragon
heads. Andakakilogitat is close to lunar drag-
ons and lunar dragon-kin, and some earthly
dragons have begun worshipping him in the
hopes that it will improve their chances of
survival. For millennia, he has watched the
world of Highpoint with a covetous eye, and
he has no sympathy for its residents; they are
fodder to be conquered, nothing more. The
domains he is associated with are Chaos,
Destruction, and War.
Dotrak,
the Great Engine
Dotrak, the great engine, may or may not
be a real deity. He has no formal churches and
no clerics, though his vessels or messiahs
appear with greater and greater frequency.
His worshippers are the generally agnostic
gearwrights, who limit Dotraks role in the cos-
mology. They ascribe no creation myths to him,
nor any great legends; instead, he is simply the
Starter, the god that laid the universes gears in
place and then left them to run.
Followers of Dotrak are scorned for several
reasons. First, they have no evidence that their
god is real. Detractors call him a fgment of
the imagination. Second, Dotrak isnt a god
in the traditional sense. He doesnt walk the
earth or cause miracles; according to his own
followers, he merely set things in motion and
then sat back to observe. Other religions con-
sider him weak and powerless.
In reality, both camps are right. Dotrak
doesnt exist yet, but he soon will. The steam
engine is a new force in the universe, and the
collective energies of the myriad gearwrights
who fervently believe in its potential, com-
bined with the power of their understated but
very real worship, has coalesced into a nascent
consciousness. Dotrak is an infant god, little
more than a subtle thought wave, who is slowly
growing in power. His infuence is already seen
in the mysterious piles of animated gears called
trak traks (see page 202) and the vessels of
Dotrak that now walk the earth (see page 37).
In the years to come he will continue to evolve,
and, if his followers are sufciently numerous
and their will sufciently strong, he may come
into being as a deity proper.
Dotrak is neutral. He does not have the
power to grant spells to clerics aside from his
mysterious vessels, who are associated with
the domains of Engines and Knowledge.
Erefviviasta,
Lunar Goddess of Flight
Erefviviasta is called goddess because her
manifested character seems more feminine
than those of her peers, but sexes among
lunar creatures are poorly understood and
it is not clear at all whether she is truly
female. Erefviviasta enjoys a twisted fol-
lowing among the lunar dragons, who were
once her most devoted servants. Her role
was usurped by Andakakilogitat, a great
dragon who rose to godhood and gathered
the dragons to him. Ever since, Erefviviasta
and Andakakilogitat have been bitter rivals.
When the invasion of Highpoint began,
however, they put aside their diferences to
support the lunar dragons jointly.
Serofcitacit,
Lunar God of Change
Serofcitacit is the lunar god of transforma-
tion. It appears as a pulpy mound of fesh that
continually generates vaguely recognizable
shapes on its skin before they dissolve into
something else. It has no sex and no symbol;
various followers often create their own sym-
bols, which change from group to group and
from time to time.
Serofcitacit has a range of worshippers
sprinkled throughout the various lunar rac-
es. Its worshippers have no cohesion and no
unity, and they come and go as times change.
Lunar thought processes are hardly intel-
ligible, but to the extent that they are under-
stood, those who worship Serofcitacit seem
to be those opposed to tradition and long-
standing ritual, be they terrestrial or lunar in
origin. Serofcitacit actually grows in power
from the changes in its base of worshippers,
regardless of the number of worshippers, so
it rewards those who leave its fold as well as
those who enter. The greatest reward is to
make the worshippers body as malleable as
that of Serofcitacit through the rewarding
of the Serofcitacits Changes feat.
Since the beginning of the lunar rain,
Serofcitacit has grown steadily in power.
The rampaging changes sweeping across
both planet and moon have only fed its pow-
er. Now it has many worshippers, including
some terrestrial creatures, who think that
the time of change is at hand.

RESURRECTION ON
HIGHPOINT
T
he war between the lunar and terrestrial
gods has wrought an interesting twist on
the nature of resurrection. While the ter-
restrial gods gain power from their believers
on the material plane, they also gain soldiers
when those believers souls return to the
afterlife. The gods are battling vast wars on
the outer planes, and the souls of the dead
make up the foot soldiers in these conficts.
As a result, the terrestrial gods arent
eager to let souls return to mortal life,
especially if theyre powerful followers who
could help even more in the outer planes.
The dire need for assistance in the planar
wars has created a perverse efect: The most
faithful followers of a god are now the least
likely to be revived by raise dead and similar
spells. Conversely, it is the heathens and dis-
believers whom the gods have little need for,
so their souls are free to return.
An attempt to use raise dead, resurrection,
rebuild soul, or a similar spell on Highpoint
requires a Will save by the character being
raised. The base DC is 10. If the character
has class levels as a cleric or paladin, those
levels are added to the DC. For example, a
6th cleric would have a Will save DC of 16.
If the character makes this save, his soul
returns to his body according to the nature of
the spell cast and is afected normally. If the
save is failed, the soul has been conscripted
for service in the afterlife. No attempt at res-
toration will ever succeed, for divine inter-
vention has placed the soul beyond the reach
of mortal spells. This is a great honor to the
soul, for it has gone to serve side by side with
its god in the afterlife.
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plate 3 From city-mech to combat walker,


the mech is the defning feature of todays Highpoint.
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T
his chapter gives rules for the con-
struction and use of mechs, as well as
many examples of the specialized mechs
that have appeared in the harsh circum-
stances of Highpoint. The focus of this
book is on the adventures of individual
characters, not mech-vs.-mech mass com-
bat, so the rules herein maintain the scale
of normal d20 battles. Tactical-level mech
combat will be described in future vol-
umes, where a different set of rules will
streamline such encounters.

ORIGINS
T
he true origins of the mech are obscured
by legend and lore. The Gearwrights
Guild claims provenance over the earliest
mechs, which they built many thousands of
years ago. A great vault deep in the earth still
stores the greatest creations of this lost Age
of Walkers, and certain archaeological oddi-
ties, such as the Pretominin Heads, hint at
such deep history. Outside the Guild and
its dwarven adherents, few cling to this tale,
especially among the elves, who dismiss such
claims as complete foolishness. After all, the
elves are oldest of all, and if their memories
hold no record of the Age of Walkers, surely
it never happened.
In modern times, the mech resurfaced
when Parilus, Master Gearwright, brought
his knowledge out of the underdeep. His
instructions to Duerok led to the frst
operational mech and the frst city-mech,
Durgan-lok. (See page 170 for the full story.)
It is undisputed that the dwarves of Duerok
were the frst creatures in modern times to
wield a mech.
Now mechs are common among all
advanced surface cultures. The humans of
the plains, the elves of the forest, and even
the ubiquitous orcs have built, stolen, or
salvaged their own mechs. It is said that even
some underdeep civilizations have experi-
mented with mechanized walkers, though
theirs are much smaller than the ones found
on the surface.
Mechs were designed to fll two needs.
The frst need was protection from the
meteor rain and lunar dragons. The mechs
thick armor protects from the rain; their
enormous size and large-scale weapons pro-
vide a counter to the dragons. With mechs,
the dwarves (and now all races) were able to
reoccupy the surface world for the frst time
in recent memory.
The second need was mobility. In a world
of scavengers, refugees, and fying menaces,
protection alone was not enough. Castles
built solidly enough to withstand a dragon
were simply cofns in which the inhabit-
ants would starve while they futilely tried to
outwait its siege. The mobile mechs could
defeat some dragons, fee from others, and
band together for additional protection.
The crucial component in mech construc-
tion is the steam-powered engine. In a world
of magic, steam engines were, until recently,
unimpressive. Mundane spells can be used
to create much more powerful devices with
much lower maintenance requirements. The
dwarves had long used steam engines but had
never developed them on a grand scale. They
built steam-powered tunnel cars and a few
walkers which were used to patrol mountain
strongholds. Aside from that, steam technol-
ogy was primitive and never seen outside of
dwarven holds.
Parilus changed that. He demonstrated
that steam could efciently power armored
vehicles that were larger than even the drag-
ons. His engineering knowledge allowed the
dwarves not only to build mobile suits of
armor that could match the best spell-created
constructs, but also to fght with them using
weapons that were themselves powered by
steam. When Parilus demonstrated the frst
operational mech, the dwarves immediately
understood the steam engines potential. It
was as if they had had the residual knowledge
and needed only to be shown how to use it.
The success of the steam-powered mechs
was immediate. Lunar dragons that had
previously been defeated only with massed
forces, cumbersome siege weapons, or high-
level mages were beaten back by the mobile,
maneuverable mechanized walkers that car-
ried their siege weapons with them. Even at
close range which the more intelligent
dragons utilized with brutal success in the
early battles the mechs could fght back
with gargantuan battle axes and colossal jav-
elins. Even when a mech was lost to a dragon,
there was no question as to the mechs efec-
tiveness. A single dwarf in a mech could do
more damage to a dragon than one hundred
dwarves on foot, and the mech could be built
and its pilot trained in a tenth of the time it
took to train a high-level mage.
MECHS
T
he mechs of Highpoint are of a unique type. They are
modeled on medieval European imagery, crafted in an era
where mass manufacture is unknown, and constructed with
antique machinery, hand-tooled parts, and massive amounts
of hard physical labor. The advanced mecha of Japanese
anime have no bearing on DragonMech. Instead, consider
the Gutenberg press, hand-made muskets with custom-ftted
bullets, and da Vincis fying machines. That is the historical
legacy in which the DragonMechs are steeped.
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The early mechs were built primarily of


wood and stone, with iron infrastructures
underlying it all. Now, the best mech jock-
eys personally commission custom-built
steel mechs with mithral or adamantine
armor. The humans have mastered basic
iron construction methods, the elves have
magically bent still-living trees into the
shapes of mechs, and the orcs have learned
to chop down huge forests to build crude
wooden mechs. Some mages have attempted
the construction of massive, hollow golems
which are essentially animated mechs. Some
reports even say that foul necromancers
reanimate the bodies of felled dragons into
necromantic bone-mechs.

SOCIETY
M
ost mechs are used only for patrols,
raids, and other combat exercises.
After the battle ends, the crew seeks shelter
in its normal refuge: a surface city, an under-
ground complex, or even a larger city-mech.
The culture of mech jockeys varies from
race to race but invariably refects the
competitive, aggressive nature of the mech
jockeys themselves. When out of their
mechs, they walk with a swagger in their
step, and understandably so: It takes nerves
of steel and phenomenal refexes to win a
battle in a mech. Mech jockeys of the same
squad or feet will fght like brothers in
battle, but of the feld they compete inces-
santly. Deep down, a proud mech jockey
might resent the fact that his life was saved
by a cohorts crack shot, seeing it only as an
attempt to show of.
On the battlefeld, this competition mani-
fests itself as a barely contained battle lust.
Mech jockeys from diferent armies bear
longstanding grudges against each other. A
dwarven pilot defeated by an elven mech will
remember every detail of his enemy, storing
it away for future use. If he sights that mech
in a future battle, he will go out of his way
to engage it. This native personality trait
has proven difcult to contain, especially
among the generally regimented forces of
the Stenian Confederacy. Personal grudge
matches are ofcially of-limits to mech
jockeys of all civilized races (orcs naturally
not falling into that category), but once the
mechs are in the feld, their superiors often
look the other way, knowing full well that
theres no point in fretting over something
they cant stop. In battles involving mech
feets with longstanding rivalries, it is cus-
tomary to declare short-term cease-fres
so individual mechs can pair up and resolve
their grudges mano a mano.
The largest mechs support full-time
populations. The majority of a so-called city-
mechs population is crew, civilian support
personnel, and military. A small but growing
cadre of wealthy aristocracy has bribed its
way into the populations of several city-
mechs, highlighting a constant problem:
determining who is useful on a city-mech.
City-mechs are by far the safest places to
live on modern-day Highpoint, and in their
early days, most had strict rules concerning
who could live on board. The crew was most
valuable, followed by military personnel.
Civilians could fll the spots that remained
but only insofar as they were useful to the
mech. Thus, blacksmiths, engineers, and
other such professions were well repre-
sented; farmers and traditional craftsmen
were present only to the extent that their
skills could be exercised and used on the
mech; and miners, bankers, and other such
specialists were completely absent. Visit-
ing traders (a guise under which many an
adventurer got on board) were permitted
for short periods, provided they had needed
goods (or a handy bribe).
Rules governing living requirements are
stringent, especially in the lawful Stenian
Confederacy and the Legion, two of the
earliest factions to build city-mechs. Mili-
tary law rules on the city-mechs, and courts
and a judge are considered luxuries if an
unruly citizen is interfering with the mechs
functioning. Cruel or arbitrary as it may be,
the population supports it, since they know
perfectly well that their own safety depends
on the city-mechs smooth functioning.
Over time, expanding safety zones have made
the residency requirements less stringent.
Most city-mechs dont perceive themselves as
being in the same state of siege that they once
were, an attitude that has been helped along
with extensive bribery. Thus, a portion of each
mechs population is now nonessential. Rules
governing such positions vary from mech to
mech. On most mechs, nonessential person-
nel are required to pay monthly rent to the
mechs governing forces and are also prohib-
ited from owning land on the mech. (Certain
sections of the mech can be owned, much like
a modern condominium within a larger com-
plex, while other areas are considered common
property or restricted areas.) Many a thieves
guild has already exploited this situation to
control black-market land ownership and get
stowaways on board. Wealthy aristocrats have
resorted to bribes and infuence peddling to
get spots, while politics have surfaced concern-
ing which professions are declared essential.
Daily life on a city-mech is much the
same as it used to be on the surface, though
its substantially more cramped. Even the
aristocrats have had to come to terms with
smaller quarters. A social hierarchy of sorts
has evolved on the mechs, with the most
prestigious quarters being those furthest
from the ground. This evolved naturally
from the placement of the mechs control
center in the head or upper chest, and the
simple fact that the higher areas are safer.
The highest areas are occupied by military
officers, senior members of the Gear-
wrights Guild (or other governing forces),
and aristocrats. The middle areas (the
mechs chest) are where youll find the
peasants and their common areas, includ-
ing markets, pubs, inns, and the workplaces
of the more respected professions (such as
engineers and physicians). The lower you
go, the more impoverished it becomes.
A city-mechs legs are usually ghettos
filled with the menial laborers who keep
the mech running day to day. Below these
quarters are hot, oppressive foundries and
workrooms. Many stowaways hide in these
areas. Below them are the gear forests, the
massive levels of engine rooms that power
the mech.
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The lowest levels of the mech its


feet and shins are called the depths.
Whats in the depths varies from mech to
mech. The better-built mechs (such as
those of the Stenians and Legion) tend to
have guard posts, or even hangars where
smaller mechs are stored. The Gearwrights
Guilds most advanced city-mechs can
house fleets of smaller combat mechs in
their oversized feet.
In other mechs, such as those of the
Irontooth Clans and the orcs, the depths
are intentionally left open to outside
settlement and sealed off from the rest of
the mech. They end
up filled with stow-
aways who fight
tooth and nail to
keep their places.
Some are settled
by horrid monsters
or evil humanoids
looking for roosts.
While this is terri-
fying to those who
live on the levels
of the mech clos-
est to the depths,
it serves a produc-
tive purpose: The
mech is extremely
difficult to board.
Whatever lives in
the depths fights
hard to keep out-
siders at bay. Orc
mechs in particular
are notoriously
vile in this regard.
Cruel orc taskmas-
ters make examples
of unruly slaves by
tossing them into
the depths, where
they are devoured
by whatever lairs
there.

INSIDE A MECH
E
xcept for cockpits, fring ports, and
areas near portholes, the inside of a
mech is naturally pitch-black. Dwarves dont
mind this, but other races do. Elves and
humans illuminate their mechs via magic,
gas lighting, and simple torches.
City-mechs generally have room to walk
around, but other mechs are not comfort-
able. The quarters are small and cramped.
Riders must stay in the same positions
for hours at a time; they have no room for
stretching. Wearing armor other than leath-
er, studded leather, padded, or hide is guar-
anteed to result in chafng and blisters after
more than two hours of the mechs bumpy,
irregular walking. Characters attempting
to stay armored must make a Fortitude save
every hour (DC 15) or give in to the dis-
comfort and dof their armor if they have
room to do so. Theres no room to take of
half-plate or full plate. Characters who keep
uncomfortable armor on sufer 1 hp of non-
lethal damage each day. Mech jockeys wear
a specialized form of
armor called pilots
armor (described on
page 138).
Mechs walk in a
jarring, jerky fash-
ion that is far more
abrupt than the
subtle swaying of a
city-mech. The frst
time a character
boards a mech other
than a city-mech, he
must make a Forti-
tude save (DC 10) or
sufer from mech-
sickness due to the
jerky motion. Mech-
sickness is exactly
like seasickness.
Mechsick characters
spend 1d4 hours
nauseated then suf-
fer a 1 circumstance
penalty to all rolls
until theyve spent a
day getting used to
the mechs motion.
A mechs controls
are straightforward.
Each usually has two
levers, as in a tank.
Each controls one
leg. Push the right
lever forward and the
right leg advances;
push the left lever
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forward and the left leg advances. Push them


forward in an alternating sequence and the
mech walks. Push a lever all the way and the
mech strides as far as it can; push it halfway
and the mech takes a shorter stride.
Piloting a mech consists of learning
how to time the motion of the levers. The
pilot must connect his own personal kin-
esthetic sense to that of the mech. Avoid-
ing boulders while walking across a rocky
feld requires moving the legs in diferent
strides with each step, which only the best
mech jockeys can do with any sort of speed
or precision. Jumping requires pumping
the legs to the maximum stride at just the
right moment, then putting them in the
right position when the mech lands. Turn-
ing requires moving one leg forward and
the other backward at just the right rate.
All of these techniques are hard to learn
and difcult to master (especially since the
consequence of failure can be toppling over
and damaging the mech).
A pilot-operated weapon is generally
controlled with a metal strut or arm that
extends from the cockpits wall. The pilot
moves the weapon by moving this oversized
joystick, whose motions are amplifed
and mimicked by the mechs arm. If it is
an axe or other melee weapon, the pilot
must swing the joystick in the right motion
relative to the position of the mechs real
arm. If it is a steam cannon or other ranged
weapon, the pilot must aim the arm, then
push a button to fre.
Since it is nearly impossible for a two-
handed creature to control two joysticks and
two levers at once, advanced mech jockeys
modify their controls to make them easier.
One common adaptation is the addition of
a horizontal bar between the two leg levers.
The bar has a ball joint on each end, and if the
levers are given a little leeway at their base,
the bar can be used to control both levers
at once. The pilot simply grasps the bar in
one hand and then shifts the strength of his
hand to move one lever or the other. Pushing
forward on the center of the bar brings both
levers forward; pulling back does the same
thing. Its similar to pushing a bicycle with
one hand on the handlebars.
Steam-powered mechs require large
amounts of water, as well as fuel. Usually
this is coal or wood. When burned, this fuel
heats the water reserves to the boiling point,
providing the steam power. The mechs are
designed to suck water through flters in
their feet whenever they pass over a river
or stream, but the fuel can be more difcult
to come by. In places without large timber
reserves, wood and coal have become pricey
commodities. Mechs that utilize such power
sources have built-in pulley systems for
lifting buckets of coal into the mech. The
pulley-powered bucket brigades can even
be powered by the mechs steam engine,
if fuel is that common. No other kind of
mech requires fuel except for clockwork
mechs, which need a short burst of fuel once
every week. Their needs are so minimal that
theyre not worth keeping track of.
Communication between mechs takes
place in a variety of ways. Almost all elven
mechs use magic items or spells that allow
telepathic communication. Dwarven city-
mechs, as well as larger mechs with room
to spare, incorporate steam powers such as
wavemakers. Mechs without these luxuries
use signal fags. The exact signals vary by
race and faction but can range from simple
(orc mechs usually have only three fags:
attack, retreat, and stop) to complex
(the mechs of the Legion have more than
two dozen fags that have diferent mean-
ings when combined with each other).
Mechs distinguish their allegiances in
a number of ways. General aesthetics are
one method; its very easy to tell a dwarven
mech from an elven mech at a glance, and
the allegiance of any mech taken over by
the Irontooth clansmen is obvious. Beyond
that, a mech will fy a fag indicating its
mechdom, or, on the larger mechs, simply
paint the fag or a coat of arms on its arm
or torso. Military insignia are commonly
painted on, as well as personal insignias as
the pilot prefers.
Finally, certain fags are universal. A sky-
blue fag means a merchant or trader. Mech
traders use these fags to fnd customers in
territories that would be hostile to anyone
else. Mechs with such fags are still subject
to scrutiny, especially if they appear in
numbers or in any way appear to be military
mechs, but the blue fag will keep them
from being blown away at a distance before
they ever get to talk.

DESCRIPTION AND
CONSTRUCTION
A
mech can be built by anyone with skill,
a lot of gold, and a huge labor pool. In
theory, the feld is wide open; in practice,
only well organized (or extremely numer-
ous) societies can cobble together a battle
mech, much less a city-mech.
Player characters can build their own mechs
to feld against dragons, enemy mechs, and
other foes. They can also adventure on board
the larger city-mechs, explore the burned-out
husks of wrecked or ancient mechs, battle
against enemy mechs, and research new ways
to improve mech technology.
This section covers the description and
construction of mechs. The two topics are
covered together because by discussing a
mechs construction, we will simultaneously
detail its description.

POWER SOURCE
M
echs are classifed by their power
sources. By this measure, fve types
of mechs exist: steam-powered, man-pow-
ered, clockwork, animated, and undead.
Steam-powered mechs are the most preva-
lent. The frst mechs to be built were steam-
powered, and most new mechs continue to
use steam as their power source. Dwarves
and humans are the predominant users of
steam-powered mechs. These mechs are
durable and rugged, but labor-intensive and
vulnerable to mechanical mishap.
Man-powered mechs are primitive con-
structs that mimic the mechs physical shape
and abilities using a more antique engine
human labor. The typical man-powered
mech requires dozens or hundreds of slaves
toiling ceaselessly to keep it running. Orcs
are the only race to use man-powered mechs
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extensively. These mechs are slow, cumber-


some, and vulnerable to slave revolts.
Clockwork mechs are in many respects
similar to steam- or man-powered mechs,
but their precision craftsmanship and
extraordinary construction set them apart.
Clockwork mechs are powered by springs,
pendulums, and other such mechanisms.
What makes them special is the exacti-
tude of their design. A clockwork mech
is periodically wound like a clock. For
several days thereafter, all the power it
needs comes from the unwinding of its
mechanisms. Every single component
of the mech is connected in an elegant,
complex symphony of brass and steel. The
winding process requires extreme force
generally it entails turning a massive
spring running the height of the mech
and the clockwork mech incorporates
steam or manpower once every few days to
wind itself. Outside of this refueling pro-
cess, however, it runs on its own power.
Clockwork mechs are extremely powerful
and extremely rare, having been seen only
in the hands of high-level gearwrights. It is
rumored that the Master Repository holds
even more advanced designs.
Animated mechs are like massive, hol-
low golems. Rather than be granted lim-
ited intelligence, as traditional golems
are, they are endowed solely with a
rudimentary kinesthetic sense that lets
them move their bodies in response to
their commanders wills. Only the elves
wield such mechs, which are magically
constructed. These mechs are by far the
fastest and most agile, and their magical
arsenals are deadly. But they have one fatal
weakness, which the dwarves are learning
to exploit expertly: The concerted use
of dispel magic spells can render animated
mechs inoperable.
Undead mechs are a rarity. Known only
through anecdotal evidence, they are
rumored to be the reanimated, recon-
structed remnants of dragon skeletons.
Who would reassemble a dragon into a
mechlike creature is unknown. Neverthe-
less, explorers of Highpoints less-traveled
regions continue to bring back disturbing
reports of undead mechs. Little is known
about them.
The various power sources have differ-
ent strengths and weaknesses. Table 2-1
sums them up.

PROFILE
A
mechs stats are defned in the tradi-
tional monster format. They have hit
dice, attacks, damage, and ability scores,
just like any construct. A few new terms
apply to mechs, however, and a few old terms
are defned diferently, as follows.
Hit Dice: All mechs use d10 for hit dice, and
they always receive 5.5 hit points per hit die.
Speed: Mech speed is listed in tactical
terms, as with normal monsters. Large mechs
can move great distances quickly due to their
massive strides, but in general mechs are not
capable of high-speed movement.
Tactical speed converts to overland speed
at the following rates:
Tactical Speed Overland Speed
30 ft. 3 mph
40 ft. 5 mph
50 ft. 6 mph
60 ft. 7 mph
70 ft. 8 mph
80 ft. 9 mph
100 ft. 11 mph
120 ft. 14 mph
140 ft. 16 mph
160 ft. 18 mph
180 ft. 20 mph
200 ft. 23 mph
220 ft. 25 mph
AC: Armor Class isnt relevant in most mech
combat. Each mech has an armor class, but due
to their size they are often painfully easy to hit.
More important is the mechs hardness, which
is a function of its size and material type.
Hardness: A mech built of iron is more
durable than a mech built of stone. This
is refected in the mechs hardness score.
Similarly, a Colossal size mech has a denser
superstructure than a Large mech. It also
has more open space, meaning a successful
penetration is less likely to hit something
important. All of this is refected in the
mechs hardness rating.
Critical Thresholds: A heavily damaged
mech may sufer system failures long before
it is completely destroyed. Mechs have what
are known as critical thresholds. These are
divisions of their hit points. At each new
threshold, the mech is more likely to suf-
fer critical hits. Critical hits cause not only
additional damage, but also specifc system
failures (such as a loss of power to the right
arm, or clogged gun ports).
Each mech has four critical thresh-
olds: green, yellow, orange, and red. A
mechs entry will include break points, as
a percentage of total hit points, for these
critical thresholds. For example, Green,
Yellow 50%, Orange 25%, Red 10% means a
mech crosses the threshold to yellow when
reduced to 50% of its starting hit points,
orange at 25% of its total, and red at 10% of
its total.
The efects of hits at the various criti-
cal thresholds is described in more detail
on page 91. Note that all critical damage
ignores the mechs hardness, since it takes
place inside the mechs shell.
Attacks: A mechs attacks depend on
its crew. This is described in more detail
in the combat section (see page 86).
For now, keep in mind that even though
a mech may have many attacks listed, it
TABLE 2-1: COMPARISON OF MECH POWER SOURCES
HD Str Dex Ref Fort Speed Crew Needs Maneuverability
Steam-powered High High Low Low High Avg. Avg. Avg.
Man-powered Avg. Low Low Low Avg. Low High Low
Clockwork High High High High Low High Low High
Animated Low Low High High Avg. High Low High
Undead Avg. Avg. Avg. Avg. High Low Very low Low
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needs the relevant crew members to be


alive and functioning in order to make
those attacks.
Space/Reach: The height of a mech is
determined by its size, as indicated on Table
2-2. The height may vary by up to 10% of the
indicated measurement with no change in
statistics. The face of a mech is generally
equal to 1/2 its height, rounded down. The
reach is 1/2 the mechs height. Again, the
exact dimensions may vary based on the
mech.
Saves: Mechs have Fortitude and Refex
saves. They do not have Willpower saves.
A mechs base Refex save (which is almost
always negative) is not inclusive of Dexterity
modifers.
Ability Scores: Mechs have Strength and
Dexterity scores. Both are contingent on the
mechs size and power source. Some mechs
may be clumsy but powerful, while others are
agile but weak.
As with all constructs, mechs lack a
Constitution score. Mechs do not have
Intelligence, Charisma, or Wisdom scores.
The mechs themselves are never subject to
efects or checks concerning these stats;
such efects or checks instead afect their
pilots and crews.
Payload Units (PU): This new term
describes how many people and weapons
a mech can support in addition to its
basic superstructure, armor, and engines.
One Medium creature or weapon takes
up one payload unit, a Large creature or
weapon takes up two payload units, a Huge
creature or weapon takes up four payload
units, and the progression doubles at each
increment thereafter.
Living space (for city-mechs) requires addi-
tional payload units. The absolute minimum is
living space equal to the creatures PU (e.g.,
a Medium creature would require 1 PU for
workspace and 1 PU for living space). This is
slavelike housing just enough room to lie
down beside a workstation. Normal mech liv-
ing conditions require double the creatures
PU (e.g., a Medium creature requires 1 PU
for workspace and 2 PU for living space). This
is still quite cramped but at least includes
enough room for a bed and a few possessions.
Aristocrats, mech jockeys, senior engineers,
and high-ranking military ofcers generally
have 3 or more PU for living space.
Payload requirements for common
spaces (kitchens, marketplaces, mess halls,
recreational areas, etc.), are assumed to be
included in the normal living space as an
averaged fgure. This is an abstraction, but
it makes the mech-design process simple and
fast. (Its certainly a lot easier than calculat-
ing kitchen and marketplace requirements
for a city of 3,000 residents )
Payload requirements for weapons gen-
erally include space for ammunition and
reloading, unless noted otherwise.
The mech itself occupies a space equal
to twice its payload units. For example, a
Huge mech stored on board a city-mech
would occupy 8 PU.
Payload units can also be used for transport-
ing raw materials. In general, 1 PU is sufcient
to carry a volume measuring roughly 6x6x6 feet
(216 cubic feet), or a weight of 1,000 pounds.
Crew: Diferent kinds of mechs require
diferent kinds of crews. Man-powered mechs
are extremely labor intensive, since the entire
mech runs by manpower. Steam-powered
mechs also need a lot of hands on board to
keep the fres stoked and maintain machinery.
Animated mechs require substantially less
crew (mostly just gunners and tactical staf),
while an undead mech requires only a single
necromancer to control it. A mechs profle
will indicate its crew requirements.
Firing Ports: In a small mech, all the
passengers are near the edges and can fre
ranged weapons through fring ports. The
larger a mech becomes, the lower the pro-
portion of its passengers that is near the
edge and has access to fring ports. The fring
ports entry is determined by a mechs size. It
indicates what percentage of the mechs
total payload units are next to fring ports.
Remember to add vertical height into the
range determinations for shots fred from
high up on large mechs.
Power Source: As described above. A
mechs entry includes a defnition of the
power source that runs it.

SIZE
A
mech is constructed by determining
its size and type, customizing various
components, and adding weapons. Con-
struction will be described in more detail
later, along with information on pricing.
For now, lets look at the various compo-
nents of a mechs profle.
The frst consideration in a mechs pro-
fle is its size. This determines the range
of its payload and height. The type when
combined with the size then determines the
TABLE 2-2: TYPICAL MECH TRAITS BY SIZE
Size PU Height Size Mod. Hardness Firing Ports Unarmed Dmg.
Large 3 10 ft. 1 +0 100% 1d6
Huge 5 15 ft. 2 +0 100% 1d8
Gargantuan 10 25 ft. 4 +0 100% 1d10
Colossal 16 35 ft. 8 +1 80% 1d12
Colossal II 32 50 ft. 8 +2 65% 3d6
Colossal III 64 75 ft. 8 +4 55% 2d12
Colossal IV 128 110 ft. 8 +6 40% 5d6
Colossal V 256 165 ft. 8 +8 30% 3d12
City-mech A 512 240 ft. 8 +10 20% 7d6
City-mech B 1,028 360 ft. 8 +12 18% 4d12
City-mech C 2,056 540 ft. 8 +14 16% 9d6
City-mech D 4,112 810 ft. 8 +16 14% 5d12
City-mech E 8,224 1,200 ft. 8 +18 12% 11d6
City-mech F 16,448 1,800 ft. 8 +20 10% 6d12
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range for the rest of the attributes. A mech


can exceed its normal size/type range, but
this raises the cost.
The size modifer applies to the mechs
AC and melee attack bonuses.
Each individual mech type has its own
profle based on its size, as follows. These
profles include critical hit tables for each
mech type. These critical hit tables will be
explained in more detail later.

MANEUVERABILITY
F
or the purpose of simplicity, a mechs
maneuverability is linked to its size and
power source. More fexible mechs can be
built but they are more expensive.
The base maneuverability classes by mech
size are as follows:
Size Maneuverability
Large Good
Huge Good
Gargantuan Average
Colossal Average
Colossal II Average
Colossal III Poor
Colossal IV Poor
Colossal V Poor
City-mech A Clumsy
City-mech B Clumsy
City-mech C Clumsy
City-mech D Clumsy
City-mech E Clumsy
City-mech F Clumsy
Maneuverability is then modifed by the
mechs construction type, as follows. No
mech can be worse than clumsy or better than
perfect when it comes to maneuverability.
Power Source Maneuverability
Steam-powered No modifer
Man-powered 1 increment
Clockwork +1 increment
Animated +1 increment
Undead 1 increment
With regard to mechs, maneuverabil-
ity classes are defned as shown in Table
2-3. Note that mech maneuverability is even
more cumbersome than the typical fight
maneuverability increments most mechs
are hardly graceful.
Reverse: Mechs of perfect maneuverabil-
ity can switch between forward and reverse
movement at no penalty. At good class, the
mech must expend 10 ft. of movement to
switch to reverse. Mechs of average or worse
maneuverability cannot move in reverse.
Turn: The amount of forward movement
the mech must make to turn. Mechs with
perfect maneuverability can wheel in place,
while others must move forward in order to
make a turn.
Turn in Place: The amount of speed that
the mech can spend to turn in place. Mechs
of poor or clumsy maneuverability cannot
turn in place; they must move forward in
order to turn.
Maximum Turn: The maximum amount
that a mech can turn in one round.
Trip Checks: The modifer to the mechs
trip checks. The less maneuverable a mech is,
the less balanced it is, and thus easier to trip.
Climb: Well balanced mechs can climb
clif faces, castle walls, and other obstruc-
tions. This is made using the pilots Mech
Pilot skill, as described on page 88. Mechs
of perfect maneuverability can do so at no
penalty, mechs of good maneuverability have
a 4 penalty, and other mechs cannot climb.
Jump: As with Climb, this describes
whether a mech can jump, and if so, what
penalty is applied. Jumping is described on
page 88.
Clearance: How high the mech can step,
as described on page 88.
TABLE 2-3: MECH MANEUVERABILITY CLASSES
Perfect Good Average Poor Clumsy
Reverse Free 10 ft. No No No
Turn Any 90/20 ft. 45/20 ft. 45/20 ft. 45/40 ft.
Turn in Place Any +90/20 ft. +45/20 ft. No No
Maximum Turn Any Any 90 45 45
Trip Checks +4 +0 +0 4 8
Climb Yes 4 No No No
Jump Yes 4 8 No No
Clearance 3/4 height 1/2 height 1/2 height 1/4 height 1/4 height

STEAM-POWERED
MECHS
S
team-powered mechs use massive steam
engines to power their actions. Based on
their size, steam-powered mechs have the
following base profle.
Power Source: Steam.
Physical Appearance: Steam-powered
mechs are large and loud. Their engines gen-
erate tremendous noise and heat. All steam-
powered mechs are dotted with chimneys
and smokestacks that constantly produce
steam and smoke.
Critical Thresholds: Green, Yellow 50%,
Orange 25%, Red 10%.
Crew: 25% of a steam-powered mechs
PU must be crew. For smaller mechs this
includes a mech jockey and gunners. A mech
jockey with the Mechidextrous feat may be
able to take over the role of a gunner.
In larger mechs, crew includes a mech
commander (high-level mech jockey),
assistant pilots (low-level mech jockeys),
a navigator, and one or more engineers, as
well as coalmen to stoke the fres. In city-
mechs, this includes laborers (who shovel
coal into furnaces, fabricate spare parts,
and clean engine rooms), a feet of engi-
neers (for everything from major repairs
to routine maintenance), and all sorts of
support personnel.
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TABLE 2-4: STEAM-POWERED MECHS CRITICAL HITS


Roll by Threshold (d%) Critical Hit
Green Yellow Orange Red Result
0125 0110 Component damage. Attack causes extra critical damage but nothing more.
2640 1125 Pressure leak. Mech loses 2 Str and 2.5 ft. of speed each round until leak is repaired.
4155 2640 0115 Steam pipe damage. Mech is frozen in place for one round until back-up pipes take over. It loses its next action.
This applies to all onboard weapons and equipment powered by the main steam engine.
5675 4155 1625 Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.
7695 5670 2635 One leg is damaged. Speed is halved; maneuverability drops by one category.
9698 7180 3645 0110 Gyroscope damage. Mech must make a Refex save (DC 16) with every move or fall over. Mech sufers a 4 penalty to trip checks.
9900 8185 4665 1130 Boiler damage. Mech loses power for 1d4 rounds. It can take no actions during that time.
8695 6675 3150 Out of control. The pilots lose control. For the next 1d4 rounds, determine the mechs movement and attacks randomly.
9698 7685 5170 Secondary boiler explosion. A secondary boiler explodes, dealing an additional 3d6 points of damage to the mech.
Back-up boilers make up for the power loss.
9900 8695 7185 Steam leak. The entire mech is suddenly fooded with waves of scalding steam. All creatures on board have a 50% chance
of taking 1d3 points of steam damage each round. Reroll the 50% chance each round. This continues until the leak is repaired.
9698 8695 Controls damaged. The mechs control room is damaged. The mech cannot be controlled until the damage is repaired.
It cannot walk, use weapons, or do anything else.
9900 9600 Main boiler explosion. The mechs main boiler explodes. It sufers 10d6 points of damage. All creatures on board the mech
sufer 1d6 points of damage from fames and steam. The mech loses all power until the main boiler is repaired.
Continuing fres deal an additional 2d6 points of damage to the mech per round for the next 1d6+2 rounds.
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74
CHPT.
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75
CHPT.
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MAN-POWERED
MECHS
M
an-powered mechs use hordes
of toiling slaves to power their
actions. Based on their size, man-powered
mechs have the following base profile.
Power Source: Manpower.
Physical Appearance: Man-powered
mechs lack the smoke-belching chimneys
of steam mechs but they share the noise.
In the case of man-powered mechs, the
noise is the rhythmic pounding of drums,
the grunts and screams of the slaves, and
the painful squealing of straining gears.
Critical Thresholds: Green, Yellow
60%, Orange 35%, Red 20%.
Crew: 50% of a man-powered mechs PU
must be laborers. These crew members can
do nothing but work to provide power; they
cannot pilot, navigate, fre weapons, or do
anything else. The balance of necessary
crew (pilots, gunners, and commanders,
as dictated by the mechs design and the
crews capabilities) must come from the
remaining PU. Obviously, this means most
man-powered mechs use more than 50% of
their PU for crew. In smaller mechs, the
mech jockey and gunners must provide some
of the mechs power themselves through
pedals or treadmills, in addition to the
slaves. Larger man-powered mechs include
some additional senior-level staf (a mech
commander or navigator), but most of the
space is dedicated to slave labor.

CLOCKWORK MECHS
C
lockwork mechs use intricate, complex
mechanisms to transmit power from a
coiled spring to the rest of the mech. Based
on their size, clockwork mechs have the fol-
lowing base profle.
Power Source: Clockwork apparatus.
Physical Appearance: Clockwork
mechs are the best designed of all the
mechanically-powered mechs. They are
smooth and sleek. They dont need as much
crew as other mechs, nor do they require
chimneys or slave quarters. Under normal
operation they produce no smoke or steam,
and their only audible output is a constant
low hum or ticking. Once per week, a clock-
work mech must activate its steam engine
to wind the central spring, and for this short
interval it belches smoke from a single cen-
tral chimney. The only drawback to clock-
work mechs is their fragility (expressed as
a low Fort save) although they are well
constructed and difcult to damage, a well-
placed blow against the central spring can
disable the entire mech.
Critical Thresholds: Green, Yellow 50%,
Orange 25%, Red 10%.
TABLE 2-5: STEAM-POWERED MECHS
Size Str Dex Fort Ref Speed HD
Large 18 10 +2 2 40 ft. 6
Huge 22 10 +2 2 40 ft. 12
Gargantuan 26 8 +2 2 40 ft. 24
Colossal 30 8 0 4 50 ft. 48
Colossal II 34 6 0 4 50 ft. 96
Colossal III 38 6 0 4 60 ft. 144
Colossal IV 42 4 0 4 60 ft. 192
Colossal V 46 4 0 4 80 ft. 240
City-mech A 50 2 2 8 100 ft. 336
City-mech B 54 2 2 8 120 ft. 432
City-mech C 58 0 2 8 140 ft. 528
City-mech D 62 0 2 8 160 ft. 624
City-mech E 66 0 2 8 180 ft. 718
City-mech F 70 0 2 8 200 ft. 814

TABLE 2-6: MAN-POWERED MECHS


Size Str Dex Fort Ref Speed HD
Large *
Huge 14 10 0 2 30 ft. 10
Gargantuan 18 8 0 2 30 ft. 20
Colossal 22 8 2 4 40 ft. 40
Colossal II 26 6 2 4 40 ft. 80
Colossal III 30 6 2 4 50 ft. 120
Colossal IV 34 4 2 4 50 ft. 160
Colossal V 38 4 2 4 70 ft. 200
City-mech A 42 2 4 8 80 ft. 280
City-mech B 46 2 4 8 100 ft. 340
City-mech C 50 0 4 8 120 ft. 420
City-mech D 54 0 4 8 140 ft. 500
City-mech E 58 0 4 8 160 ft. 580
City-mech F 62 0 4 8 180 ft. 660
*The smallest operable man-powered mech is of size Huge. Smaller models dont have space for the necessary laborers.
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TABLE 2-7: MAN-POWERED MECHS CRITICAL HITS


Roll by Threshold (d%) Critical Hit
Green Yellow Orange Red Result
01-30 01-15 Component damage. Attack causes extra critical damage but nothing more.
31-40 16-25 Broken cogwheel. Mech loses 2 Str and 2.5 ft. of speed each round until cogwheel is repaired.
41-60 26-35 01-10 Impact in rowing pits. The laborers are knocked out of their seats by the impact. Mech is frozen in place until they can get
reorganized and start rowing again. It loses power and cannot take any actions for the next 1d3 rounds.
61-75 36-45 11-20 Hull breach. The attack goes clear through the hull and impacts in the rowing pits. The mech itself does not take damage, but the
damage is instead divided between 1d6 randomly determined laborers. Deduct for hardness as usual.
76-85 46-60 21-30 Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.
86-95 61-75 31-40 Leg relay damage. Determine leg randomly. That leg is frozen in place until damage is repaired. Weapons on that leg cannot be used.
Mech cannot walk and sufers a 4 penalty to trip checks.
96-98 76-80 41-50 01-15 Gyroscope damage. Mech must make a Refex save (DC 16) with every move or fall over. Sufers a 4 penalty to trip checks.
99-100 81-85 51-75 16-35 Main cogwheel damage. Mech loses power for 1d4 rounds. It can take no actions during that time.
86-90 76-85 36-45 Out of control. The pilots lose control. For the next 1d4 rounds, determine the mechs movement and attacks randomly.
91-95 86-90 46-60 Powertrain misaligned. The power output of the laborers is halved. Halve the mechs Strength, Dexterity, and speed until the damage is fxed.
96-98 91-95 61-80 Controls damaged. The mechs control room is damaged. The mech cannot be controlled until the damage is repaired.
It cannot walk, use weapons, or do anything else.
99-100 96-98 81-90 Powertrain destroyed. No matter how hard the laborers work, their manpower isnt properly distributed throughout the mechs gears.
The mech is completely immobilized until repaired. Repairs take fve times the normal amount of time.
99-100 91-100 Gear scafolding destroyed. The scafolding that supports the huge cogwheels that transfer power throughout the mech collapses.
Gears come crashing down in all directions. This causes 6d6 points of damage to the mech and another 1d6+3 points of damage
each to 2d10 randomly determined crew members. Repairs take ten times the normal amount of time.
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TABLE 2-8: CLOCKWORK MECHS CRITICAL HITS


Roll by Threshold (d%) Critical Hit
Green Yellow Orange Red Result
01-50 01-25 Component damage. Attack causes extra critical damage but nothing more.
51-60 26-35 01-10 Broken gears. The mech loses 8 Str until repaired.
61-70 36-45 11-20 Broken gears. The mech loses 4 Dex and 10 ft. of speed until repaired.
71-80 46-55 21-30 01-10 Erratic spring uncoiling. Mech sufers a 4 penalty to all attacks for 1d4 rounds. Additionally, on any movement action during this
period, the mech ends up moving 2d20-20 feet further (or short, depending on the die roll) than where it tried to move.
81-90 56-65 31-40 11-20 Arm relay damage. Determine arm randomly. That arm is frozen in place until damage is repaired. Weapons on that arm cannot be used.
91-100 66-75 41-50 21-30 Leg relay damage. Determine leg randomly. That leg is frozen in place until damage is repaired. Weapons on that leg cannot be used.
Mech cannot walk and sufers a 4 penalty to trip checks.
76-80 51-55 31-40 Regulator damage; massive spring unwinding. The mechs regulator is broken, and the central spring unwinds in a single massive burst of power.
The mech is afected as if by a haste spell for 1d4 rounds. Thereafter it loses all power until the damage is repaired and the central spring re-wound.
81-85 56-60 41-50 Jammed gears. Mech is frozen in place and cannot take any actions for 1d4 rounds.
86-100 61-75 51-70 Gyroscope damage. Mech must make a Refex save (DC 16) with every move or fall over. Sufers a 4 penalty to trip checks.
76-90 71-80 Damage to central spring. The pilots lose control. For the next 1d4 rounds, determine the mechs movement and attacks randomly.
91-95 81-90 Gear explosion. Shards of sharp metal gears go fying throughout the mechs interior. 2d6 randomly determined occupants
take 1d4+1 points of damage.
96-100 91-100 Central spring severed. Mech loses all power and is completely frozen until damage is repaired. Repairing damage takes ten times normal time.
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Crew: 10% of a clockwork mechs PU


must be dedicated to crew, with a minimum
of 1. Smaller mechs have only a pilot and
one or two gunners. Larger mechs need
engineers to keep the clockwork apparatus
oiled and functioning.

ANIMATED MECHS
A
nimated mechs are powered by magic,
not machinery. They are essentially
enormous, hollow golems that have been
endowed with physical mobility and the
capacity to obey instructions, but no intel-
ligence or decision-making ability. Based on
their size, animated mechs have the follow-
ing base profle.
Power Source: Magical enchantment.
Physical Appearance: In theory, ani-
mated mechs could vary dramatically in
appearance. Any material can be enchanted,
so any variety of golem could be transformed
into a mech. In practice, only the elves have
experimented with animated mechs, and
they have focused on animating wood. The
larger elven mechs could easily be mistaken
for treants, though the proportions are more
humanoid and the mechs generally sport
obvious weapons. Smaller elven mechs look
less like trees, incorporating mithral or
adamantine.
Critical Thresholds: Not subject to
critical hits.
Crew: 10% of an animated mechs PU must
be dedicated to crew, with a minimum of 1.
Smaller mechs have only a pilot and one or
two gunners. Larger mechs need navigators,
a mech commander, assistant pilots, and
repairmen.
Animated Mechs Critical Hits
Similar to traditional constructs, animated
mechs are not susceptible to critical hits.
They have no central engines or motors, as
the magic that powers them courses equally
throughout their entire bodies. They are
immune to critical hits.

UNDEAD MECHS
U
ndead mechs are the combined,
reanimated remains of several enor-
mous creatures. They are grotesque, ugly
combinations of dismembered body parts,
bones, ligaments, and partially reanimated
zombies. Unlike other undead creatures,
they are designed as vehicles. They have
hollow spaces within them. In one such
space, a necromancer controls every
action of the mech, while in other areas,
hordes of zombies, skeletons, and other
undead are haphazardly piled together,
awaiting the command for the mech to
disgorge them. Undead mechs are a recent
phenomenon, having appeared only since
the skeletons of lunar dragons began dot-
ting the continent. No one knows what
twisted necromancer took the dwarves
mechanical innovation and turned it into
this debased parody.
Based on their size, undead mechs have
the following base profle.
Power Source: Necromantic reanimation.
TABLE 2-9: CLOCKWORK MECHS
Size Str Dex Fort Ref Speed HD
Large 18 18 2 +2 50 ft. 6
Huge 22 18 2 +2 50 ft. 12
Gargantuan 26 16 2 +2 50 ft. 24
Colossal 30 16 4 0 60 ft. 48
Colossal II 34 14 4 0 60 ft. 96
Colossal III 38 14 4 0 70 ft. 144
Colossal IV 42 12 4 0 80 ft. 192
Colossal V 46 12 4 0 100 ft. 240
City-mech A 50 10 8 2 120 ft. 336
City-mech B 54 10 8 2 140 ft. 432
City-mech C 58 8 8 2 160 ft. 528
City-mech D 62 8 8 2 180 ft. 624
City-mech E 66 6 8 2 200 ft. 718
City-mech F 70 6 8 2 220 ft. 814
TABLE 2-10: ANIMATED MECHS
Size Str Dex Fort Ref Speed HD
Large 10 18 0 +2 50 ft. 4
Huge 14 18 0 +2 50 ft. 8
Gargantuan 18 16 0 +2 50 ft. 16
Colossal 22 16 2 0 60 ft. 32
Colossal II 26 14 2 0 60 ft. 64
Colossal III 30 14 2 0 70 ft. 96
Colossal IV 34 12 2 0 80 ft. 128
Colossal V 38 12 2 0 100 ft. 160
City-mech A 42 10 4 2 120 ft. 224
City-mech B 46 10 4 2 140 ft. 288
City-mech C 50 8 4 2 160 ft. 352
City-mech D 54 8 4 2 180 ft. 416
City-mech E 58 6 4 2 200 ft. 580
City-mech F 62 6 4 2 220 ft. 644
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Physical Appearance: From a dis-


tance, undead mechs resemble titanic
zombies. Up close, it is evident that they
are mostly hollow, with the empty spaces
filled with other, independent undead.
The mechs body is composed of the
reanimated body parts of other creatures,
magically sutured and assembled into a
cohesive whole.
Undead mechs are utterly silent, but they
reek of death. They can be smelled long
before they are seen.
Critical Thresholds: Not subject to
critical hits.
Crew: An undead mech requires only one
crew member: the controlling necromancer.
He can direct the mech as if it were an exten-
sion of himself. Repairs, extra weaponry, and
other such things may require additional
crew, but they are entirely optional.
Undead Mechs Critical Hits
Similar to traditional undead, undead mechs
are not susceptible to critical hits. They have
no central engines or motors, as the nec-
romantic energy that powers them courses
equally throughout their entire bodies. They
are immune to critical hits.

ARMOR
A
mech can be ftted with any kind of
armor, though construction costs rise
with better armor. Given the armor density
and the size of the mech, the armored plates
are invariably larger than the impact area of
almost any weapon, so the important part
is the material, not the arrangement (e.g.,
banded, scaled, etc.).
TABLE 2-11: UNDEAD MECHS
Size Str Dex Fort Ref Speed HD
Large 14 14 +2 0 30 ft. 5
Huge 18 14 +2 0 30 ft. 10
Gargantuan 22 12 +2 0 30 ft. 20
Colossal 26 12 0 2 40 ft. 40
Colossal II 30 10 0 2 40 ft. 80
Colossal III 34 10 0 2 50 ft. 120
Colossal IV 38 8 0 2 50 ft. 160
Colossal V 42 8 0 2 70 ft. 200
City-mech A 46 6 2 4 80 ft. 280
City-mech B 50 6 2 4 100 ft. 340
City-mech C 54 4 2 4 120 ft. 420
City-mech D 58 4 2 4 140 ft. 500
City-mech E 62 2 2 4 160 ft. 580
City-mech F 66 2 2 4 180 ft. 660
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Mechs have armor classes based on


their size. Because they are generally
large and clumsy, their armor is not
handled with armor class but instead
with a hardness rating. After all,
hitting a mech is like hitting the
broad side of a barn. Combat
isnt about hitting the mech;
its about piercing it. Armor
class is still calculated for
purposes of attacks, but it is
based solely on size.
Typical armors have hard-
ness ratings as follows. Special
armors such as crystal, dia-
mond, and enchanted ivy are
reputed to exist, especially in
the Master Repository, but no
modern coglayer has constructed
a mech with such materials. Remem-
ber that the mechs size determines a
hardness modifer that is added to the hard-
ness for its armor.
A mech with a mix of armor for example,
75% iron and 25% mithral uses the weighted
average of its armor types. In this case, its hard-
ness would be 11 (0.75 x 10 plus 0.25 x 15).
Material Hardness
Flesh* 1
Clay 3
Wood 5
Bone 6
Stone 8
Iron 10
Steel 12
Mithral 15
Adamantine 20
*Available only on undead mechs.
Improvements
beyond the Base Profle
The standard profles given above are for
a typical mech. Of course, no such thing
exists. Every mech is individually hand-built.
Highpoint has no assembly lines, only master
craftsmen. Even when two dwarven coglayers
work from the same design, they will produce
very diferent mechs, each customized to the
tastes of its builder.
Any mech may vary from the standard
profles described above. Some limits exist,
primarily dictated by the laws of physics. As a
rule of thumb, a mech cannot have any attri-
bute greater or lesser than a mech one size
class larger or smaller. For example, a normal
Colossal clockwork mech has a Strength of 30.
A variant couldnt have a Strength smaller than
26 (Gargantuan) or greater than 34 (Colossal
II). The reason is simple: A Colossal clock-
work mech cant support its own weight with
a Strength lower than 26, and cant generate
a Strength of greater than 34 without adding
additional machinery that will increase its size
past Colossal. The same basic concept applies
to all of a mechs attributes.
Almost all aspects of a mech may be
improved, including payload units and criti-
cal threshold. the only aspects that cant be
changed are hardness (which is always a
function of materials and size), fring ports
(which is a function of physical propor-
tions), and crew (which is always dependent
on the power source).
The main considerations in improving
a mechs profle are cost and difculty, as
described below.
Specialized
Traits and Payloads
Armor Plating: A mech can be equipped
with extra-thick armor plates that make
it more difcult to damage. This can only
be added to mechs with metal armor. Such
mechs have their hardness increased by +2,
but their speed drops by 10 ft. up to size
City-Mech A, and by 20 ft. above that. This
increases the mechs base cost by 20%.
Combat Spikes: Mechs can be adorned
with metal spikes, razor edges, barbs, and
other weapons to make them more danger-
ous in unarmed combat. Mechs equipped
with combat spikes deal an extra 1d6 points
of damage in unarmed combat. This raises
the mechs base price by 10%.
Extra Weapon Mounts: A small combat
mech often has extra weapon mounts on
the mechs shoulders, back, or head. These
give the mech greater versatility in combat,
though the limited crew may not be able to
use all the weapons in the same round. A
mechs extra weapon mounts may not exceed
50% of its base PU. Extra weapon mounts add
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PU in increments of 2 at a cost of +10% of the


mechs base cost per PU.
Fast Legs: Some mechs deliver extra power
to the legs so theyll move faster. The fast legs
trait adds 10 ft. to speed for mechs below Colos-
sal size and 20 ft. for mechs of Colossal size or
larger. This stacks with the Speed Demon feat.
It raises the mechs base cost by 5%.
Gearwright Maintenance: Mechs main-
tained to the high standards of the Gear-
wrights Guild are less liable to sufer critical
hits. Their critical thresholds are reduced by
5% at each threshold. This requires extra-
careful building and constant maintenance.
It raises the base cost of the mech by 20% and
requires an additional 1% of the cost to be
spent each year in extra maintenance costs.
Hangars and Mech Fleets: A large mech
can hold smaller mechs. These smaller mechs
can be used as escape vessels, smaller battle
craft, or a feet of assault mechs. The specifcs
are up to you when you describe the mech.
A mech stored on board another mech
occupies a space equal to twice its payload
units. For example, a Huge mech stored on
board a city-mech would occupy 8 PU.
Simply storing smaller mechs is only half
the problem; a bigger concern is getting
them into battle. See page 89 for informa-
tion on deploying smaller mechs from large
mechs while in motion. Installing hangars
raises the mechs base cost by 5%.
Heavy Payload: Mechs can be con-
structed to bear extra weight. A mech with
the heavy payload trait can carry up to twice
its normal payload units provided they are
in the form of cargo rather than weapons
or passengers. This represents extra-heavy
suspension systems capable of supporting
unusual amounts of weight, though space is
still just as limited. A heavy payload raises
the mechs base cost by 50%. Heavy payload
can be stacked with extra weapon mounts,
potentially increasing PU by 150%.
Linked Weapons: Weapons with similar
functions may be linked. This allows them
both to be fred at the same time with the
same crew. Linked weapons must always be
aimed at the same target.
Magical Efects: Mechs can be magically
enchanted just as any other object. The elves
already do this on a routine basis. Their mechs
use freball wands as weapons and are usually
enchanted with some sort of protection spells.
When considering spell efects on mechs,
keep in mind the mechs size. Casting protec-
tion from elements on a city-mech isnt going to
work. Spells that afect a creature cannot
afect a creature greater in size than twice
the casters size. For example, a human wizard
casting protection from elements could afect a
Large mech, but thats it. In order to afect a
Huge mech, he would have to cast protection
from elements twice. (Partial protection is no
protection at all.) The number of castings
doubles at each additional increment. For
example, protecting a Colossal mech from
the elements requires eight castings of the
spell. Those castings must be made consecu-
tively (or simultaneously by diferent wizards)
and declared as combinatory up front, by
spellcasters who have the Combine Spell
metamagic feat. When the spells are com-
bined they have the efect of only one such
spell, but on a very large target.
Secure Crew Quarters: Mechs may be built
with secure quarters for crew (and passengers,
if the mech has them). This means raiders must
get through a solid iron door to get to the crew.
The door has hardness 10, 60 hp, and a break
DC of 28. The door can be locked but only from
the inside; the outside has no keyhole or lock-
ing apparatus. Secure crew quarters cost 1 PU
and 500 gp for the door apparatus, plus 1 extra
PU and another 100 gp for each Medium crew
member to be secured. It is possible to secure
some crew members and not others. It is also
possible to nest multiple layers of secure crew
quarters by paying an extra PU for the extra
door and an additional 1 PU for each double-
protected crew member.
Steady Feet: Some mechs are specially
designed for trampling and tripping. They
are steady on their feet and hard to dislodge.
Mechs with steady feet receive a +4 bonus
to all trip checks. Additionally, their safe
trample size is increased by one increment
(see page 95 for more information on tram-
pling). For example, a Gargantuan mech with
steady feet could safely trample creatures up
to Medium rather than Small. This raises the
mechs base cost by +15%.
Steam Powers: Coglayers can and do
incorporate their steam powers into the
mechs they build. For most coglayers, the
task of building a mech is itself difcult
enough, but gearwrights and higher-level
coglayers are familiar enough with the pro-
cess to build in steam powers.
It is perfectly acceptable to combine
steam powers with a mech. You could have
a mech weapon ftted with an animator and
discriminator, or even a mech that has an
autopilot of sorts controlled by an automa-
tor and other devices.
Remember the mechs size. Fitting steam
powers to large weapons or objects may
require stacking them to reach the right
dimensions. Refer to the individual steam
power descriptions.
Steam powers can be applied only to steam-
powered and clockwork mechs. Clockwork
mechs with steam powers are assumed to
have the powers customized to ft the clock-
work apparatus. They thus cant be applied to
normal steam devices without being rebuilt.
Man-powered, animated, and undead mechs
cannot incorporate steam powers.
Other Specialized Payloads: Most
creatures and objects in the d20 rules system
include a size descriptor. Generally this can
be used as a guideline for the PU of includ-
ing specialized payloads. If the payload has
unusual dimensions or weight, the PU may
need to be increased.

CONSTRUCTION AND
PRICING GUIDELINES
T
he frst consideration in building a
mech is that the designer must meet the
design prerequisites. The base prerequisite
is the feat Craft Magical Mech (for animated
and undead mechs) or Craft Powered Mech
(for mechs powered by steam, manpower,
or clockwork apparati). Each of these feats
entails certain prerequisites as well.
The designer is not the only person
involved in the mechs construction, of
course. Dozens, hundreds, or thousands of
laborers will be necessary to help build it.
Success in designing a mech is deter-
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mined by a Craft (mechcraft) check. A


designer does not know whether his design
will function properly until after all gold and
labor time have been expended to build the
mech (more on this below).
Planning Time
The frst step is planning the mech concep-
tualizing, determining material requirements,
drawing blueprints, and so forth. The amount
of planning time required, in days, is twice the
mechs Craft (mechcraft) check DC (detailed
below), reduced by the designers ranks in
Craft (mechcraft). This time occupies the
designer and only the designer.
Planning time is required for each kind
of mech that a particular engineer wants
to build, but is required only once for each
mech. Thus, if an engineer were to create
three mechs with identical specs, he would
only have to invest the planning time once.
If another engineer were to make the exact
same mech, that other engineer would also
have to invest the planning time (which he
would spend studying the blueprints, under-
standing the engine, and so on).
After planning time is over, the designer
must remain present on the construction
site. He must be present for at least 8 hours
of active construction every day. If any day
passes where he is not present, the days
labor is wasted. His time is flled overseeing
the construction, directing laborers, answer-
ing questions, and preventing mistakes.
Labor Contribution
Labor requirements and construction time
for mechs is measured in man-hours. A
single average laborer can safely contribute
8 man-hours per day. Better laborers can con-
tribute more labor but they often cost more.
Daily contribution by laborer type is shown
on Table 2-12.
Overseers: For every ten laborers or
fraction thereof (excluding constructs
and undead), an overseer is required. The
overseer doesnt contribute to the man-
hour total but is necessary to keep things
running smoothly. Without a full quota of
overseers, each group of ten laborers who
lack an overseer has its productivity drop by
25%. For example, a group of twenty laborers
needs two overseers. If they lacked both,
overall productivity would drop by 25%. If
they lacked only one, productivity of half the
group would drop by 25%.
It is assumed that at least one overseer can be
found in any normal population for any group of
ten men that can be found. In special circum-
stances, however, this may not be the case.
The overseers leadership score is based
on the usual formula: level plus Charisma
modifer, plus any modifers as explained in
the DMG.
Overworked Laborers: Laborers who
are forced to work more hours eventually
become worn down and less productive. For
three times the usual wage, a laborer will
work double-time, contributing double his
usual man-hours. For each day in the frst
fourteen days of overwork, the laborer must
make a Fortitude save (DC 10) or take 1 hp
of nonlethal damage. For each day from the
ffteenth day onward, the laborer automati-
cally takes 2 hp of nonlethal damage until he
collapses. As soon as a laborer takes half his
hit points in nonlethal damage, his produc-
tivity is cut in half (meaning hell now have to
work a double shift just to produce a normal
contribution).
Availability of Labor: Generally, no
more than 10% of a population centers labor
pool will be above-average or better in qual-
ity. No more than 1% will be of expert status.
This small number of experts may still be
enough to build small mechs in reasonable
time periods, though.
Base Requirements
The base labor and materials costs for con-
structing a mech, as well as the base DC
for a Craft (mechcraft) check, depend on
the mechs type and size, as shown in the
following tables.
To determine how many laborers are
required to produce a mech in a given amount
of time, divide the man-hour cost by the
daily man-hour contribution (generally 8, as
given above). Thats how many days of labor
are needed. Then divide by the number of
laborers available to see how long it will take,
or divide by the amount of time you have to
determine how many laborers are needed to
get a job done in a certain amount of time.
For example, lets say Duerok needed to
produce a feet of Huge mechs quickly. A Huge
steam-powered mech requires 960 man-hours.
A single average laborer can build such a mech
in 120 days of labor (960 / 8 = 120). If Duerok
needs to have a single Huge mech available
within 12 days, it needs to put 10 laborers to
work (960 / 8 / 12 = 10). If it needs fve Huge
mechs within 12 days, it needs to have 50 labor-
ers working ((960 x 5) / 8 / 12 = 50).
On the other hand, lets say Duerok has a
long-term plan of building another city-mech of
size D. With a single average laborer, this takes
TABLE 2-12: LABOR CONTRIBUTION
Laborer Skill Level Daily Wage Daily Man-hours Qualifcations
Average 1 sp 8 Any able-bodied laborer
Above-average 1 gp 10 5+ ranks in Profession (engineer) or similar skill
Skilled 2 gp 12 10+ ranks
Expert 3 gp 14 15+ ranks
Zombie/skeleton* 12 Any mindless undead
Construct** 30 Any mindless construct
Overseer (see below) 3 sp/10 men Special Leadership score 3+
*Zombies, skeletons, and other mindless undead are frequently employed in the construction of necromantic mechs. They aver-
age half the productivity of average laborers, but can literally work 24 hours a day.
**This includes golems or other creatures ordered to help construct a mech. Generally they can perform only simple tasks, but
they can do them quite effectively and for nearly endless periods of time. No more than 25% of a mechs building tasks can be
performed by constructs; the rest requires detailed decision-making or fne dexterity that they cant handle. The above fgure
assumes they are working 24 hours a day on their mindless tasks.
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122,880 days of building (983,040 man-hours


divided by 8 for an average laborer). If Duerok
allocates 100 men to the project, they will com-
plete the city-mech in 1,229 days (122,880 / 100
= 1,229), or a little less than three and a half
years. 1,000 men could complete the project in
123 days (122,880 / 1,000 = 123).
Once you know the laborers skill levels
and the number of days they will be working,
you can compute the gp cost of labor per the
daily wage for each laborer type (given on
Table 2-12).
Materials costs are based primarily on use
of iron. Wood and stone are also used, but
the primary cost driver is iron. One pound
of iron costs 1 sp, as detailed in the PHB.
In general, the materials cost multiplied by
10 indicates the number of pounds of iron
required to build the mech. For clockwork
mechs, multiply by 9 pounds. Necromantic
mechs require no iron, just an awful lot of
corpses (see below).
Materials costs are strictly materi-
als. They dont include labor or the cost
of acquiring the materials. Transporting
1,536,000 pounds of iron to build a city-
mech is going to cost quite a bit, even
if your build site is located right next to
a mine. Material requirements for city-
mechs might also be greater than a region
can produce in a year, requiring waiting
time to acquire the materials even if labor
is available to build them faster.
Once calculated, labor times sometimes
seem high. Keep in mind that building a mech is
much more complicated than building a house.
The mechanisms are intricate and detailed, and
most laborers have little to no experience in
constructing such designs. Furthermore, the
mechs metal infrastructure must be smelted,
shaped, cooled, reheated, reshaped, and con-
tinually worked until it is in the right position.
Warping wood can be just as time-consuming.
In a world where workshops for performing
these tasks are still uncommon, it takes longer
than one would expect.
Steam-powered mechs are expensive and
time-consuming. They are difcult to con-
struct at any size.
Man-powered mechs require half the
materials and labor of steam-powered
TABLE 2-15: MECH TYPE: ANIMATED
Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC
Large 480 300 26
Huge 960 600 30
Gargantuan 1,920 1,200 34
Colossal 3,840 2,400 38
Colossal II 7,680 4,800 42
Colossal III 15,360 9,600 46
Colossal IV 30,720 19,200 50
Colossal V 61,440 38,400 54
City-mech A 122,880 76,800 58
City-mech B 245,760 153,600 62
City-mech C 491,520 307,200 66
City-mech D 983,040 614,400 70
City-mech E 1,966,080 1,228,800 74
City-mech F 3,932,160 2,457,600 78
TABLE 2-14: MECH TYPE: MAN-POWERED
Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC
Large 240 150 24
Huge 480 300 28
Gargantuan 960 600 32
Colossal 1,920 1,200 36
Colossal II 3,840 2,400 41
Colossal III 7,680 4,800 46
Colossal IV 15,360 9,600 51
Colossal V 30,720 19,200 56
City-mech A 61,440 38,400 61
City-mech B 122,880 76,800 66
City-mech C 245,760 153,600 73
City-mech D 491,520 307,200 81
City-mech E 983,040 614,400 89
City-mech F 1,966,080 1,228,800 99
TABLE 2-13: MECH TYPE: STEAM-POWERED
Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC
Large 480 300 30
Huge 960 600 33
Gargantuan 1,920 1,200 36
Colossal 3,840 2,400 39
Colossal II 7,680 4,800 42
Colossal III 15,360 9,600 45
Colossal IV 30,720 19,200 50
Colossal V 61,440 38,400 55
City-mech A 122,880 76,800 60
City-mech B 245,760 153,600 65
City-mech C 491,520 307,200 70
City-mech D 983,040 614,400 75
City-mech E 1,966,080 1,228,800 80
City-mech F 3,932,160 2,457,600 85
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mechs. They are relatively easy to build at


smaller sizes but become progressively more
difcult as the size increases. It takes an
expert engineer to design a city-mech that
can be powered by human labor.
Clockwork mechs are much more labor-
intensive than other mechs. They require
careful, detailed work. Moreover, they are
far more expensive, requiring higher qual-
ity materials and more of them. All of these
factors together make them much more dif-
fcult to build.
Animated mechs are rather simple in
construction, resulting in a low Mechcraft
DC, but they require precision fitting and
top-notch materials in order for the nec-
essary enchantments to take hold. Thus,
their labor and material costs are compa-
rable to steam-powered mechs. They also
require certain magical components, as
detailed later.
Necromantic mechs require very little
labor mostly just to arrange the corpses
into the proper positions for reanimation
and their materials are measured in Medium
corpses, not gold. The Mechcraft DC is also
rather low, but the spellcasting requirements
(detailed later) are not.
TABLE 2-16: MECH TYPE: CLOCKWORK
Size Labor Cost (man-hours) Materials Cost (gp) Mechcraft DC
Large 960 800 40
Huge 1,920 1,600 44
Gargantuan 3,840 3,200 48
Colossal 7,680 6,400 52
Colossal II 15,360 12,800 54
Colossal III 30,720 25,600 56
Colossal IV 61,440 51,200 60
Colossal V 122,880 102,400 64
City-mech A 245,760 204,800 68
City-mech B 491,520 409,600 72
City-mech C 983,040 819,200 76
City-mech D 1,966,080 1,638,400 80
City-mech E 3,932,160 3,276,800 82
City-mech F 7,864,320 6,553,600 86
TABLE 2-17: MECH TYPE: UNDEAD
Size Labor Cost (man-hours) Materials Cost (corpses) Mechcraft DC
Large 240 4 26
Huge 480 8 30
Gargantuan 960 16 34
Colossal 1,920 32 38
Colossal II 3,840 64 42
Colossal III 7,680 128 46
Colossal IV 15,360 256 50
Colossal V 30,720 512 54
City-mech A 61,440 1,024 58
City-mech B 122,880 2,048 62
City-mech C 245,760 4,096 66
City-mech D 491,520 8,192 70
City-mech E 983,040 16,384 74
City-mech F 1,966,080 32,768 78
Incremental Improvements
Few mechs have standard profle for their
sizes. Most are slightly diferent in one
regard or another. If a mechs Str, Dex, Fort
save, Ref save, speed, or HD is diferent
from its size standard, use the following
steps to determine the added labor and
materials costs. Complete all steps for
both labor and materials.
1. Divide the labor cost and materials cost
for the mechs size and type by 6. This is
the base incremental cost.
For example, a standard Gargantuan
clockwork mech has a Strength of 26. A
special model built by Habiddy Higger-
builder has a Strength of 29, which is closer
to that of a Colossal mech. For step 1, you
would divide the labor cost of a standard
Gargantuan clockwork mech (3,840) by
6, for a result of 640 man-hours.
2. Find the diference between the mechs
standard attribute value and the value
for the nonstandard mech. This is the
nonstandard diference.
Habiddy Higgerbuilders mech has
a Strength of 29 versus a standard
Strength of 26, for a diference of 3.
3. Find the diference between the mechs
standard attribute value and the standard
value for the next size increment. This is
the standard diference.
A standard Gargantuan clockwork
mech has a Strength of 26, while a
standard Colossal clockwork mech has
a Strength of 30, for a diference of 4.
4. Divide the nonstandard diference by the stan-
dard diference to get a percentage value.
3 divided by 4 is 75%.
5. The extra cost is that percentage of the
base incremental cost (from step 1).
The cost is 75% of 640 man-hours, or
480 extra man-hours. The same percent-
age applies to the extra gold cost.
The DC of building a mech with incre-
mental improvements is automatically the
average of the DCs for a standard mech
of that size and the standard mech of one
size larger. The DC for building a mech
with incremental defciencies (e.g., lower
Strength than usual) is the same as the base
DC for that size.
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TABLE 2-18: ARMOR COST BY MECH SIZE (IN GP)


Size Material* Flesh** Clay/Bone** Wood Stone Iron Steel
Large 0 5 10 20 40 50
Huge 0 10 20 40 80 100
Gargantuan 0 20 40 80 160 200
Colossal 0 40 80 160 320 400
Colossal II 0 80 160 320 640 800
Colossal III 0 160 320 640 1,280 1,600
Colossal IV 0 320 640 1,280 2,560 3,200
Colossal V 0 640 1,280 2,560 5,120 6,400
City-mech A 0 1,280 2,560 5,120 10,240 12,800
City-mech B 0 2,560 5,120 10,240 20,480 25,600
City-mech C 0 5,120 10,240 20,480 40,960 51,200
City-mech D 0 10,240 20,480 40,960 81,920 102,400
City-mech E 0 20,480 40,960 81,920 163,840 204,800
City-mech F 0 40,960 81,920 163,840 327,680 409,600
*Mithral and adamantine are not listed. Mechs are rarely built entirely of these materials. Mithral costs twenty times steel,
while adamantine costs ffty times steel.
**Flesh and bone armor are possible only on necromantic mechs.
Armor
Once a mechs basic chassis is built, the
armor costs are factored in. Applying armor
is part of the basic labor requirements of a
mech, but it is not included in the materi-
als cost. Armor cost is fxed according to a
mechs size, as shown on Table 2-18.
Base Cost
A mechs base cost is defned as the cost of
labor, materials, and armor. This becomes
relevant when considering improvements to
its profle or specialized traits.
Final Cost
The fnal cost for a mech is determined by
adding labor cost, materials cost, and armor
cost. The cost of incremental improvements
and weapons is then added to the total, as are
any specialized payloads. To all this is added
a fxed cost, which covers workspace, tools,
scafolding, magical components (where
appropriate), and other such things. The
fxed cost depends on the mechs type, as
follows:
Steam-powered 2,000 gp
Man-powered 750 gp
Clockwork 4,000 gp
Animated 20,000 gp
Undead 10,000 gp
The sum of all of these variables is the
mechs fnal cost.
Animated Mechs
Animated mechs have additional require-
ments. The creator must have the feat Craft
Wondrous Item. If the animated mech will
incorporate any magical weapons (as is
often the case), the designer must also
have the relevant feats (Craft Wand, Craft
Magic Arms or Armor, or others as appro-
priate). Additionally, the spells geas/quest
and polymorph any object must be cast. If the
mech is smaller than a city-mech, limited
wish is also required; if city-mech sized or
larger, wish is required.
In addition to the construction time
outlined above, animated mechs require
additional time for magical rituals. Only the
creator can conduct these rituals. The time
required varies according to the mechs size:
Mech Size Ritual Casting Time
Large 1 day
Huge 2 days
Gargantuan 3 days
Colossal 4 days
Colossal II 5 days
Colossal III 6 days
Colossal IV 7 days
Colossal V 8 days
City-mech A 9 days
City-mech B 10 days
City-mech C 11 days
City-mech D 12 days
City-mech E 13 days
City-mech F 14 days
Finally, animated mechs are vulnerable to
dispel magic (see page 96). The elves learned
this lesson the hard way after dwarven spell-
casters were deployed on board Stenian
combat mechs. The dispel efect is tempo-
rary, but the window of vulnerability is often
enough to lose a mech. Some creators now
imbue their mechs with magical immunity,
similar to that of a golem. This is possible
only with animated mechs and is a byproduct
of their creation rituals.
Granting an animated mech magic immu-
nity raises the cost by 30,000 gp, doubles the
length of the necessary rituals, and grants
the following benefts:
Magical Immunity (Ex): A mech with
this descriptor is immune to all spells, spell-
like abilities, and supernatural efects.
It is not possible to construct animated
mechs with built-in spell abilities (such as
protection from evil) and magical immunity.
Note that the magical immunity does not
prevent the mech from using magic items
(such as a freball wand) provided the item
does not afect the mech.
Necromantic Mechs
Necromantic mechs have additional
requirements. The creator must have the
feat Craft Wondrous Item. If the necro-
mantic mech will incorporate any magical
weapons (as is often the case), the designer
must also have the relevant feats (Craft
Wand, Craft Magic Arms or Armor, or oth-
ers as appropriate). Additionally, the spells
animate dead, animate objects, bane, geas/quest,
and resurrection must be cast.
In addition to the construction time out-
lined above, undead mechs require addition-
al time for magical rituals. Only the creator
can conduct these rituals. The time required
varies according to the mechs size, as with
animated mechs.
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Making the Mechcraft Check


Once a mech has been constructed, and after
all labor has been completed and all gold
spent, the creator makes a Craft (mechcraft)
check. The check to determine whether the
mech is successfully built is made using the
creators Craft (mechcraft) skill. This is
similar to an architect building a skyscraper
or a mechanic building a race car: although
dozens or hundreds of laborers are toiling
under his direction, it is the characters plan-
ning and technical insight that ultimately
determine whether the design is successful.
The laborers are assumed to be competent
enough to follow his instructions thats
why the designer must be there every day,
and why he must employ overseers so no
modifer is needed for construction error.
It all comes down to the designers skill in
crafting mechs.
If the check is made, the creators con-
struction has been successful.
If this check is failed by 5 or less, the mech
is inoperable but can be repaired. The creator
can spend another 20% of the mechs cost and
make another check one month later.
If this check is failed by a margin of 6 or
more, the mechs basic design is inoperable.
All labor and materials costs are wasted. The
materials can be recovered by spending one
third of the labor costs necessary to build
the mech, but otherwise, the whole project
is a waste. A new attempt must start at square
one with the planning stage.
It is possible to take 10 or take 20 on this
check, but doing so delays all aspects of the
mechs construction by a factor of 10 or 20,
from planning to labor costs. In most cases,
this produces completely unreasonable
timespans, unless the creator has an extra 10
to 20 times more laborers than he needs.

BUILDING ONTO AN
EXISTING MECH
M
ost mech jockeys take to modifying
their creations, especially adventur-
ers who recover neat parts from defeated
mechs. Building onto an existing mech is
a simple process. The cost of adding any
new trait, attribute change (such as making
the mech stronger), or special payload is
calculated according to the standard pro-
cess (given above). If an addition requires
removing an existing trait or piece of equip-
ment (such as a weapon occupying a certain
slot), one third of the original labor cost for
that piece of equipment must be paid. (If
the original per-item equipment cost is not
known, the GM can decide that it is 5%, 10%,
or more of the overall labor cost.) This cov-
ers removal costs. Then the cost of the new
piece is added. If necessary, a new Mechcraft
check is made, but usually minor changes
dont require a check.
Only two changes simply cannot be made
to an existing mech, as follows.
First, you cannot change an existing
mechs size. This is determined by the basic
infrastructure, which cannot be altered
without rebuilding the entire mech.
Second, you cannot change an existing
mechs power source, except to downgrade
it to man-powered. The nature of the power
source afects building decisions made when
the mech is frst constructed. These cannot
be altered without rebuilding the mech from
the ground up.
Other than that, all aspects of a mech may
be modifed over time.
Personalizing Mechs
Player characters with mechs are encouraged
to personalize them. Aside from customized
weapons or payloads, this can cover the full
range of appearance. Paint color, pattern,
and detail are immediate choices. Do you
prefer camoufage, kettle-black with chrome
lining, or red because it makes it go faster?
Ornamental features can include spikes,
trophies from defeated opponents, animal
skins, totems, fring baskets, cupolas, skulls,
chains, chrome, racing stripes, exposed
engines, thick armor, living vegetation, kill
marks, painted insignia, or customized imag-
ery (such as the sharks teeth on WW2 fghter
jets). Since DragonMech is set in medieval
times, you can also include chivalric heralds,
coats of arms, banners, and fags.
Finally, you have the ultimate personaliza-
tion: a name. Most mech jockeys name their
mechs, especially those that have performed
well in battle. Mechs usually arent named
until after several encounters, at which point
the mechs name will reveal itself in the
events of the combat.
In the end, your characters should be left
piloting mechs that are known far and wide
as theirs and only theirs.

MECH COMBAT
M
echs are extremely difcult to destroy.
Their hardness ratings sap the damage
of any attacks. Their immense sizes and corre-
sponding high hit dice grant them practically
inexhaustible reservoirs of hit points. Luckily,
destroying them isnt always the goal. They
are extremely valuable to both sides of most
conficts, so capturing enemy mechs is just
as important as destroying them. Tripping
and entangling mechs are important combat
tactics, as are boarding actions.
When destruction does matter, the best
most enemies can hope for is to pound, pound,
and pound again until the mech has passed
its yellow critical threshold, at which point
criticals become far more likely. Mechs that fall
generally do so due to internal critical damage.
Mech combat varies little from the
standard combat rules. This book is a role-
playing game, not a tactical wargame, so it
assumes that most mech combats incorpo-
rate no more than a handful of combatants.
In other words, it isnt designed for mass
mech combat. Future supplements will
describe large-scale mech-to-mech com-
bat at a strategic level. For the time being,
this section describes how to incorporate
mechs into the standard combat sequence
without much difculty.

SUMMARY OF MECH
COMBAT ROLLS
M
ech initiative = mechs Dexterity mod-
ifer + pilots Dexterity modifer + rel-
evant pilot feats (e.g., Improved Initiative).
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Mech AC = 10 + mech size modifer (+ pilots


Dex modifer if he has Mech Dancer feat).
Mech melee attack modifer = mechs
Strength modifer + mechs size modifer
+ gunners Dexterity modifer + gunners
mech attack bonus.
Mech ranged attack modifer = mechs
Dexterity modifer + gunners Dexterity
modifer + gunners mech attack bonus.

MOVING A MECH
M
oving a mech isnt always as easy as it
might seem. Bad terrain can disable
even the mightiest of mechs, obstructions
can block their passage, and a simple charge
can knock one over.
Fuel Sources
Steam-powered mechs require fuel. A Huge
mech requires 1 ton of coal for every 24 hours
of continuous operation. Each size incre-
ment higher doubles the requirement. Thus,
for normal 8-hour days, a Huge mech uses
1 ton every three days, while a Gargantuan
mech uses 2 tons every three days. A ton of
coal costs between 20 and 200 gp, depend-
ing on local conditions and availability.
Wood can also be used, but it is less efec-
tive. A mech requires three times as much
wood as coal. Wood costs 20 to 100 gp per
ton (see page 139).
A mechs fuel bins are designed to hold
nine days worth of coal (or three days of
wood). Extra space can be converted at the
rate of a half-ton per PU.
Difcult Terrain
Difcult terrain is even more difcult for a
mech, because if it falls over then its vulner-
able. Terrain as far as mechs is concerned is
defned as follows:
Passable: Even plains, light underbrush,
roads, bedrock, cliftops, other fat areas.
Difcult: Forests, thick undergrowth, light
to moderate hills, snow, shallow sand.
Extremely difcult: Steep slopes, jungle,
deep sand or desert, rocky or uneven terrain,
mud, swamp.
Note that the size of the mech determines
the scale of the terrain that counts as dif-
fcult. For example, a one-man mech might
have trouble with a soft, sandy beach, but it
takes a feld of enormous boulders to create
difcult terrain for a city-mech. Most city-
mechs can ignore even forests and steep
slopes; only mountains, seas, or unusually
TABLE 2-19: SUMMARY OF MECH-RELATED CHECKS
Condition Skill/Ability Base DC* Page
Move mech through difcult terrain Mech Pilot 10 87
Move mech through extremely difcult terrain Mech Pilot 20 87
Climb in a mech Mech Pilot As Climb +4 88
Jump in a mech Mech Pilot 10 + 5/stride 88
Bull rush in a mech Mech Pilot Enemys bull rush result 88
Dock mech on a city-mech Mech Pilot 15 88
Avoid being trampled on failed docking Refex 5 88
Deploy mech from a city-mech Mech Pilot 10 89
Pry open a mechs porthole Strength 28 (break) 92
Climb up a mechs legs Climb 15 93
Hook a mech with a grappling hook Ranged touch attack 93
Grab hold of a passing mech Dex/Jump 15 93
Ride a moving mech w/out Mech Rider feat Balance 10 96
Avoid being trampled after falling of mech Refex 10 96
Target a specifc visible crew member past 100 ft. Spot 15 93
Target randomly determined visible crew Spot 10 93
Avoid mechs called shot to crew compartment Refex Opposed 91
Trip a mech with another mech Standard trip check 94
Right a downed mech Mech Pilot 20 94
Infantry pull down a mech Cooperative trip check 95
Dodge a mechs trample attack Refex/Mech Pilot 15 95
Mech trample a target above its safe range Refex 10 95
Dispel animated mech (smaller than city-mech) Dispel check 26 96
Dispel animated mech (city-mech or larger) Dispel check 28 96
Dispel undead mech Dispel check 24 96
*Plus any modifers described in the text.
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large objects (such as castles and redwood


trees) get in their way.
There is no penalty for going through
passable terrain.
Traveling through difcult terrain requires
a Mech Pilot skill check every hour (DC 10).
Failure by 5 or less means the mechs speed is
halved as it picks its way through the terrain.
Failure by more than 5 means the mech falls
over (see below under Downed Mechs).
Traveling through extremely difcult ter-
rain requires a Mech Pilot check every hour
(DC 20). Passing the check means the mechs
speed is halved. Failure by 5 or less means the
mechs speed is quartered. Failure by more
than 5 means the mech falls over.
Running raises the DC by 4. Fighting in
melee raises the DC by 2 and necessitates a
check every round.
Stepping over Obstructions
A mechs legs can clear obstructions much
higher than can the common man. The exact
height depends on its maneuverability class,
as listed on page 73. Obstructions up to this
height can literally be stepped over at move-
ment cost equal to the height but no other
necessary check. Obstructions taller than
this must be climbed.
A mechs stride is equal to its reach. It can
clear this distance with a single step. Greater
distances require a horizontal jump.
Running and Charging
A mechs top speed is double its listed speed.
With a run action it moves at double speed,
no faster. Mechs moving this fast sufer a 2
penalty to all ranged attack rolls, and their
maneuverability class is considered one
worse while running.
Steam-powered and clockwork mechs can
move at double speed for a maximum dura-
tion of one out of every three hours. Any lon-
ger will overheat their engines. Man-powered
mechs can run for only one half-hour out of
every six hours. Any faster will start causing
nonlethal damage to the laborers at the rate
of 1d4 points per half hour. Undead and ani-
mated mechs can run indefnitely.
Mechs can charge as normal, though the
above conditions apply.
Climbing
Mechs with arms and maneuverability of
perfect or good can climb. This requires
a Mech Pilot check against the same DCs
listed under the Climb skill, except that a +4
penalty is applied to the DC to refect the
limited mobility of the mech, and the mechs
maneuverability penalty (if any) is applied to
the roll.
Failing a climbing attempt can be devas-
tating. The mech falls. The usual 1d6 damage
per 10 feet fallen, up to 20d6, applies. This
damage penetrates hardness. In addition, for
every 6 that comes up, the mech takes one
critical hit (against whatever critical thresh-
old it was in before the fall).
Jumping
Mechs of sufcient maneuverability can
jump. Vertical jumps arent even up for
discussion; there simply isnt enough lift
in any engine for mechs to make reasonable
vertical jumps.
Horizontal jumps are possible with a
Mech Pilot skill check. Jumps up to double
the mechs stride (a mechs stride is equal
to its reach, which is half its height) are
DC 10, triple its stride is DC 15, quadruple
is DC 20, and quintuple is DC 25. No mech
can jump more than five times its stride. A
running start of at least equal to the dis-
tance to be jumped is required.
The pilot must make a Mech Pilot check,
minus any modifers for the mechs maneu-
verability class.
If the check succeeds, the mech jumps
and lands OK.
If the check fails by 5 or less, the mech
falls short but does not fall over.
If the check fails by more than 5, the mech
falls short and automatically falls over. Roll
1d6 to determine its facing when it lands (see
page 94). The pilot does not get a check to
see if he can adjust its position as it falls.
Bull Rushing
Bull rushing isnt advisable in a mech unless
youre prepared to go down. After the bull
rush is resolved, both the attacker and
defender must make Mech Pilot checks to
retain their balance upon impact. If either
fails, that mech is downed. The DC for each
check is the other mechs bull rush result.
For example, lets say a Gargantuan mech
with Str 24 (Str bonus +7, size bonus +12)
bull rushes a Huge mech with Str 20 (Str
bonus +5, size bonus +8). The Gargantuan
mech rolls 14, which gives it a result of 33
after bonuses. The Huge mech rolls 8, which
gives it a result of 21. The Gargantuan mech
pushes back the Huge mech. To keep himself
from falling over, the Gargantuan mech must
make a Mech Pilot check against DC 21. The
Huge mech must make a Mech Pilot check
against DC 33.
Obviously, smaller mechs tend to fall
over more easily. But with a lucky roll, the
smaller mech can lose the bull rush and still
watch the attacker fall over. Bull rushing is a
dangerous maneuver in a vehicle as clumsy
as a mech.
Docking on a City-mech
City-mechs have docking bays where smaller
mechs can anchor themselves. Getting onto
one of these docking bays is a frightening task.
The bays are attached to the city-mechs feet
or ankles, meaning they swing huge vertical
distances as the mech walks. A boarding mech
must time its movement to the city-mechs,
then jump onto the docking bay at just the
right moment. One misstep can mean being
crushed by the city-mechs foot. Only veteran
pilots make these docking attempts.
The docking bay drops to within 10 feet of
ground level. On even terrain, a mech with
at least a 10-foot clearance can simply step
onto the mech. Uneven terrain makes gaug-
ing the distance more difcult. Note that
a mechs vertical clearance depends on its
maneuverability and its height, as described
above; generally, any mech of Colossal II size
or larger can clear 10 feet even if it is clumsy,
with the clearance of smaller mechs varying.
A mech without 10 feet of vertical clear-
ance must jump to make the docking bay. This
is even more dangerous; if the jump fails, the
mech cannot even attempt to dock and must
make the Refex save described below (DC
5) or be crushed by the city-mech.
Once a mech has sufcient vertical clear-
ance to dock (whether through stepping or
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jumping), the pilot must make a Mech Pilot


skill check (DC 15, +2 on difcult terrain,
+4 on extremely difcult terrain). This
measures his timing. If the check is passed,
the mech gracefully steps onto the passing
city-mech.
If the check is failed, the mech steps too
soon or too late, missing the docking bay.
The mech must immediately make a Refex
save (DC 5). If the save fails, the mech falls
under the city-mechs foot, sufering full
trampling damage from the city-mech.
A mech that misses a docking attempt
and is not crushed must then run after the
city-mech, position itself again, and try
once more to dock. City-mechs rarely stop
(it takes a lot
of efort to
start one mov-
ing again), but
they will walk
in circles to
allow smaller
mechs multiple
attempts to
dock. They will
also launch
signal fares to
indicate where
they expect
to step, giving
smaller mechs
time to get into
position.
Note that
some city-mechs
have strides that
are greater than
their speeds.
For example,
Nedderpik is
size City-mech
E. Its height is
1,200 feet, giv-
ing it a stride of
600 feet, yet its
speed is only 180 ft. Its massive feet swing
laboriously through the air, touching the
ground only once every four rounds. (Calcu-
late this with stride divided by speed, round-
ing up. Remember that stride is equal to half
of height.) In this case, mechs on the ground
could dock only once every four rounds (and
then only if they could keep up with it).
Deploying a Mech Fleet
City-mechs keep feets of smaller mechs in
their hangars, ready to defend the mother
ship at all costs. Deploying a smaller mech
from the dock of a city-mech isnt quite as
dangerous as boarding the mech in the frst
place (though that is necessary when the
battle is over), but its just as harrowing.
Mechs deployed from a city-mech always
leave from the rear of the docking bay, and
always step of when the foot theyre on is
the trailing foot. This minimizes the chance
that they will be crushed on a misstep.
The deployment process requires jumping
from the docking bay to the ground, usually
a distance of 10 feet. The pilot must make a
Mech Pilot skill check against DC 10. (The
mechs jump modifer based on maneuver-
ability does not apply to this roll; its more
of a fall than a jump.) If the check succeeds,
the mech lands on its feet and can make an
immediate attack action (though it cannot
move until next turn).
If the check fails, the mech fails to land
on its feet. Determine randomly how it lands
using the rules for downed mechs (below).

BASIC MECH COMBAT


O
nce a pilot boards his mech, they
become intertwined. Their statistics
interact, their combat abilities merge, and
the success of
each is largely
dependent on
the other. Basic
mech combat
involves coor-
dinating two
separate sets of
stats, plus the
complexities of
multiple crew
members acting
in unison. These
are complicated
issues, but with
simple rules
they can be
solved.
Piloting a
Mech
The frst step is
the mechs pilot.
A normal char-
acter can move
or fre a mech,
but not both. To
shoot or fght in
melee, he can-
not move the
mech at all (not even a 5-foot step). This isnt
a question of moving and shooting at a pen-
alty; the character simply cannot do both. He
lacks the coordination and concentration. In
order for the mech to both move and fre in
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the same round, a gunner must be control-


ling the weapons.
With the Mechwalker feat, a pilot can
operate one weapon in the same round he
moves (provided the cockpit is physically
designed to give him access to the neces-
sary controls). He may move the mech up to
double its normal speed (a mechs running
speed), but if so he sufers a 2 penalty to
ranged attack rolls (the usual penalty for a
running mech). If the mech is to fre more
than one weapon per round, it needs gunners
for the excess weapons.
With the Mechidextrous feat, a pilot can
operate two weapons in the same round
he moves (provided the cockpit is set up
to allow this). A 3 penalty applies to both
attack rolls. No pilot can operate more than
two weapons at once, unless they are linked
to fre as one.
Initiative
A mech has a base initiative score deter-
mined by its Dexterity. The pilots modifers
are then added to this:
Mech initiative = mechs Dexterity modi-
fer + pilots Dexterity modifer + relevant
pilot feats (e.g., Improved Initiative).
Only one initiative roll is made for each
mech. All characters on board the mech
fght on that initiative count. If a boarding
action is ongoing and there is combat inside
the mech, you may roll a subinitiative to
determine order of movement inside the
mech. Within the greater confict, however,
all actions in the mech are assumed to take
place at the same time.
Armor Class
A mechs armor class is determined solely
by its size modifer, unless the pilot has the
Mech Dancer feat. The mechs Dexterity does
not modify its armor class. In the context of
mechs, Dexterity has more to do with the
ease of aiming a massive mechanical arm than
the ability to dodge attacks. Even a dexter-
ous mech is a big, clunky machine. Thus,
the mechs Dexterity afects its attack rolls
but not its AC. Since most mechs have low
Dexterity to begin with, this also helps ofset
the efects of relying on hardness instead of
giving them an armor bonus to AC.
Mech AC = 10 + mech size modifier
(+ pilots Dex modifier if he has Mech
Dancer feat).
Because mech armor is so thick (and the
mech itself is built of metal), these rules
rely more on hardness than armor class for
combat with mechs. Besides, mechs are
enormous they ought to be easy to hit.
Attack Rolls
A mechs attack bonuses are determined
slightly diferently than with other crea-
tures. First, a few general rules:
In mech combat, you always add the
gunners Dexterity modifer to attack
rolls, whether its melee or ranged. The
gunners Strength modifers are never
added (though the mechs Strength modi-
fers are).
For weapons with a crew, use the highest
Dexterity among the crew.
In mech combat, you dont use base attack
bonus. You use mech attack bonus. Some
classes have a separate mech attack bonus
characteristic (mech jockeys, mech dev-
ils, assimilated). All other classes use half
their base attack bonus, rounded down,
for their mech attack bonus.
A gunner must be profcient with his
weapon or take the usual 4 penalty.
Note the distinction when these rules dis-
cuss pilot (of which there is never more
than one per mech) and gunner (of which
a mech may have several).
Melee: A mechs melee attack bonus is
determined as follows:
Mech melee attack modifer = mechs
Strength modifer + mechs size modifer
+ gunners Dexterity modifer + gunners
mech attack bonus.
If the gunner is a mech jockey, mech devil,
or assimilated character, he has a separate
mech attack bonus. Otherwise, his mech attack
bonus is equal to half his base attack bonus,
rounded down (except for characters with the
Mechanized Combat Practice feat). A fghter
who trains for decades with every known weap-
on is awesome in a swordfght, but hes useless
with a set of levers and a joystick. The kines-
thetic feel, tactical sense, and raw skill that
result from normal combat have little applica-
tion to machines the heights of buildings with
strange anatomies, time-delayed responses to
gunner input, and jerky motions.
No base attack bonus is determined by
the mechs hit dice. The gunners Dexterity
modifer is included because mechs are pow-
ered by joysticks, handles, and other sorts of
controls. Its a lot like playing a video game.
The mechs Strength afects how well it pen-
etrates enemy armor, but the gunners Dex-
terity afects how accurately he maneuvers
those powerful mech arms.
Note that some weapons do not use the
mechs Strength (such as buzzsaws). This is
noted in the weapon descriptions.
Ranged: A mechs ranged attack bonus is
determined as follows:
Mech ranged attack modifer = mechs
Dexterity modifer + gunners Dexterity
modifer + gunners mech attack bonus.
The mechs Dexterity is used because it
determines how fnely the mechs weapons
can be positioned and aimed. The gunners
ability to work the controls (based on his
Dexterity) may ofset the mechs basic
clumsiness.
Multiple Attacks: Classes with mech
attack bonuses can receive multiple attacks
with mech weapons, per the usual rules.
Classes without mech bonuses never receive
more than one attack per round with their
mech weapons, regardless of base attack
bonus or number of attacks.
Mech Profles: Each mech profle on
page 98 includes a base melee attack and
base ranged attack entry. These include all
modifers due to the mech. The pilots modi-
fers are then added to these to determine
the net modifer.
Attacks of Opportunity
Attacks of opportunity between mechs
are generally resolved normally, with a few
important exceptions.
A mech firing a ranged mech weapon
into melee does not provoke an attack of
opportunity.
A mech may not take attacks of oppor-
tunity against creatures boarding it or
attacking it. The mech does not have the
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agility to strike targets on itself (and even


if it did, it would risk damage to itself),
nor can it react quickly enough.
A mechs unarmed attacks do not provoke
attacks of opportunity.
Grappling
Mechs can not grapple. They are not fex-
ible enough really to restrain one another.
Moreover, grappling would invariably result
in them both prone on the ground, which
nobody wants.
Called Shots
It is possible to target a specifc component
of a mech its steam cannon, left arm, right
knee, cockpit. Rules for targeting a specifc
crewmember are described on page 93; in
general, a Spot check is necessary to pick out
a human-sized creature on a large moving
object like a mech.
Targeting larger elements is easier. Any
major component of a mech (equal to twice
the size of a human or larger) can be targeted
with a called shot. Smaller components
require a Spot check (DC 1015, depending
on size) in order to pick them out of the
whirling morass of potential targets.
Called shots are automatically full-round
actions. By pausing to aim its next shot
carefully, the attacker provokes an attack of
opportunity. Finally, a 4 penalty applies to
the attack roll.
If the attack hits, the GM resolves the
efects. Generally an attack upon a weapon
may cause damage to the weapon, an attack
on an arm may damage the arm, and so on.
Called shots against the boiler have no addi-
tional efect on most mechs, since it is one
of the best-armored parts of the mech.
The most efective target for called shots is
the cockpit or gunners ports. In this case the
attacking mech specifcally tries to damage the
mechs interior so that it can hit crew inside. In
most cases, only piercing weapons are capable
of reaching deeply enough into the mech to
damage the crew; some slashing weapons may
work depending on the mechs design.
If a called shot against a crew area suc-
ceeds, the crew in that area must make
opposed Refex saves with the attacking
mech. This determines their ability to dodge
the mechs weapon as it tries to fllet them.
Each crew member who passes the opposed
save escapes damage. Those who fail, how-
ever, split the mechs damage roll with the
mech. Half damage from the attack is divided
equally between all afected crew members,
with the rest going to the mech.
For example, a defending mech has a cock-
pit with three crew and a separate gunners
compartment with two crew. The attacking
mech uses a piercing weapon to stab the cock-
pit. The attack succeeds and the player rolls
28 points of damage. If any of the crew mem-
bers fail their saves, 14 points will be divided
between them. The three crew members each
make a Refex save, opposed by the mechs
single Refex save. Two of the crew fail. There-
fore, each of those two takes 7 points of dam-
age. The remaining 14 points go to the mech,
less its hardness of 10. So the mech takes 4
points of damage from the strike, while two
crew members each take 7 points.
Basic Mech Combat Summary
Normal pilots can either move or fre a mech.
With the Mechwalker feat, a pilot can move
a mech in the same round he fres a weapon.
With the Mechidextrous feat, a pilot
can move a mech in the same round he
fires two weapons.
2 penalty to ranged attacks when running
or charging in a mech.
Mech initiative = mechs Dexterity modi-
fer + pilots Dexterity modifer + relevant
pilot feats (e.g., Improved Initiative).
Mech AC = 10 + mech size modifier
(+ pilots Dex modifier if he has Mech
Dancer feat).
Mech melee attack modifer = mechs
Strength modifer + mechs size modifer
+ gunners Dexterity modifer + gunners
mech attack bonus.
Mech ranged attack modifer = mechs
Dexterity modifer + gunners Dexterity
modifer + gunners mech attack bonus.
Called shots sufer a 4 penalty and provoke
an attack of opportunity; targeted crew areas
receive opposed Refex saves to escape damage.
Critical Hits
Most mechs are machines. As their defenses
degrade, their most vulnerable components
become exposed. This is dangerous and
increases the likelihood that they will sufer
critical hits.
In the traditional rules, constructs (a cate-
gory that includes mechs) are immune to criti-
cal hits. This rule was developed in the para-
digm of magical constructs such as golems,
which are animated lumps of iron or clay with
no internal anatomy of which to speak.
Most mechs are diferent. Like a car, they
have a very specifc anatomy with some
parts that are more important than others.
You can detach the battery from a running
car without slowing it down but if you
damage the alternator, then its game over.
Mechs function similarly, though the parts
involved are powered by steam, clockwork
components, or manpower.
Animated and undead mechs are immune
to critical hits. All other mech types are sus-
ceptible. Critical hits to these mechs require
critical rolls (as usual). With steam-powered,
clockwork, and man-powered mechs, con-
frmed critical hits that cause at least 1 hp of
damage (after accounting for the mechs hard-
ness) also cause additional component dam-
age, based on the critical hit table for each
mech power type. These tables are found on
pages 74, 76, and 77. This component damage
is in addition to the crits extra hp damage.
Note that damage from the critical hit
tables bypasses a mechs hardness rating.
This damage takes place internally, far
beyond the mechs hard armored shell.
Critical Thresholds
All mechs have four categories of damage:
green, yellow, orange, and red. These critical
thresholds are defned by the hit point totals
at which the mech becomes more vulner-
able. Thresholds are determined by percent-
age amounts depending on the mechs power
source, as described on page 73. For example, a
steam-powered mech has the thresholds green,
yellow 50%, orange 25%, red 10%. That means
that a mech with, say, 100 hit points would
enter its yellow threshold when reduced to 50
hp, orange at 25 hp, and red at 10 hp.
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Each threshold has a diferent range of


results for critical hits. Green is the least
dangerous, while red is generally fatal.
Regardless of threshold, every confrmed
critical hit against a mech that causes at least
1 hp damage after accounting for hardness
results in a roll on the mechs critical hit
table, according to its type.Additionally,
the mech becomes progressively more sus-
ceptible to critical hits as it becomes dam-
aged. Within the yellow threshold, the threat
range of all attacks is increased by +1. At the
orange threshold, the threat range rises by
+2, and it rises by +3 at the red threshold.
Mech Critical Hits Summary
Animated and undead mechs are immune to
critical hits.
All other mech types are susceptible to
critical hits.
There are four critical thresholds: green,
yellow, orange, and red.
Efects of critical hits are more severe at
each critical threshold.
Threat range of attacks is increased by
+1 at yellow threshold, +2 at orange, and
+3 at red.
A confrmed critical hit causing 1 hp or
more damage also causes component dam-
age according to each mech types critical
hits table.

CREW
A
mech without a crew is useless. Mechs
depend on their crews for operation, and
a crew depends on its mech for protection.
Either without the other is vulnerable a fact
that many mech hunters seek to exploit.
Crew Protection
As a general rule, the crew of any recently
built mech is well protected. Portholes lock
securely. The crew windows are protected by
reinforced steel mesh or visorlike slats that
give the crew 9/10 cover. (This protection
also limits the crews visibility, so a stealthy
opponent who makes it under the mech
unseen can go undetected climbing the
mech until he either makes a noise or passes
a window.) The best-constructed military
mechs, particularly those of the Stenian
Confederacy, even have periscopes and view-
ports so the crew can lock down completely
if need be. Theres no easy way to target such
crew with longbows or steam guns unless
they leave their cover for some reason.
Older mechs, particularly those that have
been salvaged by the rust riders, as well as
poorly designed mechs like those felded by
the orcs, may have much less protection.
Insufcient Crew
Mech crew are considered to be multifunc-
tional, so they can crew weapons even while
tending the engines. The pilot is the only one
who must have the ability to do something
else while attacking. Otherwise, the full mech
crew can be counted toward weapon use.
A mech with less crew than its full allot-
ment will have problems operating. A mech
always needs at least one crew member to
pilot. If the pilot is able to fre weapons,
he may. Steam-powered, clockwork, and
man-powered mechs then need at least half
their total crew allotment simply to keep
the engines running. This includes things
such as stoking the fres on steam-powered
mechs, turning the cranks on man-powered
ones, and checking the spring torque on
clockwork mechs. Any less than half of the
total crew and the engines shut down, stop-
ping the whole mech in its tracks.
Once the engine stops, the crew can
still fre weapons that dont depend on
the engine, such as catapults or javelins,
provided they have sufcient crew. Melee
weapons usually require the engines to move
the limbs theyre mounted on, and mechani-
cally powered weapons (such as bore punch-
ers or steam cannons) obviously require
the engine. These weapons cannot be fred
without sufcient crew.
Crew members occupied in hand-to-hand
combat do not count toward the mechs crew
(see below).

BOARDING A MECH
A
mech can be boarded in one of sev-
eral ways.
By entering through open passages. Some
mechs have open tops, glass cockpits, or
other easily bypassed entryways.
By ripping a hole through the surface
with a specialized weapon, such as a bore
launcher or rust bomb. This allows direct
entry into any area of the defending mech
that the attacking mech can reach.
By dealing enough damage to the mech
that holes appear in the armor. Except
with specialized weapons designed to
tear holes, most attacks do not leave entry
points large enough for a human. A mighty
steam cannon hit might leave a hole only
one foot across, just wide enough for the
cannonball! A single attack that deals at
least 20 points of damage creates a hole
big enough for Medium creatures to
pass (though it may be 20 feet from the
ground!). Additionally, a mech reduced
to its orange critical threshold has been
damaged enough that the Swiss cheese
efect allows boarders to fnd at least 1d4
holes suitable for entry.
By entering through a mechs portholes.
Anyone who manages to climb onto a
mech can try to enter through a porthole.
A mech that is downed is particularly vul-
nerable to such boarding actions, whether
it was tripped or voluntarily sat down.
Portholes are invariably locked. They have
a break DC of 28, the same hardness as
the mechs armor, and 40 hit points. With
most normal-sized portholes, up to four
Medium creatures can cooperate in try-
ing to pry it open. This uses the rules for
cooperative combined skill attempts, as
outlined in the PHB: For each additional
participant who passes a Strength check
(DC 10), the team leader adds +2 to
his check. Additionally, using a crowbar
adds +2 to the Strength check of anyone
doing so (which adds only +2 to the team
leaders net roll but makes it easier for the
others to pass their Strength checks).
By entering through fring ports. Firing
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ports can be closed with iron shutters,


in which case they are treated like port-
holes. But if they are open or being used,
a creature can try to climb through. This
is accomplished with an Escape Artist or
Dexterity check (DC 20, +4 bonus for
each size increment smaller than Medium
of the attacker, 4 penalty for each size
penalty larger). If an enemy is already fr-
ing through the port, the invader must also
make an opposed Strength check to push
him out of the way.
Getting onto the mech in the frst place
is another concern
entirely. Bore
launchers make it
easy, and its also
easy if the mech is
downed. Otherwise,
climbing a mechs
legs requires a
Climb check. The
base DC to climb
a mechs leg is 15,
+2 if the mech is
in motion, +4 if
the mechs legs are
oiled. The base DC
to climb with a rope
is 10 with a knotted
rope, or 15 with an
unknotted rope.
A creature climb-
ing a mech does
not need to make a
Balance check as if
it were riding unless
it attempts to attack, pry open a porthole, or
take another action (see page 96). Once it
attacks, it counts as riding rather than board-
ing the mech.
A ranged touch attack with a grappling hook
allows the character to swing on board and
bypass the Climb check. Otherwise, getting
to the Climb check requires fast refexes and
avoiding the mechs trample. If the mech is
in motion, the character must make be able
to reach the mech with a standard action or
charge, or ready an action for when it passes
by. Then a Dexterity check (DC 15) or a Jump
check (DC 15) is needed to grab on as the mech
goes by, where failure indicates a chance for
trampling damage (Ref DC 10 to avoid).
Once a character is on board a mech,
he must make Balance checks to stay on
board (see page 96) until he actually breaks
through a porthole or other entry.
Climbing onto or boarding a mech does not
provoke attacks of opportunity from the mech.
Targeting the Crew
Exposed crew on a mech or those visible
through cockpits are vulnerable to having
being picked of with ranged attacks or
magic. This is resolved as follows.
Attackers within 100 feet can freely target
anyone they see.
Attackers 101 feet away or further may have
difculty distinguishing between the crew
members they see, or even picking them out
against the backdrop of the moving mech. They
must make Spot checks to pick out particular
crew members on the mech, as follows:
Condition DC
Target a specifc visible crew member
(pilot, steam cannon gunner, etc.) 15
Target a randomly determined
visible crew member 10
Attacking the Crew
after Boarding
There are two ways to resolve boarding
actions. The frst way is to prepare a detailed
map of the mechs deck plans. Boarders then
move through the mech exactly as if it were
a dungeon or building, engaging crew when
they encounter them.
This method is complicated and time-
consuming, however, and deck plans for
most mech types are not readily available.
Therefore, an easier way is to resolve com-
bat abstractly, without the use of a map
or grid. Boarders
are automatically
assumed to enter in
a position to attack
the crew. The crew
is always arranged
with the least
important members
in the most vulner-
able positions, so
unless multiple
boarding parties are
attacking several
areas, the boarders
are assumed to have
to fght through
layers of unimport-
ant crew before
reaching the pilot.
(Optionally, the
GM may rule that if
an attempt to board
a mech through
mechanized means,
such as with a bore launcher, yields a critical
hit, then the boarders arrive at the central
control area.) The defender can declare how
his crew is arranged (engine room staf at
the outer edges, then weapon crew, then
the pilot), but once declared this cannot
be changed.
The following rules apply to combat inside
a mech:
The total number of boarders cannot exceed
the mechs available PU for crew and stor-
age. (For example, if the mech has 8 PU
devoted to crew and storage, it cannot
absorb more than 8 Medium boarders.)
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Boarders can occupy the same PU as crew.


If this happens, then all combat on board
the mech is automatically grappling until
more space opens up. On a mech with full
PU, the maximum number of boarders is
the same as the number of crew (assuming
the boarders and crew are the same size),
and all combat is grappling.
No defender can be fanked, ever. There
simply isnt enough room. The insides of
mechs are small, cramped quarters where
you can barely ft one person into most
control areas, much less two. The only
exception to this is in specially designed
mechs with luxurious quarters.
All combats are one on one; excess attack-
ers or defenders may not participate in the
combat (even with ranged weapons).
Ranged weapons cannot be used to fre
into combats inside a mech. The interior
quarters are twisted and cramped, with no
room for shots fred more than 10 feet.
Spells or attacks with area efects hit
randomly determined combatants in the
general area.
Mechs may be built with secure crew cab-
ins, as indicated on page 81. In such cases,
a boarding party cannot reach the crew
unless it breaks through the door. Magnet
bombs and rust bombs are often used in
these situations.
Attackers move vertically through the mech
(as in, if they are trying to reach the head) at
a rate of 10 ft. vertically for every 30 ft. of
expended movement. This covers fnding
and climbing stairs, hatches, and ladders.
Very large mechs (City-mech A or bigger)
are large enough that boarders may need
time just to fnd the crew. These situations
should be resolved with at least a gen-
eral deck plan that is prepared in advance.
(After all, how many city-mechs are in your
game? Probably no more than a couple,
enough to prepare deck plans for.)

TRIPPING A MECH
K
nocking a mech over is one of the best
ways to disable it. Many mechs have
weapons designed to trip their enemies;
fails, chain tentacles, and changlers are
among the most common. A pilot can also
attempt to trip an enemy mech as a melee
attack, though this is dangerous.
A trip attack with a mech is resolved simi-
larly to a normal trip attack, with the follow-
ing modifcations.
If the trip attack is made with a weapon,
follow the usual tripping rules. Apply modi-
fers for the mechs maneuverability, their
Strength or Dexterity scores (per the usual
rules), and their sizes. For easy reference,
the table below summarizes trip check
bonuses based on a creatures size.
Size Trip Check Bonus
Large +4
Huge +8
Gargantuan +12
Colossal +16
Colossal II +20
Colossal III +24
Colossal IV +28
Colossal V +32
City-mech A +36
City-mech B +40
City-mech C +44
City-mech D +48
City-mech E +52
City-mech F +56
A mech that fails to be tripped can try to
trip its attacker, per the usual rules.
Mechs with detachable fails (or other such
tripping weapons) can drop them to avoid
the trip. Mechs with built-in weapons can-
not drop them, unless the weapons are spe-
cially designed for such (e.g., the changler).
The pilot may opt to use his modifer in
the Mech Pilot skill in place of the mechs
Strength or Dexterity, if it is higher.
If a mech is tripped, it is considered
downed.
Downed Mechs
A mech can be downed by a trip, by infantry
pulling it down, by a critical hit, or by bad
terrain. Any one of these can be enough to
put it under.
A downed mech isnt a pretty sight. While
a human can easily right himself, a mech is
awkward and infexible. Mechs with low
maneuverability have difculty getting up;
others are designed such that they need
assistance to be raised.
When a mech is downed, determine its fac-
ing by rolling 1d6. The mech pilot can imme-
diately make a Mech Pilot skill check against
DC 20 to try to fall into a favorable position; if
the check is successful, he may choose to add
2 or subtract 2 from the 1d6 roll.
Roll Facing
12 Face up
3 Left side
4 Right side
56 Face down
The mechs facing determines which
weapons it can use and how easy it will be to
get up, as described below.
Getting up is determined by a Mech
Pilot check against DC 20, modifed by the
trip modifer for its maneuverability class.
As you can see, the check is quite difcult
an inexperienced pilot is often fnished
once his mech is down. The check can be
attempted repeatedly until it is made. Once
the check is successful, the process of get-
ting up takes 1d6 full-round actions.
A downed mech is considered prone,
though the rule is slightly diferent than
usual. Enemies have a +4 bonus to attack it
in melee, but they have no penalty for tar-
geting it with ranged weapons mechs are
large enough that they are still viable targets
when on their sides. Note that a downed
mech in the wrong position may not be able
to counterattack in melee.
Face down: The mech can use only weap-
ons on its rear, or shoulder- and head-mount-
ed weapons that can swivel 360 degrees. No
penalty to getting up.
Face up: The mech can use all forward-
mounted weapons but cannot fght in melee
if its attackers are outside of its reach. For
example, a 15-ft.-tall mech with a 5-ft. reach
cant even reach its own head or toes, so
enemies attacking from those sides are
out of its reach. (Always assume the reach
is measured from the center of the mech.)
Getting up is extremely difcult the DC
is raised by +4.
Left side: Able to use all weapons on its
right side and none on its left. Determine
randomly which way the mech faces; all
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forward-mounted weapons are aimed in that


direction. The DC to get up is raised by +2.
The mech pilot can choose to put the mech
face down or face up instead of trying to get
up from a side position; no check is required
to change its position in this way.
Right side: As above, but on the right side.
Pulling Down a Mech
One of the most shocking defeats the Stenian
Confederacy ever faced was when a horde of
orc rabble unexpectedly pulled down an
early-model Juggernaut mech, pried open its
portholes, and slaughtered the unprepared
crew inside. It was after this that Juggernauts
were equipped with fame nozzles.
Infantry can pull down mechs using these
rules.
Pulling down a mech requires a trip check.
Attackers who can stand adjacent to the
mech (diagonals included) may try to pull
it down with their bare hands (generally by
rocking it back and forth). This is a standard
action; if the mech moves, the attackers
will probably have to follow it to make
their attempt. Attackers in such a position
are generally vulnerable to trampling. For
example, a Juggernaut has a face of 10 ft.
by 10 ft., allowing 12 Medium (5-ft. face)
attackers to reach it all of whom could
be trampled on the Juggernauts action.
Attackers unable to stand adjacent to the
mech may use ropes or chains with grappling
hooks. They must all be pulling in the same
direction or their eforts cancel each other
out, but their labor can still be combined
with the rocking of creatures adjacent to
the mech. Latching on a grappling hook
requires a ranged touch attack. Thereafter
the creature may pull, joining in the com-
bined skill attempt. The mech may jerk the
rope or chain out of the pullers hands by
succeeding in an opposed Strength check
and simply walking away. (For this check, use
a modifer for each participants size as well
as the Strength modifer: +1 for Large, +2
for Huge, +4 for Gargantuan, etc.)
The attackers make their trip check as
a cooperative combined skill attempt,
as outlined in the PHB. The strongest
attacker is the team leader. The other
attackers make Strength checks against
DC 10. For each that succeeds, the team
leader receives a +2 to his roll.
The mech makes its check using its Strength
bonus, plus the usual +4 size bonus for
each size larger than Medium that it is (as
listed above under the tripping section).
Additionally, the mech applies any bonuses
to trip checks due to its maneuverability
and construction (e.g., +4 for steady feet,
as described on page 81).
If the horde succeeds in its combined trip
check against the mech, the mech is top-
pled. It is now downed, as described above.

SPECIAL ATTACKS
M
echs have unusual structure and weap-
onry that occasionally demand unusual
actions. The following special attacks are
available to mechs, as well as to unmounted
creatures with the appropriate weaponry.
Unarmed Attacks
A mechs unarmed attacks are massive
fsts of metal or stone backed by hydraulic
systems capable of producing superhuman
strength. They are quite dangerous.
The basic unarmed damage of a mech
depends on its size. This is detailed on page
72 and repeated below for reference. Add
the mechs Strength modifer to the damage.
This is lethal damage.
A mech does not provoke an attack of
opportunity when making an unarmed attack.
Size Unarmed Dmg.
Large 1d6
Huge 1d8
Gargantuan 1d10
Colossal 1d12
Colossal II 3d6
Colossal III 2d12
Colossal IV 5d6
Colossal V 3d12
City-mech A 7d6
City-mech B 4d12
City-mech C 9d6
City-mech D 5d12
City-mech E 11d6
City-mech F 6d12
Trample
Instead of moving, any mech may make a tram-
ple attack against any creature or mech within
its reach. The trample causes damage as below.
Characters within the trampled area may
make attacks of opportunity, or forego them
in order to dodge the trample. They may
attempt to dodge with either a Refex save
or Mech Pilot check, whichever is better.
The DC for this save is 15. (Smaller mechs are
faster, but larger mechs have bigger feet that
require more movement to dodge, so the
same number is used for both.) Pilots with
the Mechdancer feat may add their Dexter-
ity bonus to the DC necessary for victims to
avoid the trample.
A trample victim that successfully dodges
the trample may immediately grab onto the
mechs leg as a free action. It still must make
a Climb check to get up the leg (see page 93).
The Largest Target entry indicates
the largest size creature that the mech can
trample. Note that, based on these sizes,
city-mechs can trample smaller mechs. This
can be dangerous, however. Trampling a
large target can backfre on a vehicle with
unstable feet, a category into which many
mechs fall. A mech trampling a creature larg-
er than its Safe Target size must itself make
a Refex save (DC 10). If the save is failed,
the trampling mech is tripped by the trample
attack. Regardless of whether the save fails
or succeeds, the target is still trampled.
Mech Size Largest Target Safe Target Damage
Large Tiny Tiny 1d6
Huge Small Small 2d6
Gargantuan Medium Small 3d6
Colossal Large Medium 4d6
Colossal II Huge Medium 5d6
Colossal III Gargantuan Large 6d6
Colossal IV Colossal Huge 7d6
Colossal V Colossal II Gargantuan 8d6
City-mech A Colossal III Colossal 9d6
City-mech B Colossal IV Colossal II 10d6
City-mech C Colossal V Colossal III 11d6
City-mech D City-mech A Colossal IV 12d6
City-mech E City-mech B Colossal V 13d6
City-mech F City-mech C City-mech A 14d6
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Dispelling Animated Mechs


Animated mechs are powered by magic.
Unless the creator spends the extra time and
money to make them immune to magic, they
are vulnerable to dispel magic efects. Mechs
with long-ranged weapons (such as the Rod-
walker and its freball wands) are out of danger
from the medium-ranged dispel magic to begin
with, but those built for close combat would
be better of with magic immunity. Encoun-
ters with wizards powerful enough to dispel
a mechs power source are rare, but a single
such encounter can be fatal.
Unless the caster states otherwise, a
dispel magic cast at a mech automatically is
a targeted dispel centered on the mystical
energy that animates the mech and also
afects all mech-mounted magical weapons.
This disrupts the mechs ability to walk, turn,
move in any way (including open and close
crew compartments), aim weapons, and acti-
vate weapons and items built into the mech
plus it may also dispel the powers of the
weapons themselves, all in one fell swoop.
To fnd the dispel DC for an animated
mech, use the following standard caster
levels. Some mechs may have higher caster
levels, depending on the creators, but none
will have lower. Generally the DC applies
both to the mechs power source and to all
of the mechs components freball wands,
dancing weapons, etc. unless they were cre-
ated by diferent wizards.
Animated mechs smaller than a city-mech:
caster level 15 (dispel DC 26)
Animated mechs city-mech or larger:
caster level 17 (dispel DC 28)
Undead mechs of any size: caster level 13
(dispel DC 24)
Make one dispel check for the mechs
central system, then make additional checks
for other magic items on board (such as one
check for each of the four freball wands on a
rodwalker). A mech whose central system is
successfully afected by a dispel spell in this
way sufers the following consequences:
The mech grinds to a halt. It cannot move,
turn, or aim weapons in any way. Locked
compartments, doors, portholes, cockpits,
and other passages cannot be unlocked.
No weapons may be activated from within
the mech. Weapons whose efects were not
dispelled may still be activated manually
per their usual terms e.g., a freball wand
could be fred if someone were outside the
mech grasping the wand and uttering the
command word (though remember that the
wand cant be aimed because the arm its
attached to is frozen), or a dancing weapon
could be deployed if someone could reach
it and command it to attack.
Any spells that were cast on the mech, such
as protection spells, are also dispelled.
The mech is considered a standing, immo-
bile target. Its efective Dex is 0 (5 to AC
and Refex saves).
The mech is considered a helpless
defender. Melee attacks against it gain
a +4 bonus. It is vulnerable to coup de
grace actions, but, of course, this confers
no beneft because animated mechs are
immune to critical hits.
As with all dispel magic spells, the efect
lasts for 1d4 rounds, after which the mech
recovers.

RIDING A MECH
T
he rust riders are famous for having only
a few rickety, poorly repaired mechs for
entire tribes but managing to ft everyone
in the tribe onto the mech. Usually, the tribe
members hang of the mech, grasping hand-
holds or leather straps, striking at enemies as
the mech passes by.
Riding a mech is like riding an animal, but
much, much harder. The mechs movement is
jerky and erratic, it takes massive steps, and
the force behind its every move is tremen-
dous. On top of all that, removing one hand
to make an attack makes it all the more dif-
cult. Its akin to hanging onto the outside of
a roller-coaster with only one hand.
Characters attempting to hold onto a
mech must make a Balance check each
round. The DC is 10 + the mechs speed in
mph (see page 71) +4 if the mech is oiled
to prevent boarders. If the attack requires
lifting both hands of the mech, the DC is
increased by 4.
If the check is successful, the character
can hang on and release one hand to make
an attack (see the Mech Rider feat for details
on making such an attack). If the check is
failed, the character falls of the mech. He
must make an immediate Refex save (DC
10) or fall under the mechs feet and sufer
trampling damage. Either way, hes left in the
dust as the mech keeps on walking.
Keep in mind the size of the mech that the
characters are riding. Its all well and good to
hang 16 people of of a Colossal II mech, but
only a few will be at ground level. The rest
will be hanging of its torso or arms, well out
of reach to strike passing creatures.
A mech can support riders according to its
size, as follows. This table indicates the total
number of riders and the number that are at
ground level (able to strike normal unmounted
opponents). Note that riders automatically
block as many fring ports as they are in number
(e.g., if a mech has fve fring ports, the frst fve
riders will automatically block them).
Size Total Riders Ground-level Riders
Large 1 1
Huge 2 2
Gargantuan 4 2
Colossal 8 4
Colossal II 16 6
Colossal III 32 10
Colossal IV 64 15
Colossal V 128 20
City-mech A 256 30
City-mech B 512 45
City-mech C 1,028 70
City-mech D 2,056 110
City-mech E 4,112 160
City-mech F 8,224 240
Note that riding a mech can be done
ofensively. Even if boarders cannot pry open
a mechs portholes, they can use their bod-
ies to cover viewports, or can toss grenades
through fring ports. A crew member with his
viewport blocked is efectively blinded for
the purposes of mech movement and attacks.
Blinding the pilot of a one-man mech in this
way is a heroic thing to encourage your char-
acters to do (provided they understand all
the risks, of course).
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RANGING SHOTS
A
nyone with a ranged weapon may fre
a ranging shot to gauge his accuracy.
A ranging shot is determined with a normal
attack roll. If the attack roll is successful, it
causes no damage. Instead, it grants a +2 cir-
cumstance bonus to subsequent attacks. This
is called the ranging bonus.
If the initial ranging shot misses, it still grants
a +1 ranging bonus to subsequent attacks. A
second ranging shot can then be attempted.
Regardless of hit or miss, the second ranging
shot raises the ranging bonus to +2.
A ranging bonus can never be greater than
+2. It is lost if the attacker moves in any way,
or if he is attacked in melee. Furthermore,
the attacker is considered fat-footed as long
as he retains his ranging bonus. Attempting
to duck or dodge disrupts his aim and elimi-
nates the ranging bonus.

INDIRECT ATTACKS
A
n attacker with the right kind of ranged
weapon can lob a projectile at an oppo-
nent he cannot see, hoping to hit him indirect-
ly. This sort of attack is aided immeasurably by
a spotter (someone who relays coordinates to
the attacker, telling him where to fre), but
a spotter isnt always necessary. When you
launch a catapult over the castle walls hoping
to hit something, or you lob a steam can-
non shot into a narrow defle in the distance
because you saw an enemy mech charge there,
you are making an indirect attack.
Ranged weapons that can make indirect
attacks include grenades, bows, crossbows,
and slings, as well as those indicated in Table
3-3: Siege Weapons.
An indirect attack can be aimed only at
an opponent whom the attacker has knowl-
edge of, either through prior sighting or via
a spotter. The attack roll sufers a 4 penalty
if you have a spotter with direct line of sight
to the target who is able to relay precise
coordinates, or 8 if you have no spotter.
If you have no spotter, the attack is auto-
matically aimed at the last point where you
saw the enemy.
If an indirect attack misses, it will still
land somewhere. With explosive attacks and
others that have area effects, determine
the location of the hit in case someone is
within the area. Use the rules in the PHB
for grenadelike weapons, except that the
distance of deviation for indirect attacks is
2d6 feet per range increment. For arrows,
bolts, and other such projectiles, there is
no need to determine the location of the
hit; a miss is a miss.
Keep in mind that most indirect attacks are
fred in an arc-shaped trajectory. You cant fre
a bow indirectly at a target 200 ft. distant when
youre in a cavern with 10 ft. ceilings!
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TABLE 2-20: MECHS


Mech Name Faction Size Power Price (gp)
Barbagula Irontooth Huge Steam 3,000
Bastion Dwarves (obsolete) Colossal Steam 5,624
Daughter, The Irontooth Colossal Clockwork 19,310
Dignitary Human traders Colossal II Steam 13,911
Fangbiter Irontooth Gargantuan Steam 4,250
Incinerator Dwarves (Stenian) Colossal II Steam 11,765
Iron Maiden Irontooth Colossal III Steam 16,639
Janzeters Amazing Mobile
Cannon, Mk. I Dwarves (Stenian) Colossal III Steam 40,937
Juggernaut Dwarves (Stenian) Gargantuan Steam 7,788
Lancer (dwarven) Dwarves (Stenian) Gargantuan Steam 10,699
Lancer (elven) Elves Gargantuan Animated 32,390
Mother, The Irontooth Colossal IV Clockwork 61,198
Rodwalker Elves Huge Animated 112,616
Scale Hunter Dwarves (Stenian) Colossal II Steam 19,702
Scorpion Dwarves (Stenian) Colossal II Steam 15,932
Skull Crusher Orcs Colossal IV Manpower 18,301
Slaughtergore Unknown (unique) Gargantuan Undead 20 gp + 16 corpses
Smiggenboppers
Perambulatory Orc Gnomes Gargantuan Clockwork 8,702
Talon Dwarves (traders) Colossal Steam 12,400
Totem Mech tribes Gargantuan Manpower 1,988
Verdant Fury Elves (unique) Huge Animated 232,616
Viper All Gargantuan Clockwork 10,756

REPAIRING
DAMAGED MECHS
D
amaged mechs can be repaired using
the Craft (mechcraft) skill, as described
on page 40. Repairs are made according to
hit points lost or, in the case of critical hits
and special efects, the category of repair.
Unless noted otherwise, critical hits resulting
from the green or yellow threshold are minor
repairs, those resulting from the orange
threshold are major repairs, and those result-
ing from the red threshold are critical repairs.

MECH GALLERY
AND TECHNICAL
READOUTS
M
echs are now quite common on
Highpoint, and a number of standard
models have emerged. At the same time,
plenty of unique mechs are crafted by inge-
nious (or crazy) gearwrights. This section
describes some of the most common and
most interesting mechs.
This section could be organized in a num-
ber of ways: by name, by mech size, or even
by the race or nation that deploys the mech.
Weve opted for the simplest solution: alpha-
betical by name. Table 2-20 ofers additional
summaries for easy reference.
Explanation of Terms
Mech stats are presented using this format:
Size: The mechs size.
Power Source: The mechs power source.
Payload Units: The mechs PU.
Height: The mechs height.
Space/Reach: The mechs face and reach.
Note that a mechs stride is equal to its
reach (half its height).
Crew: This entry indicates the crew necessary
to keep the mech functional. (In parenthe-
ses is the number of crew members required
to fre every weapon on board in one round.
If the mech has less crew than this number,
it cannot fre every weapon, unless it uses
special rules indicated in the profle. Most
mechs have more weapons than they can
fre in one round, for versatility.)
Firing Ports: How many members of the crew
can fre personal weapons from the mech.
Hit Dice: The mechs hit dice. This is
rarely used.
Hit Points: The mechs maximum hit
points. Most mechs will have some unre-
paired battle damage, actually clocking in
at less than their hit point entries.
Critical Thresholds: The hit point totals at
which the mech drops from one critical
threshold to another (e.g., Green, Yel-
low 264, Orange 132, Red 53 means the
mech goes to yellow threshold at 264 hit
points, orange at 132, and red at 53). This
afects the severity of critical hits.
Base Initiative: The mechs base initiative
modifer, which is further modifed by
the pilots bonuses or penalties.
Speed: The mechs base speed. Its maxi-
mum speed is twice this number. See page
71 for miles-per-hour equivalents.
Maneuverability: The mechs maneuver-
ability class. See page 73 for details on
the various maneuverability classes.
AC: The mechs armor class. If the pilot has
the Mech Dancer feat, his Dexterity fur-
ther modifes the mechs AC.
Hardness: A number indicating the mechs
hardness and where it is derived from.
This number is subtracted from damage
inficted on the mech.
Base melee attack: The mechs base melee
attack bonus, before the gunner or pilots
modifers are factored in.
Base ranged attack: The mechs base
ranged attack bonus, before the gunner
or pilots modifers are factored in.
Unarmed damage: How much damage the
mech does with an unarmed blow.
Trample: Details on how much damage the
mech does with a trample, and what size
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creatures it can trample. See page 95.


Saves: The mechs saves.
Abilities: The mechs abilities (really only
Str and Dex).
Mechcraft DC: The difculty class of
the Craft (mechcraft) check needed to
design the mech.
Base Planning Time: How long it takes
to come up with blueprints for building
the mech.
Base Cost: The mechs base cost (which is
the, well, base for any modifcations).
Total Cost: The total cost to build the
mech, including weapons.
Space/Reach: 5 ft. by 5 ft./5 ft.
Crew: 1 (weapons: 2)
Firing Ports: 7
Hit Dice: 12
Hit Points: 66
Critical Thresholds: Green, Yellow 33,
Orange 17, Red 7
Base Initiative: 0
Speed: 50 ft. (fast legs)
Maneuverability: Good
AC: 8
Hardness: 8 (stone)
Base melee attack: +4
Base ranged attack: 0
Unarmed damage: 1d8+6
Trample: largest Small; safe Small; damage 2d6
Saves: Fort +2, Ref 2, Will
Abilities: Str 22, Dex 10, Con ,
Int , Wis , Cha
Mechcraft DC: 33
Base Planning Time: 66 days
Base Cost: 656 gp
Total Cost: 3,000 gp
Labor Time: 960 man-hours
Construction Time: 12 days
(10 avg. laborers plus 1 overseer)
Options: Extra weapon mounts (2),
fast legs
Payload Usage
PU Use
1 Crew
6 Onboard weaponry
7 Total
The barbagula is a nasty little mech
favored by Irontooth clans (and rust riders,
when they can get them). A barbagula has
long legs and a light build. Its right arm is
equipped with a changler and its left arm has
an oversized lance.
Barbagulas are used to ambush isolated
mechs and to fght in packs against
more difcult targets. They are
built for speed. A skilled
mech jockey can
execute extremely
efective hit-and-run
attacks with a barbagula. The lance is used in
the initial charge, followed up by a trip attack
from the changler. Once the target is down,
it is either boarded or lance-charged repeat-
edly by other barbagulas.
Labor Requirements: Total man-hours
needed to build the mech.
Construction Time: An estimated con-
struction time based on a reasonable
number of laborers. Shorter or longer
construction times are possible with
more or fewer laborers.

BARBAGULA
Size: Huge
Power Source: Steam
Payload Units: 7 (extra weapon mounts)
Height: 15 ft.
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No consistent design is seen


among barbagulas. The basic
concept was perfected by the
Irontooth clans, who built several
variations.
Copycat models have since
been seen among other forces,
often with iron or steel armor.

BASTION
Size: Colossal
Power Source: Steam
Payload Units: 16
Height: 35 ft.
Space/Reach: 15 ft. by 15 ft./15 ft.
Crew: 4 (weapons: 3)
Firing Ports: 13
Hit Dice: 48
Hit Points: 264
Critical Thresholds: Green, Yel-
low 132, Orange 66, Red 26
Base Initiative: 1
Speed: 60 ft.
Maneuverability: Average
AC: 2
Hardness: 9 (stone, Colossal)
Base melee attack: +2
Base ranged attack: 1
Unarmed damage: 1d12 +10
Trample: largest Large; safe Medium;
damage 4d6
Saves: Fort 0, Ref 4, Will
Abilities: Str 30, Dex 8, Con ,
Int , Wis , Cha
Mechcraft DC: 39
Base Planning Time: 78 days
Base Cost: 2,622 gp
Total Cost: 5,624 gp
Labor Requirements: 3840 man-hours
Construction Time: 48 days
(10 avg. laborers plus 1 overseer)
Payload Usage
PU Use
4 Crew
12 Onboard weaponry
16 Total
The bastion was one of the frst dwarven
models ever to be constructed and it shows.
It is essentially a walking castle. The torso is
disproportionately tall and narrow much
like the castle towers it was mod-
eled on with squat, heavy legs
and short, stubby arms. It has no
head per se. The internal frame is
iron but the armor is stone, iden-
tical to that used in most castles.
In fact, if the bastion were to rest
itself alongside a castle wall, from
a distance it would look like part
of the castle.

DAUGHTER, THE
Size: Colossal
Power Source: Clockwork
Payload Units: 18 (extra
weapon mounts)
Height: 35 ft.
Space/Reach: 15 ft. by 15 ft./15
ft.
Crew: 2 (weapons: 1)
Firing Ports: 14
Hit Dice: 48
Hit Points: 264
Critical Thresholds: Green,
Yellow 132, Orange 66, Red 26
Base Initiative: 3
Speed: 60 ft.
Maneuverability: Good
AC: 2
Hardness: 13 (steel, Colossal)
Base melee attack: +2
Base ranged attack: +3
Unarmed damage: 1d12+10
Trample: largest Large; safe
Medium;
damage 4d6
Saves: Fort 4, Ref 0, Will
Abilities: Str 30, Dex 16, Con
, Int , Wis , Cha
Mechcraft DC: 52
Base Planning Time: 104 days
Base Cost: 6,925 gp
Total Cost: 19,310 gp
(does not include weapons)
Labor Requirements: 7,680
man-hours
Construction Time: 96 days
(10 avg. laborers plus 1 overseer)
Special: Extra weapon
mounts (2)
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Payload Usage
PU Use
2 Crew
16 Onboard weaponry
18 Total
The daughter is usually deployed in pairs
by the mother (see page 109). The daughters
harry and harass enemy mechs while the
mother pulls them in. Generally the daugh-
ters are there only to defend the mother,
but they will engage ofensively if necessary.
They look like walking buzzsaws the buzz-
saw takes up more than two thirds of their
height, placed vertically in their torso.

DIGNITARY
Size: Colossal II
Power Source: Steam
Payload Units: 41
Height: 50 ft.
Space/Reach: 25 ft. by 25 ft./25 ft.
Crew: 8 (weapons: 3)
Firing Ports: 27
Hit Dice: 96
Hit Points: 528
Critical Thresholds: Green, Yellow 264,
Orange 132, Red 53
Base Initiative: 2
Speed: 70 ft. (fast legs)
Maneuverability: Average
AC: 2
Hardness: 14 (steel, Colossal II)
Base melee attack: +4
Base ranged attack: 2
Unarmed damage: 3d6+12
Trample: largest Huge; safe Medium;
damage 5d8
Saves: Fort 0, Ref 4, Will
Abilities: Str 34, Dex 6, Con ,
Int , Wis , Cha
Mechcraft DC: 42
Base Planning Time: 84 days
Base Cost: 5,725 gp
Total Cost: 13,911 gp
Labor Requirements: 7,680 man-hours
Construction Time: 96 days
(10 avg. laborers plus 1 overseer)
Special: Fast legs (+20 ft.)
TABLE 2-21: ONBOARD WEAPONS
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
Barbagula Onboard Weapons
Left arm Melee Large lance (2d6+6/x3) 2 1
Right arm Melee Huge changler (1d10+6, +4 to trip checks) 4 1
Total 6 2
Bastion Onboard Weapons
Right arm Melee Huge axe blade (2x8+10/x3) 4 1
Left arm 180 forward Gargantuan ballista (3d10/x3, 200) 8 2
Total 12 3
The Daughter Onboard Weapons
Torso Melee Colossal buzzsaw (3d12/1920/x3) 16 1
Total 16 1
Dignitary Onboard Weapons
Left arm 180 forward Gargantuan steam cannon (3d10/x3, 950) 8 2
Right leg 360 Gargantuan fame nozzle (2d8, 50) 8 1
Total 16 3
Fangbiter Onboard Weapons
Left arm Melee Huge sword blade (2d8+8/19-20) 4 1
Right arm Melee Huge barbed sword blade (2d8+8/1920/x3) 4 1
Total 8 2
Incinerator Onboard Weapons
Right foot 180 left Huge fame nozzle (2d8, 30, fre) 4 1
Right foot 180 right Huge fame nozzle (2d8, 30, fre) 4 1
Torso 90 forward Huge steam cannon (2d10/x3, 1,000 ft.) 4 2
Left foot 180 left Huge fame nozzle (2d8, 30, fre) 4 1
Left foot 180 right Huge fame nozzle (2d8, 30, fre) 4 1
Total 20 6
Iron Maiden Onboard Weapons
Right arm Melee Huge bore puncher (1d10, 5 ft. reach, ignores hardness) 4 1
Right arm Melee Huge hooked axe blade (2d8/x3) 4 1
Left arm Melee Gargantuan bore puncher (2d8, 10 ft. reach) 8 1
Total 16 3
Janzeters Amazing Mobile Cannon, Mark I Onboard Weapons
Center torso 90 forward Colossal III steam cannon w/explosive shells (8d12+1d10, 800) 64 3
Total 64 3
Juggernaut Onboard Weapons
Right arm Melee Huge axe blade (2d8+8/x3)/sword blade (2d8+8/1920) 4 1
Right arm 180 forward Medium fame nozzle (2d8, 10, fre) 1 1
Left arm 180 forward 2x linked Medium fame nozzles (2d8, 10, fre) 2 1
Shoulders 360 Huge steam cannon (2d10/x2, 1,000) 4 2
Total 11 6
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Payload Usage
PU Use
8 Crew
9 Secure passenger quarters
8 Room for up to 8
Medium passengers
16 Onboard weaponry
41 Total
The dignitary was developed by human
traders based out of Edge. It is designed
to impress wealthy travelers with the solid
protection it affords. The passengers are
secured in what is
essentially a large
iron vault. The
mechs fast legs
ensure it can out-
run most enemies,
and its two simple
weapons give it
basic protection
against most ene-
mies, whether they
attack in numbers
or singly.
D i g n i t a r i e s
do not include
sleeping quarters;
they are designed
for short hauls.
Trips are priced
according to time
required, gener-
ally on the order
of 2040 gp per
hour. When city-
mechs come near
Edge or other trad-
ing towns, small
swarms of dignitar-
ies will approach
them, acting as
well defended taxis
for those who fear
assault.
A number of larger dignitary models
incorporate sleeping quarters for longer
excursions.

FANGBITER
Size: Gargantuan
Power Source: Steam
Payload Units: 13 (extra weapon mounts)
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 3 (weapons: 2)
Firing Ports: 13
Hit Dice: 24
Hit Points: 132
Critical Thresholds: Green, Yellow 66,
Orange 33, Red 13
Base Initiative: 1
Speed: 40 ft.
Maneuverability:
Average
AC: 6
Hardness: 8 (stone)
Base melee
attack: +4
Base ranged
attack: 1
Unarmed damage:
1d10 +8
Trample: largest
Medium; safe Small;
damage 3d6
Saves: Fort +2,
Ref 2, Will
Abilities: Str 26,
Dex 8, Con , Int
, Wis , Cha
Mechcraft DC: 36
Base Planning
Time: 72 days
Base Cost: 1,311 gp
Total Cost: 4,250 gp
Labor Requirements:
1,920 man-hours
Construction
Time: 24 days
(10 avg. laborers
plus 1 overseer)
Special: Extra weapon mounts (3)
Payload Usage
PU Use
3 Crew
2 Passengers
8 Onboard weaponry
13 Total
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Critical Thresh-
olds: Green, Yel-
low 264, Orange
132, Red 53
Base
Initiative: 2
Speed: 50 ft.
Maneuverabil-
ity: Average
AC: 2
Hardness: 12
(iron, Colossal II)
Base melee
attack: +4
Base ranged
attack: 2
Unarmed
damage: 3d6 +12
Trample:
largest Huge;
safe Medium;
damage 5d8
Saves: Fort 0, Ref 4, Will
Abilities: Str 34, Dex 6, Con ,
Int , Wis , Cha
Mechcraft DC: 42
Base Planning Time: 84 days
Base Cost: 5,565 gp
Total Cost: 11,765 gp
Labor Requirements: 7,680 man-hours
Construction Time: 96 days
(10 avg. laborers plus 1 overseer)
Payload Usage
PU Use
8 Crew
4 Arm gunners
20 Onboard weaponry
32 Total
The incinerator
is a dwarven anti-
infantry mech. It is
designed to comple-
ment other mechs,
not to be deployed on its
own, as it lacks the weaponry
to take on other mechs. It acts as a
wing man for mechs that are vulnerable
to infantry.
The incinerator is named after the four
fame nozzles mounted on its feet. They are
only fve feet from ground level, just the right
The fangbiter is a
popular mech type
among the rust rid-
ers. Whenever they
capture a mech they
frequently strip
of its old weapons
and re-equip it as a
fangbiter.
The fangbiter
fghts in two stages.
First, it closes for
melee. Depending
on the nature of the
enemy mech, this
may involve attacks
from the barbed
blade in order to
hold the enemy
mech in position, or
may be a straightfor-
ward battle from the
normal sword blade on the fangbiters left arm.
The second stage involves the passengers. As
do most rust riders, they have the Mech Rider
feat. They emerge from the mechs portholes
and begin attacking. (The portholes lock
behind them automatically and they all have
keys.) If there are infantry attackers, up to two
rust riders can fght them at ground level. Oth-
erwise, they attack the enemy mech: attempt-
ing to board it, hitting it with grenades if they
are available, or simply climbing on it and
blocking visibility. Depending on the mechs
preparations for combat, as many as four rust
riders may be already riding on the mech (four
being the max that can ft on a Gargantuan
mech; see page 96).

INCINERATOR
Size: Colossal II
Power Source: Steam
Payload Units: 32
Height: 50 ft.
Space/Reach: 25 ft.
by 25 ft./25 ft.
Crew: 8 (weapons: 6)
Firing Ports: 21
Hit Dice: 96
Hit Points: 528
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height for attacking infantry. The incinerators


arms are disproportionately large, particularly
its hands, which are in the shape of gigantic
fsts. Protruding from each hand are two fr-
ing ports. Two dwarven gunners sit in each fst,
equipped with whatever their mission calls for:
crossbows, steam guns, or fasks of burning oil.
Their high elevation gives them a good vantage
point for fring at nearby infantry, especially as
the mech pilot maneuvers the arms into the
best possible position.
The mechs ffth fring port is in its torso,
next to the steam cannon mounted there.
The steam cannon is almost always
used for fring at tough-look-
ing or distant infantry
targets rather than
other mechs, but
it is available for
antimech use if
the need arises.
There is
one more
di s t i ngui s h-
ing feature of
the incinera-
tor. Its legs are
almost perfectly
smooth. The
muzzles of the
fame nozzles
extend less
than 3 from the
mechs legs, and
the seams between
the armored plates
are perfectly snug.
This makes the legs
extremely difcult
to climb, as described
below.
Special
The entire surface of the mech is made
as smooth and rounded as possible, to mini-
mize the ability of infantry to climb it. Climb
checks against an incinerator have a 2 cir-
cumstance penalty. Moreover, ranged touch
attacks to latch a grappling hook or other
climbing device on also sufer a 2 penalty.

IRON MAIDEN
Size: Colossal III
Power Source: Steam
Payload Units: 64
Height: 75 ft.
Space/Reach: 35 ft. by 35 ft./35 ft.
Crew: 16 (weapons: 3)
Firing Ports: 35
Hit Dice: 144
Hit Points: 792
Critical Thresholds: Green, Yellow 396,
Orange 198, Red 79
Base Initiative: 2
Speed: 80 ft. (fast legs)
Maneuverability: Poor
AC: 2
Hardness: 14 (iron,
Colossal III)
Base melee
attack: +6
Base ranged
attack: -2
Unarmed damage:
2d12 +1d6 +14
(combat spikes)
Trample: largest
Gargantuan; safe
Large; damage 6d6
Saves: Fort 0, Ref 4,
Will
Abilities: Str 38, Dex
6, Con , Int , Wis ,
Cha
Mechcraft DC: 45
Base Planning Time: 90 days
Base Cost: 11,130 gp
Total Cost: 16,639 gp
Labor Requirements: 15,360
man-hours
Construction Time: 96 days
(20 avg. laborers plus 2 overseers)
Special: Fast legs, combat spikes
Payload Usage
PU Use
16 Crew
32 Boarding party
16 Onboard weaponry
64 Total
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The iron maiden is one of the most feared


mechs on Highpoint, with good reason.
Not only is it operated by the Irontooth
Clans (whose mech devil pilots are superior
to those from all other mechdoms), but it is
built from the ground up for one purpose:
boarding and capturing enemy mechs.
Since very few mechs have security crews
on board, a single enemy boarder can usual-
ly take out even the most heavily defended
mech. On top of that, the iron maiden is
ferocious in appearance: Its face is a styl-
ized skull, it is covered in jagged
spikes, and its
body and
weaponry are
twisted and demonic
in appearance.
A fully equipped iron maiden
holds 32 raiders plus crew and weapons.
Usually the raiders are seated 16 to a bore
puncher. They are equipped with daggers,
hand axes, and longswords (the former
for close-quarter fghting, if necessary),
and sometimes magnet bombs as
well. The magnet bombs arent
useful for mechs that are
to be captured, but for
getting inside a mech
and rapidly disabling
it, they cant be beat.
Iron maiden crew are well aware
of the efectiveness of their tactics. They
are always armed and armored for close-
quarters fghting, in case they themselves
should be boarded.

JANZETERS AMAZING
MOBILE CANNON, MARK I
Size: Colossal III
Power Source: Steam
Payload Units: 80 (extra weapon mounts)
Height: 40 ft.
Space/Reach: 35 ft. by 70 ft./15 ft.
Crew: 16 (weapons: 3 plus see below)
Firing Ports: 44
Hit Dice: 144
Hit Points: 792
Critical Thresholds: Green, Yellow 396,
Orange 198, Red 79
Base Initiative: 2
Speed: 60 ft.
Maneuverability: Poor
AC: 2
Hardness: 14 (iron, Colossal III)
Base melee attack: +6
Base ranged attack: +2 (precision aiming)
Unarmed damage: 2d12 +14
Trample: largest Gargantuan; safe Large;
damage 6d6
Saves: Fort 0, Ref 4, Will
Abilities: Str 38, Dex 6, Con ,
Int , Wis , Cha
Mechcraft DC: 45
Base Planning Time: 90 days
Base Cost: 11,130 gp
Total Cost: 40,937 gp
Labor Requirements: 15,360 man-hours
Construction Time: 96 days
(20 avg. laborers plus 2 overseers)
Options: Extra weapon mounts (16),
precision aiming
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Payload Usage
PU Use
16 Crew
64 Onboard weaponry
80 Total
Janzeters amazing mobile cannon was
the frst howitzerlike device constructed on
Highpoint. It is one of the oddest-looking
mechs in existence. The chassis is long and
short, unlike other mechs, and supports a
single enormous steam cannon for practi-
cally its entire length. Balanced in the exact
center of the barrel are two legs that bend
backward, like a horses. At the rear of the
cannon rests a large, clear glass dome, laced
by iron bands like those on a B-52 bomber,
from which the gunners take their aim.
To make the picture all the more bizarre,
a thirty-foot-long zeppelin foats from each
end of the massive barrel. One crew member
mans each zeppelin. The zeppelins help sup-
port the weight of the cannon and its huge
ammunition supply, which cannot be lifted
by the legs alone. When the mech is resting,
the legs lock into a backward position and
the zeppelins descend. When it is ready to
move again, the zeppelins rise up, providing
the extra lift necessary for the mechs legs
to propel it. They also serve another crucial
purpose: keeping the barrel steady while the
mech moves. Without both zeppelins, the
mech tilts like a seesaw as it walks, giving it
an efective Dex of 0 and a speed of 30 ft.
Janzeters model has since been refned
into a four-legged version that does not
require the zeppelins (mark II), as well as
more reasonably proportioned models that
carry weapons more suited to their size (mark
III and IV). The original mark I is the classic
that established Janzeters reputation as a top-
notch coglayer, however, and thus it is worth
examination by any student of mechcraft.
The amazing mobile cannon is generally
used for guarding strongholds, mountain pass-
es, river routes, and other controlled terrain
zones. Janzeters invention is unwieldy and
ponderous to maneuver, but it is nonetheless
ten times easier to position than horse-drawn
cannons, and far more powerful.
TABLE 2-22: ONBOARD WEAPONS
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
Lancer Onboard Weapons
Right arm Melee Huge sword blade (2d8+Str/19-20) 4 1
Head 360 Wand of magic missile (level 9) (5x 1d4+1, 190) 1 1
Left arm Melee Huge lance (2d8+Str/x3) 4 1
Total 9 3
The Mother Onboard Weapons
Right arm 180 forward Gargantuan chain tentacle (2d8, 100) 8 3
Left arm 180 forward Gargantuan chain tentacle (2d8, 100) 8 3
Total 16 6
Rodwalker Onboard Weapons
Left arm, top 180 forward linked freball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 1
Left arm, bottom 180 forward linked freball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0
Right arm, top 180 forward linked freball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0
Right arm, bottom 180 forward linked freball (lvl. 10) wand (10d6, 800, 20 ft. area) 1 0
Total 4 1
Scale Hunter Onboard Weapons
Left shoulder 360 Gargantuan javelin rack (2d8 (x5), 250) 8 2
Left arm Melee Gargantuan lobster claw (2d12/1920) 8 2
Right shoulder 360 Gargantuan chain tentacle (2d8, 100) 8 3
Right arm 180 forward Huge steam cannon (2d10/x3, 1,000) 4 2
Right arm Melee Huge axe blade (2d8+12/x3) 1
Total 28 10
Scorpion Onboard Weapons
Left arm Melee Huge lobster claw (2d8/1920) 4 2
Left arm 180 forward Gargantuan steam cannon (3d10, 950) 8 2
Right arm Melee Huge lobster claw (2d8/1920) 4 2
Tail (rear) 360 degrees Gargantuan chain tentacle (2d8, 100 ft., ignore hardness) 8 3
Total 24 9/special
Skull Crusher Onboard Weapons
Right shoulder 360 Colossal ballista (4d10/x3, 200) 16 3
Right arm Melee Colossal axe blade (3d12+12/x3) 16 1
Left shoulder 180 forward Colossal catapult (4d8, 400) 16 3
Left arm Melee Colossal axe blade (3d12+12/x3) 16 1
Total 64 8
Smiggenboppers Perambulatory Orc Onboard Weapons
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
Right arm Melee Huge axe blade (2d8+8/x3) 4 1
Right arm 90 forward Medium fame nozzle (2d8, 10) 1 1
Left arm Melee Huge ballista (2d10/x3, 200) 4 1/special
Total 9 3/special
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Special
Precision Aiming: Janzeter designed his
mobile cannon for use as nothing more than
a cannon on legs. As such, he installed a
complicated system of diferent-sized gears
that allows extremely precise positioning of
the cannon barrel without moving the mech
itself. A large wheel allows for big shifts in
position (measured in yards), a second small
wheel swings the barrel in one-foot incre-
ments, and a third wheel shifts its position
one inch at a time. As a result, the mobile
cannon receives a +4 bonus to ranged
attacks (refected in the profle above) at
an additional cost of +2,000 gp. This system
works only on mechs whose weapons are
housed on the main chassis.
Zeppelin Rangefnding: The zep-
pelins are usually retracted once the
cannon is parked, so as to reduce
its profle. They can be raised to a
height of up to 300 ft. above ground
level, however. From this position
they aford a spectacular view of
surrounding terrain (especially
when the mech is already posi-
tioned on a mountain) and can
assist the mech in fnding tar-
gets and fring ranging shots.
Additionally, the crew member
in the zeppelin can help the
cannon fre indirectly by shout-
ing coordinates for targets that
the ground-based crew
cannot see.
The zeppelin
crew is usu-
ally equipped with
steam guns, which
it uses to pick of any
infantry that approach the
mech.
Critical Hits: Any critical hit
that would normally cause damage
to the mechs arms instead hits one of the
zeppelins, puncturing it and impeding the
mechs movement as described above. Crew
in a deployed zeppelin that is punctured fall to
the ground, taking damage as usual. The zep-
pelins can be targeted independently; they
have AC 12 and hardness 10 (due to multiple
overlapping layers of reinforced canvas). If a
zeppelin takes even a single point of damage,
it is punctured.

JUGGERNAUT
Size: Gargantuan
Power Source: Steam
Payload Units: 14 (extra weapon mounts)
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 3 (weapons: 5)
Firing Ports: 14
Hit Dice: 24
Hit Points: 132
Critical Thresholds: Green, Yellow 66,
Orange 33, Red 13
Base Initiative: 1
Speed: 40 ft.
Maneuverability: Average
AC: 6
Hardness: 10
(iron)
Base melee
attack: +4
Base ranged
attack: 1
Unarmed
damage: 1d10
+8
Trample:
largest
Medium; safe
Small;
damage 3d6
Saves: Fort
+2, Ref 2,
Will
Abilities:
Str 26, Dex 8,
Con , Int ,
Wis , Cha
Mechcraft DC: 36
Base Planning Time: 72 days
Base Cost: 1,391 gp
Total Cost: 7,788 gp
Labor Requirements: 1,920 man-hours
Construction Time: 24 days
(10 avg. laborers plus 1 overseer)
Options: Extra weapon mounts (4)
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Payload Usage
PU Use
3 Crew
11 Onboard weaponry
14 Total
The
juggernaut is the
archetypal dwarven mech.
As were the earliest dwarven mech
prototypes, it is built to resemble a heavyset,
25-foot-tall dwarf, complete with a stylized
face and metal beard. Charging into battle at
the head of an army, it is inspiring at least
to dwarves, who often use juggernauts to lead
virtually any assault, whether or not mechs
should be involved. Juggernauts are deployed
even in defensive situations, if only to rally
the troops.
A juggernaut has no hands.
Instead, its arms terminate in
rounded, fstlike appendages
bristling with weapons. An axe
head is built into the sides of its
right fst, and a huge punching
blade extends from the front. A
total of three fame nozzles are
built into the arms, one behind
the axe head on the right and two on
the left fst. Finally, a steam cannon is
mounted between the shoulders.
The juggernaut is an all-purpose mech,
intended for combat in almost any situa-
tion. When fghting other mechs, it uses
its steam cannon until it has reached close
combat range, then fghts with axe and
punching blades. Juggernauts generally
reserve their fame nozzles for infantry, but
in desperate times they are not above turn-
ing all three nozzles on full blaze. Even with
the risk of explosion, a round or two of
three full-blaze fame nozzles will destroy
most opponents very quickly.
Special
Weapon Combos: With the left arm, the jug-
gernaut can attack with either its fame nozzle
or an axe blade or the punching blade, which is
treated as a sword. The fame nozzle on the left
arm cannot be used while also using the melee
weapons unless it is left on full blaze.
The driver may operate the arms or the
steam cannon. With a full crew, the steam
cannon may fre in the same turn the arms
also attack.
For construction purposes, the axes and
punching blades are considered one weapon.
The cost is double the sum of the two weap-
ons normal cost.

LANCER
Steam Version
Size: Gargantuan
Power Source: Steam
Payload Units: 12
(extra weapon
mounts)
Height:
25 ft.
Space/Reach:
10 ft. by 10 ft./10 ft.
Crew: 3 (weapons: 3)
Firing Ports: 12
Hit Dice: 24
Hit Points: 132
Critical Thresholds: Green, Yellow 66,
Orange 33, Red 13
Base Initiative: 1
Speed: 40 ft.
Maneuverability: Average
AC: 6
Hardness: 10 (iron)
Base melee attack: +4
Base ranged attack: 1
Unarmed damage: 1d10+8
Trample: largest Medium; safe Small; dam-
age 3d6
Saves: Fort +2, Ref 2, Will
Abilities: Str 26, Dex 8, Con ,
Int , Wis , Cha
Mechcraft DC: 36
Base Planning Time: 72 days
Base Cost: 1,391 gp
Total Cost: 10,699 gp
Labor Requirements: 1,920 man-hours
(plus magic items)
Construction Time: 24 days (10 avg. labor-
ers plus 1 overseer)
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Special: Extra weapon mounts (2)


Payload Usage
PU Use
3 Crew
9 Onboard weaponry
12 Total
Animated Version
Size: Gargantuan
Power Source: Animated (dispel DC 26)
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 1 (weapons: 3)
Firing Ports: 10
Hit Dice: 16
Hit Points: 88
Critical Thresholds: Not subject to criti-
cal hits
Base Initiative: +3
Speed: 60 ft.
Maneuverability: Good
AC: 6
Hardness: 15 (mithral)
Base melee attack: +0
Base ranged attack: +3
Unarmed damage: 1d10+4
Trample: largest Medium; safe Small; dam-
age 3d6
Saves: Fort , Ref +2, Will
Abilities: Str 18, Dex 16, Con ,
Int , Wis , Cha
Mechcraft DC: 34
Base Planning Time: 68 days
Base Cost: 5,231 gp
Total Cost: 32,390 gp
Labor Requirements: 1,920 man-
hours (plus magic items)
Construction Time: 24 days (10
avg. laborers plus 1 overseer)
plus rituals (3 days)
Special:
Payload Usage
PU Use
1 Crew
9 Onboard weaponry
10 Total
The lancer is an extremely common mech
model among the Stenian military. They did
not actually develop the concept; it is mod-
eled after the far less common elven variety,
of which only a few have been sighted. The
power source and armor vary between the
two models, as does appearance, but other-
wise they are nearly identical. Both feature a
lance and sword as weapons, plus the crucial
distinguishing mark: a wand of magic missile
embedded in a head-mounted turret.
Lancers are used against normal crea-
tures, not mechs. The powerful close
combat weapons can leave devastating
wounds, while the wand of magic missile
is used when attacked by multiple
opponents or those who can take a
lot of punishment.
The Stenian version of the lancer
includes one crew member for each
weapon, but the elven version has
only a single pilot. He invariably has
the Mechidextrous feat.
A typical combat encounter with a
lancer begins with magic missiles at long
range. Once the enemy is in charging range,
the mech charges in with its lance. Then it
uses its sword blade to fnish the enemy of.

MOTHER, THE
Size: Colossal IV
Power Source: Clockwork
Payload Units: 128
Height: 110 ft.
Space/Reach: 55 ft. by 55 ft./55 ft.
Crew: 13 (weapons: 6)
Firing Ports: 51
Hit Dice: 192
Hit Points: 1,056
Critical Thresholds: Green, Yellow 528,
Orange 264, Red 106
Base Initiative: 1
Speed: 80 ft.
Maneuverability: Average
AC: 2
Hardness: 18 (steel, Colossal IV)
Base melee attack: +8
Base ranged attack: +1
Unarmed damage: 5d6 +16
Trample: largest Colossal; safe Huge;
damage 7d6
Saves: Fort 4, Ref 0, Will
Abilities: Str 42, Dex 12, Con ,
Int , Wis , Cha
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Mechcraft DC: 60
Base Planning Time: 120 days
Base Cost: 55,398 gp
Total Cost: 61,198 gp
Labor Requirements: 61,440 man-hours
Construction Time: 110
(70 avg. laborers plus 7 overseer)
Payload Usage
PU Use
13 Crew
64 Hangar space
(room for two Colossal mechs or
one Colossal II mech)
35 Boarding party or passengers
16 Onboard weaponry
128 Total
Egwerd Turn-
screw is a gnome
coglayer of great
renown and
infamy. He pio-
neered the art of
clockwork mechs,
producing many of
the early models.
These he sold to
the highest bidders,
and soon his mer-
cenary inclinations
became clear. He
left the comfort of
his city-mech home
for the Irontooth
Clans, where he
knew his techni-
cal skills would
let him live like a
king. Since then
he has indeed been
treated like royalty,
provided he continues to churn out top-notch
mech designs for his hosts. Back in the Stenian
Confederacy, he is considered a traitor.
The mother is one such top-notch mech.
It is a large, bulbous creation of rather
comedic proportions: a large belly, stout
legs, and short arms. It has only two weapons
a chain tentacle on each arm and was
thought laughable by the frst Irontooth
clansmen to see it, just before they were
about to order Egwerd evicted.
But Egwerd surprised them. The secret
of the mother lies not in its weapons, but
in what it gives birth to. Its bulbous torso
has hangar space for two Colossal mechs.
Working together, the three-mech team
is nigh invulnerable. The two daughter
mechs (described on page 100) each
wield a single massive buzzsaw. When in
combat to kill, the mother anchors a target
and drags it in, while the daughters slice
it to ribbons. When in combat to capture,
the daughters harass enemy foes while the
mother anchors them and draws them into
her hangar, then hauls them off.
The mothers greatest boon is that she
doesnt just kill enemy mechs; she captures
them and brings
them home. She
is always deployed
with two daughter
mechs in her han-
gars, but by the
time she returns,
they invariably
walk alongside her,
since her hangars
are flled with cap-
tured enemies.
Special
Engulf: The moth-
er can engulf enemy
mechs. Her hangar
bay is designed to
open up and scoop
in attackers. This is
done in one of two
ways.
The frst way is
the simplest: The
mother uses her chain tentacles to drag the
enemy mech into her hangars. Any mech
dragged into the mothers space is automati-
cally engulfed by her hangars.
The second way is more difcult. The
mother must make a successful unarmed
melee attack against an adjacent mech,
followed by a successful opposed Strength
check. The adjacent mech is then engulfed
by her hangars.
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As soon as an enemy mech is engulfed,


the mothers boarding party smashes open
the portholes (usually with rust or magnet
bombs) and slaughters the crew. An enemy
mech inside the mother can escape only by
forcing open the hangar doors (Strength
check, DC 35) or blasting through them
(hardness 12, 100 hp). Captured mechs
can continue to shoot at the interior of
the mother as long as the crew is able. Such
attacks automatically hit (and have a 25%
chance of hitting another mech inside the
hangar if more than one is there).
Remember that mechs stored in hangars
occupy space equal to double their PU.

RODWALKER
Size: Huge
Power Source: Animated (dispel DC 26)
Payload Units: 5
Height: 13 ft.
Space/Reach: 5 ft. by 5 ft./5 ft.
Crew: 1 (weapons: 1)
Firing Ports: 5
Hit Dice: 8
Hit Points: 44
Critical Thresholds:
Not subject to
critical
hits
Base
Initia-
tive: 4
Speed: 50 ft.
Maneuverability:
Perfect
AC: 8
Hardness: 15 (mithral)
Base melee attack: +0
Base ranged attack: +4
Unarmed damage: 1d8+4
Trample: largest Small; safe Small;
damage 2d6
Saves: Fort 0, Ref +2, Will
Abilities: Str 14,
Dex 18, Con ,
Int , Wis , Cha
Mechcraft DC: 30
Base Planning Time: 60 days
Base Cost: 2,616 gp
Total Cost: 112,616 gp (including freball
wands), 142,616 with magical immunity
Labor Requirements: 960 man-hours
(plus magic items)
Construction Time: 14 days
(10 avg. laborers plus 1 overseer) plus
freball wands and rituals (2 days)
Other Prerequisites: Fireball wands have
separate creation requirements and XP cost
Payload Usage
PU Use
1 Crew
4 Onboard weaponry
5 Total
The rodwalker is inextricably associated
with the elves. No other race has pro-
duced such an elegant yet powerful
mech. The rodwalker is a slim bipedal
mech a mere 13 feet in height. Its con-
struction is rounded and distinctively
elven, with fowing lines and no
sharp edges.
A rodwalkers head is
a bulbous oval shape,
attached to the
body via a
rounded
neck.
The pilot
rides in the head. The head is hunched
and the whole mech seems to lean forward
precariously, but it is nonetheless well bal-
anced. The mech is magically powered, as
evidenced by the narrow body cavity and lack
of any visible mechanization.
The rodwalker gets its name from its four
arms, which are merely short struts that sup-
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port long cylindrical rods. Each rod is con-


structed of lightweight metals and loaded
with 50 charges of the freball spell. They are
actually unnecessarily large freball wands,
although they resemble oversized rods
because they are designed to be used as clubs
if the mech ever has to fght at close range.
Of course, with 200 freball charges, few
rodwalkers ever
have to enter
melee. The rod-
walker was the
frst efective use
of ofensive magic
in a mech and is
now fairly common
among the elven
mech feets. As
with all magically
powered mechs,
it is susceptible to
dispel magic efects,
but with the freball
spells long range,
and the overlap-
ping felds of fre
created by teams
of rodwalkers, it is
rarely in danger.
Certain rod-
walker variants use
wands charged with
spells other than
freball, particularly
for special missions.
Special
The rodwalkers
arms can be fred individually, in which case
the pilot can fre a maximum of one per
round, or in unison, in which case all four are
activated at once and must all be aimed at the
same target.

SCALE HUNTER
Size: Colossal II
Power Source: Steam
Payload Units: 36 (extra weapon mounts)
Height: 50 ft.
Space/Reach: 25 ft. by 25 ft./25 ft.
Crew: 8 (weapons: 10)
Firing Ports: 23
Hit Dice: 96
Hit Points: 528
Critical Thresholds: Green, Yellow 264,
Orange 132, Red 53
Base Initiative: 2
Speed: 50 ft.
Maneuverability:
Average
AC: 2
Hardness: 12
(iron, Colossal II)
Base melee
attack: +4
Base ranged
attack: 2
Unarmed dam-
age: 4d6 +12
Trample: largest
Huge; safe Large;
damage 5d8
Saves: Fort 0, Ref
4, Will
Abilities: Str 34,
Dex 6, Con ,
Int , Wis ,
Cha
Mechcraft DC:
42
Base Planning
Time: 84 days
Base Cost:
5,565 gp
Total Cost:
19,702 gp
Labor
Requirements:
7,680 man-hours
Construction Time: 96 days
(10 avg. laborers plus 1 overseer)
Special: Extra weapon mounts (4), combat
spikes, steady feet (+4 to trip checks)
Payload Usage
PU Use
8 Crew
28 Onboard weaponry
32 Total
The scale hunter was developed by the
dwarves specifcally for hunting dragons. It
is built to fre on a dragon continuously until
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it closes, withstand its charge, then crush the


dragon in melee. Dragons that elect to fght
with spells or long-distance weapons are met
with a barrage of javelins and cannonballs,
plus a chain tentacle intended to drag them
into range of the lobster claw and axe blade.
Special
The mechs right arm features a huge axe
blade with a cannon barrel protruding from
its haft. If the steam cannon is fred, the
mech may not make an axe blade attack. If
the axe blade is used frst, however, the mech
can fre the cannon unaimed as it swings the
blade. If the axe blade hits its target, there is
a 50% chance that the cannon will be aimed
such that it is directed at the same target. In
such a case, the mech can make an immedi-
ate attack with the cannon right after the axe
blade attack. Otherwise, the cannon shot
fres wild and misses.

SCORPION
Size: Colossal II
Power Source: Steam
Payload Units: 32
Height: 50 ft.
Space/Reach: 25 ft. by 25 ft./25 ft.
Crew: 8 (weapons: 9 but see below)
Firing Ports: 21
Hit Dice: 96
Hit Points: 528
Critical Thresholds: Green, Yellow 264,
Orange 132, Red 53
Base Initiative: 2
Speed: 50 ft.
Maneuverability: Average
AC: 2
Hardness: 12 (iron, Colossal II)
Base melee attack: +4
Base ranged attack: 2
Unarmed damage: 3d6 +13
Trample: largest Huge; safe Medium;
damage 5d8
Saves: Fort 0, Ref 4, Will
Abilities: Str 36, Dex 6,
Con , Int ,
Wis , Cha
Mechcraft DC: 42
Base Planning Time: 84 days
Base Cost: 5,565 gp
Total Cost: 15,932 gp
Labor Requirements: 7,680 man-hours
Construction Time: 96 days
(10 avg. laborers plus 1 overseer)
TABLE 2-23: ONBOARD WEAPONS
Location Arc of Fire Weapon (damage, range in ft., other) PU Crew
Talon Onboard Weapons
Right arm Melee Huge buzzsaw (2d8/1920/x3, ignore hardness) 4 1
Left arm Melee Huge buzzsaw (2d8/1920/x3, ignore hardness) 4 1
Total 8 2Talon
Totem Onboard Weapons
Shoulders 180 forward Huge catapult (2d8, 300) 4 2
Total 4 2
Verdant Fury Onboard Weapons
Torso 360 4x +1 dancing longswords (1d8+1/1920, 5 ft.) 4 0
Total 4 0
Viper Onboard Weapons
Right arm 180 forward Huge steam cannon (2d10/x3, 1000) 4 1
Left arm Melee Huge sword blade (2d8+8/1920) 4 1
Total 8 2
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Other: Stability (+2 Balance and trip; see


below), above average Strength
Payload Usage
PU Use
6 Crew
2 Storage
24 Onboard weaponry
32 Total
The scorpion is a vicious dwarven mech
designed for mech-to-mech combat. It is built
to destroy other mechs, not capture them.
It has a squat, chitinous design stylized to
resemble a scorpion. The left arm features a
lobster claw with a steam cannon built into its
base. The right arm has another lobster claw.
A chain tentacle is built into a scorpionlike
tail turret that has a 360-degree feld of fre.
Both weapons are designed to be used at the
same time as the
accompanying lob-
ster claw.
The scorpion
was frst deployed
by the Stenian
Confederacy. Sev-
eral models were
built, but it was
soon discontinued
in favor of simpler
models such as
the juggernaut.
The scorpion is
ferocious in com-
bat and far more
dangerous than
the juggernaut,
but it is expensive
and complicated to
build. The Stenian
military considers
it excessive for
general use.
Special
Weapon Combos:
If the scorpion fres
its steam cannon, it
may not use its left
lobster claw, since
its arm is being
steadied to aim the
cannon. If it uses its lobster claw frst and
scores a hit, however, it may immediately fol-
low up with a free attack with the steam can-
non, using the same crew. This attack must be
aimed at the opponent hit by the lobster claw.
Stability: The scorpions low build makes
it more stable than other mechs of its size. In
addition, it is intentionally built with legs that
are nearly solid metal. It is exceptionally heavy
for a mech its size and thus very well grounded.
A scorpion receives a +2 bonus to Balance and
trip checks. This raises the base cost by 10%.

SKULL CRUSHER
Size: Colossal IV
Power Source: Manpower
Payload Units: 128
Height: 110 ft.
Space/Reach: 55
ft. by 55 ft./55 ft.
Crew: 64 (weap-
ons: 8)
Firing Ports: 51
Hit Dice: 160
Hit Points: 880
Critical Thresh-
olds: Green, Yel-
low 528, Orange
308, Red 176
Base Initiative:
3
Speed: 50 ft.
Maneuverability:
Clumsy
AC: 2
Hardness: 16
(iron, Colossal IV)
Base melee
attack: +4
Base ranged
attack: -3
Unarmed dam-
age: 6d6 +12 (com-
bat spikes)
Trample: larg-
est Colossal; safe
Huge;
damage 7d6
Saves: Fort 2,
Ref 4, Will
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Abilities: Str 34, Dex 4, Con ,


Int , Wis , Cha
Mechcraft DC: 51
Base Planning Time: 102 days
Base Cost: 12,410 gp
Total Cost: 18,301 gp
Labor Requirements: 15,360 man-hours
Construction Time: 48 days
(40 avg. laborers plus 4 overseers)
Special: Combat spikes
Payload Usage
PU Use
64 Crew
64 Onboard weaponry
128 Total
The skull crusher is a typical orc mech.
Most of its crew is slaves, who turn mas-
sive wheels in its torso in order to keep it
running.
Despite its straightforward construction
and simple armament, its combat tactics
are fairly sophisticated. The skull crusher
targets nomad bands, small settlements, and
other isolated communities. The mech itself
is there primarily for intimidation; it is the
300 orc warriors who accompany it on foot
who do most of the killing and looting.
Skull crushers avoid combat with other
mechs as much as possible, but when forced
to engage, they simply charge headlong into
melee, bringing the axes to bear as quickly
as possible.

SLAUGHTERGORE
Size: Gargantuan
Power Source: Undead
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 1 (weapons: 0)
Firing Ports: 10
Hit Dice: 20
Hit Points: 110
Critical Thresholds: Not subject to
critical hits
Base Initiative: +1
Speed: 30 ft.
Maneuverability: Poor
AC: 6
Hardness: 6 (bone)
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Base melee attack: +2


Base ranged attack: +1
Unarmed damage: 1d10 +6
Trample: largest Medium; safe Small;
damage 3d6
Saves: Fort +2, Ref 0, Will
Abilities: Str 22, Dex 12, Con ,
Int , Wis, Cha
Mechcraft DC: 34
Base Planning Time: 68 days
Base Cost: 20 gp + 16 corpses
Total Cost: 10,020 gp + 16 corpses
(does not include weapons)
Labor Requirements: 960 man-hours
Construction Time: 8 days (10 zombie
laborers) plus rituals (3 days)
Payload Usage
PU Use
1 Crew
9 Storage
10 Total
Slaughtergore is a thorough-
ly repulsive undead mech that
has been sighted wandering
the endless plains, near
the sight of a major battle
between orcs and human
nomads. It is suspected
that a necromancer
visited the location
shortly after the battle,
animated a work crew,
and then assembled his
mech on the spot.
S l a u g h t e r g o r e
looks like a horrifc,
restitched humanoid.
A grotesque montage of
body parts composes the torso,
with complete bodies, broken in the middle
for joints, making up the limbs. No weapons
are visible. It is presumed that the creator
intends to add them at a later date and simply
did not have the materials at his impromptu
construction site to build them.
Slaughtergore has been raiding cemeteries
and burial sites across the endless plains but
has not initiated any direct attacks on living
creatures. In the few combats in which it has
been observed, it has fought with unarmed
slams before retreating. No one knows what
its motives are or who created it, although it
does seem to be culling corpses and keeping
certain ones but no one knows what its
criteria for decisions are.

SMIGGENBOPPERS
PERAMBULATORY ORC
Size: Gargantuan
Power Source: Clockwork
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 1 (weapons: 3 but see below)
Firing Ports: 10
Hit Dice: 24
Hit Points: 132
Critical Thresholds: Green, Yellow
66, Orange 33, Red 13
Base Initiative: 3
Speed: 50 ft.
Maneuverability: Good
AC: 6
Hardness: 10 (iron)
Base melee attack: +4
Base ranged attack: +3
Unarmed damage: 1d10 +8
Trample: largest Medium; safe
Small; damage 3d6
Saves: Fort 2, Ref +2, Will
Abilities: Str 26, Dex 16,
Con , Int , Wis ,
Cha
Mechcraft DC: 48
Base Planning Time:
96 days
Base Cost: 3,422 gp
Total Cost: 8,702 gp
Labor Requirements:
3,840 man-hours
Construction Time: 48 days
(10 avg. laborers plus 1 overseer)
Other Prerequisites: Pilot must have at
least 2 steam powers to operate ballista
reloader Special: Steam powers (automa-
tor + animator) attached to ballista
Payload Usage
PU Use
1 Crew
9 Onboard weaponry
10 Total
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Smiggenboppers Perambulatory Orc is the


result of an early experiment in clockwork
mech technology. Although its interior is a
positively fantastic example of clockwork
technology, its exterior is intentionally unfn-
ished. It was designed by Pobloppy Smiggen-
bopper, a gnome coglayer with a rather
unusual sense of humor, as a way to frighten
orcs. The entire mech resembles an oversized
metal orc, somewhat comical in appearance.
Its right arm holds a huge axe (with a hidden
fame nozzle for back-up); in its left arm is a
ballista built to resemble a crossbow held by
the mechs oversized hands.
The Perambulatory Orc was somewhat
efective. It did indeed frighten several orc
tribes on their frst encounters with it, when
they invariably mistook it for a powerful orc
god. After a few encounters, however, they
made the connection to the gnome and
dwarf foot soldiers who usually followed
behind, and now they fear it only for its mor-
tal abilities (such as the very large axe that
hurts quite a bit when it hits).
Smiggenbopper and his associates went on
to build several more perambulatory walkers,
styled in diferent forms (dwarf, gnome, giant,
etc.). Because the automatically reloading
ballista requires a pilot skilled in steam pow-
ers, however, they were never commissioned
en masse by the Stenian Confederacy or other
mechdoms, and are now quite rare.
Special
Steam Powers: The ballista has been modi-
fed to reload automatically. After fring
each round, the automator + animator steam
powers reload a new spear as a standard
action. It can thus fre every round even with
only one crew member.

TALON
Size: Colossal
Power Source: Steam
Payload Units: 40 (extra weapon mounts,
heavy payload)
Height: 35 ft.
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Space/Reach: 15 ft. by 15 ft./15 ft.


Crew: 4 (weapons: 2)
Firing Ports: 32
Hit Dice: 48
Hit Points: 264
Critical Thresholds: Green, Yellow 132,
Orange 66, Red 26
Base Initiative: 1
Speed: 50 ft.
Maneuverability: Average
AC: 2
Hardness: 11 (iron, Colossal)
Base melee attack: +2 (+0 with buzz-
saws)
Base ranged attack: 1
Unarmed damage: 1d12 +10
Trample: largest Large; safe Medium;
damage 4d6
Saves: Fort 0, Ref 4, Will
Abilities: Str 30, Dex 8, Con ,
Int , Wis , Cha
Mechcraft DC: 39
Base Planning Time: 78 days
Base Cost: 2,782 gp
Total Cost: 12,400 gp
Labor Requirements:
3,840 man-hours
Construction Time: 48 days
(10 avg. laborers plus 1 overseer)
Special: Extra weapon mounts (8),
heavy payload
Payload Usage
PU Use
4 Crew
8 Onboard weaponry
12 Storage or passengers
16 Sleeping area
40 Total
The talon is a specialized transport mech
built to fend for itself. It was developed by a
group of independent dwarven mech operators
whose back-road trade routes were proftable
but extremely dangerous. Prior to the talon,
most mechs were built for either combat or
transport, not both. The talon combines those
functions. It is expensive for its size, but thats
okay the traders can aford it.
A talon is built for transporting goods
or passengers (whichever currently pays
the best), and includes sleeping space for
passengers. Along with the crew, up to four
passengers can sleep comfortably, or up to
12 uncomfortably. When the mech has no
passengers, the sleeping area is put to use
ferrying goods.
The talon tries to stay away from combat
but is equipped with the most efective
bang-for-the-buck if fghting is unavoidable.
A pilot will generally run from ranged weap-
ons, if the terrain permits a favorable escape,
or run toward the target if he has no escape
route, hoping to close for use of the buzz-
saws. Talons rarely face organized
mech opposition, so they
dont have to worry
about long-range
frefghts against
disciplined ene-
mies. Their com-
bats usually involve solitary or
paired rust riders or Irontooth clansmen, or
whatever monsters inhabit the terrain they
travel through.

TOTEM
Size: Gargantuan
Power Source: Manpower
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 6 (weapons: 2)
Firing Ports: 10
Hit Dice: 20
Hit Points: 110
Critical Thresholds: Green,
Yellow 66, Orange 39, Red 22
Base Initiative: 1
Speed: 30 ft.
Maneuverability: Poor
AC: 6
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Hardness: 5 (wood)
Base melee attack: +0
Base ranged attack: 1
Unarmed damage: 1d10 +4
Trample: largest Medium; safe Small;
damage 3d6
Saves: Fort 0, Ref 2, Will
Abilities: Str 18, Dex 8, Con ,
Int , Wis , Cha
Mechcraft DC: 32
Base Planning Time: 64 days
Base Cost: 656 gp
Total Cost: 1,988 gp
Labor Requirements: 960 man-hours
Construction Time: 12 days
(10 avg. laborers plus 1 overseer)
Payload Usage
PU Use
6 Crew (5 laborers + pilot)
4 Onboard weaponry
10 Total
The itinerant mech tribes take any mech
they can fnd, fx it up as best they can,
and then live out of it. (These tribes are
described in more detail on page 169.)
The totem is not a specifc mech per se but
could be considered representative of what
a mech tribe might use. It was originally
steam-powered but was discarded after
being heavily damaged in battle. The mech
tribe found it in this condition. Lacking the
facilities and technical expertise to repair
it, they stripped out the steam engine
and put in an oarlike apparatus by which a
human crew could power it. The original
steam-powered weapons were chucked to
make way for the larger crew, and the iron
armor (which was already substantially
damaged and rusted) was peeled of to
reduce the weight. Finally, a simple weap-
on, one that the tribe could understand,
was installed: a catapult.
A totem mech such as this will not survive
an encounter with a better-made mech. It
can barely penetrate the hardness rating of
any iron-armored mech in its size category.
It is used primarily to defend the mech tribe
from raiders of all kinds, and for hunting
large beasts that provide a good many meals.
In combat, the totem mech lobs catapult
shots for as long as possible, then closes
with unarmed attacks. It is poorly equipped
for battle, because it doesnt have enough
crew to move and fre at the same time! After
allowing for the necessary laborers to keep
the mech moving, and the space required
for the catapult and pilot, theres no room
left for two gunners on the catapult. In order
to fre the catapult, two of the laborers must
leave their posts to man the weapon or, if
the pilot has the Mechwalker feat, only one
laborer must leave his post to help the pilot
fre, but being one laborer short still leaves
the mech without enough manpower to
move. The totem would be far more efec-
tive in combat if it had a weapon with a crew
requirement of 1, but most mech tribes cant
aford such expensive equipment.
A totem mech is usually decorated
according to the beliefs of its tribe, hence
the name. It is stylized to resemble an
eagle, bear, dragon, or whatever other crea-
ture the tribe reveres. It is painted in cer-
emonial patterns and sometimes features
streamers or fags.

VERDANT FURY
Size: Huge
Power Source: Animated (dispel DC 26)
Payload Units: 5
Height: 15 ft.
Space/Reach: 5 ft. by 5 ft./5 ft.
Crew: 1 (weapons: 0)
Firing Ports: 5
Hit Dice: 8
Hit Points: 44
Critical Thresholds: Not sub-
ject to
critical hits
Base Initiative: 4
Speed: 50 ft.
Maneuverability: Perfect
AC: 8
Hardness: 15 (Mithral)
Base melee attack: +0
(+14 with Juna as pilot)
Base ranged attack: +4
Unarmed damage: 1d8 +2
Trample: largest Small; safe Small;
damage 2d6
Saves: Fort 0, Ref +2, Will
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Abilities: Str 14, Dex 18, Con ,


Int , Wis , Cha
Mechcraft DC: 30
Base Planning Time: 60 days
Base Cost: 2,616 gp
Total Cost: 232,616 gp (including magic
items), 263,876 with magical immunity
Labor Requirements: 960 man-hours
(plus magic items)
Construction Time: 12 days (10 avg. labor-
ers plus 1 overseer) plus dancing weap-
ons, robe of blending, and rituals (2 days)
Other Prerequisites: Dancing weapons
and robe of blending have separate con-
struction time and XP cost.
Special: Hide +21 (+4 natural, +15 robe of
blending, +4 Dex, 2 size)
Payload Usage
PU Use
1 Crew
4 Onboard weaponry
5 Total
Verdant Fury is a unique elven mech fre-
quently sighted in the forests of Heral. It is
manned by Juna Darkwalker, an elven ranger
(Rgr 12, Dex 14) who watched his grove be
destroyed by the lunar rain. He and his for-
mer adventuring companions constructed
four mechs, one for each of them, and
returned to their homelands to guard against
the rising tide of chaos.
Verdant Fury is a 15-foot-tall mech of
the most elegant proportions. It is slender
and graceful, with a torso only barely large
enough to contain Juna. Its mithral armor is
hidden by an outer layer of bark pulled from
dead trees, giving it the appearance of a tall,
narrow, walking tree. Clinging vines grow
from soil pots built directly into the mech,
wreathing it in a camoufaging greenery. (In
fact, it has been mistaken for an unusual tre-
ant more than once.) It has no visible weap-
ons, but its slender arms clearly move with
strength and power.
Verdant Fury fghts with four magically
enchanted +1 dancing longswords. These are
sheathed in hidden tubes in its torso and are
deployed at Junas command. His preferred
strategy is to hide until an enemy is within
striking range, then engage with the mechs
unarmed attack (a simple slam). One danc-
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ing longsword is then deployed (as a standard


action) on each subsequent round while the
mech continues to slam. By staggering the
release of the dancing longswords, the mech
ensures that at least one dancing weapon is
available on most rounds, despite their need
for rest. (This staggered attack results in a
number of dancing weapons per round in this
pattern: 1-2-3-4-3-2-1-
0-1-2-3-4-3-2-1-0-etc.)
Special
Dancing Weap-
ons: Verdant Fury
is designed to fght
creatures, not mechs.
It would stand little
chance in a mech-on-
mech battle, but is well
equipped for weed-
ing out orcs, lunar
minions, and other
enemies of the forest.
Its dancing weapons
fght at Junas base
attack bonus plus their
enchantment bonus
(+13/+8/+3). They
stay within fve feet of
the mech, dancing for
up to four rounds and
then requiring four
rounds of rest, exactly
like normal dancing weapons.
Hide: Verdant Fury has one other enchant-
ment: The properties of a robe of blending
were built into its hide during construction.
Additionally, it is designed with bark-skin and
vinery to blend into the forest, granting it a
natural +4 bonus to Hide checks when in for-
ested terrain (where it is always found).

VIPER
Size: Gargantuan
Power Source: Clockwork
Payload Units: 10
Height: 25 ft.
Space/Reach: 10 ft. by 10 ft./10 ft.
Crew: 1 (weapons: 2)
Firing Ports: 10
Hit Dice: 24
Hit Points: 132
Critical Thresholds: Green, Yellow 66,
Orange 33, Red 13
Base Initiative: 3
Speed: 60 ft. (fast legs)
Maneuverability: Good
AC: 6
Hardness: 12 (steel)
Base melee attack:
+4
Base ranged attack:
+3
Unarmed damage:
1d10 +8
Trample: Largest
Medium; safe Small;
damage 3d6
Saves: Fort 2, Ref
+2, Will
Abilities: Str 26, Dex
16, Con , Int ,
Wis , Cha
Mechcraft DC: 48
Base Planning Time:
96 days
Base Cost: 3,462 gp
Total Cost: 10,756 gp
Labor Require-
ments:
3,840 man-hours
Construction Time:
48 days
(10 avg. laborers plus 1 overseer)
Special: Fast legs (+10 ft.)
Payload Usage
PU Use
1 Crew
1 Open
8 Onboard weaponry
10 Total
The viper is one of the most common
clockwork mechs. First built by an eccentric
dwarven coglayer in Edge, it quickly caught
on as a great mech for one-man owner-opera-
tors. It is rarely seen in military service, but
a number of variants have been built to guard
trading caravans and dignitary mechs. The
extra space allows the pilot to sleep on board
if he desires, which is more than welcome
these days.
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plate 4 As mechs have evolved,


so too have weapons designed to destroy them.
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STARTING GOLD
T
he new classes presented in this book
receive starting gold as follows.
Class Amount (average)
Clockwork ranger 6d4 x 10 (150 gp)
Coglayer 10d4 x 10 (250 gp)
Constructor 6d4 x 10 (150 gp)
Mech jockey 5d4 x 10 (125 gp)
Stalker 5d4 x 10 (125 gp)
Steamborg 6d4 x 10 (150 gp)

WEAPONS
T
he weapons listed below are orga-
nized by name, with the various sizes
listed under each weapon name. Many of
the weapons are designed for use only on
mechs. Sizes designed for use by a normal
humanoid are prefaced by personal;
those designed for smaller creatures (usu-
ally coglings) are designated as cogling.
Weapons larger than size Colossal III
are not built on a regular basis. Such
weapons are considered unique, requiring
an exotic weapon proficiency all of their
own. Unique weapons cannot be acquired
on the open market; they must be custom-
built. Players can build their own version
of a unique weapon only by acquiring the
plans, studying the original, or devoting
substantial research time to researching
the design.
The weapon statistics that follow use
size category conventions common to
the 3.0 edition of the d20 rules. Because
mechs come in so many sizes, it is neces-
sary to present stats for weapons in the
same range of sizes. The number of hands
required to use the weapon depends on
the size of the weapon and the size of the
wielder. Treat a weapon as one-handed if it
is the same size as the wielder. A weapon
that is smaller than its wielder is light. A
weapon that is one size increment larger
than the wielder requires two hands.
Weapons two or more size increments
larger than the wielder generally cannot
be used.
A weapons size category isnt the same
as its size as an object, but for purposes of
mech payload usage (measured in payload
units, or PU), a weapon occupies space
based on its size category. For example, a
Medium lobster claw is sized for Medium
characters, but is actually a Tiny object. If
placed on a mech, however, it still takes 1
PU as if it were a Medium object. Why?
Because building a weapon into a mech
usually requires more than just the weap-
on. It takes weapon mounts, additional
steam engine capacity, and seating and
controls for the crew.

WEAPON DESCRIPTIONS
A
xe Blade: Many mechs wield gigantic
axes, whether hafted and held in the
hand or welded directly onto the arm. These
are the stats for axe blades of various sizes.
Some have one blade while others have two,
some have curved edges while others are
straight, and some are hooked and others
are not. Certain specialized versions may
have other uses, such as hooked axes that can
draw an opponent near. See the entry for the
hooked axe for more information.
Ballista: The crew of a ballista must
perform two separate tasks: loading the
spear and winding the rope. It is impos-
sible to perform both at once. A ballista
with full crew can fire every round. With
less than a full crew, reduce its firing rate
by one round for every missing crew mem-
ber. For example, a Huge ballista missing
one crew member could fire only once
every other round.
Barbed Blade: Any sword blade may
be barbed at extra cost. This increases its
damage on critical hits (without affecting
the threat range) and can be used to trap
opponents. For example, a Huge barbed
sword blade would have a critical rating
of 1920/x3.
Any target damaged by a barbed blade
must make a Reflex save (DC 18) or be
caught on the barbs.
The attacker can choose to leave the
blade in the barbed opponent or hang
on to it. If he hangs on to it, the target
cannot move beyond the attackers reach
unless he succeeds in an opposed Strength
check, which wrests the blade from the
attackers hand. Mech devils may attempt
EQUIPMENT
T
he coglayers of Highpoint produce a never-ending
variety of intriguing new equipment. This chapter
introduces some of those items.
TABLE 3-1: GRENADES
Weapon Cost Damage Blast Radius Range Increment Weight
Magnet bomb*,** 150 gp 4d6 0 ft. 10 ft. 2 lbs.
Pressure bomb** 50 gp 2d6 10 ft. 10 ft. 1 lbs.
Rust bomb** 500 gp Special 5 ft. 10 ft. 1 lbs.
*This weapon ignores a mechs hardness rating.
**This weapon can make indirect attacks (see page 97).
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Escape Artist checks (DC 18), which allow


escape without wresting the blade from
the attackers hand.
Once the attacker lets go, the target can
rip out the barbed blade, causing damage
equal to half the original attack. The target
cannot heal or be repaired until the blade
is ripped out.
Bayonet: A bayonet must be fixed to
a ranged weapon with a barrel, such as a
flame nozzle, steam gun, or steambreath-
er. Anyone proficient with such a ranged
weapon is automatically proficient with
bayonets affixed to them. Because the bay-
onet is fixed to the weapons barrel, it can
be wielded at the same time as the ranged
weapon; furthermore, its PU is incorpo-
rated into that of the larger weapon. A
bayonet used in melee is treated exactly as
dagger, with one special exception: a crea-
ture stabbed by a bayonet is perfectly posi-
tioned for the attached ranged weapon to
be discharged safely. A character who hits
a target with his bayonet can proceed to
make ranged attacks against that target
without provoking attacks of opportunity
from that target. These ranged attacks still
provoke attacks of opportunity from other
creatures who threaten the attacker. Once
the target is hit with the bayonet, the char-
acter can continue to make ranged attacks
without incurring an attack of opportu-
nity until the target creature moves out of
melee range.
Bomb Launcher: A bomb launcher is
loaded with grenades, which are launched
out in a wide spray at nearby targets. It is
effective against hordes of attacking infan-
try, as well as mechs that fight in melee. It
is extremely expensive, as the grenade
ammunition is costly.
A bomb launcher fres up to fve gre-
nades per round. The attacker determines
how many are fred each round. Each gre-
nade is fred somewhere in the forward
arc, determined by rolling 1d6. With 12:00
being straight ahead (as on a clock face),
a 1 indicates a shot at 10:00, 2 is 11:00, 34
is 12:00, 5 is 1:00, and 6 is 2:00. Each gre-
nade encounters the frst target in its way,
or explodes at the max range of 40 ft. If
TABLE 3-2: MECH WEAPONS MELEE AND RANGED
Weapon Cost Damage Critical Range Weight Type Crew PU
Axe Blade
Huge 120 gp 2d8 x3 40 lbs. Slashing 1 4
Gargantuan 250 gp 2d12 x3 65 lbs. Slashing 1 8
Colossal 900 gp 3d12 x3 130 lbs. Slashing 1 16
Colossal II 2,500 gp 5d12 x3 230 lbs. Slashing 1 32
Colossal III 5,000 gp 7d12 x3 400 lbs. Slashing 1 64
Barbed Blade x3 Same + 1x Same Piercing Same Same
Bomb Launcher
Huge 250 gp Varies Varies 40 ft. (max) 30 lbs. Varies 1 4
Bore Puncher*
Huge 400 gp 1d10 x2 Melee, 5 ft. reach 35 lbs. Piercing 1 4
Gargantuan 1,200 gp 2d8 x2 Melee, 10 ft. reach 45 lbs. Piercing 1 8
Colossal 3,000 gp 4d6 x2 Melee, 15 ft. reach 60 lbs. Piercing 2 16
Colossal II 5,000 gp 3d12 x2 Melee, 20 ft. reach 120 lbs. Piercing 2 32
Colossal III 7,000 gp 5d12 x2 Melee, 30 ft. reach 250 lbs. Piercing 3 64
Buzzsaw*
Huge 2,000 gp 2d8 1920/x3 600 lbs. Slashing 1 4
Gargantuan 4,000 gp 2d12 1920/x3 1,200 lbs. Slashing 1 8
Colossal 7,000 gp 3d12 1920/x3 2,400 lbs. Slashing 1 16
Colossal II 10,000 gp 5d12 1920/x3 4,800 lbs. Slashing 1 32
Colossal III 13,000 gp 8d12 1920/x3 9,600 lbs. Slashing 1 64
Chain Tentacle*
Gargantuan 1,400 gp 2d8 x2 100 ft. 1,000 lbs. Piercing/Bludgeoning 3 8
Changler
Huge (+4) 120 gp 1d10 x2 150 lbs. Bludgeoning 1 4
Gargantuan (+6) 360 gp 2d8 x2 225 lbs. Bludgeoning 1 8
Colossal (+8) 1,600 gp 4d6 x2 425 lbs. Bludgeoning 1 16
Colossal II (+10) 3,600 gp 3d12 x2 750 lbs. Bludgeoning 1 32
Colossal III (+12) 7,200 gp 5d12 x2 1,300 lbs. Bludgeoning 1 64
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multiple grenades travel on the same arc,


all attacks are considered to happen simul-
taneously (meaning that if a target on that
arc is killed by the frst grenade, the next
grenade to travel that arc will also explode
where it was, potentially wasting the shot).
The shooter has no control over the angle
or distance of each grenade. Their trajecto-
ries are always determined randomly.
Bore Puncher: A bore puncher is a simple
application of steam-powered hydraulic
technology. The weapon itself is a long
spike sheathed in a cylindrical case, powered
with a steam engine at the base of the case.
The steam engine builds up pressure to just
below its breaking point, then releases it
all as a massive hydraulic burst. The release
of so much pent-up pressure launches the
spike down the cylindrical shaft. The shape
of the spike channels its power perfectly,
sending it through armor with such ease that
it ignores hardness. It is anchored such that
it leaves the shaft far enough to punch a hole
in whatever is nearby, then is retracted. A
bore puncher is treated as a melee weapon
with reach, though it can attack any square
within its reach.
Bore punchers are close-combat weap-
ons capable of punching repeated holes
in the same point on an enemy mech. The
benefit over traditional weapons is that
the bore puncher facilitates boarding
enemy mechs. A bore puncher attack that
TABLE 3-2 CONTINUED: MECH WEAPONS MELEE AND RANGED
Weapon Cost Damage Critical Range Weight Type Crew PU
Explosive Shells x3 +1d10 x2 Same Same Piercing Same Same
Flame Nozzle
Huge 300 gp 2d8 x2 30 ft. 45 lbs. Fire 1 4
Gargantuan 600 gp 2d8 x2 50 ft. 90 lbs. Fire 1 8
Colossal 1,500 gp 2d8 x2 80 ft. 150 lbs. Fire 1 16
Colossal II 2,500 gp 2d8 x2 120 ft. 300 lbs. Fire 1 32
Colossal III 6,000 gp 2d8 x2 180 ft. 500 lbs. Fire 1 64
Flail
Huge 30 gp 1d12 1920/x2 30 lbs. Bludgeoning 1 4
Gargantuan 90 gp 3d6 1920/x2 45 lbs. Bludgeoning 1 8
Colossal 400 gp 5d6 1920/x2 85 lbs. Bludgeoning 1 16
Colossal II 900 gp 4d12 1920/x2 150 lbs. Bludgeoning 1 32
Colossal III 1,800 gp 6d12 1920/x2 260 lbs. Bludgeoning 1 64
Hooked Axe x2 Same Same Same Slashing Same Same
Lance
Large 30 gp 2d6 x3 30 lbs. Piercing 1 2
Huge 90 gp 2d8 x3 50 lbs. Piercing 1 4
Gargantuan 200 gp 2d12 x3 85 lbs. Piercing 1 8
Colossal 600 gp 3d12 x3 160 lbs. Piercing 1 16
Colossal II 1,800 gp 5d12 x3 270 lbs. Piercing 1 32
Colossal III 4,400 gp 7d12 x3 450 lbs. Piercing 1 64
Lobster Claw
Huge 1,000 gp 2d8 1920/x2 30 lbs. Bludgeoning and Piercing 2 4
Gargantuan 2,000 gp 2d12 1920/x2 60 lbs. Bludgeoning and Piercing 2 8
Colossal 3,000 gp 3d12 1920/x2 90 lbs. Bludgeoning and Piercing 2 16
Steambreather
Huge 175 gp 2d8 x2 30 ft. 60 lbs. Fire 1 4
Gargantuan 600 gp 2d12 x2 40 ft. 120 lbs. Fire 2 8
Colossal 1,000 gp 5d6 x2 50 ft. 240 lbs. Fire 2 16
Sword Blade
Huge 120 gp 2d8 1920/x2 30 lbs. Piercing 1 4
Gargantuan 250 gp 2d12 1920/x2 50 lbs. Piercing 1 8
Colossal 900 gp 3d12 1920/x2 100 lbs. Piercing 1 16
Colossal II 2,500 gp 5d12 1920/x2 175 lbs. Piercing 1 32
Colossal III 5,000 gp 7d12 1920/x2 300 lbs. Piercing 1 64
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penetrates the enemy mechs hardness


regardless of damage inflicted can
be left in place to allow boarding. Board-
ing can begin immediately (and usually
does, since the boarding party is seated
right behind the bore). A maximum of six
creatures can pass through a hole in a full
round, half as many in half a round. If the
enemy mech does not move in its follow-
ing turn (whether by choice or because
it is tripped or held in place by a barbed
blade, hooked axe, or other weapon), no
attack roll is necessary to continue the
boarding process. Otherwise, the bore
must be launched again.
Bore punchers are always mounted
on mechs. They can punch holes large
enough for creatures two sizes smaller to
pass through. For example, a Huge bore
puncher can create a hole suitable for
one Medium creature. The pressure that
drives the bore can be regulated carefully
by a trained operator, in order to minimize
damage caused to the mech about to be
boarded (and presumably captured). The
operator can choose how many dice to
roll for damage, but this must be declared
before making the attack roll.
Note that a bore puncher left in place
from one round to the next can also be
used for the receiving mech to send board-
ers into the attacking mech, provided it
has troops positioned properly and no
boarders are blocking their way in.
Buzzaxe: Developed by ferocious
steamborg warriors, the buzzaxe is a
modified greataxe. A line of vibrating
steam-powered teeth is set a half-inch
back from the razor-sharp axeblade. The
initial wound is magnified as these teeth
tear into the target. These mighty weapons
do even more damage than the standard
greataxe on which they are based.
Buzzsaw: The buzzsaw is the most devas-
tating application of steam engine technol-
ogy. Buzzsaws are driven by massive steam
engines that are far more powerful than
they need to be. This results in the sharp,
toothed blades spinning at horrifc speeds,
capable of ripping through the heaviest
armor. Requiring only a single engineer to
operate, they are efcient and deadly far
beyond their size. They are also enormously
expensive and extremely heavy.
Buzzsaws are specially designed for
sawing through metal. They automatically
ignore the first 10 points of hardness on
any target. Because they are powered inde-
pendently, the wielder (whether mech or
man) does not add its Strength bonus to
their attack or damage rolls.
An enemy that simply comes into
contact with a mech-mounted buzzsaw
TABLE 3-3: SIEGE WEAPONS RANGED
Weapon Cost Damage Critical Range Weight Type Crew PU
Ballista
Huge 500 gp 3d6 x3 120 ft. 200 lbs. Piercing 2 4
Gargantuan 750 gp 5d6 x3 180 ft. 250 lbs. Piercing 2 8
Colossal 1,000 gp 7d6 x3 250 ft. 300 lbs. Piercing 3 16
Colossal II 1,400 gp 5d10 x3 300 ft. 350 lbs. Piercing 3 32
Colossal III 1,800 gp 6d10 x3 350 ft. 450 lbs. Piercing 3 64
Catapult**
Huge 550 gp 3d6 x2 150 ft. 250 lbs. Bludgeoning 2 4
Gargantuan 800 gp 5d6 x2 200 ft. 300 lbs. Bludgeoning 5 8
Colossal 1,100 gp 6d6 x2 250 ft. 350 lbs. Bludgeoning 5 16
Colossal II 1,500 gp 7d6 x2 300 ft. 450 lbs. Bludgeoning 6 32
Colossal III 2,000 gp 8d6 x2 400 ft. 500 lbs. Bludgeoning 6 64
Javelin Rack
Huge 1,000 gp 2d6 (x3) x2 200 ft. 350 lbs. Piercing 2 4
Gargantuan 2,000 gp 2d8 (x5) x2 200 ft. 450 lbs. Piercing 2 8
Colossal 3,000 gp 2d10 (x8) x2 200 ft. 650 lbs. Piercing 2 16
Steam Cannon**
Huge 3,000 gp 2d10 x3 1,000 ft. 200 lbs. Piercing 2 4
Gargantuan 4,000 gp 3d10 x3 950 ft. 300 lbs. Piercing 2 8
Colossal 5,200 gp 4d10 x3 900 ft. 400 lbs. Piercing 3 16
Colossal II 6,500 gp 6d12 x3 850 ft. 500 lbs. Piercing 3 32
Colossal III 8,000 gp 8d12 x3 800 ft. 600 lbs. Piercing 3 64
Unique Weapons
City Killer 100,000 gp 12d12 x3 1,000 ft. 1,200 lbs. Piercing 6 128
Viper Fang* 60,000 gp 4d20 x4 Melee, 20 ft. reach 900 lbs. Piercing 1 128
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must make a Reflex save (DC 15) or take


full damage. If the mech is grappling or
connected to an enemy, it may make an
opposed Strength check to pull the enemy
directly into the path of the buzzsaw, in
which case no save is allowed. This attack
is brutally effective when combined with
weapons that let the mech pull enemies
into close range.
Catapult: The crew of a catapult must
perform two separate tasks: loading the
bucket and winding the rope. It is impos-
sible to perform both at once. A catapult
with full crew can fire every round. With
less than a full crew, reduce its firing rate
by one round for every missing crew mem-
ber. For example, a Huge catapult missing
one crew member could fire only once
every other round.
Many catapults in Highpoint have been
souped up by ambitious coglayers. Some
feature spring-based tension or even com-
pact, folding pendulums.
Chain Tentacle: The chain tentacle is
a specialized weapon designed to entangle
and immobilize small mechs. It is a heavy,
stout chain 500 feet long with a large,
barbed spear point at one end. It can be
used in two ways.
The first method uses the tentacle as a
spear. On a hit, the attacker reels in the
tentacle, drawing the smaller mech into
striking range. This method does not
require the tentacle to pierce the mech
fully, only for it to embed far enough for
it to gain a hold, so it ignores the mechs
hardness but cannot do more than 1 point
of damage. (The chain tentacle may also
be launched to cause normal damage, in
which case it will not embed but does fac-
tor in an enemy mechs hardness.)
The second method uses the chain as a fail,
in a trip attack. The chain is wrapped around
the targets legs in an attempt to trip it.
The attacker must declare how he is using
the chain tentacle before rolling his attack.
On a successful spear attack, the target is
chained to the attacker. The chain is imme-
diately tightened and the target may not
move outside the radius of the attack range
until he escapes. The attacker can attempt to
drag the defender closer (and vice versa!) as
a movement action. Escaping the chain and
dragging an opponent closer are resolved
with opposed Strength checks. Even if the
defender loses the opposed roll, if his check
is high enough (DC 28), he breaks the chain
and is free. A dragged opponent is pulled half
its normal movement toward the attacker.
On a successful flail attack, the attacker
may attempt a trip, as with a flail. He
receives a +2 bonus to his Strength check
due to the extra length of the chain, which
wraps around an opponents legs several
times. He may not drop the chain if he los-
es the Strength check.
Some coglayers have experimented with
larger chain tentacles designed for use
against larger mechs, but no chains are
strong enough to contain the strength of
the city-mechs.
Changler: A changler, or chain tangler,
TABLE 3-4: EXOTIC WEAPONS MELEE AND RANGED
Weapon Cost Damage Critical Range Weight Type Crew PU
Bayonet
Personal (Small) 10 gp 1d4 19-20/x2 1 lb. Piercing 1 Special
Buzzaxe
Cogling (Medium) 60 gp 1d12 x3 12 lbs. Slashing 1 1
Personal (Large) 80 gp 2d8 x3 18 lbs. Slashing 1 2
Buzzsaw
Personal (Large) 450 gp 1d10 19-20/x3 40 lbs. Slashing 1 2
Chattersword
Personal (Large) 120 gp 2d6+1d3 x3 20 lbs. Slashing 1 2
Flame Nozzle
Cogling (Medium) 240 gp 2d8 x2 10 ft. 20 lbs. Fire 1 1
Personal (Large) 290 gp 2d8 x2 15 ft. 30 lbs. Fire 1 2
Lobster Claw
Personal (Medium) 300 gp 1d10+4 1920/x2 12 lbs. Bludgeoning and Piercing 1 1
Signal Flare
Medium 20 gp 1d6 x2 100 ft. 2 lbs. Fire 1 2
Steam Gun
Cogling (Medium) 300 gp 1d8 x2 160 ft. 6 lbs. Piercing 1 1
Personal (Large) 350 gp 1d10 x2 200 ft. 8 lbs. Piercing 1 2
Steambreather
Cogling (Medium) 300 gp 1d10 x2 15 ft. 25 lbs. Fire 1 1
Personal (Large) 350 gp 1d12 x2 20 ft. 40 lbs. Fire 1 2
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is a mass of ten long chains attached to a


mechs arm. Each chain is as long as the
mech is tall. They can be reeled in partially
so as not to trip the mech. On attacks they
are fully extended and flailed against an
opponents legs in a trip attack.
The number and length of attacking
chains grants a bonus to your check when
making a trip attack, as indicated in the
weapon stats. The chains are designed to
detach under sufcient pressure. If you are
tripped during your own trip attempt, you
can avoid the trip by detaching 1d4 chains.
As long as at least one chain remains, the
weapon can be used as normal.
Changlers can also be used effectively
by cooperative attackers. If you are the
second or subsequent attacker to make a
trip attack on your target this round, you
receive a +2 bonus to your trip check.
Chattersword: A chattersword is a prim-
itive version of the modern chainsaw. It
is a greatsword equipped with rows
of teeth that saw in a constant rota-
tion, powered by the steam engine
at its base. It causes gruesome wounds
that are very slow to heal.
Damage from a chattersword takes
place in two phases. The weapon causes
2d6 points of damage on a successful hit.
These wounds are torn and jagged, and
open even further as the victim moves. If a
victim sustains damage and makes any vig-
orous motion (which includes practically
any combat action) within the next ten
rounds, he must make a Fortitude save (DC
14) on the first round in which he moves.
On a failed save, the ragged chattersword
wounds have torn open even further and
cause an additional 1d3 points of damage.
City Killer: This is the largest steam can-
non known to exist. Built by Shar Thizdics
forces as a symbol of their might, it is now
being installed in their frst city-mech. It
has been fred only twice in test shots, and
the incalculable amount of steam pressure
necessary to launch its massive cannonballs
has raised concerns about what might hap-
pen if it misfres. It could conceivably
bring down the entire city-mech. The mere
existence of the weapon is considered by
STEAM CANNON
CHATTERSWORD
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many Stenian generals to be an act of war:


Why build such a weapon except to attack
their city-mechs? The ramifcations of its
construction remain to be seen.
Explosive Shells: Any steam cannon
may be equipped with explosive shells.
They spray shrapnel in all directions upon
impact. All creatures within a radius of 20
ft. take 1d10 damage, with a Reflex save
(DC 20) for half. Note that the steam can-
nons main target takes normal steam can-
non damage plus 1d10, while targets within
the blast area take only 1d10 damage.
Flail: Flails may be used to make trip
attacks against other mechs. As with
normal flails, a mech may drop its flail
(if possible) to avoid being tripped by an
opponent on their own trip attempt.
Flame Nozzle: Flame nozzles are
primitive flamethrowers. A danger-
ously combustible mixture of min-
eral spirits and natural oils is held in
a canister, which is worn on the back in
man-portable versions. With the pull of a
trigger, this fuel is channeled through an
aiming tube into the path of a pilot flame,
which ignites it in an immolating blaze.
The size of the weapon affects the area,
not damage, since the flames are the same
temperature regardless of how much fuel
is set ablaze.
A flame nozzle attack is cone-shaped.
Its range increment is its maximum range.
All creatures in the area suffer the indi-
cated damage due to the heat and flame.
Additionally, they may catch on fire. They
can make a Reflex save (DC 15) to avoid
igniting. Creatures on fire immediately
take an additional 1d6 points of damage
and continue taking damage each round
until they succeed in another Reflex save
to extinguish the fire. Attempting to put
out the fire is a full-round action.
The canister full of volatile chemicals is
a viable target. The man-portable version
has hardness 10 and can be pierced with 10
hit points of damage. A pierced canister
explodes. The person wearing the canister
takes 6d6 damage and automatically catch-
es on fire. All creatures within 30 feet of
him take 3d6 damage (Reflex save at DC 15
SWORD BLADE
BARBED SWORD
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for half) and may also catch on fire (Reflex


save at DC 15 to avoid).
A flame nozzle can fire 15 shots before
the canister must be refueled. Refueling
is expensive it costs one quarter of the
flame nozzles original cost.
A flame nozzle normally fires a single,
targeted burst of chemicals, but if the
fuel pump is left on it will spew flames
indiscriminately. This isnt advised for
safe use but is sometimes quite handy.
If the player opts to leave the fuel pump
on (known as full-blazin it), the flame
nozzle fires twice each round, once at the
beginning of the players turn (before any
movement or attacks) and again after all
the players movements and attacks. This
consumes three times the normal amount
of fuel (meaning a fully loaded canister
can sustain a full blaze for only 5 rounds)
and runs the risk of igniting the canister
itself. On any attack roll of a natural 1, the
fuel canister explodes. This destroys the
flame nozzle, deals 6d8 points of damage
to the user (whether mech or man), deals
2d8 points of damage to everything within
half the nozzles range increment, and also
causes any other flame nozzles within the
affected area to explode.
Putting a flame nozzle on full blaze
requires a standard action, as does taking
a flame nozzle off of full blaze.
Hooked Axe: An axe of any size may be
hooked backward at the points. This hook is
used to trap opponents and draw them near.
A hooked axe has the same stats as a
regular axe of its size. On a successful
hit, the target must make a Reflex save
(DC 15) or be hooked. A hooked target
cannot move beyond the attackers reach.
It may still make attacks as normal. It may
try to escape with a free action each turn;
make another Reflex save or Escape Artist
check (DC 15) to determine the success of
STEAM GUN
SIGNAL FLARE RUST BOMB
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escape attempts.
The attacker may try to pull a hooked
defender closer (and vice versa!). Resolve
this with an opposed Strength check. The
defender may also tug the axe out of the
attackers hand with a successful opposed
Strength check.
Once a target is hooked, the axe may
not be used again until it is unhooked. The
attacker must keep his grip on the axe. If
he lets go, the axe remains hooked in the
target and leaves his possession.
Javelin Rack: A javelin rack is a massive
ballista designed to launch multiple bolts
at once. It is used against fast-moving aer-
ial targets, where a hail of javelins is more
likely to hit than a single shot. The bolts
are smaller than those fired by a ballista of
the same size, but more of them are shot.
Each javelin rack fires a number of bolts
as indicated in its profile (3x for Huge, 5x
for Gargantuan, etc.). All bolts must be
aimed at the same target, but a separate
attack roll is made for each.
When reloading, the bolts can be rolled
onto the ballista frame and will automati-
cally slide into the proper location. This
makes them fast and easy to reload, but
you still need people around to lift the
ten-foot long bolts.
Lance: Some mechs are equipped with
enormous lances. A mech-mounted lance
deals double damage on a charge. Lances
have reach: They may be used against foes
at twice the mechs normal reach, but can-
not be used to attack adjacent foes.
Lobster Claw: Lobster claws are pow-
erful hydraulic claws that catch a target in
their pincers and crush it. The edge of the
pincer is sharp, but much of the damage
comes from the engine-powered compres-
sion of the two pincers. Although usually
very large weapons designed to rend holes
in the outer armor of mechs, they can also
be built as personal equipment.
A personal lobster claw is worn like a
glove. A small engine powers the claw. The
user attacks by catching the enemy within
the claws arc then quickly activating the
engine with a button inside the glove. This
locks the pincers together almost instantly.
BALLISTA
JAVELIN RACK
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Because the compression force of the


lobster claw is powered by an engine, the
wearers Strength modifer does not apply
to attacks or damage. Personal lobster
claws have an efective Strength of 18, as
indicated in their damage. If a personal lob-
ster claw is for some reason disabled, it can
still be swung as a club. An individual
wielding a lobster claw cannot use
any other weapon in that hand,
but mechs are often designed
with a small projectile weapon
built into the base of the lob-
ster claw.
A target hit by a lobster
claw must make a Refex save
(DC 10) or be caught by it.
Once caught, the target is con-
sidered grappled.
Magnet Bomb: A magnet bomb
is a pressure bomb ensconced in sev-
eral powerful magnets. The blast is tightly
focused to maximize armor penetration.
Thus, it has no effective area of effect,
even though it is a grenade, but it automat-
ically penetrates material hardness when
properly applied. If the user throws it at
a metal object and succeeds in a ranged
touch attack roll, the magnet bomb has
a 50% chance of properly sticking to the
target. Once stuck, it can be removed only
with great effort (Strength check, DC 25).
Whether or not it attaches, it explodes
110 rounds after the throw. The duration
is set by the attacker as part of the throw
action. Magnet bombs can also be planted
directly onto a target with a touch attack,
in which case they automatically stick.
A magnet bomb does not automatically
make a hole big enough for a human to pass
through. See page 92 for details on boarding.
Pressure Bomb: A pressure bomb
includes a mix of highly flammable chemi-
cals surrounded by a layer of water, in turn
surrounded by nails, barbs, sharp stones,
and other debris. The chemicals are
ignited via a wick prior to being thrown.
(This counts as part of the attack action.)
The burning chemicals heat the water to
its bursting point, whereupon it explodes.
The ensuing explosion showers the deadly
FLAIL
BUZZSAW
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debris over a wide area.


Rust Bomb: A rust bomb is an extreme-
ly difficult-to-manufacture mundane item
that has gained widespread use only with
the growing prevalence of mechs. It is a
simple pressure bomb made of wood and
filled with a fine dust. The main compo-
nent of the dust is a rust-inducing agent
derived from the glands of rust monsters.
Other components keep the rusting agent
from clumping and help carry it on the
wind so it spreads widely.
Attacks with rust bombs are touch
attacks. When the rust bomb explodes,
all metal within the blast radius is imme-
diately affected as if it had been hit by a
rust monster. This creates huge holes in a
mechs armor and is extremely useful for
boarding parties.
Signal Flare: This isnt a weapon per se,
but a useful device for coordinating mech
activities. Its a steam-powered fuse that
burns a bright red. It is immediately obvi-
ous from a distance of 1,000 ft. in the dark
and 500 ft. in daylight; beyond that, a Spot
check (DC 10) will reveal it. City-mechs
often fire signal flares to indicate where
they will be stepping, so smaller mechs
can make docking attempts.
Steam Cannon: A steam cannon is
very much like the traditional medieval
cannons we know: a stout barrel for fir-
ing cannonballs. It uses steam pressure to
launch the cannonballs, however, and the
cannonballs themselves do not explode;
they are useful only insofar as the impact
of their collision.
Larger steam cannons actually have short-
er ranges than their smaller counterparts.
The reason is simple: Whereas traditional
cannons can simply add more gunpowder
to create a larger blast, steam cannons
cant just add more steam. A limit exists
to how much steam pressure can be safely
maintained, and the large steam cannons
have reached this limit. The size of their
projectile increases faster than the launch-
ing power of their steam engine.
Steam Gun: A steam gun is a fantastic
steam-powered rifle. It fires sling bullets
with an excellent range. The weapon itself
AXE BLADE
HOOKED AXE
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has a four-foot-long barrel with a stock on


the end. A small steam engine sits between
the stock and barrel. The user fires it like a
normal rifle. It has some quirks, however.
The sling bullet is launched via a steam-
pressure method, and it takes time to build
up the steam pressure. The steam gun can
be fired only once every other round.
A steam gun can also fre stones, which
cause 1d6 damage, or handfuls of pebbles,
nails, and other loose rubble, which cause
1d4 damage. Firing anything other than a nor-
mal sling bullet incurs a 1 attack penalty.
Steambreather: A steambreather fires
a hissing cloud of scalding, white-hot
steam. An unprotected creature is boiled
alive in seconds.
A steambreather attack is cone-shaped. Its
range increment is its maximum range. Attacks
from a steambreather count as fre attacks.
Medium and Large steambreathers are
man-portable. They consist of a backpack
water reservoir with a steam-powered
pump at its base. A hose extends from
the pump to a long-barreled mouth that
requires two hands to wield. Steambreathers
of size Huge, Gargantuan, and Colossal
consist of the same parts but must be
mounted on mechs.
A steambreather can fre 10 times before
its water reservoir is exhausted. Steam-
breathers are extremely heavy because they
require so much water. When its water sup-
ply is exhausted, a steambreather weighs
one third of its starting weight.
Sword Blade: This category includes
any large sword blade, whether its sharp
on one or both sides, curved or straight, or
otherwise unusual.
Viper Fang: Viper Fang is a modified
bore launcher developed for damaging
(rather than boarding) well armored
mechs. The bore itself is larger but much
more streamlined. It lacks the hollow
space for boarders and, in fact, can-
not be used for boarding. The shaft has
been shortened, reducing its reach but
increasing the force with which it strikes
opponents. It is the perfect weapon for
puncturing enemy hulls, but it has never
been used. The builder, a dwarven gear-
MAGNET BOMB
PRESSURE BOMB
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wright named Hepef, died shortly after


its completion, and it now sits forlornly in
his laboratory, awaiting commissioning by
some city-mech that can use it.

ARMOR
G
earmail: Armor made of tiny gears and
cogs sewn together. Usually the gears
are scrap parts no longer usable for their
original functions. From a distance, gearmail
looks like a poorly made suit of scale mail
or chainmail. Up close, its clearly a jerry-
TABLE 3-5: ARMOR
Armor Cost Armor Bonus Maximum Dex Bonus Armor Check Penalty Arcane Spell Failure Speed (30 ft.) (20 ft.) Weight
Light armor
Pilots armor 60 gp +3 +7 1 10% 30 ft. 20 ft. 15 lbs.
Medium armor
Gearmail 40-70 gp +4 +3 4* 25% 20 ft. 15 ft. 35 lbs.
Heavy armor
Hydraulic armor 3,500 gp +10 +0 8* 50% 30 ft.* 20 ft.* 200 lbs.*
*See description.
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rigged efort. Gearmail is not the work of


professional armorers, but the product of
resourcefulness among peoples who lack
proper armor but have no shortage of excess
engine parts. It is common among clockwork
rangers and coglings.
The scrap parts used to make gearmail
are invariably coated in grease from the
times when they were used for their
intended functions. This makes the wearer
slippery. Grapple checks against someone
wearing gearmail suffer a 2 penalty. Note
that this is a penalty subtracted from the
attackers grapple check, not a bonus
added to the wearers grapple check. Its
not any easier for him to grapple, but its
harder for others to hold onto him.
This greasy coating increases the
armors check penalty by an additional
2 for Climb checks, but reduces the
check penalty by 2 for Escape Artist
checks. If a trained armorer were
to make gearmail, he could clean
it thoroughly to remove the
grease. But this isnt an option
for the people who regularly
wear this kind of armor.
Gearmail is rarely bought and
sold. Its usually built by scavengers
in gear forests for their own use. The
listed cost is the range that they might
demand to sell a suit.
Hydraulic Armor: Hydraulic armor
is the medieval equivalent of powered
armor. The user wears a metal frame that
must be custom-fitted to his physique
when the armor is built. (If characters find
discarded hydraulic armor, they have only
a 25% chance that the armor will fit a crea-
ture of the same size.) Tubes and wires are
coiled about the frame, which is in turn
encased in a solid iron shell. Mounted
on the back of the shell, protected by an
iron hood, is a clanking steam engine that
coughs forth black smoke incessantly.
The iron shell completely encloses the
wearer, much like a suit of full plate mail.
It includes a helmet, gloves, and boots. The
iron shell is thick and durable, far heavier
and denser than even the strongest plate
mail, and provides a staggering +10 bonus
GEARMAIL
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to armor class. It is remarkably infexible,


however, granting a 8 armor check penalty
and a max Dexterity bonus of +0.
Even though hydraulic armor is heavy,
its weight is offset by the steam engine,
which generates hydraulic pres-
sure to amplify the strength
of the wearers limbs.
Hydraulic armor
always feels as if it
weighs one tenth of
what it really does;
for purposes of
enc umbr a nc e,
thats all that
matters. Further-
more, the wearer
is able to move at full
speed due to the muscu-
lar amplification (though he
may still run only triple his normal
speed). If the wearer is on a horse or a
rickety rope bridge, however, then the full
weight of the armor will certainly become
an issue!
Due to the hydraulic power coursing
around the wearers limbs, his efective
Strength is increased to 20 while wearing the
armor. The armor also includes a number of
built-in steam powers, some custom devel-
oped for the hydraulic armor. These include:
Air filter. As long as the helmet is on and
the visor closed, the wearer receives a
+4 bonus to saves against any kind of gas
or airborne poison.
Visor shades. The visor darkens rapidly
in response to bright light. While the
visor is down, the wearer receives a
+4 bonus to saves against blindness.
For effects that do not normally allow a
save, he now receives one.
Slam attack. The heavy fists of the armor
can be used to make slam attacks. The
wearer is never considered unarmed.
He can make a slam attack at his usual
base attack bonus, for damage 1d6 plus
his Strength modifier, with which he is
always considered proficient.
Stability. The heavy, grounded nature of
hydraulic armor grants the wearer a +4
bonus to defending against bull rushes
HYDRAULIC ARMOR
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(as if he were unusually stable).


Steam powers. The steam engine of the
hydraulic armor can also be used to run
steam powers.
Concealment. The massive bulk of
hydraulic armor is difficult to conceal.
As if that werent enough, the steam
engine constantly pours forth
smoke. The wearer suffers a 8
penalty to Hide checks.
Jumping. The hydraulic armor
offsets its own weight in a jump by
transferring power out of the arms and
augmenting the wearers leg strength
even more. For jumping purposes, the
hydraulic armor counts as one-tenth
its weight, no armor check penalty is
rolled, and the wearer uses the suits
Strength of 20.
Learning to use hydraulic armor requires
its own specialized feat slot: Armor Profi-
ciency (hydraulic). It takes 15 minutes,
with assistance, to don hydraulic armor.
Pilots Armor: The inside of a mech
cockpit is anything but comfortable, as every
mech jockey has learned. The mechs jarring
motion causes armor to start chafng very
quickly, resulting in an extremely uncom-
fortable ride (and possible injury). Anything
more durable than padded armor will chafe,
but mech crew worried about
boarders or (worse still) mech
weapons penetrating their hull
need the best armor they can get.
Enter pilots armor. Specially devel-
oped by the Stenian Confederacy and now
widespread among mech jockeys, it is built for
comfort and protection against the weapons a
mech jockey most commonly faces. The areas
most subject to chafng thighs, abdomen,
buttocks, and ribs are all padded. Other
areas are covered in leather. The outer arms
and legs, plus the chest and abdomen, are
covered in steel studs (as studded leather
armor), but the whole back of the armor is
just comfortable strips of padded and leather
armor with no studs. Steel bars jointed at the
elbows and knees run lengthwise down the
outside of the legs and arms, ofering pro-
tection from large weapons and any kind of
slashing attacks.
BORE PUNCHERS
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Overall, the armor provides


good protection from the
front, great protection
from the sides, and lim-
ited but comfortable
protection from the
rear. It is quite compli-
cated to produce but, as
any mech jockey will tell
you, well worth the price.

UNUSUAL ITEMS
Item Cost Weight
Coal, 1 lb. 110 cp 1 lb.
Fruits and vegetables x20x30 standard
Gearplugs 150 gp 2 lbs.
Mensite, 1 lb. 100 gp 1 lb.
Stethoscope 10 gp 1 lb.
Wisp cloak 8 gp 1 lb.
Wood, 1 lb. 15 cp 1 lb.
Coal: Coal is burned to
power steam engines. The
mech fleets have created
a burgeoning market in
coal. The price varies
according to supply and
demand, and the local
availability of wood.
Fruits and Veg-
etables: The fields
and orchards of
Highpoint have
been laid waste, and
with them, the continents agricultural
output. A healthy supply of mushrooms,
potatoes, and other funguses, tubers,
and roots is available, but wheat, corn,
and leafy greens are hard to come by. As
the mechdoms reclaim territory, this has
created a burgeoning market in farming,
which is now a very lucrative career. It has
also created a new kind of treasure: fruits
and vegetables. Dried or preserved speci-
mens can be sold for upward of twenty
times their former prices. Fresh fruit and
rare varieties fetch thirty times. Good
wine is also rare, as many vineyards have
been destroyed. Of course, many a charac-
FLAME NOZZLE
STEAMBREATHER
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ter would rather enjoy the luxury of eating


such food and drink rather than selling it!
Gearplugs: Gearplugs resemble a
telephone made of cast iron. One end
has an earpiece and mouthpiece, which
are connected to a complicated box with
a thick black cable. Coming out of the
other end of the box is a series of plugs
with sharp metal ends. The metal ends are
plugged into any steam engine. Through
an advanced process, the user can then
instruct the engine on what to do. For
most engines, this is limited simply to
saying start, faster, stop, or the
like. However, with intelligent engines or
others capable of taking commands, this
allows for communication.
Mensite: Mensite is a rare metal found
in lunar asteroids. It is easy to quarry
but difficult to locate. Mensite was first
dismissed as useless, since it is relatively
brittle and has an extremely low melt-
ing point. These soon became points of
endearment, however, after it was learned
that in its liquid form it will mix with
water- and oil-based solutions, including
magical potions. Combined with potions
and alloyed with other metals to make it
stronger, mensite is extremely useful for
building constructs with magical proper-
ties. Magic users, especially the elves of
Larile Nation, will trade two pounds of
gold for a pound of mensite.
Stethoscope: A stethoscope is built
with the finest craftsmanship available.
STEAM CANNON
BOMB LAUNCHER
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This petite metal listening device makes


it easier to hear whats going on in an
engine, granting a +1 bonus to checks in
any engineering or mech skill related to
fixing or disabling a device (including
Disable Device, Craft (mechcraft), and
Profession (engineer)).
Wisp Cloak: These nonmagical cloaks
are worn by the Wisps, a nomadic tribe of
the endless plains. The cloak is made of a
camouflage-patterned fabric and includes
numerous deep but small-mouthed pock-
ets designed to hold dirt. The wearer plants
long ivies in these pockets, and once they
are grown he is literally cloaked in living
vegetation. This grants a +2 circumstance
bonus to Hide checks in wilderness areas.
A wisp cloak is inexpensive but requires
three months of growing time before it is
effective; alternatively, a fully grown cloak
can be purchased for triple the usual price.
The ivies in a wisp cloak must be watered
and cared for as any plant.
Wood: This is scrap wood used to power
a steam engine. The price varies according
to local conditions. Generally wood costs
one half of what coal does.

MECH-RELATED
MAGIC ITEMS
B
lood-powered Engines: An experi-
mental drow mech captured by the
dwarves of Duerok features a blood-powered
engine. It literally runs of of living creatures,
which are sucked dry by the engine. This
horrifc process is semimagical in nature,
requiring certain enchantments when creat-
ed as the drow did, but some coglayers have
found ways to duplicate the processes with a
blood pump (see page 56). These devices are
banned in the Stenian Confederacy, Duerok,
and most other civilized lands.
Ethereal Catapult: An ethereal
catapult is designed to penetrate mech
armor. It is a normal catapult that has been
enchanted to transform its projectiles
into ethereal matter when launched. The
shooter designates a target, and the pro-
jectiles immediately transform back when
CATAPULTS
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they have breached the target. The


effect against mechs is devastat-
ing: The catapult launches an
ethereal projectile that mani-
fests (becomes hard) once
its already inside the mech,
bypassing its armor and caus-
ing severe damage.
Ethereal catapults make touch
attacks armor bonuses to AC dont
matter. They bypass all hardness and,
because they manifest inside the tar-
get, have a threat range of
1720. Any weapon can be
enchanted thus, but so far
the effect has been limited
to catapults.
Strong transmutation;
CL 12th; Craft Magic Arms
and Armor, Craft Wondrous Item,
blink; Price 70,000 gp + cost of weapon.
Intelligent Engines: Rumors exist of
eccentric steam mages who have used the
same magic that creates intelligent swords
to imbue their steam engines with sentience.
These steam engines are fully self-aware,
capable of guiding and piloting mechs with
no human input. One such ghost mech
walks the endless plains, searching for the
orc brigands who killed its creator like any
other common mech jockey.
An intelligent engine must be enchanted
as a magic item, per the usual rules. In all
respects it is just like any other intelligent
item. It may have the ego to overcome its
creator, or may acquiesce to his demands.
Magnetized Ring Gates: These have so
far not been used in battle, but the Tannan-
liel elves are extremely excited about the
potential applications. They appear to be a
set of unusually large ring gates (like those
described in the DMG), almost three feet
in diameter. One is anchored in place on a
mech. The other is launched via a catapult.
The launched gate has been enchanted to
adhere magnetically to the first metal item
it touches (generally a mech, of course).
Once the second ring gate is secured to
the side of an enemy mech, the weapons
power becomes clear. The magnetized ring
gates allow an object put through one to
CHAIN TENTACLE
LOBSTER CLAW
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emerge out of the other, through any wall


or obstruction it is attached to. In other
words, the elves can launch boarding par-
ties straight into the interior of the enemy
mech without so much as piercing its hull.
Or they could toss handfuls of grenades
into its innards. Once they have mastered
the use of these weapons, the nature of
mech combat could drastically change.
Luckily for the dwarves, magnetized ring gates
are hard to make and even harder to use.
Strong conjuration; CL 17th; Craft Won-
drous Item, gate, passwall; 60,000 gp; Weight:
5 lbs. each.
Speaking Engines: More than one
mech jockey has had a wizard friend cast a
permanent magic mouth on his steam engine.
Usually several magic mouth spells are in
efect, each instructed to speak on a cer-
tain mechanical condition: Speak when
the boiler is too hot, speak when the gears
are out of alignment, and so on. This makes
diagnosing engine problems a lot easier,
and warns the engineer if hes too busy in
battle to notice somethings wrong.
Spell Furnace: A spell furnace converts
magical energy into kinetic force. It can be
used to power a mech with spells. Its energy
requirements are identical to those indi-
cated for the steam mages synergy ability
(see page 37); for example, a spell furnace
could power a Large mech with 10 spell lev-
els of energy each day. Any steam-powered,
clockwork, or man-powered mech smaller
than city-mech size can have a spell furnace
substituted for its regular engine at an addi-
tional cost of 100,000 gp. Creating a spell
furnace requires the Craft Wondrous Item
feat and must be done by a caster of at least
10th level who also possesses 10+ ranks in
Knowledge (steam engines).
Certain cruel underdeep races have cre-
ated spell furnaces that suck the magical energy
out of extraplanar and magical creatures. One
particular favorite utilizes the energy put of
by fre elementals. This painful torture leaves
the victim a desiccated husk. Such spell furnaces
cost twice as much to build, require facilities
to restrain the victim, and drain energy at the
rate of 10 spell level equivalencies for each hit
point drained.
Enchanting Mechs
Many factions have practiced the enchant-
ment of mechs to a certain degree. The
elves cast protection from arrows when
facing Stenian steam cannons, while the
dwarves have discovered judicious use of
protection from elements is useful against the
fireball-launching rodwalkers. One famous
elven ambush involved casting invisibility
on a small fleet of mechs. Another famous
coglayer won a battle against a rivals
much-larger mech by persuading a con-
structor friend to enchant his entire mech
with rusting grasp.
Affecting a mech with spells generally
requires multiple casters and the Com-
bine Spell metamagic feat. Otherwise, the
mech is usually too large to be affected.
See page 43 for more details.
LANCE
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plate 5 The battles on Highpoints surface


refect a much larger divine confict.
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HIGHPOINT
H
ighpoint is a continental landmass in
the game world called DragonMech.
The many residents of Highpoint refer to the
world at large by a number of names in several
diferent languages, but we will keep it simple
by referring to it simply as DragonMech.
Other landmasses are to the east and
west, but Highpoint remains the undeniable
focus. In all the lands afected by the lunar
rain and lunar dragons, only the residents of
Highpoint have evolved an efective defense
mechanism: the mech. Over the centuries to
come, the world will be reshaped by what
happens on Highpoint.
The world of DragonMech is subject to
one particularly unusual environmental fea-
ture, in addition to its collapsing moon: widely
varying seasonal water levels. The seas around
Highpoint (and throughout the entire world)
rise and fall by more than 30 feet over the
course of the year. This is caused by wide sea-
sonal temperature swings near the poles, which
trap and then release huge quantities of arctic
ice on a regular cycle. It is more than simple
tidal action, which of course is present as well.
The close presence of the moon has massively
altered tidal patterns, which only further exac-
erbates the seasonal water levels.
The implications of the seasonal water
levels, combined with the altered tidal infu-
ence, have shaped the course of life on High-
point in three ways. First, stable settlements
beside waterways are impossible. Coastlines
shift by huge distances, back and forth,
over the course of the year. This inability
to establish permanent settlements in natu-
rally advantageous places contributes to the
planets intensely nomadic lifestyle.
Second, amphibious life is more common.
One humanoid race, the slathem, lives in cit-
ies that are underwater for half the year and
above water the other half. Among the more
common races are amphibious variants of
elves, humans, and dwarves, as well as a num-
ber of other creatures. Of the races that have
established permanent settlements, many
are amphibious.
Third, land forms change over the course
of the year. Certain land bridges appear
only during the low-water months. Vast
foodplains vanish under the sea for six
months at a time. As a result, trade routes
are highly seasonal.
Thus the reason for Highpoints name: Of
all the continents, it is, on average, the great-
est distance above high-water sea level. The
continent itself is actually a series of stacked
plateaus with a mountain range at the top. The
lowest plateau shelf, to the west, is an enormous
desert foodplain called the Wet Desert. Half
the year its a shallow saltwater ocean; the other
half, its a parched expanse of sun-heated sand.
The easternmost shelf is higher than the western
one, such that the eastern coastline is a single,
unbroken clif stretching for nearly a thousand
miles. Historically, the clif has been tall enough
to resist even the highest foodwaters, leaving
the easternmost plateau dry for the entire year.
Since the lunar rain, however, enhanced tidal
action has brought the peak water levels over the
clif edges for the frst time.
The eastern reaches are the most popu-
lous. The most inhabitable area is the end-
less plains, a vast expands of gentle hills
covering the easternmost plateau. The
next plateau to the west is the flatland,
in contrast to the roughlands which abut
it still further west. The great Boundary
Peaks divide the roughlands into two.
Weather patterns send most of the conti-
nents moisture to the east of the Bound-
ary Peaks, meaning the western regions are
hot and dry. They descend through three
plateaus of scrub, rocky hills, dry savanna,
and hostile desert into the Wet Desert, the
bottommost plateau that is deluged with
seawater for six months each year.
One other terrain feature has signifcantly
shaped Highpoint, and that is the Endless
River. The Endless River remains at a fairly
constant elevation relative to sea level over
the 2,000 miles it runs. Since Highpoint
itself varies drastically in elevation, this
means the Endless River runs underground
for more than half of its length. During the
low-water months, the Endless River is a nav-
igable underground water route. During the
high-water months, it is a raging whitewater
that only a fool would enter. The 1,000 miles
of underground channels its waters have
carved beneath the plateaus of Highpoint are
the entry points for a vast underdeep realm.

CLIMATE AND SEASONS


A
s a rule of thumb, eastern Highpoint
is temperate to warm, while western
Highpoint is warm. The east is moist, with
some very wet tropical areas in the northern
forests and wet swamps to the south. The
west is consistently dry, even during the
high-water months, which bring only saltwa-
ter, not fresh water. The very southernmost
reaches are noticeably cooler than else-
where, though still temperate overall.
The residents of Highpoint divide their
years into only two seasons: low-water and
high-water. This is not the same as a dry and
a rainy season, since the source of the water
isnt rain. In eastern Highpoint, the difer-
ence in seasons is greatest for the cultures
along the Endless River, the borders of
which expand by more than fve miles as the
foodplains are flled. Lakes and other rivers
are also afected, though not as dramatically.
In western Highpoint, high-water afects
the entire region, as the Wet Desert is com-
pletely fooded.
In our vernacular, high-water corresponds
to spring and summer, while low-water
corresponds to fall and winter. The winter
months know snow in eastern Highpoint,
particularly in the more southern regions,
but the dry skies of the west bring only icy,
howling winds.
THE WORLD OF DRAGONMECH
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TIMEKEEPING
T
he Stenian Confederacy uses the old
Duerok system of timekeeping, which
has its roots in underground settlements
under constant siege. This is the most preva-
lent system on Highpoint, especially since
most of the nomadic human tribes use no
system of time whatsoever.
The Stenian system has six weeks per
month and six days per week, over the course
of seven months, for a total of 252 days per
year. The days are Diggon, Axon, Digget,
Suron, Suret, and Surol.
Diggon: First day of the week. Among
the underground dwarven strongholds, it
was traditionally the frst day of digging in
their never-ending quest to expand their
holds. It also included general communal
activities for those incapable of or unneeded
for digging. On mechs now it is usually a day
of communal activity, which can include
making repairs, shoveling coal, cleaning, or
other such things.
Axon: Second day of the week and tradi-
tionally the day of martial training. Still used
on many mechs to practice fghting drills.
Digget: Third day of the week and the sec-
ond day of digging (or communal activity).
Suron: Fourth day of the week and frst
day of personal work, which varies according
to the trade of each person.
Suret: Fifth day of the week and second
day of personal work.
Surol: Final day of the week and third
day of personal work. In centuries past,
when Duerok was strong and well defend-
ed, this eventually became a day of rest.
Since the start of the lunar rain, however,
that tradition has disappeared. It is once
more a day of work.
The seven months follow the natural cycle
of high-water and low-water, as follows:
Arie: The frst month of the year is when
the waters are at their midpoint. It is roughly
equivalent to spring.
Cammerce: The waters of the Endless
River rise as the second month appears.
Near the end of the second month is when
the endless traders traditionally arrive in
Duerok. (They reach Edge shortly thereaf-
ter; see page 161.) This is a time of excite-
ment, visitors, and news from afar.
Highwater: The point at which the waters
peak.
Duerok: A month of holidays. The hard-
working dwarves of Duerok have only six hol-
idays, all of which take place in this month.
By now, the traders have left and it is time
to relax. The six holidays (one per week)
honor dwarven virtues: thrift, discipline,
clan, honor, strength, and valor. Nowadays,
the holidays are recognized but no one stops
working. Times are simply too dangerous.
Flero: By this time the waters have begun
to recede.
Jealo: A time of want. The bounty of high-
water is slowly being consumed.
Lowwater: The waters of the Endless
River are at their nadir. Everyone looks for-
ward to them rising again and bringing the
excitement of Cammerce.

LUNAR CYCLE
T
he moon is literally the largest object
in the sky at all times. Depending on
the landscape, it occupies as much as three
fourths of the sky. Visible even during the
day, it is an oppressive reminder of the
worlds problems.
The moon still follows a regular cycle,
but since it is so close to the planet, the full
surface is visible at all times. Parts or even
all of the surface may be shaded, but they
are still visible, and on the night of a full
moon, the refective qualities of the mas-
sive satellite make the night literally almost
as bright as the day.
Lunar Rain
In the hundred-odd years that the lunar rain
has poured down upon Highpoint, its nature
has changed considerably. In the early years, it
was a veritable bombardment. Huge meteors
crashed to the surface each night, blasting the
ground into a fne dust. Almost nothing could
sustain such a beating, and those creatures
that didnt seek shelter were killed. The few
that werent fattened were instead excori-
ated by the thick particulate mist of red-hot
debris that fell with the large meteors.
The surface world was destroyed by the
lunar rain. Most vegetation was reduced to
mere stumps. Cities and towns were largely
fattened, unless they were built under the
lee of a clif, in a narrow-mouthed canyon, or
in some other relatively protected location.
By bizarre luck, a few settlements survived in
a still-habitable state, but they are the excep-
tion, not the rule.
By the time the lunar rain forced the sur-
face world underground, it also began to let
up. It wasnt long before much of the moons
surface had been ripped clean of, leaving
only solid bedrock exposed. That bedrock
was too strong for the planets gravity to tear
of. Over the course of a decade, the pace of
the rain slowed. Soon the large meteors were
extremely rare. After a while, the excoriat-
ing haze was rare, too.
Now the meteor rain is largely sustainable.
On most nights it is like a heavy sandstorm
dumped from the sky: a thick, soupy particu-
late mist that scrapes at the skin. It is painful
and can be deadly to the unprotected, but
most surface dwellers know how to handle it.
Of course, the occasional meteor storm still
occurs, which is none too pleasant, but such
occurrences are rarer and rarer.
When characters embark on wilderness
treks, randomly generate the nature of the
lunar rain each evening, according to Table
4-1. Add +4 on a full moon.

MAJOR REGIONS
L
ooking at a surface map of Highpoint, it
has four main areas, reading from east
to west: the endless plains, the fatland, the
roughlands, and the western deserts. But the
wide range of elevations in Highpoint neces-
sitates defning its regions in three dimen-
sions. A cross-section map would reveal fve
elevations of civilization: the moon, which
is close enough to interact with the planets
surface; the surface, which encompasses the
four main areas named above; the subsur-
face, which is the areas within a half-mile
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of the surface or the Endless Rivers under-


ground boundaries, and includes places like
Duerok and other dwarven strongholds; the
underdeep, which is the region below the
subsurface; and the Stygian depths, deep,
deep down, beneath even the underdeep,
an alien realm that no surface dwellers knew
until their fight from the lunar rain forced
them ever deeper into the earth.
Prior to the lunar rain, the surface world
interacted routinely with the subsurface,
which was heavily populated with dwarves,
orcs, and other underground civilizations.
Trade and warfare occurred at the edges of the
plateaus and along the borders of the Endless
River. The underdeep world rarely ventured
into the subsurface, much less the surface
world, and the Stygian depths were unknown.
After the lunar rains began, much of the
entire surface world tried to cram itself
into the subsurface. Thanks to the plateau
structure of Highpoint, a much greater
underground area was available to accom-
modate them than on any of the planets
other continents. Even so, it wasnt enough
room. The subsurface dwellers defended
their entry points against the refugees. Most
were overwhelmed, and the surface world
crowded into the subsurface. The defeated
subsurface races were either exterminated
or forced further underground, where they
encountered and warred with the denizens
of the underdeep. The victorious surface
dwellers soon found their victories hollow
as successive waves of surface-dwelling refu-
gees followed behind them, pounding their
new subsurface homes. Wave after wave of
defeated surface dwellers was subsequently
pushed into the underdeep. Eventually even
the underdeep was at war, and it was then
that displaced underdeep residents traveled
so far into the earth that they encountered
the Stygian depths. These hellish regions
even now remain a place of mystery, for very
few visitors there have returned to tell their
stories. But their mere existence is now
established as fact, where for eons it was
considered fction.

A HIGHPOINT
GAZETTEER
A
gazetteer of Highpoint is, in fact, a very
melancholy undertaking. The world has
changed so drastically over the preceding
half-century that many of what would have
once comprised the most notable locations
are now utterly ruined. Even the subsur-
face and underdeep, which were never
directly exposed to the lunar rain, have been
upturned in the ensuing chaos. Whats left of
the meteor-pocked surface is now divided
into loosely organized mech-ruled king-
doms, or mechdoms, wherein the notable
locations are the highly mobile city-mechs
themselves. The few remaining surface
settlements are veritable fortress-cities,
enclosed in massive stone walls powerful
enough to resist the lunar rain and repulse
the lunar dragons.
Thus, this gazetteer will describe the dam-
aged remnants of continental Highpoint and
the mobile mechdoms of the new surface
world. Mechs are uncommon in the chaotic
melee that is still the subsurface and under-
deep, so descriptions of those areas will be
left for another time as will coverage of
the moon, which infuences the world dra-
matically but is for now still another planet.

THE NOMADIC PEOPLES


B
efore delving into the details, we should
establish a crucial fact that will contribute
to your understanding of Highpoint. Civilized
life on Highpoint has always been itinerant.
Three factors contributed to this. First, the
erratic water levels made permanent civiliza-
tions near primary water sources impossible,
and the extreme changes in natural resources
between low-water and high-water encour-
TABLE 4-1: LUNAR RAIN CONDITIONS
Roll (d20) Lunar Rain Conditions
1 No lunar rain. Such evenings are extremely rare. In cities, they are celebrated with dancing, drinking, and general merriment under the clear sky.
216 Painful haze. Lunar particulate matter falls from the sky. Someone standing outside feels like hes being sandblasted. It is abrasive and painful, but usually not deadly. Characters
wearing any armor of +1 or better protection, or creatures with natural armor of +2 or better, are undamaged. Other creatures sufer 1d4 points of nonlethal damage per hour of
exposure. All creatures have a 1% chance each evening of being hit by a small meteorite that causes 1d6 points of damage. Exposed armor, vehicles, and buildings sufer scufng
and minor damage that must be repaired at least once every six months.
1718 Small meteor shower. The sky is ablaze with shooting stars. As the painful haze, above, but in addition, all exposed creatures have a 25% chance per evening of being struck by a
small meteorite that causes 1d6 points of damage.
1920 Large meteor shower. As above, but the sky is literally glowing with shooting stars, and their constant impact creates a resonant booming sound in the distance. Every so often,
a huge boulder hits the ground. All sane creatures take cover. All exposed creatures have a 25% chance per hour of being struck by a meteorite. If struck, roll 1d6. On 14, they
sufer that much damage. On 56, roll 1d6 again and add the result to determine damage. If the second roll is 56, roll yet again, and so on.
21+ Meteor storm. Cover isnt enough you need to be underground to be safe! Its like a freworks show at close range. The sky is full of fre, the ground is booming, and there
is no safety. Anyone exposed at all takes 1d3 points of damage per hour from the dense, grating particulate matter. In addition, he must make a Refex save (DC 20) once every
half hour or be hit by a meteor. If hit, he takes damage determined by rolling 1d10 and squaring the result (e.g., a roll of 3 means 9 points of damage, while a roll of 10 means
100 points of damage).
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aged mobility. Second, the massive herds and


bountiful wild plant life of the precatastrophe
endless plains made hunting and gathering
just as productive as settled agriculture.
Finally, the preponderance of humans
and orcs in the endless plains made
some degree of wandering almost
inevitable, as both of these races
are short-lived, impatient, and con-
stantly in motion.
Of all the races, only the elves and
dwarves maintained extensive permanent
civilizations, the dwarves thanks to their
subsurface regions that were only marginally
afected by the seasons, and the elves due to
their more sedentary proclivities. The grand
forests of the northern endless plains are
home to a greater settled population (mostly
elven villages) than the rest of the endless
plains combined. Similarly, the dwarven
strongholds of Duerok are home to a greater
settled population than the rest of the
fatland and roughlands combined. Around
these islands of stability, humans, orcs, and
even a great number of elven and dwarven
nomads swirl in constant motion.
Or, more aptly, swirled (past tense), since
these surface civilizations have now been
largely reshaped. Nonetheless, Highpoints
inherent restlessness made the transition
to the new mechdoms surprisingly natural.
Many of the tribes that once wandered the
endless plains with spear in hand now wan-
der the same areas in iron-clad mechs. The
mechdoms and loosely afliated mech tribes
are, in the most basic political and social
sense, no great change for most inhabitants.
Nonetheless, on this nomadic world,
permanent settlements did exist. Among
sedentary tribes, the basic unit of civiliza-
tion was a city-state, rather than a kingdom.
These scattered city-states often depended
heavily on the nomads, in some cases uti-
lizing nomadic water traders to survive the
low-water months. At the same time, they
required extensive protection against other
nomads and were often organized around
ancient, impregnable fortifcations.
While the nomads transitioned easily to
life on a mech, only the well armored city-
states still remain on the surface. Sequestered
in their powerful bunkers and unassailable
castles, they are protected from all but the
worst meteor storms. The lunar
dragons are a threat, as
always, but even they give
pause when faced with a
well defended castle.
The biggest threat
to these remaining city-
states is water. Although
some are located near
natural supplies year-round,
the low-water season strands oth-
ers. The city-state of Chemak is a notable
example: Since the disappearance of the
surface nobles, Chemak has constructed
enormous, well guarded reservoirs in order
to survive the low-water months.

CONTINENTAL HIGHPOINT
The Endless Plains
The endless plains were once the epicenter
of Highpoint. If a war was fought, it was
there. If an invention was created, it was
there. If you wanted adventure and novelty,
change and surprises, the endless plains were
where you went.
The endless plains were divided into three
principle regions. The northern tip was
the great temperate and tropical
forests, primarily settled by elves
but with no lack of humans, orcs,
and goblins. From there to the
Endless River were rolling hills
and grasslands, interspersed
with the occasional mountain,
forest, and lake. This area was
the heart of the endless plains,
a swirling morass of nomadic
cultures that constantly traded
and warred. South of the Endless
River, the grasslands gave way gradually to
swamps and lake lands.
No great kingdoms existed in the endless
plains. A few city-states ruled their sur-
rounding areas, and loose tribal alliances
created what could be called nations, but
no entity ever approached the status of king-
dom, much less empire.
Now, the endless plains are a smoldering
wasteland. The central region is forsaken
and bleak. Whats left of the landscape has
been ruined by lunar dragons and the bur-
rows they dig. The swamps and lakes of the
southern regions are flled with rising levels
of lunar sludge and sediment. The northern
forests were most resistant to the lunar rain
but were nonetheless damaged by the lunar
dragons. Many of the mighty oaks and elms
have been shattered or toppled. Those still
standing are being eroded into stumps with
every evenings lunar rain.
Over the entire endless plains, the nomad-
ic human peoples built only a dozen large,
permanent cities. Many were destroyed;
four still stand. The four surviving cities are
Glatek, Edge, Stilt City, and Chemak.
Glatek
Glatek sits in a sheltered valley just below
the blufs of the western plateau. It sprang up
from natural trade lanes between the slathem,
humans, and elves: It is equidistant from the
elven forests to the northeast, the slathem
cities to the west, and the human tribes to
the southeast. Its economically important
position led naturally to a permanent settle-
ment of traders, middlemen, and merchants.
At its peak it was a thriving
metropolis of more
than 5,000 perma-
nent citizens,
plus thou-
sands more
traders and
nomads at
any given
time. Now
it is about
half that size.
Glatek is a
vertical city, but
unlike our modern
vertical cities, Glatek goes
down under the earth. Over thousands of years
of trading, the amphibious slathem carved out
an underground channel to the city by enlarg-
ing a naturally occurring labyrinth of corridors
connecting Glatek to the seas to its north and
west. When completed, these corridors
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opened into the ocean below sea level and


were fooded. The slathem then used them as
an underground expressway to Glatek.
These corridors are fooded year-round,
but when they reach Glatek they ascend in a
series of vast high-ceilinged natural caves. At
ground level, Glatek sits 30 feet above high-
water sea level and 60 feet above low-water
sea level, meaning the caves underneath it
have from 30 to 60 feet of usable air space,
depending on the season.
As a result, most buildings in Glatek are
only one story high but are at least three
stories deep. Some are much deeper. This
underground area is called the bottomcity.
The citys docks are foating platforms in the
bottommost areas of the bottomcity. Slathem
swim directly to the docks, do their trading,
and leave without ever seeing daylight.
As a trade center and thus a point of con-
centration for wealth, Glatek was long used
to defending itself. Its unique layout situated
its valuables and warehouses in the bottomc-
ity, safe from ground attack. Nonetheless,
the city council constructed a series of three
powerful walls. The frst, or old wall, was
built some 700 years ago. It is twenty feet
high and was once the wall of a castle at
the citys center. It now provides an inner
perimeter, since the city has since expanded
beyond. The second, or new wall, is twelve
feet high and surrounds the entire city. In
days past, the areas outside the new wall
were flled with the tents and campgrounds
of nomadic traders.
The third, or fat wall, is 400 years old,
the same age as the new wall. It is not a wall
proper but a stone foor covering all the
citys thoroughfares. In efect, it is a fat,
solid stone wall one foot deep, sealed by
the best stone craftsmen exactly as a wall
would be sealed. Tunneling into the bot-
tomcity areas requires breaking through this
fat wall, or breaking into a building where
the bottomcity is otherwise accessible.
Since only residents have access to buildings
leading into the bottomcity (including the
few public staircases, which are always well
guarded), only residents and acknowledged
guests can reach the bottomcity.
As a result of the fat wall, any building
older than 400 years has a foor set about one
foot lower than street level. Buildings newer
than 400 years about a third of the city,
mostly outside the inner perimeter are
built on top of the fat wall. The presence
of the fat wall is general knowledge but is
not immediately obvious, since the wall has
cobblestones and normal road materials set
into it. Unless someone specifcally asks or
overhears other discussion, or unless one
sets foot in an older building with a lower
foor level, it is not noticeable.
The citys design proved eminently useful
during the lunar catastrophes, for a number of
reasons. The bottomcity provides protection
during the lunar rains. The steep inner perim-
eter wall is a perfect refuge from which to
repel lunar dragons, especially since the city
put in place a battery of swivel-mounted bal-
listae. The underground slathem waterways
provide a source of water. (Saltwater though
it is, with proper treatment it is drinkable.)
And the slathem themselves can provide sea-
food for trade, although relations between
the slathem and the citys rulers were perma-
nently damaged when the slathem exploited
the situation to charge what many considered
to be utterly unreasonable prices.
As a result, Glatek still stands. The areas
beyond the inner perimeter have been
heavily damaged by dragon raids and are
occupied primarily by scavengers and
refugees who arent admitted
into the inner perimeter.
The inner perimeter is
now heavily guarded at
all times, against both
dragons and surface
raiders. Glateks
reputation for wealth
persists and it has had
to resist not just tribal
nomads but the occa-
sional mech clan as well.
But it stands nonetheless,
with its inner perimeter intact
and the bottomcity unharmed.
The bottomcity is an arrangement of large
underground caverns flled with scafolding
of various materials. The shallow caverns, as
well as the upper heights of the deeper ones,
have multilevel basements descending from
their ceilings, sometimes held in place by
huge wooden timbers or metal braces. The
bottoms of the larger caverns (at least those
above high-water sea level) have multistory
buildings which stretch up to almost touch the
bottoms of the basements above them. Bridges
and walkways connect all levels of these truly
three-dimensional urban areas. The bottom-
most areas, fooded from the high-water food
line to the low-water line, are mostly foating
docks and fxed slathem residences, and below
that are more slathem areas.
In a unusual development, Glateks
undercity slums are, in fact, above ground.
The bottomcity is the wealthiest part of
town, especially the bottomcity centermost
under the inner perimeter. The docks are
controlled by the well-to-do slathem mid-
dlemen and brokers who distribute slathem
trade goods into the upper areas, and thus
are anything but seedy. The citys slums are
the surface areas, which become progres-
sively worse as one gets closer to the perim-
eter. Beyond that is the refuge of scavengers
and refugees.
The city is ruled by the same merchant
council that has always ruled. All of the
council members are human. The merchant
council is a purely commercial organiza-
tion; membership is ostensibly hereditary,
but mercantile power is a much
more powerful deciding fac-
tor. Newly wealthy trad-
ers always manage to
secure a spot (usually
by threatening to
cut of their sup-
pliers or custom-
ers, depending
on whos on the
council), and trad-
ers ruined by mis-
fortune always seem
to resign (thanks to the
other members threats to
bankrupt what little they have left
if they dont).
All members of the council are wealthy
residents involved in one of the citys major
commodities or at least, one of the citys
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former major commodities, since most are no


longer commercially viable. Herbs, spices,
fne fabrics, and delicate elven creations
no longer fow from the northeast forests,
nor do grains, fruits, livestock, and hides
fow from the endless plains, nor seafood
and shells from the slathem to the west. The
principal commodities now are metal, spare
parts, and weapons from the fatland; the
inferior but serviceable hides and preserved
meat of sea creatures captured by the slath-
em; slaves and meat from the endless plains;
and timber from the humans and elves. Times
have changed.
Glatek sits far beyond the borders of both
the Stenian Confederacy and the Legion,
but both factions consider it a prize. Even
in todays wrecked society, the city is a major
commercial hub, and much money stands
to be made by whoever controls it. Larile
Nation trades actively with Glatek and con-
siders it an ally, not a potential conquest.
Area: Two square miles (horizontal area)
Population: 3,000 permanent residents;
5001,000 itinerant traders; 5001,000 scav-
engers and refugees
Composition: Permanent residents: 70%
human, 15% half-elf, 5% elf, 5% slathem, 5%
others; itinerant traders: 33% human, 33% elf,
33% slathem
Alignment: Lawful neutral
Edge
Edge is nestled at the base of a great clif beside
the thousand-foot-tall waterfall where the
Endless River emerges from the underdeep.
Whereas some cities are built on opposite
banks of rivers, Edge is built on opposite banks
of the waterfall. The city literally rises along the
face of the clif. It has fat areas at its top and
base but most of its area is vertical.
Edge evolved through a natural conver-
gence of the surface races of the endless
plains and the subsurface races that dwell
along the underground stretches of the End-
less River. The chief obstruction to their trade
was the waterfall itself, which was a major
impediment to the transport of goods. A
variety of solutions evolved: hand-chiseled
staircases of nearly vertical dimensions, rope-
and-pulley systems, gnome inventors with
complex mechanical elevators, and magical
fying devices. One old legend even talks
about a dwarf who built a long-gone elevator
powered by steam siphoned from the waterfall
itself. The better solutions were all funded by
tolls, the tolls sustained the toll-takers and
their families, and over time Edge became,
essentially, a vertical mercantile highway.
Now Edge is just that: a vertical mercan-
tile highway. Within a mile of the waterfall
in either direction are hundreds of routes
up the clif, including all of the options
described above. The simplest are half-orc
porters, who will lug goods up and down the
nearly vertical staircases for a small fee (plus
the staircase toll, of course, paid each way
up and down). The most expensive are the
gnomish and dwarven eleva-
tor contraptions, and
the occasional wiz-
ard with fy spells.
One ambitious
dwarf even set
about carving a
set of normally
proportioned
stairs inside
the clif, all the
way to the top,
through which he
now admits foot trafc
for a modest toll. As you
may have surmised, Edges chief
industry is the transport of goods up and
down a 1,000-foot-tall clif.
Over the years, the clif itself has been
hollowed out to make room for settlers, and
struts have been embedded in it to support
hanging houses parallel to the clif face.
Now the entire clif is honeycombed with
dwellings. Many of these are occupied by
the porters, toll-takers, and tinkerers who
tend to the various vertical transportation
routes. The rest house shops, inns, and all
the various craftsmen and specialists that
would spring up around any settlement.
The physical layout of Edge is narrow and
vertical. Landings dot the rise from base to
top, and the buildings honeycombing the
clif maintain a consistent depth of roughly
20 feet into the clif. Residences hanging
from struts set into the clifs are usually
no more than one or two rooms. Count-
less rope bridges make horizontal travel
quite easy for the locals, but they dont
all hang at the same height; traveling any
signifcant horizontal distance necessarily
entails a lot of vertical movement as well.
Thats for locals, mind you; toll-payers are
usually restricted to the vertical passage
they paid for.
No public thoroughfares go from top
to bottom. Locals can always travel freely
through the routes of their friends or rela-
tives, but all outsiders have to pay their way
through. Climbing is an option, but its a
long, sheer climb, made all the worse by the
waterfalls mist, which coats the ascent, and of
course any climbers will be ridiculed
all the way up, to the point of
locals throwing vegetables
and produce at outsiders
selfsh enough to deny
them their livelihood.
The base of the
waterfall is home to
a sprawling dock dis-
trict, with warehouses,
inns, taverns, and auc-
tion houses. Goods are
stored, bought, sold, and
shipped here, both before
and after crossing the water-
fall. The top of the waterfall is an
enormous cave mouth. The narrow natural
bank of the Endless River has been widened
substantially on both sides to make room
for boats unloading after their journeys
through the underdeep. This upper landing
is not as large as the one at the base of the
waterfall, however, simply because its area
is limited by cave walls. Some dwellings
are behind the waterfall itself, including
the church of Fhurlin, the most powerful
entity in Edge.
Edges existence is made possible by the
vital importance of trade along the Endless
River. The Endless River fows underground
for a thousand miles. Over this distance it
connects all the major settlements of the
underdeep, from the dwarves and goblins to
the derro and drow. Not all of this connec-
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tion is positive, of course; the river


is used as much for war as for trade.
But much of it is used for trade, and
many of the underground societies
send their oferings downstream
to Edge, where they fll their great
demand for the products of the end-
less plains. Hides, livestock, spices,
seeds, vegetables, and more are
brought to Edge from the endless
plains, where they are exchanged
for the products of the underdeep:
fungi, metals, gems, and rare
stones. These supplies go up and
down beside the waterfall at Edge in
an endless cycle, by which the resi-
dents of Edge make their living.
A visit to Edge is an experience.
Nothing compares to the sight of 50
half-orc porters hauling live, squeal-
ing hogs two at a time up a staircase
1,000 feet tall, or a precariously bal-
anced pulley-powered rope elevator
lowering basket after basket of ore,
or a shrewd halfing telling you only
one gold piece more will let you use
a slide at the top of his staircase that
will save you the efort of walking
back down, or a strange gnome
on spring-wrapped stilts proudly
describing his new invention that
will get you to the top in a jify. You
can fnd other ways to the top, of
course the clif face extends for
hundreds of miles in both direc-
tions, and there are places to pass
but outside of Edge its always a
dangerous uphill trip, and paying a
mere one silver piece for the use of
a staircase with halfing lemonade
vendors at landings along the way
is a good deal from most peoples
perspective.
Despite the lunar catastrophes,
trafc at Edge has slowed only a
modest amount. The initial onset
of the lunar rains sent a huge fow
of refugees into the underdeep, and
many passed through Edge on their
way. Edge itself has barely enough
room to house its own residents, so
it was spared the battles fought at
most entrances to the underdeep.
Instead, its chief misery was a loss of
tolls, as wave after wave of refugees
overwhelmed the staircase guards
and simply ascended wherever
they saw ft. Over time the fow of
refugees slowed and normal trade
resumed, and the citys residents
were once more able to exert con-
trol over the staircases and elevators
that provide their sustenance.
The lunar dragons have not been
a major problem in Edge. Although
the reasons arent entirely clear,
the residents attribute this to
three causes: First, secure in their
clifside homes, theyre hard to get
to. Second, the preponderance of
caravan guards among the traders
visiting Edge means the dragons
are met with a large fghting force
whenever they do appear. Finally,
the residents of Edge think their
god, Fhurlin, has protected them.
Unlike the rest of the planet, reli-
gion remains strong in Edge.
Edge hosts a huge festival at the
end of each low-water season. The
arrival of the endless traders marks
its traditional beginning. Although
it was disrupted for several years
during the onset of the lunar rain,
it has now begun again. Nomads
from across the endless plains
journey hundreds of miles to meet
the traders and see what they have
brought, and now some mech tribes
make the trip, too. Mechanical parts
and supplies are entering the trade
economy more and more, and the
endless traders often arrive with
cargoes of questionably obtained
but highly desirable mech parts.
Edge is governed by the church
of Fhurlin, the god of roads and trav-
el. Fhurlin is known by many other
names across the world, including
Fharlan, Fhlarnghn, and Flarygng.
His churchs ability to govern is
used loosely in this case. Edge has
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always had a fractured, volatile political


base. As a focal point for opportunists and
wayfarers, and a place that a great number of
parties have an interest in keeping open for
travel, Edge has always been resistant to any
organized government. The toll-takers can
fund their own private guards, and the citys
proximity to the waterfall makes most city
services easy to solve (just dump it over the
edge, eh?). The myriad variety of travelers
(and, consequently, toll-takers) from across
the underdeep and surface realms prevents
any sort of consistent outlook on politics.
After the failure of a number of attempts at
government ranging from collective coun-
cils to merchant strong-arming to military
takeover the church of Fhurlin emerged
almost unnoticed as the most powerful force
in the community. Despite all other disagree-
ments, Edges residents have one thing in
common: an afnity for the life of the traveler
and trader. Nearly three fourths of the popula-
tion worships Fhurlin in one form or another,
and many tithe regularly. The church is the
common link between residents, and from
them to passers-by, and is generally recog-
nized as the towns governing authority. Over
the years, its parish guard has become the
de facto town guard. The head cleric of Fhur-
lin is efectively the citys mayor, though his
powers are limited to maintaining order and
settling disputes and his funding is con-
tingent on the unpredictable whims
of tithing. In efect, Edge is a very
democratic city, for though the
church itself selects its head
cleric, the citys residents
determine his budget, and
unpopular decisions are usu-
ally changed after the ensuing
decline in tithing revenues.
Area: One square mile (hori-
zontal area)
Population: 1,300 permanent
residents; 200400 itinerant traders
Composition: Permanent residents: 35%
human, 30% dwarf, 15% halfing, 10% half-orc,
10% gnome; itinerant traders: 40% human,
40% dwarf, 15% halfing, 5% other
Alignment: Neutral
Stilt City
Stilt City is a tiered city on the edge of the
Tyratian River. To the locals, the city is called
Tyrat, but outsiders have called it Stilt City for
so many generations that the name has stuck.
Stilt City is built on the Tyratian food
plains, so close to the river that it is com-
pletely submerged when it foods during the
high-water months. The city has answered
this natural obstacle with a unique solution:
a tiered design supported by stilts. The citys
lowest level, ground level, is farmed during
the low-water season. The second level, sup-
ported by a system of stilts and latticework,
is raised twenty feet above the lower level.
During low-water, the second-level lattice-
work is kept clear, to allow sunlight to flter
through to ground level.
When high-water comes, the farmers of
Stilt City carry reeds and mud to the second
level. The latticework is strengthened and
woven reed mats are arranged to help hold
a foot-deep layer of mud. Then this layer
of mud is planted and farmed as the foods
engulf the ground below. The farmers have
specially bred certain varieties of rice to
produce exceptionally long roots, long
enough to hang into the water below. The
water levels slowly rise, eventually reaching
to just above the height of the second level.
At this time the rice is har-
vested. By the time
the foods begin
to subside, the
woven reed
mats have
rotted, and
the mud
from the
s e c o n d
level slides
back to
ground level,
where it is mixed
with the rich alluvial
deposits and replanted for
the low-water season.
The third level of Stilt City is thirty feet
above ground level. It is the residential and
business district. Most farms will have one
or two third-level dwellings, but most of the
third level is concentrated at the citys core,
in a nonagricultural area dedicated to gov-
ernment, military, religious, and commercial
districts. Because the third level is never
fooded, it is built much more solidly than
the lightweight latticework of the second
level. While most farmers use poles or logs as
the stilts to support their residences, the city
center is built on huge stone pillars, which
support wooden, brick, or stone buildings at
the third and sometimes second level. At the
heart of the city is an imposing stone keep,
raised to the height of the third level, from
which the king rules.
The citys unique design generates a
prodigious agricultural output. Its tiers
allow it to remain productive year-round.
Given that its one of only a few stationary
agricultural societies in the endless plains,
Stilt City controls the market for miles
around. Twice a year, near the end of each
of its two growing seasons, it hosts a huge
market week where nomads from hundreds
of miles around come to trade for its fruits,
vegetables, grains, and spices. The rest of
the year, a coterie of middlemen expands
outward from Stilt City, trading dried and
preserved foodstufs.
The only downside to the stilt design is
that it creates an undercity, both literally
and fguratively. The areas directly under the
city center are never farmed. Because of the
natural shelter they aford, the frst and some-
times even second levels of the city center
are home to all sorts of vermin and squatters
during low-water. The city guard fghts a
constant battle against such rif-raf, a battle
that is only somewhat successful. The city
doesnt have enough guardsmen to attend to
the citys mundane afairs and chase of squat-
ters. Moreover, any time a farm is abandoned,
its second-level latticework becomes a home
for squatters until high waters and disrepair
eventually wash it away. Most such squatters
are merely roughneck nomads, but cases of
small goblin tribes, dire animals, and even an
ankheg down there have been known.
Stilt City has a feudal system headed by
King Lorshay, an unambitious man terrorized
by the challenges of modern survival. Many
generations ago, King Lorshays visionary
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ancestors claimed the area, built the city


center, and pioneered the stilt farming sys-
tem. By medieval standards, the fact that the
entire city center is suspended thirty feet
above ground level is a stunning achieve-
ment; nothing else is like it in the world. The
King commands a strong military, funded by
taxes on the farmers in his domain, and the
city center serves also as a keep in which to
house his forces. A small coterie of second-
ary nobles rules the areas around Stilt City,
some from traditional dwellings (located
on hills, of course), others from their own
smaller stilt colonies.
Today, however, King Lorshay is an old
man whose habits of luxury have been put
to the test. Under assault from lunar rain
and lunar dragons, he doesnt know what
to do. Stilt City has sufered heavily at the
hands of the dragons, which routinely rip
through the felds in search of prey. The lat-
ticework provided some early camoufage,
but the dragons have learned, and now they
routinely shred the latticework to fnd
whats underneath. The Kings forces have
successfully kept them away from the city
center, but can repel them from the felds
only with heavy losses. On top of that is
the lunar rain, which makes upkeep on the
citys infrastructure all the more difcult.
Stilt Citys productively has declined
markedly in the past generation, and it has
lost much of its population as residents have
fed to more sheltered areas. Those who
stayed are mostly the farmers with felds
closest to the city center, where they can
seek shelter when under attack. It remains to
be seen how much longer the city will last.
Area: Fifteen square miles (entire bar-
ony); one half square mile (city center)
Population: 3,000 permanent residents:
500 in city center; remainder in farming
districts
Composition: 90% human, 5% elf, 5% half-elf
Alignment: Lawful neutral
Chemak
Chemak is an impregnable fortress-city. It
sits at the far eastern edge of Highpoint,
between the Tyratian River to the south
and the forests to the north. Those natural
boundaries have long marked the edges of the
orc expansions that the native humans have
contended with for millennia. Thousands of
years ago, a human warlord named Chemak
organized several tribes into a single fghting
force, which he led in an epic campaign
against the orcs. Claiming a huge area
for his human followers, he built his
personal castle where Chemak now
stands. He fostered a militaristic
society dedicated to discipline and
self-defense, an attitude initially con-
trary to the humans nomadic lifestyle
but which became widely accepted after
its success in repelling the orcs was repeat-
edly demonstrated.
Times change, and though Chemaks
domain withstood the orcs for generations,
they eventually grew strong enough to do
battle once more. Now most of the citys
history is lost to time, with only two clear
memories remaining: the name of Chemak,
and the constant war with the orcs. The city
of Chemak expanded on the castle at its
core and eventually came to be what it is
now: a militaristic fortress-city that answers
all threats with crushing force.
The city of Chemak is the most heavily for-
tifed city on Highpoint, possibly in the whole
world. At its center is a huge castle towering
nearly 150 feet into the sky taller than some
mechs. The castle is surrounded by six con-
centric walls at two-hundred-yard intervals,
with a series of eight straight axis walls
dividing each concentric ring into eight sec-
tions. Each section of each ring has only four
entrances, via a gate on each wall of the sec-
tion. In times of invasion, the defenders can
make successive retreats through the walled
city sections, creating a practically endless
series of defensible bastions.
In one battle that is now legend, a large orc
force led by the warlord Therug attacked the
city soon after the construction of the third
concentric ring. The Chemak defenders sent
all civilians into the central castle, then feigned
a retreat, luring Therug and his orcs through a
breach in the outer gate. As soon as the orc
force was through the breach, the defenders
sealed the four entrance gates and spread out
on the walls overlooking that section of the
city. With the orcs trapped, the Chemak forces
then burned that section of their own city to
the ground. Any orcs that survived the fames
were slaughtered by archers on the walls. The
fre was easily contained by the walls,
and at the cost of a mere 1/32
of their city, the Chemaks
were able to annihilate
the orc force complete-
ly. This strategy has
since become known as
a Therug fre.
The Therug fre tech-
nique illustrates an impor-
tant aspect of the Chemak
mindset, handed down from Chemak himself
and best expressed in an old Chemak adage:
Sacrifce a fnger to save the thumb, sacri-
fce the thumb to save the hand, sacrifce
the hand to save the whole, and sacrifce the
whole to destroy the enemy. The Chemak
are ruthless warriors who subvert individual
needs to the greater good. Their society is
founded on military codes, and their outlook
on the world is essentially hostile.
It has taken the residents of Chemak
close to three thousand years to build
their city to its current form. The amount
of stone required for the fortifcations
long ago exceeded whats locally available;
Chemaks main import for as long as anyone
can remember has been workable stone. The
city is now far beyond what is necessary for
protection from the orcs. No one would
even consider attacking Chemak now. It is the
best protected city in the known world, to
the point where no reason exists to continue
building it but the residents nonetheless
do so. Repairing and expanding the fortifca-
tions has become almost a religion, carried
on by the citys military for no reason other
than it is all they know how to do. Except for
the old, young, and disabled, the entire city
is required to serve in the military, alternat-
ing between active and reserve duty, mean-
ing rough 60% of the citys population is on
active duty at any time.
Since the onset of the lunar rain, this
obsession with building has paid of. Che-
mak stands completely unafected by the
worlds tragedies. The solid stone construc-
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tion resists the worst of the lunar rains abra-


sion, and the high, close-set walls keep most
of the particulate matter from reaching the
residential buildings below. Chemak long
ago set up defenses against aerial assault, and
these have since proved useful against the
lunar dragons, which, after constant defeats,
have simply stopped attacking Chemak.
Chemak is governed by a hereditary
king who can trace his lineage to the
original Chemak himself. A council of
generals handles day-to-day governing,
dividing the city and its surrounding lands
into districts. The generals are treated as
nobility, but it is a meritocratic nobility,
for advancement is largely contingent on
success in the military.
The current king is Krecham IX. In real-
ity, the line to Chemak himself is blurred at
a number of points where powerful generals
claiming spurious heritages sparred over
thrones left vacant by kings without heirs.
The history of Chemak is flled with bloodless
military coups (and a few bloody ones, too).
Despite its impregnable walls, Chemak
rules a fairly limited domain. Its military
tactics have always been defensive, and its
generals have never succeeded in expanding
its zone of infuence, but not for lack of try-
ing. Every few generations, another general
decides Chemak should rule Highpoint and
puts together an army to give it a go. These
invasions routinely fail, often for the same
two reasons. First, no other major population
concentrations exist to be taken near Che-
mak. Little beneft comes from conquering
nomads; they simply move away, and youre
left with empty ground and a hungry army.
Second, expansionist campaigns are limited
by the high-water season and its foods. Stilt
City has proved this point repeatedly, as
countless invading forces over the years have
retreated rather than be stranded there for
six months at a time. At times, Chemaks
infuence has been felt as far as fve hundred
miles away, but these expansionist periods
always give way.
Area: One hundred square miles (current
domain); one square mile (city itself)
Population: 3,500 permanent residents
(inside the city)
Composition: 75% human, 10% elf, 5% half-
elf, 5% halfing, 5% other (but no half-orcs)
Alignment: Lawful neutral
The Ruined Cities
Edge, Stilt City, Glatek, and Chemak are
the luckiest cities on the endless plains,
for they still thrive. The other major popu-
lation centers have been destroyed by the
lunar dragons. Their ruins are now home
to monsters, scavengers, looters,
treasure-seekers, adventurers,
cults, lunatics, and refugees,
who are still preyed upon by
the dragons that return peri-
odically.
Three of the most impor-
tant ruined cities are Besse-
mer, Rook, and Lebra.
Bessemer: Bessemer, the
tree city, was a glorious place
of supernatural beauty. Elves
composed the city from living trees,
which were guided over thousands of
years to grow into a living framework. The
delicate interlocking branches housed
artisans, craftsmen, musicians, performers,
mages, and artists. Below the tree city were
elven and human farmers who cultivated
small plots.
Unfortunately, Bessemer was built for
beauty, not security. Its mages saved them-
selves but not the city, which was too deli-
cate to resist the dragons. Bessemer is now
a thicket of twisted, charred trees, some
standing, most fattened. It is occupied by
the worst sort of forest life, including the
haunted forestrati, with some elven refugees
still sheltered under its collapsed branches.
Rook: Rook was a mountain metropolis
nestled among one of the few mountain rang-
es on the endless plains. It was an ancient city
that had traded gems, wool, ores, and other
mountain byproducts with the nomads for as
long as anyone could remember.
In an unfortunate twist of fate, the moun-
tains around Rook are the highest point in all
the endless plains, and it was there that the
lunar dragons frst sought to roost. Rook had
always relied on the vertiginous precipices
of its surrounding terrain for protection,
but the ravines were no help against dragons
used to such conditions. Rook was one of the
frst cities to be laid to waste by the invading
dragons. Now the wind whistles through its
battered ruins and empty mines, and more
than one dragon nests there.
Rook has one other claim to fame: Shar
Thizdic. The charismatic leader of the
Legion was born in Rook to a long line of
sheep herders. His humble
beginnings only
make his history
all the more
tragic. As
Rook came
under pro-
gressively
h e a v i e r
a s s a u l t s
from the
i n v a d i n g
dragons, Shar
Thizdic organized
his fellow yeomen
to make a stand while the
citys aristocracy made plans for fight. Shars
ragtag army of farmers, herders, miners,
and tradesmen surprised an overconfdent
dragon that had come to raid the city. They
ambushed it and launched several volleys of
razor-sharp grappling hooks before it could
take to the wing. It lifted of but was hauled
back to earth by ropes held fast by hundreds
of peasant warriors, who then set upon its
thrashing, bound form with pikes, hatch-
ets, and pitchforks. The dragon was fatally
wounded, and although it escaped on the
wing, it was soon found dead not far away.
But it would prove to be a hollow vic-
tory for Shar. The mortally wounded dragon
collapsed from the sky directly atop his
familys cottage. All of his family was crushed
beneath its dying weight. The next day, fve
dragons arrived on a revenge mission. They
utterly destroyed the city, toppling its build-
ings to the very foundations. Shar Thizdic
was one of the few survivors. He fed to the
endless plains as his home, family, and com-
munity smoldered behind him.
Lebra: Lebra was a quiet city in the heart
of the Lilat Forest. It was home to the halls of
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the White Congress, the preeminent mages


association of the elves. The White Congress
kept its library in a magnifcent marble build-
ing in the center of Lebra. In fact, Lebras
economy depended in large part on magic,
as the White Congress and the mages who
frequented its concerns were the reason the
rest of the city existed. Farms, shops, and
craftsmen settled in Lebra primarily to pro-
vide for the needs of the wealthy mages and
the adventurers who visited them.
The library of the White Congress was
reputed to be quite small. The building
housing the tomes was enormous, but
those privileged enough to have seen the
library (which included many a barkeep,
if you believed them) attested to the fact
that it was merely two hundred volumes or
so. Each book was at least two feet thick,
however, if not more, and usually had pages
measuring three or more feet wide. Aside
from that, the magical books had their own
arcane energy, which manifested as they
were read. Some books would foat, others
produced light; others displayed an illusion
concerning what was being read. It was said
that a room was built for each book, and so
great was the knowledge contained in each
room that most mages in the White Congress
read no more than eight or ten of the books
in their lives.
Lebra was well prepared for the coming of
the dragons, seeing how it was stocked to the
brim with powerful wizards, but their abili-
ties had limits. The citys natural defenses
were drained, the lunar rain had already
weakened it from above, and the dragons
attacked again and again. The dragons had
left Glatek and Chemak alone after the cit-
ies defended themselves, but not Lebra. It
seemed as if they had a particular interest
in the library. Their attacks elsewhere were
haphazard, but they were coordinated and
persistent when it came to Lebra.
In a fnal, desperate move, the surviv-
ing members of the White Congress called
down some unimaginable enchantment
and the great library suddenly disappeared.
Then the wizards left Lebra to be destroyed
by dragons.
No one knows what happened to the
library. It is rumored that the White Con-
gress itself does not know. In truth, in order
to protect their greatest treasure, they
entrusted a powerful extraplanar creature
with keeping the library safe. They reasoned
it would be safest if not even they knew
where it was. This mysterious extraplanar
denizen now protects the library, somewhere
unknown to anyone. The same barkeeps who
once walked inside the library say the library
will reappear in Lebra exactly 501 years after
it disappeared assuming the current land-
lord doesnt break his promise, of course.
The White Congress has until that 501st year
to rid the planet of dragons and make it safe
for the librarys return.
The ruins of Lebra are a popular adventuring
site. The predominance of magic prior to the
citys destruction means its remains are littered
with more than their fair share of magic items.
And persistent rumors say that a side efect of
the librarys vanishing act is mysterious portals
that, if activated, will take one to the librarys
extradimensional home. But the portals are
rumored to be very, very small .
Nomads
of the Endless Plains
The cities were not the only places where
many people lived. The endless plains were
known for their tribes of nomadic humans,
some of which reached great numbers.
Perpetually mobile, they fared
well against the dragons,
for they had no homes to
destroy. Some outran
the dragons, others
avoided them, others
stood and fought.
The lunar rain ulti-
mately did them in,
for they could not
escape from that. Some
of the nomadic tribes still
wander, though their ranges
are restricted to areas with boul-
ders, hills, forests, caves, and other
places of protection from the sky. The rest
have fought their way underground.
Prior to the catastrophes, the fve largest
tribes were these. All still have surfaceside
representatives, as well as factions that
went underground.
Stavians: The Stavians are fast riders.
The tribe is divided into two competing
clans: those who ride horses and those who
ride dusk devils, the insectoid creatures
brought to Highpoint by the dusk runners
(see page 160). Many, many centuries ago,
the two Stavian clans were one and the same.
When some tribesmen tried to domesticate
the dusk devils, the others retreated into
conservative tradition, insisting that horses
were the mark of a true Stavian. Now the two
clans are bitter rivals, each claiming their
own mount is the mark of a true Stavian. The
Stavians are the largest of the nomad tribes,
with some four thousand tribesmen spread
between many bands.
All Stavians are incredible riders. They
are raised on the backs of their mounts,
trained to ride before they can walk. Tribes
are always on the move, camping in the
same place for never more than a week. They
survive by foraging and hunting small game.
They respect no political boundaries, even
those of dangerous enemies; they believe
the whole world belongs to all its people,
and the worst crime a man can commit is to
block the passage of his neighbor.
Stavians are fundamentally peaceful and
rarely express aggression toward other crea-
tures. When forced to battle, Stavi-
ans value speed and agility
over all else. They strike
fast, rely on maneu-
verability to out-
fank and confuse
their opponents,
and retreat in the
face of any con-
certed defense.
Their combat tac-
tics always empha-
size their riding abil-
ity, showcasing amazing
skills and incorporating
maneuvers possible only on
horseback: fast charges, constant harrying,
circling maneuvers, and channeled stampedes
of native animals.
Stavian culture and art is based on their his-
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tory of riding. Disputes are resolved by races,


obstacle courses, and other contests of mount-
ed ability. Crafts requiring fxed implements
(such as pottery and its kilns, or blacksmithing
and its forges) are absent among them. Instead,
they focus on crafts that can be completed from
the back of a horse. They are famous for their
weaving and leatherworking, especially the
costumes they create for their mounts. They
trade with peoples
across the conti-
nent and are known
everywhere.
Each Stavian
band is led by a sha-
man (cleric) and
headman (fghter).
Due to tribal train-
ing and many years
of hunting practice,
a number of the
tribes males will be
low-level fghters.
Arcane magic users
are rare.
Human char-
acters of Stavian
origin treat Ride as
a class skill, regard-
less of their profes-
sions. Additionally,
they receive a +2
bonus to all Ride
checks. Their
class-based weapon
profciencies are
limited to weapons
that can be used
from the back of a
mount, regardless
of their class nor-
mal benefts. This
excludes all Large
weapons. Additional profciencies must be
purchased as feats.
Thurd: The Thurd are violent, simple-
minded crossbreeds. The endless plains
have always housed legions of orcs, and it
was inevitable that some would mate with
their human neighbors. Surprisingly, many
such matings occurred, but the ofspring
were usually rejected by the tribes of both
parents. Over many generations were thus
born the Thurd.
The Thurd are a tribe of self-propagat-
ing half-orcs. Most are second-, third-,
or fourth-generation crossbreeds, whose
ancestors are half-orc for that many genera-
tions back before a purebred human or orc
can be found. They have reached the point
where they no longer consider themselves
crossbreeds. For all practical purposes,
they are their own race of creature. They
acknowledge this with the word Thurd
itself, which is a noun describing the race of
people whose ancestors are orcs and humans,
not someone whose direct parents are orc
and human. The Thurd still retain the word
half-orc, which they apply only to frst-gen-
eration crossbreeds.
Unfortunately, the Thurd have done little
to escape their heritage, and they live as orcs
do. They are hunters and raiders, preying
on both human and orc tribes just as they
themselves are preyed upon by their orc
forebears.
The Thurd have a culture of reptile wor-
ship. No one
remembers how
this originated,
but it is now deeply
ingrained. Their
gods have reptil-
ian shapes and
their totems are
always reptilian.
They prefer to wear
reptilian hides, and
their chieftains are
always cloaked in
ferocious snake-
headed cloaks.
Each Thurd band
is led by a chieftain
(mid-level barbar-
ian). Many mem-
bers of the band
will be low-level
barbarians. They
are usually accom-
panied by some
purebred humans
and orcs, who may
be sympathizers,
lovers, or slaves.
Wisps: The
Wisps are a tribe of
human wanderers,
with some half-elf
r epr es ent at i on.
Always on foot,
they are masters of camoufage, concealment,
and silence. They travel in widely dispersed
groups, communicating with hand signals and
mirrors. They always spot others before they
themselves are spotted. The wear clothes that
blend in to the terrain. Their cloaks incorpo-
rate special pockets designed to hold dirt and
sod, into which are planted long ivies so they
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are literally clothed in living vegetation. They


survive by gathering and some hunting, but
their impact on the local environment is so
negligible that they are very difcult to track.
Wisps have a reputation for appearing
out of nowhere. Theyll melt out of
the underbrush to trade or
warn of intruders, then
disappear just as fast.
People from the fat-
land consider them
supernatural, but the
tribes of the endless
plains know they are
nothing more than excep-
tionally skilled rangers.
The Wisps are the smallest of the major
tribes, but their reputation is known to every-
one. They are prized as trading partners, for
they always bring the rarest goods to swap:
uncommon spices, rare fungi, obscure gems,
and exceptional plant specimens. Sometimes
it seems as if they have no mundane items.
But they choose their trading partners care-
fully and generally keep to themselves, a skill
which theyre very good at.
Wisps are found most often in the north-
ern forests and the plains just below them.
Almost every adult in a wisp band will have at
least one class level as a ranger. More expe-
rienced wisps will also have one or two levels
as rogues. A Wisp band is led by the most
experienced member.
Human characters of Wisp origins always
treat Hide and Move Silently as class skills,
regardless of the professions they choose.
Additionally, they receive a +1 bonus to all
Spot checks. They do not receive the 4 extra
skill points usually awarded to humans at
frst level. They do receive the additional
skill point at each subsequent level.
Gur: The Gur are seasonal farmers. While
almost all other nomads are hunter-gather-
ers, the Gur are an agricultural people. Some
tend naturally occurring fruit or vegetable
groves, which they harvest before moving
on. Others farm fast-growing crops, usually
in two cycles. During low-water, they sow
dry crops on the banks of fertile waterways.
When high-water comes, they rapidly travel
to dry ground, then farm wet crops at the
fringes of the fooded areas. Because they
produce their own food, they are invariably
the best-fed of all nomads.
The Gur are highly valued among the
nomad tribes for the variety of food they can
ofer. Most other tribes have very limited
food choices, but the Gur always have an
abundance of domestic crops. Each
Gur tribe will specialize in one or two
seasonal crops, but by trading with
several tribes of Gur, any nomad can
secure a good variety for his meals.
Arcane magic runs high among
the Gur, perhaps due to their food
surpluses, which let them support tribe
members who do nothing but study magic
(usually focused on improved food produc-
tion). The Gur have developed a whole
school of agricultural magic, including spells
that improve the yield of seeds, eliminate
pests, and exterminate weeds.
The Gur are almost all human, with a few
elves living among them. They are a very
populous tribe concentrated in the regions
beside the Tyratian River, Endless River, and
southern swamps.
Hypsies: The hypsies are a tribe of half-
ling traders and performers. Each hypsy band
is a noisy, colorful wagon train that brings
excitement wherever it goes. Hypsies travel
with all manner of exotic creatures, includ-
ing tamed beasts and enslaved or charmed
monstrous humanoids. Individual families
specialize in unusual skills acro-
batics, fre-eating, animal
handling, knife-throw-
ing and they put on
shows wherever they
go. Canny hypsy trad-
ers personify caveat
emptor, for they barter
endlessly for the best
deal and are known to pass
fake magic items as real ones.
New People
In every catastrophe, some people will
change their ways to survive. Highpoint has
seen a number of such survivors.
Worm Farmers: The worm farmers are
the strangest of them all. Before the catas-
trophe, the several varieties of giant worms
indigenous to Highpoint were considered
annoying vermin. They were attacked when
seen, for they had the potential to destroy
a farmers felds completely in mere hours,
but were otherwise ignored. The worms,
which resemble the earthworms we know
but are as long as forty feet, travel in packs
just below the surface. As they devour the
roots of plants, they sometimes leave surface
furrows, much like gophers, and it is by these
furrows that they were hunted.
After the lunar rains began, desperate farm-
ers took shelter in the tunnels left behind by
the worms. Thanks to this close proximity, the
farmers learned more about the worms than
ever before, including the startling discovery
that the worms dont actually devour roots.
They devour the earth itself, including roots
or anything else that happens to be within it.
They excrete any plant and mineral residue, as
well as most of the soils nutrients, retaining
the dirt itself and a variety of nutrients pecu-
liar to their own strange anatomy. They actu-
ally metabolize the dirt. In other words, the
worms didnt compete with humans for plant
matter; they competed with the plants for the
dirt itself. Strangest of all, the worms excre-
ment was suitable for a variety of purposes,
depending on the soil: sometimes metalwork-
ing, in areas with high ore concentrations;
sometimes even human consumption, in areas
with lots of roots, since it consisted primarily
of digested plant matter in a soup of highly
concentrated nutrients.
Thus were born the worm farmers.
Initially these nomads simply followed
the worms in their tunnels, living of
their byproducts. The worms, which
are unintelligent and fairly oblivious,
werent bothered in the slightest. The
farmers were primarily humans and hal-
fings, but included some orcs, dwarves,
and elves (whose elven egos were quite
distressed with their newfound occupa-
tion). Now, after several generations, worm
farmers have begun to herd their worms
and breed them for adaptations most useful
to the farmers: specifcally, deep-divers,
which stay away from the surface and dont
leave furrows, and shakers, whose natural
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self-defense mechanism is a sonic attack. As


worm farmers have proliferated, they have
created an entire economy living ten to thir-
ty feet beneath the soil. Territorial worm
wars have occurred, and some human worm
farmers are even losing pigmentation and
developing darkvision as they adapt to their
moist, dark, dirty homes.
Tortogs. The tortogs are a race of stout,
stolid humanoids whose time has come.
Tortogs stand about fve feet tall but are very,
very broad. Their legs are as wide around as
a mans chest. Their broad, snub-nosed faces
lack necks and in many way resemble the face
of a tortoise. They have a natural body armor
of thick, overlapping bands, like that of an
armadillo, which covers their entire body.
Tortogs are slow and unwieldy, though tre-
mendously strong. Since the lunar rain they
have found themselves to be in high demand,
for one simple reason: They are efectively
immune to the rains efects. Short of a full-
blown meteor storm, the lunar rain simply cant
penetrate their thick body armor. They are still
vulnerable to the lunar dragons, so theyve
adapted to occupy a unique niche: They travel
at night, when the lunar rains are strongest and
the dragons are generally sedentary.
Once confned to the western deserts, tor-
togs are now proliferating. Some act as mes-
sengers and traders, but most are scavengers
and raiders. Surface dwellers let their guard
down at night literally so in many cases,
since the guards come indoors and the tor-
togs count on this fact. They are now despised
as brigands by most surface settlers.
Dusk Runners. In times past, the world
of DragonMech was home to innumerable
nomad cultures, some of which wandered
the entire world. These world-walkers were
seen only once in a generation, when they
brought amazing goods and fantastic tales
from far-fung lands. Now these nomads have
been largely destroyed.
The dusk runners are the last of the true
world-walkers. They travel the globe in a
perpetual westward trajectory, rising at
dawn and bedding down at dusk to wait out
the lunar rain. Their steeds are the ferocious
dusk devils, multilimbed insectoids native to
the other side of the globe. Dusk devils are
tremendously fast and tremendously strong;
they can move at twice a horses running
speed for days at a time and can lift up to ten
times their own body weight. They have been
known to outrun even dragons.
Dusk runners are called such because they
love to run the dusk. This impressive sight
is seen only rarely in Highpoint, whenever
the dusk runners happen to come through.
With the lunar rain at their heels, they spur
their dusk devils to maximum speed and
race across the open plains, challenging
the meteor-laden twilight to catch up with
them. Of course, it always does, but their
mad, headlong charges before the lunar rain
are a sight to behold.
These days, dusk runners are rare as always.
When they come through, entire cities grind
to a halt for parties and trading. Dusk run-
ners are never trusted but always welcome,
for they bring novelty and amazement to a
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world sorely lacking such diversions.


Endless Traders. The endless traders are
named after the Endless River, which they
traverse once a year. They start at high-water
in Edge or even further east, from whence
they travel overland to the west, crossing the
Boundary Peaks and descending southward
to the westernmost mouth of the Endless
River, where it frst enters the subsurface.
On a normal journey, they reach this point
just as low-water begins. There they buy
boats and salt from slathem of the Wet Des-
ert, whose economies have come to depend
on supplying these traders.
The traders then sail the entire distance
of the Endless River, retracing their steps
underground and in the opposite direction.
Along the way they trade the goods accumu-
lated on their surface journey for the prod-
ucts of the subsurface. They always trade at
a proft, of course. By the time they emerge
at Edge near the end of low-water, they are
laden with objects and foodstufs available
only underground. Then they sell their boats
and begin the cycle again.
The endless traders are as old as Highpoint
civilization itself. Ever since the banks of the
Endless River were colonized, someone has
supplied their trade needs, and the endless
traders trace their origins back to the earliest
such traders. Several tribes of endless traders
actually exist, but outsiders make little attempt
at distinguishing them. They are a culture unto
themselves, with their own pidgin trade lan-
guage and secretive magical rituals centered
around selling. By most accounts, this magic
is nothing more than illusions to make goods
seem more valuable than they really are. But
the few outsiders admitted to their
hearths testify otherwise. Theyve
witnessed the conjuration of
salable items out of nowhere,
the transmutation (not illu-
sion) of defective goods into
perfect condition, and, on
some occasions, consultation
with otherplanar forces on mat-
ters surely considered mundane by
any other society, such as the highest price at
which a vegetable can be sold before buyers
will turn away.
The Orc Hordes
The endless plains have been home to
nomadic orc hordes for as long as anyone can
remember. Disorganized, chaotic, violent,
and stupid, these brutes have been the chief
impediment to the progress of civilization.
While the humans advanced from tribes to
cities, the dwarves built monumental strong-
holds, and the elves crafted tree cities over
thousands of years, the orcs remained sim-
ply orcs. No advancement in orc society has
come for as long as anyone can remember.
Until now. Mechs mean diferent things
to diferent people, and to orcs they mean
brute force, pure and simple. Unlike elven
magic or dwarven stonework, mechs have
an immediate, obvious use and dont require
aged experts to master. Anybody can steal a
mech, and, as the orcs have proven, almost
anybody can build a mech, though the crafts-
manship is a diferent matter entirely.
Impressed by the power of the mechs,
the orc hordes of the endless plains have
embarked on a plan to build their own feets.
The initial phase consisted entirely of cap-
turing enemy mechs. Then the orcs tried to
build their own. Amazing as it may seem,
orc engineers exist, though they are never
as skilled as their dwarven or human coun-
terparts. Lacking advanced metalworking,
stonecunning, or magic with which to build
their mechs, the orc engineers resorted to an
old standby: slaves.
The orc mechs are huge, clunky afairs
powered by slaves. The slaves turn wheels,
row oars, crank levers, and do all manner
of other laborious tasks in order to provide
the mechs power. Depending on the size of
the mech, merely a dozen slaves may
be cranking levers in a galley, or
thousands toiling to turn mas-
sive cogs in the bowels of a
city-mech.
This reluctant, inefcient
power source, combined with
the low state of orc engineer-
ing, means orc mechs are slow,
sluggish, and underpowered. But
theyre still mechs. An orc mech may not
be a match for an equal-sized dwarf mech,
but it can take out most organic creatures,
and certainly cant be beat by a tribe of
Stavians. Orc mechs are considered easy tar-
gets by the Irontooth Clans and Legion, but
theyre still avoided, since orc mech jockeys
are prone to dangerous behavior such as
ramming attacks and even suicide collisions.
From the orcs perspective, its well worth
destroying his own mech if he can capture a
better one in exchange. As a result, much of
the orc mech tactics revolve around breaking
into an enemy mech and sending swarms of
orcs to kill the crew from the inside, leav-
ing the mech intact for takeover. Thus, the
ramming attacks. Orc mechs are usually
equipped with massive spiked fsts that are
hollow and flled to the brim with orc war-
riors. On a successful ram, the spike pen-
etrates the enemy mech and the orcs inside
board it, fghting their way through the
underdefended mech innards to the head,
where they slay the mech jockey and take
over the mech.
The orc hordes pose a unique threat to
Highpoint. Theyve always been trouble,
frst as nomadic raiders, then as the nasti-
est creatures trying to seek shelter under-
ground. Now theyve adapted to surface
life and developed mechs that make them
uniquely dangerous. Luckily, the hordes
remain disorganized, chaotic, and stupid.
Only a dozen or so functioning orc mechs
exist, and they dont cooperate. But if ever
a great leader were to unite them, all of the
endless plains would be in danger.
The Flatland
The fatland is a great swath of rocky terrain
between the endless plains and the rough-
lands. Mechs were frst developed on the
fatland, and it was there that the earliest
dwarven mech jockeys tested their mettle
against lunar dragons. The ancient dwarven
stronghold of Duerok still stands, and its
ofspring, the Stenian Confederacy, controls
most of the fatland. But the real place for
adventure remains the endless plains, for
there the enemies of the dwarves gain power
and plot their own mechanized invasions.
The fatland is separated from neighbor-
ing regions by towering clifs and enormous
mountains. To get to the endless plains, one
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must negotiate vertical faces as much as


3,000 feet high. They are a major impedi-
ment to trade and transportation that have
been slowly conquered over many, many
centuries. Many trails now traverse the
clifs, all of them laced with switchbacks and
steep ascents. None is easy, but they allow
for travel at least on foot.
Getting a mech across the clifs is another
matter entirely. The Stenian Confederacy
is content with that remaining the status
quo, since the clifs provide a substantial
natural barrier. Other factions are not. The
Irontooth Clans and rust riders want new ter-
ritories for raids, especially areas not under
the protection of the Stenians. The Legion is
reputed to be developing routes to the fat-
land for the ultimate purpose of invasion.
As a result of these actions, it is now pos-
sible to get a mech up or down the clifs. Sev-
eral staircases can be negotiated by expert
mech jockeys (Mech Pilot, DC 30, failure
means a fall of 1d10x100 feet). The Stenian
Confederacy devotes special attention to
guarding these passages but does not catch
every mech to go through.
Most of the fatland is now dominated
by the mechdoms: the Stenian Confed-
eracy, Irontooth Clans, rust riders, and
mech tribes are common here. They are
described below. What remains of the old,
sedentary culture is few and far between.
Some notable locations are these:
Duerok: The oldest and greatest of the
dwarf settlements, located alongside the
Endless River in the western fatlands near
the beginning of the roughlands. It is a mas-
sive stronghold, housing more than 300,000
dwarves over the course of a seemingly end-
less underground labyrinth. Smaller protec-
torates once stretched out in all directions,
but most fell during the wars following the
lunar rain. Duerok itself has seen both land
area and population shrink by almost half
over the past decade, as the clan leaders
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retreated to more defensible positions and


attrition cost them life after life. Though
Dueroks relations with the Stenian Confed-
eracy are often upset by difering attitudes
on traditional clan rule, even a fool recog-
nizes that the Stenians are Dueroks best
hope for survival.
Vermil: Vermil is the center of worm
farming on the fatland, and the largest worm
farmer settlement anywhere. This bizarre
city is an endless maze of worm-built tun-
nels, with no organization whatsoever. No
tunnel is fat; they intersect in some places
while passing over and under each other in
others. Vermil has no central market, nor
any other centralized area. The myriad local
worms tend to herd together (locating each
other through some sort of worm radar or
specialized tremorsense), and the location
of the largest herd tends to be where the
elders, mercenaries, merchants, and traders
are. Vermil is notable not just for its strange-
ness but for its might; the worm farmers
have discovered that they can strand a mech
by digging tunnels around it, and Vermil is
their frst attempt to leverage their growing
power. Most mechs are hesitant to come any-
where near this place due to the thin, fragile
nature of the ground crust, criss-crossed as it
is by endless tunnels.
Great Standing Dwarf: Depending on
whom you listen to, this oddity is a gift from
Dotrak or simply an ancient curiosity. In
one section of the clif between the fatland
and the endless plains, a thousand-foot-tall
dwarf has been carved from the rock. The
dwarven fgure is stylized with sharp edges
and fat surfaces. As far back as anyone can
remember, it has been a strange relic with
no remembered purpose. The legends of
Duerok say it is a relic of ancient times,
carved as a reminder that all dwarves come
from the earth. But since the Second Age
of Walkers has begun, a new interpretation
has arisen: It is a carving of a mech, left to
remind the world of what passed long ago.
Some proponents of Dotrak even claim it is
a mech, magically transformed to stone and
melded with the rock. A number of adven-
turers have journeyed to the Great Standing
Dwarf intent on fnding the secret entrances
to its interior, but none has returned with
anything promising.
Edge: Edge is the point where the fatland
meets the endless plains. It has already been
discussed in detail, but it is worth pointing
out that extensive settlements exist on Edges
high side, fanning out into the fatland.
The Roughlands
and Boundary Peaks
The Boundary Peaks are tall mountains
that cut Highpoint in two. To the east are
advanced cultures occupying the fatland and
endless plains. To the west are empty barbar-
ian lands. The area immediately surrounding
the Boundary Peaks is called the roughlands,
for obvious reason: It is a massive, unbroken
stretch of irregular, boulder-strewn ground.
No trade routes or easy trails go through
the roughlands. The terrain is too irregular
for mechs to traverse. The only outsiders to
cross the roughlands are the endless traders,
who make an annual transcontinental trek.
They must vary their routes each year, thanks
to the freak fash foods that originate in the
Boundary Peaks and change the landscape
every few months. It is an arduous journey,
but the endless traders continue to make it.
Some people whisper that they know some-
thing no one else does that the Boundary
Peaks house an advanced civilization that
hides itself from the world but most
people scof at such nonsense.
The Wet Desert
The Wet Desert is the westernmost peninsula
of Highpoint, known to the rest of the conti-
nent as merely a distant curiosity. Except
for the deserts own residents, the endless
traders are the only sentient creatures to see
the area. Few are the men who have reason to
venture there, though the Pretominin Heads
may change that.
The name of the Wet Desert originates
in its unusual circumstances. It is the low-
est point on Highpoint, the only area of
the continent to sit below the high-water
line. For half of the year, the entire western
peninsula is underwater. For half of the year,
the peninsula is a scorched, lifeless desert.
Even under normal circumstances, the cli-
mate would render it a desert, but the barren
low-water months are further exacerbated
by the extensive salt deposits left behind by
the retreating sea. Not only does it have no
water, but the ground itself leeches moisture
from those who walk it. Thus the wasteland
has earned its appellation.
Those seasonally deposited salt deposits
are valuable, very valuable. Salt is so plentiful
in the frst months of low-water that one can
literally scrape it from the rocks of the des-
ert. The endless traders start each years new
journey by buying huge quantities of salt from
the denizens of the Wet Desert. Then they set
sail on the Endless River, plying that salt for a
thousand miles in darkened realms where it is
a precious commodity.
No mechs are in the Wet Desert, for it
has no civilization capable of building them.
Even the wandering nomads of the endless
plains are more advanced than the frightful
creatures populating the Wet Desert. The
most populous of the desert tribes are the
zuleps, a species of humanoid dinosaur that
has a barbaric, warlike culture. The zuleps
are so violent they would choose civil war
over peace just to have something to do.
Alongside the zuleps live a variety of other
primitive creatures, including insectoids,
horrid reptilian creatures, and ferocious,
solitary dragons.
If you believe the eastern loremasters,
necromancers lairs and long-lost ruins are
buried alongside the zulep camps, but no
one has ventured out to look for the truth.
Anksleg, a renowned endless trader, prob-
ably summed it up best: Were it not for the
salt, no sane creature would venture to that
scorched, parched, violent tract of lifeless-
ness. And even with the salt, no endless
trader will travel out of sight of the great
clifs. Nothing but misery is to be found in
the Wet Desert. Sufce it to say, no human,
dwarf, or elf has ever set foot in the western-
most expanses of the Wet Desert at least,
no one has done so and returned to tell of it.
The Wet Desert may receive new visi-
tors soon. An ancient relic known mostly
to endless traders and eastern loremas-
ters is getting renewed attention since
the advent of the mech. This relic is the
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Pretominin Heads, named for the tribe


of zuleps that lives in its regions. The
Pretominin Heads are a series of massive
sculptures of dwarven heads. They vary in
size, but the smallest is more than thirty
feet wide. Buried under sand and rubble
at the edge of the Wet Desert, they have
long been considered nothing more than
curiosities. But the gearwrights claim they
are the heads of buried mechs from the
long-lost Age of Walkers.
The frst head sits just at the base of the
clif beside the Wet Desert. The next one
is a half-mile west, and they continue at
such spacing well into the desert. Only four
have been seen by western travelers, but the
zuleps say more may be found further into
the desert. Those within the high-water
mark are caked in rust but largely intact an
extraordinary feat for iron that has spent half
of every year soaked in saltwater.
Many an adventurer now speaks of trav-
eling to the Pretominin Heads and trying
to enter one, perhaps to discover a buried
mech beneath. Why would a mech be bur-
ied in the sand? How would one even bury
a mech? How did the mechs travel so far
west? What ancient technical secrets are
hidden inside? Questions abound. The
Gearwrights Guild has talked frequently of
the heads but has no interest in sponsoring
an expedition. Why should we prove what
we already know? they ask.
Anksleg, the endless trader, claims to have
seen the Pretominin Heads up close. The
zuleps stay away from them, he says, but
theyre quite protective it took a healthy
bribe to get close. We just did it for curiosi-
tys sake, many years ago. Are they mechs? I
dont know. But I do know it is easy to scrape
the salt from their smooth metal sides.

MECHDOMS
A
new kind of political entity has arisen
in Highpoint: the mechdom. Whereas
traditional kingdoms are defned by fxed
political boundaries, mechdoms are fuid
territories defned solely by a mechs abil-
ity to keep order. The largest mechdoms
are policed by multiple city-mechs capable
of keeping even lunar dragons at bay. Each
city-mech governs a large swath of territory,
which it patrols and protects in exchange for
tribute from the locals.
A smaller mechdom may literally be noth-
ing more than the area in the immediate
vicinity of a handful of mechs. The smallest
mechdoms are unruly nomads who stick
close to a lone mech for the protection it
provides. Some mechs welcome this for the
trade and protection from ground forces
that it provides; others consider the nomads
to be parasites and leeches getting a free ride
from the hard work of the mech-dwellers.
The largest mechdom is the Stenian Con-
federacy, a collection of fve city-mechs and
a veritable feet of smaller mechs dedicated
to establishing order in the fatland. The Iron-
tooth Clans compete with the Stenians for
dominance of the fatland and have expanded
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into the endless plains as well. The Larile


Nation unites many of the elven mechs in the
northern forests. Found almost everywhere
are the unpredictable rust riders.

THE STENIAN
CONFEDERACY
With order and stability come
peace and tranquility.
T
he Stenian Confederacy is an alliance
of mechanized walkers dedicated to
bringing order to the fatland, through force
if necessary. Founded by dwarves of Duerok
heritage, Stenians are convinced that the
only way to weather the catastrophes is with
an organized society working as one. While
most humans see the collapse of social
institutions as a result of the planets catas-
trophes, Stenians see it as one of the causes.
In their minds, the repercussions of the lunar
rain would have been far less traumatic if a
strong, organized government had existed to
plan and facilitate migrations into the under-
deep (or, as they tacitly acknowledge only
among themselves, organize a concerted
defense against the surface dwellers).
The driving force of the Confederacy is to
bring order to an ever-larger territory. The
fve city-mechs are constantly enlarging the
feets of mechs that serve under them, so as
to secure and patrol larger domains. Some
people even talk of building a sixth city-
mech. Though Stenians view their actions as
noble, they are fundamentally driven by an
urge for self-preservation, for they believe
order will prevent future catastrophes.
The Stenian Confederacy was formed by
a strong alliance between fve like-minded
city-mechs. They serve as home base for a vast
feet of smaller mechs. All Stenian mechs are
strictly regimented, and mech crews live like
military ofcers. Since a city-mech can travel
more than 400 miles in a day of solid move-
ment, the fve city-mechs patrol large swaths
of territory. Each has more than 40,000 square
miles to its name. These safe zones are
incredibly safe by current standards. They are
situated in a rough pentagonal shape which is
defended by the smaller mech armies. The
total area patrolled by the Stenians is more
than 200,000 square miles, a vast territory by
any medieval standard.
Outside the safe zones, the Stenian
lands arent particularly safe. Aside from the
inescapable lunar rains and occasional incur-
sions by lunar dragons, no shortage exists of
the usual fantasy monsters ready to wreak
havoc. Moreover, the general disorder and
breakdown following the catastrophes have
led to bandit gangs, marauders, and petty
warlords across the continent, not to men-
tion rust riders, the Irontooth Clans, and
other mech-based raiders.
Nonetheless, the Stenian lands are safer
than almost anywhere else. Just as a policeman
in a ghetto deters crime when he is present, so
does a Stenian mech patrol. Sweeping through
their territories on a regular basis, the light
patrols act as mobile police, guard, judge, jury,
and executioner. Those who fnd deep-seated
problems, such as a particularly intractable
warlord or orc tribe, will request heavily armed
reinforcements who are left behind to fght a
prolonged battle while the patrol continues on
its route. Eventually, all patrols report back to
one of the city-mechs, which act as the nerve
centers of the entire confederacy.
The city-mechs themselves have become
more than simple military headquarters.
They are now social and political centers,
as well. As the surface world threats subside,
they are slowly becoming less militarized.
On-board farmers and craftsmen are being
replaced by wealthy merchants and political
patsies, who do whatever they can to secure
the prestigious (and safe) housing on a city-
mech. In a strange twist of fate, the Stenian
Confederacy is actually attracting new citi-
zens out of the subsurface and underdeep.
These refugees are a mix of commoners
looking for some protection and aristocrats
seeking to spend their wealth on safety.
Unfortunately, the order and relative sta-
bility of the Stenian Confederacy come with
a price. The Stenians rule their territory with
an iron fst. Their patrols are both loved and
feared. When in the feld, the mech patrols
have fnal say in all matters of justice. They
can execute a petty thief for stealing one
copper piece if they deem it necessary to
maintain order. To make matters worse, the
patrols are not immune to corruption, and
the racial diferences between the patrols
(which are primarily dwarven) and the sur-
face population (which has more humans
than dwarves) sometimes lead to tension.
The city-mechs swear allegiance to the
Confederacy, in which all fve are supposedly
equal. But they are not, and the bickering
between them, though always orderly, is not
always confned to merely political channels.
All the major ruling powers are fundamental-
ly lawful, so their means are never destabiliz-
ing, but they are not necessarily good. For
example, one city-mech may choose not to
eliminate raiders but instead to chase them
into the territory of its neighbor. Decisions
to expand the territory governed by the
city-mechs are always contentious. Although
the primary consideration is military might
(expressed in terms of available mech
patrols), secondary considerations always
include bickering over which city-mech gets
the larger territory.
The fve city-mechs are Durgan-lok, Ned-
derpik, Lokag, Thuron, and Goria. Durgan-lok
was the frst operational city-mech ever to be
built and, although aging, is by far the most
distinguished mech in the feet. Among the
aristocrats, a residence on Durgan-lok is far
more prestigious than one anywhere else.
This has led to its own share of problems, as
bidding wars erupt and the city-mechs more
and more become the province of the wealthy
rather than true havens for the oppressed.
Despite its problems, however, the Stenian
Confederacy is still an overwhelmingly posi-
tive force in the world. It has brought order
and safety to a large area that previously had
none whatsoever. It can repel even the lunar
dragons from its safe zones and keeps the
rest of its territory largely safe, as well. The
fact that it has internal squabbling is, in one
sense, a good thing: It means time exists to
pay attention to something other than the
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pressing urges of survival.


All religions are tolerated in the Stenian
Confederacy, which itself has no ofcial
religion or patron deity. The atheism engen-
dered by faith in steam technology is taking
hold, however, and most mech-dwellers are
either atheistic or worshippers of Dotrak.
Each Stenian city-mech is commanded
by two co-ofcers: the mech commander
and the policy commander. The mech com-
mander is in charge of all daily operations
relating to the mech and its military feet.
This includes repairs and construction,
where it will travel and what areas the feet
will patrol, and all aspects of military opera-
tions. The policy commander is sometimes
a single person, other times a council. It
is in charge of interaction with the rest of
the Stenian mechs, diplomacy in regard to
outside entities, and laws and policies con-
cerning taxation, military service, housing
allocation, and crime.
Beneath each of these commanders is a
large organization with many, many layers
of middle management. The fve mech com-
manders are the gearwrights responsible
for constructing each of the fve founding
city-mechs. No established succession plan
exists for the mech commanders, though in
the event of a death, the Gearwrights Guild
(which is quite powerful on all the
mechs) will probably end
up deciding the new
candidate.
Area: Approxi-
mately 200,000
square miles
Population:
18,000 in city-
mechs; another
10,000 in smaller
mechs; approxi-
mately 300,000 on
the surface
Composition: Mech-
dwellers: 75% dwarves, 20%
gnomes, 4% halfings, 1% humans. Surface-
dwellers: 25% dwarves, 25% gnomes, 35%
humans, 15% others.
Alignment: Lawful neutral

THE IRONTOOTH CLANS


Metal is power.
T
o the Irontooth Clans, the mech is the
ultimate weapon, and he with the most
powerful weapon lives the longest. The
Irontooth are dedicated to securing power
by building bigger, stronger, and deadlier
mechs, through whatever means possible.
If such a thing as barbarian mech jockeys
could exist, the Irontooth would be they.
The founding Irontooth were dwarves
scarred by the devastation of their clans.
Seeing their engineering skills as the only
means to survive, they turned their backs
on the failures of traditional dwarven
society (at least as they saw it) and sought
power through metal to ensure their
future survival. Their rebellious sentiments
and chaotic nature left them amenable
to living arrangements unheard of among
other dwarves, including small social units,
a nomadic lifestyle, and even multiracial
clans half-orcs are now common
on their mechs, as are humans
and gnomes.
The Irontooth Clans
are indeed plural; the
Irontooth have no single
centralized government.
They are organized into
clans of three to six
small to medium-sized
mechs which range across
the fatland and nearby
areas of the endless plains.
Although they all fy the fag of
the Irontooth and share a similar per-
spective on survival, they are otherwise com-
pletely disorganized. Like a wolf pack, they
will unite against outsiders but frequently
fght among themselves. Nonetheless,
conficts among Irontooth are not nearly as
brutal as their battles with outsiders, as they
settle them via ritualized mech combat.
These ritualized combats, or jousts as
they are called, are one of the best training
venues available for mech jockeys. Jousts are
used not only for resolving conficts but also
as training and entertainment whenever the
excuse arises. Nearby clans meet regularly for
jousting, and any sort of holiday, victory, or
other celebration is often an excuse for clans
from far and wide to congregate for a joust.
Jousting mechs use only close-combat
weapons, which they dull with thick layers
of clay or hide, then coat with a thin layer
of wet dye. They strike real blows but at
half-power, enough to leave a dent and a
dye stain. The low-power levels minimize
the advantages of larger, stronger mechs,
and a joust with mismatched mechs can
still be won by the better pilot. The win-
ner is decided when observers (by general
raucous consensus) decree one mech to
be inoperative. Disagreement between
partisan observers often leads to joust
riots, which themselves are part of the
entertainment.
The jousts are extremely valuable for
training pilots. Despite their bawdy lifestyle
and chaotic nature, Irontooth mech jockeys
are considered the best in all the mechdoms.
It is not unheard of for mech jockeys from
other mechdoms to compete in the jousts,
provided a sufcient truce or neutrality can
be achieved. This is almost always granted,
at least for the duration of the joust, since
the Irontooth love such events. Ofcially,
the outsider always loses, since no Irontooth
observer will judge the joust in his favor, but
privately, some of the best outside pilots
have been ofered membership in an Iron-
tooth clan after a well fought joust.
Most members of a particular clan are
related by blood ties, but many clans will take
on like-minded members of other races if
they have something to ofer. In these clans,
the power always rests with the dwarves, but
the other races are respected and treated as
equals. A clan is ruled in name by the eldest
male, although in practice the strongest of
his children is often the real power. Mechs
are considered the property of the clan, not
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of individuals. The clans ruler will claim the


best mech, with others distributed accord-
ing to clan rank. A mech may change hands
due to inheritance, the death of its previous
owner, or, in some cases of even rank, chal-
lenges as adjudicated by jousts.
The Irontooth survive by a combination of
raiding and protection rackets. They have lit-
tle loyalty to those they protect and their
protection disappears quickly in the face
of a real threat. The various clans relocate
frequently, and often the only distinction
between a raid and a protection arrangement
is the length of their stay.
The name Irontooth comes from the
mechs themselves, which are ornamented
with spikes, studs, barbs, and no shortage of
razor-sharp serrated edges. They are by far
the most viciously designed mechs currently
in operation, in many ways the martial artists
of mechs. Irontooth pilots practice a disci-
pline called mech fu and are able to use their
mechs to infict damage at close quarters in
ways no other pilots could manage. The skill
of their pilots has earned them the nickname
mech devil among other mechdoms.
On top of that, each Irontooth mech is
a case study in customization. No two are
alike. Individual mechs feature custom-
built weapons of a startling variety. Many
are designed with aesthetic intentions to
resemble skeletons, giants, dragons, and
other motifs. Some are astoundingly beauti-
ful; others are revoltingly deadly.
All Irontooth are accomplished tinkerers,
and most have at least one level as a mech
jockey or coglayer. Because of their open-
mindedness, steamborgs are
fairly common, too.
Area: No fxed area;
roam over most of fat-
land and nearby areas
of endless plains
P o p u l a t i o n :
Roughly 10,000 scat-
tered over approximately
50 clans
Composition: 60% dwarves, 10% gnomes,
15% humans, 10% half-orcs, 5% others
Alignment: Neutral

LARILE NATION
Answer hard with soft and soft with hard.
T
he Larile Nation is a loosely organized
band of elven mechs occupying the rem-
nants of the Lilat and Heral forests, in the
northern endless plains. When the dangers of
the lunar invasion became clear and word of the
dwarven mechs reached the forests, the elves
embarked on an epic campaign to transplant
their treetop villages into walking fortresses.
Their tall, lithe mechs bear little resemblance
to the squat, heavy creations of the dwarves,
even less so when one considers that the source
of their locomotion is magic, not steam.
Each village built one or more mechs to
house its hundred-odd residents. In most vil-
lages a single, ancient tree had long sheltered
the residents, and rather than watch that tree
slowly be killed by the lunar rain, the elves
elected to use its wood to build their mechs.
Each village then planted a sapling from that
tree in the heart of the mech, where elven
woodsmen now tend to its every need. The
elves hope that someday the lunar rain will
end and they can abandon their mechs, plant
the sapling, and grow a new village from the
remnants of their old.
In the wake of the disasters sufered by
the elves of the northern forests, the Larile
philosophy is one of avoidance and pre-
vention. They know too well the price
of confict, as their shattered sylvan vil-
lages can attest. Now they have become
mobile villages, able to avoid a threat
as easily as confront it. When the enemy
is strong, they slink away into the forests,
disappearing from sight. When the enemy
is alone or weak or vulnerable, they launch
massive coordinated strikes, seeking com-
plete annihilation.
Thus, Larile combat tactics focus on
stealth and long-ranged weapons. They have
developed an impressive array of camoufage
techniques, both magical and mundane. They
make use of some fairly large mechs, but few
are city-mechs, as dispersion and conceal-
ment are integral to their philosophy. In the
tall forests (or at least whats left of them),
it is possible to conceal one of the treelike
elven mechs at least from a distance and
the Larile travel in widely separated groups
to minimize the chance of detection. Using
magical means, they observe and predict the
movements of the lunar dragons, planning
their movements accordingly.
The Larile mechs are tall and lanky, built
to resemble trees for both aesthetic and
practical reasons. Most have terraced sides
where living undergrowth has been culti-
vated as camoufage. Some mechs even have
large trees growing from their shoulders and
heads, usually the ofspring of the grand old
tree that once housed the arboreal village
now living on the mech.
Life on a Larile mech is much like life in
the elven forests once was. Few in number
and simple in ambition, the elves rarely
have conficts among themselves. Decisions
are made informally, by the eldest or most
accomplished elves, and dissension is rare.
Many elves of the northern forests did not
have the chance to build a mech before their
villages were destroyed. Larile mechs with
extra space readily accept these refugees.
Wherever possible, the Larile protect elves
still living on the surface. In general, they
have a very positive relationship with the
denizens of the forest, both elven and other.
The fagship of Larile Nation is the
city-mech Tannanliel. Tannanliel is gener-
ally independent but is very protective of its
elven allies and is actively allied with the rest
of Larile Nation.
Area: Approximately 15,000 square miles
Population: Roughly 10,000 in mechs;
another 30,000 still scattered in the forests
Composition: 96% elves, 3% half-elves,
1% others
Alignment: Neutral good
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THE RUST RIDERS


Hit him again! Huh huh!
W
hat happens when a mech jockey goes
bad? If he takes his mech with him, he
likely joins the rust riders, a bickering, nasty
band of outlaws, bandits, outcasts, and speed
freaks who roam all areas of Highpoint.
The rust riders are known as such only by
outsiders. They call themselves the gang,
the boys, or other such names. But rust
riders is a very suitable name, for their
mechs are often poorly maintained and
visibly rusty. Lacking connections, knowl-
edge, mines, foundries, and wealth, the rust
riders are already at a disadvantage when it
comes to maintenance, but an even bigger
stumbling block is their essential laziness
and irresponsibility. They are, after all,
bums and outcasts. Despite their numbers,
they are never able to muster the organized,
disciplined labor forces necessary to build
new mechs, much less efect major repairs
on old ones.
The rust riders survive by raid-
ing and plundering. They are
essentially scavengers.
Surface dwellers are
acceptable targets
but mechs are
even better, since
a raided mech
provides both
supplies and
spare parts and,
depending on the
condition of the
target after the battle,
possibly a commandeered
mech. Lone or unprotected
mechs from other mechdoms are con-
sidered ideal targets.
The rust riders always travel as a single,
huge group, mainly for reasons of self-pres-
ervation. They always have between 20 and
30 mechs in the gang. Lone outlaws look-
ing for companions are the main source of
new mechs; mechs are lost as broken-down
mechs are left behind, along with their occu-
pants, free to rejoin if they can catch up.
Life among these penned savages is
nothing short of uncivilized. Bullying is
commonplace, no law exists but the sword,
and personal disagreements are settled with
blood. Their nature is essentially chaotic,
and were it possible to survive outside each
others company, they would. But the group
ofers a necessary protection in this difcult
age, so they stick together.
Being accepted as a rust rider is a relative-
ly simple process. As with any outlaw gang,
you just have to hang with the crowd and take
a few knocks. If you can defend your posses-
sions and survive your compatriots, youre
accepted as tough enough for the crowd.
The one major advantage of being a rust
rider is learning their fght on the run
techniques. As a group of outlaws always
under threat of capture, they have devel-
oped a number of techniques for fghting
from moving mechs. From their pilots
improved accuracy while moving to their
crews ability to strike blows on nearby tar-
gets from a moving mech, the rust riders are
renowned for their on-the-hoof techniques.
Hit-and-run is their specialty, and
anyone who lives with them
long enough will become
quite good at it.
The Stenians attack
rust riders on sight.
Area: None
nomadic
Popul a t i on:
Estimated at
a p p r o x i ma t e l y
5,000 people, orga-
nized in gangs of 20-
30 mechs
Composition: 40%
humans, 25% dwarves, 15% half-
orcs, 10% orcs, 10% others
Alignment: Chaotic neutral

THE LEGION
United we stand, united we conquer.
T
he Legion is a militaristic mechdom of
growing power centered in the endless
plains. Led by the fery human warlord Shar
Thizdic, the Legion espouses one and only
one virtue: military might. With his polemic
speeches, optimistic ambition, natural
charisma, and tragic personal history, Shar
Thizdic has persuaded dozens of scattered
nomadic tribes to work together. He is
building the largest human army ever known
on Highpoint, a feat attributable to him and
him alone. He is a rare leader, the kind that
arises only once in a thousand years, and now
is his time. It remains to be seen what his
success will mean to the rest of the world.
The Legion is organized into a single large
army. The largest units are chapters. Cur-
rently nine chapters operate, each consist-
ing of 2,000 combatants, as well as several
hundred additional support personnel and
noncombatants (mostly families). In theory,
each chapter lives in a city-mech with an afli-
ated nomadic tribe. In practice, the Legion
has constructed only two city-mechs so far,
one of which is assigned to Shar Thizdic and
his direct companions. All but one chapter
are scattered throughout a variety of smaller
mechs until their city-mechs are completed.
The structure of the chapters is perhaps
Shar Thizdics greatest triumph. Rather than be
organized around existing tribal loyalties, each
chapter is composed of fghting men drawn
from a dozen or more tribes. The nomadic,
family-oriented tribes of the endless plains
have never before divided in this way. But Shar
Thizdics silver tongue has brought many a mira-
cle, not least of them this, and the advantages of
such a structure are obvious at least to him.
Tribal loyalties are splintered, the only common
loyalty among each chapter is to the Legion, and
the discipline and fghting efciency achieved
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by this are incomparable. The chapters are the


most efective fghting force the humans of the
endless plains have ever known.
The nine chapters are named by Shar
Thizdic in honor of what he calls the
Fighting Virtues. They are Honor, Valor,
Strength, Ferocity, Friendship, Loyalty,
Speed, Discipline, and Insight. Despite their
names, they are trained identically. Ofcers
are rotated between chapters to ensure
consistency and, more importantly to Shar
Thizdic, to guarantee loyalty to him rather
than a particular chapter.
Shar Thizdics stated ambitions are
simple: to build a fghting force capable of
retaking the endless plains from the lunar
dragons. But some unsettling signs of his
true intentions surface. He has never pub-
licly stated as much but is clearly pro-human
to an extreme, going so far as to ban non-
humans from living on chapter mechs. He
delights in telling ancient legends claiming
humans once owned all of Highpoint and
were the progenitors of the other races. And
the training he gives his chapters covers a lot
more than simply fghting lunar dragons.
Nonetheless (or perhaps consequently),
he is rabidly popular among the human
tribes, who are following him eagerly. He
rules like a king and is worshipped like a god.
To outsiders, he is considered a major threat.
The Stenian Confederacy views him with
growing alarm, and Larile Nation, with its
typical long-term view, is already strategiz-
ing for the confict that he will
inevitably bring.
Area: Central end-
less plains
Popul at i on:
4,000 on city-
mechs, 8,000
more on smaller
mechs, 80,000
surface dwell-
ers in afliated
tribess
Compos i t i on:
100% humans
Alignment: Lawful neu-
tral (tending toward lawful evil)

MECH TRIBES
Its my turn to sleep on board!
W
hile the aforementioned mechdoms
are the largest organized political enti-
ties among the mech-dwellers, many, many
others exist. Any nomadic tribe lucky enough
to capture or purchase a mech will often
crowd on board, choosing to live in squalid,
cramped conditions aboard a safe mech rather
than sleep unsafely on the surface.
These small groups, whose lives are cen-
tered around one or sometimes two mechs,
are called mech tribes. Some mech tribes
are afliated with others, usually based on
family ties, but can rarely bring more than
three or four mechs together in one place.
They are fundamentally nomadic tribes that,
through good fortune or brute force, have
managed to get hold of a mech.
A mech tribe is a strange sight. In the
middle of a scraggly band of nomads is the
mech, usually a fairly small one that wasnt
hard to capture. Hanging out of every avail-
able opening and sometimes hanging
onto the outside of the mech itself are
people of the tribe. They may
look completely ferocious in
their native or traditional
garb. A herd of goats and
cows is tethered to the
mechs waist or ankle
via long cords. A few
wagon-towing horses
trudge alongside the
mech, while a bevy of
children tromps along
underfoot. Periodically,
the mechs weapons will let
loose a blast toward a distant
target, just so the kids can gufaw at
the explosion.
How these tribes get hold of mechs varies.
Sometimes they repair damaged or deserted
mechs that they come across. In some cases
they ride in jury-rigged contraptions that
even the rust riders have abandoned. Other
times they trade for their mechs. But usually,
they steal them. Although it seems unthink-
able that a bunch of spear-wielding tribes-
men could take down a mech, they can if they
can get inside and slay the crew. And that
happens, especially on small mechs when the
crew stops to sleep at night without properly
scouting their surroundings.
A tribe that includes a mech always has at
least one member with basic profciency in
mech repair. (If it didnt have such a mem-
ber to begin with, he shows up quickly and
claims family connections as soon as he hears
of the captured mech!) But even if the resi-
dent expert is extremely competent for a
mech tribesman, he still has no easy source
of replacement parts. In general, tribal
mechs are never in good repair.
It is not unheard of for a mech tribe to
live in its stationary, broken-down mech for
extended periods while the tribe searches
for supplies to restart it. The mech is just too
valuable to give up. In some cases, the tribe
will strip out the original, nonfunctioning
steam engine and install a manual engine
similar to those found in orc mechs great
wheels or oars that, when turned or rowed,
power the mechs gears. The existence of
these manual power sources has created a
market for slaves among some mech tribes.
Stenian patrols and soldiers of the Legion
automatically stop and question mech tribes
whenever they are sighted, working on the
assumption that if they are using a mech, it
was probably stolen.
Area: Anywhere on the endless plains and
fatland
Population: Usually 1040 people per
mech, with extended family groups in other
tribes of up to four times that number
Composition: Any, depending on the tribe
Alignment: Usually lawful or neutral
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THE CITY-MECHS
T
he fatlands even terrain and proxim-
ity to the dwarves of Duerok made it
the perfect training ground for mechs. The
early experimental combat mechs engaged
their frst dragon opponents here on the
fatland. Their quick success prompted rapid
evolution, and now the immense city-mechs
stride across the same land, keeping even the
dragons at bay.
The mechs rule the fatland. They are becom-
ing common on the endless plains, as well. The
mech kingdoms, or mechdoms, are rapidly
usurping the power of traditional governments.
Even those mechs not part of a mechdom wield
surprising infuence. Alliances with them are
courted by the mechdoms and the traditional
power structures. Most dwarven mechs are
afliated somehow with Duerok or the Gear-
wrights Guild. Many elven mechs are loosely
connected via Larile Nation, and almost all are
informally allied with dwarf or human mechs of
similar alignment, with the notable exception
of the Legion, which eschews nonhumans. The
human mechs are almost all part of the Legion.
Orc mechs are still few but are a potential
threat far in excess of their number. They have
loose ties to the tribes that built them but, like
most orc war bands, will come to each others
aid only if the odds and plunder are good.
Most powerful of all, though, are the
city-mechs. With the population of a city,
the frepower of an army, and the mass of a
small mountain, they are military machines
without peer. Almost a dozen completed
city-mechs now walk the fatland, as do a few
on the endless plains. Many more are in vari-
ous stages of completion. And mech builders
everywhere are constantly striving to create
ever-larger models.
By traditional standards, a more appropri-
ate name for the city-mechs would be vil-
lage-mechs or town-mechs. No city-mech
has a standing population greater than 4,000
residents, far short of the 5,000 to 12,000
residents that would normally make up a
town. Nonetheless, they are the largest self-
contained mobile populations in existence,
and among the largest permanent settle-
ments in a world where most cities have been
destroyed. Those two facts have earned them
the appellation city-mech.
The best known of the city-mechs are the
frst four that were built and the one most
recently fnished. The frst four are Durgan-
lok and Nedderpik, the frst two city-mechs
ever built, both dwarven in origin; Tannan-
liel, the only elven city-mech; and Rebirth,
the frst human city-mech, built and now
occupied by Shar Thizdic and the Legion.
The most recently fnished city-mech and
currently the most notorious is Haven, the
Legions second city-mech.

DURGAN-LOK
And thats how Parilus saved the dwarves.
D
urgan-lok was built out of desperation.
The lunar dragons were running ram-
pant over the surface world. Surging hordes
of refugees pressed at every entrance to the
subsurface. The lunar rain was destroying the
dwarves trading partners. Chaos, death, and
disaster threatened from every quarter.
Then came Parilus, a stooped, white-
haired dwarf claiming to be the eldest of the
Master Gearwrights. Only the most ancient
dwarves remembered the Gearwrights Guild,
which was only a legend passed on from their
own grandfathers grandfathers.
Parilus claimed to have journeyed more
than a thousand miles through underdeep
tunnels. He left the Master Repository, the
great library where the eldest gearwrights
stored their sacred knowledge, when he
heard of Dueroks troubles. In eons past,
Duerok had aided the Guild, and Parilus
would repay the favor.
Parilus brought with him four massive
tomes, each more than two feet thick, with
stamped metal pages covered in technical
diagrams. In normal times he would have
been dismissed as a crazy old tinkerer, but in
this desperate age he was the only one who
laid claim to a workable solution.
Hundreds of thousands of man-hours
later, the frst dwarven mech jolted its way to
the surface. Sereg, a dexterous warrior per-
sonally trained by Parilus to be Dueroks frst
mech jockey, guided his small mech toward
the frst lunar dragon he saw. The dragon rav-
aged the mech, shattering its legs with a few
tail slaps and promptly beheading it. Sereg
was lost in the wreckage, but so too was the
dragon, which was fatally cleaved by a fnal
blow from the mechs oversized battleaxe.
Sereg became a hero, hundreds of other war-
riors clamored to pilot the next mech, and
Parilus soon had all the resources of Duerok
at his disposal.
Parilus divided his labor force in two.
Under the instruction of master blacksmiths
and novice coglayers hastily instructed by
the junior gearwrights Parilus had brought
with him, the frst half churned out progres-
sively more advanced battle mechs, which
were soon beating back the lunar dragons
with some degree of success.
The second half was relocated to the larg-
est cave Duerok could muster, where they
were set to work under a shroud of secrecy.
Each worker knew what his fnished com-
ponent should look like, but not what it was
for or how it would be used. Parilus himself
personally directed the construction. Some
workers grew jealous of the other group,
whose battle mechs were regularly fghting
glorious combats against the lunar dragons
while they labored in obscurity.
Then Parilus ordered the now-operational
feet of battle mechs to clear a one-mile-
wide area of the surface. They must defend
this area with their life, he said. The second
group of laborers, now thrust into the spot-
light, began hauling their components to
the protected zone. Huge scafolds were
constructed, massive pulleys began lifting
pieces into place, and the marvel of Durgan-
lok was born.
Stories of the huge mechanical dwarf
spread like wildfre. From the deepest drow
to the wildest woodsman, every creature in
Highpoint heard of this fantastic invention.
The dwarves had built a mechanical walker
so large that even a lunar dragon could not
challenge it. Defended against raiders by a
feet of smaller battle mechs, it soon carved
a safe zone out of the ruins of the fatland.
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For the frst time, a place existed where even


the lunar dragons feared to tread.
Parilus slipped away soon after the com-
pletion of Durgan-lok. With no goodbyes,
he took his four metal tomes back to the
Master Repository. Three junior gearwrights
stayed behind to carry on the tradition of the
Gearwrights Guild. Parilus was hailed as a
hero, and in admiration, the frst dozen or so
mothers to give birth on Durgan-lok named
their male sons Parilus.
Durgan-lok was the frst city-mech ever
constructed. It is fully self-sufcient. Built
to include areas for agriculture, livestock,
living quarters, tradesmen, specialists,
administrators, a military garrison, a small
marketplace, and even civilian passengers,
it can produce everything it needs. The only
commodities sometimes lacking on Durgan-
lok are quality fuel and metals for repair, but
both of these are raw materials easily located
through prospecting or mining.
Designed in a way that only a dwarf could
love, Durgan-lok is laid out exactly as if it
were a mountain stronghold. It features lots
of vertical faces, tunnels, crawlspaces, and
enclosed areas. Durgan-lok is not recom-
mended for claustrophobes but dwarves
love it. It is essentially a walking dwarven
stronghold.
Physically, Durgan-lok is the smallest of
all the city-mechs. It is squat and wide, com-
posed of an iron skeleton with stone armor.
Its as close as a city-mech can get to being a
walking castle. It measures roughly 500 feet
in height. Since its designed for dwarves, it
can ft a lot more useful space into its 500 feet
of height than a human-scaled city-mech, and
has a permanent population of around 950
dwarves. Parilus did not reveal all his secrets
when he built Durgan-lok; he left the dwarves
quite a bit to learn on their own.
In name, Durgan-lok is part of the Stenian
Confederacy, but in many respects it remains
an extension of Duerok. It still follows
the Duerok clan leadership model and is
extremely protective of its homeland.

NEDDERPIK
You want the Gearwrights to save you?
Fine. Then go live with them.
A
fter Parilus departure, the revived Gear-
wrights Guild rapidly grew in power. The
Guilds contributions are what ultimately
saved the dwarves, but in the process much
of the traditional dwarven power structure
was alienated. Once-mighty axe warriors
were now seconded to dexterous pilots; the
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advice of clerics went unheeded when it


interfered with the engineers whims. When
the Gearwrights proposed the construction
of a second city-mech that would be entirely
outside the control of Duerok, the undercur-
rents crystallized into a public rift.
Nedderpik, the second city-mech, was
intended from the start to be fully inde-
pendent of Duerok. The simmering
resentment that erupted alongside
its construction cemented its
independence and set the wheels
in motion for the creation of the
Stenian Confederacy, whose
founding members were Ned-
derpik and Durgan-lok.
Nedderpik was designed and
built by the Gearwrights Guild with
a pioneer homestead approach. All those
who participated in its construction
would have a place on it but they would
be required to leave Duerok behind for-
ever. Where Durgan-lok still maintained
strong connections to Duerok, the
residents of Nedderpik would be true pio-
neers, accepting the Gearwrights Guild
as their ruler and braving life on the
flatlands in a new stronghold unlike
any that had preceded it.
Nedderpik is a radical departure from
the technology of Durgan-lok. Where
Durgan-lok was frmly planted in the lets
build a mobile castle school of design (a
concession some say Parilus had to make
for the dwarves to accept the idea of a city-
mech), Nedderpik is truly a mechanized
walker. Its designers severed the tie to tradi-
tional geographic connections and designed
a fully functional walking city. Its interior,
although scaled to dwarves, doesnt feel like
a misshapen dwarven stronghold. Instead, it
incorporates the structure of the mech to
best protect its inhabitants.
Living quarters and vital areas are in the
centermost regions. The outer areas are
the shops, work areas, farms, and livestock.
The upper levels are intentionally set
aside for the aristocracy (a distinction that
wasnt built into the design of Durgan-lok
and had to be retroftted to its quarters),
while the bottom levels (above the hangars)
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are built like a true city sewer or dungeon


they are dangerous areas, used for engine
rooms, refuse, and sewage, sealed and well
protected from the rest of the mech, and
designed to provide a bufer from ground-
level invaders.
Where Durgan-lok was populated by
dwarven traditionalists with strong heredi-
tary ties to the clan culture, Nedderpik is far
more independent. It is governed by a coun-
cil charged with representing the interests
of the crew. Considering the close quarters
on board the mech and the ease with which
a mutiny could occur, the council is quite
representative. It includes a strong faction
from the Gearwrights Guild, as well as a clan
leader and a military appointee.
In a sense, the crew of Nedderpik really
are pioneers, frantically trying to escape the
warfare of the dwarven strongholds, hoping
for a new kind of life aboard a city-mech. Ned-
derpik is ruled by dwarves but open to any race
willing to accept the Guild; its population
includes a sizable gnome contingent, as well
as many halfings and a few humans. (More
humans might join except that life in the low-
ceilinged design is cramped, to say the least.)
A sense of idealism runs through the mechs
corridors; the crew knows theyre at the cut-
ting edge of a whole new kind of life.
Nedderpik stands a little more than
1,200 feet tall. It is squat and broad, like all
dwarven designs, but uses far more metal
than stone in its construction and thus has
more available space. It supports a perma-
nent population of more than 3,500 dwarves,
gnomes, halfings, and humans.

TANNANLIEL
Our forests are dead.
But they live in Tannanliel.
T
he traditional seat of power among the
elves of Highpoint has always been the
great northern forests of the endless plains.
As the Lilat and Heral were razed by the
lunar rains, the elven villages built small
mechs to house saplings from their great
trees that had long sheltered them, then
embarked on these mechs to wait out this
turbulent period in the planets history.
Most elven mechs were small afairs, hous-
ing perhaps a hundred or so elves, depending
on stealth and speed to survive. But one
great mage, among the most powerful of
the already powerful elven wizards, vowed to
take the fght to the enemy. The arch-mage
Tannan, with the aid of several of his distin-
guished colleagues, shaped the still-living
wood of a Lilat grove into a veritable conduit
for magical energy. This magical walking
tree construct is the mightiest of the elven
mechs. It is the walking tree of Tannan, or,
in the sylvan tongue, Tannanliel.
Tannanliel is the frst and only elf city-mech.
It is taller than any other mech from any other
race, measuring almost 2,200 feet tall at the
top of its highest towers. Graceful and thin,
it looks like the consummate elven design, at
once resembling a sleek tower, an ancient tree,
and a powerful magical construct.
Tannanliel is built entirely of enchanted
trees, their still-living roots, limbs, and
trunks bound together in architectural form
to match Tannans vision. These trees still
live, drawing nourishment from the earth
whenever the mech halts for the night, repel-
ling intruders with the vines that live on their
exterior, growing and repairing themselves
as directed by Tannan.
Tannanliels internal structure refects the
elven attitude. Its vertical levels are not divid-
ed according to use or function, but rather
according to a magical hierarchy. The entire
mech is ruled by the fve arch-mages who built
it. They reside in the mechs highest levels,
within its head and in the living tree-towers
that reach high of its shoulders and back.
Protected by Tannans magic, these tree-tow-
ers repel the lunar rain with pitiful ease.
Below them are the residential quarters of
the rest of the mechs mages, according to
their ranks within the Order of Tannanliel,
a recently organized mages council devoted
to the magic of golems, constructs, and, of
course, mechs. The Order is responsible for
keeping the mech running. It occupies the
mechs arms and upper torso.
The next tier includes ranks of warriors,
archers, and other defenders of the mech.
Most are drawn from the dozen or so elven
villages that have taken refuge on Tannanliel.
Tannan accepts any and all elves who need
protection, though once they are on board
he requires them to contribute to the mechs
defense, and, in the long term, hone their
magical abilities to the point where they can
construct their own mechs.
Because the magical operation of Tan-
nanliel is so much more efcient than the
steam-driven engines of the dwarves or
the blatantly wasteful labor systems of the
orcs, the elves have far more space to devote
to living quarters, and far more room for
specialists trained in something other than
steam mechanics. Thus, Tannanliel includes
a fairly large military force housed in its
middle torso.
The lower torso and thighs are home to
tradesmen and other specialists: the carpen-
ters and blacksmiths who keep things run-
ning. Finally, in the rest of the leg area, the
elven peasants live, farming small protected
terraces hanging of the mechs legs.
Tannanliel has little to fear from the out-
side world. It is perhaps the most powerful
mech in existence. Its very structure is alive,
capable of growing and of healing wounds. It
is a single massive artifact, a conduit of magi-
cal energy through which Tannan and his
legions of mages can launch batteries of fre-
balls and other spells at attacking creatures.
No lunar dragon has stood against it nor,
for that matter, has any other creature.
But Tannanliel is vulnerable from the
inside. Tannan himself is inextricably linked
to the mech. His will controls it, directs it,
and sustains it, though the magical energy
required is so great that he frequently calls
upon other great spellcasters to aid him.
As the months go by, Tannan appears more
and more drained. Some rumors say that the
burden of sustaining Tannanliel is too great.
Some say he accepted favors from powerful
extraplanar creatures to build Tannanliel,
and those favors are now being called in.
Others say the strain of Tannanliel is simply
too great for one elf to bear. But one thing is
certain: Tannans intentions and behavior are
indisputably noble. Everything Tannanliel
has done has been to aid the elves, be it by
fending of dragons or taking in a never-ending
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stream of elven refugees. It is an engine of


vengeance that the enemies of the elves have
learned to fear.

REBIRTH AND HAVEN


No dragon will ever again claim
the life of a man.
S
har Thizdics powers of persuasion are so
great that he built a city-mech with them.
His fight from Rook left him not just home-
less but without family or friends in unfamiliar
terrain being scoured by hostile forces. He
talked his way into employment with a tribe
of nomadic Gur, then spent the next several
years bouncing between tribes of Gur, Stavi-
ans, and endless traders. He even spent an
extended period underground, seeking refuge
with a burgeoning band of worm farmers. His
magnetic personality brought him welcome
wherever he went, and the people listened to
his ambitious plans for retaking the endless
plains. The fres of revenge burned within his
heart, and he gave voice to anger that all the
nomads felt. But what could he do that had
not already been tried?
Shar became an informal envoy between
disparate tribes. He traveled constantly,
visiting old friends, making new ones, and
forging ties between historically separated
peoples. He was the consummate diplo-
mat, making relationships where none had
existed before. He wielded the friendship
of thousands of nomads but what could he
do with it? Together they could stand against
a handful of dragons, but not the army that
walked the land.
Then word reached Shar of the fabulous
mechanical walkers being built by the
dwarves of Duerok.
For the frst time in his life, Shar sought
out dwarves. Though an insular upbringing
had biased him against the demihumans, a
bias that was further reinforced when the
dwarves defended their mountain enclaves
against humans rather than coming to their
aid, he now had use for them. He traveled
to Edge, where he made contact with a
number of traditional engineers. They, too,
had heard of what Parilus was doing, but
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they were no gearwrights. Still, said Shar,


could you fnd a way to build one of these
walkers? If the price were right prob-
ably, answered the dwarves.
Shar returned to the plains, where his silver
tongue swayed the tribes one by one. He con-
vinced them to congregate in one place, where
they could build a mech under the direction
of the dwarves. Never would they work for
the dwarves, though. The dwarves might have
the knowledge, but they would work for the
humans. Together Shar and the tribes would
raise the frst great city-mech of the endless
plains, and the humans would be reborn.
Shars vision didnt go quite as planned.
The nomad tribes werent particularly disci-
plined, and the most basic concepts of engi-
neering were far beyond them. The dwarves
chafed at the poor treatment they received.
Despite being the masterminds behind the
whole project, they were treated like ser-
vants, an attitude that was encouraged by
Shar, who seemed to have some gripe against
them. The early mechs were one failure after
another. Some tribes grew disillusioned and
left. Attrition wore away the others as the
dragons continued their rampages.
Then Shars peo-
ple fnally fnished a
working mech.
The frst success
energized the tribes,
who arrived from
miles around to ride
the human-built
mech. Shar certainly
didnt downplay
the pride in human
accompl i shment,
even though the
designs were
entirely the work of
dwarven engineers.
As the tribes mar-
veled at the walker
they had built, Shar
was also careful to
avoid pitting the
mech against the
dragons. It was a
symbol he could not
aford to see destroyed. He rushed produc-
tion on several more of the small mechs,
while at the same time, unknown to most of
his people, he formalized his enslavement of
the dwarves, who had long ago ceased work-
ing voluntarily. His engineers were now loyal
only under threat of death.
Thus were born the beginnings of the
Legion, a chapter that culminated in the
completion of Rebirth, the Legions frst
city-mech. Rebirth is the least advanced of
all city-mechs now walking. It was designed
by engineers under duress, was constructed
by unskilled labor, and is maintained by self-
taught coglayers. Humans played a more
important role in its construction than with
prior Legion mechs largely because most
of the dwarven engineers were killed in one
way or another before Rebirth was com-
pleted and their lack of expertise shows.
Rebirth has routine mechanical failures, is
powered in large part by hard labor (usu-
ally contributed by Legion military men or
enslaved orcs), and would certainly lose any
battle with another city-mech.
That said, it is backed by thousands of
devoted tribesmen and a fleet of smaller
mechs and its the most powerful human
entity walking the endless plains. Tannan-
liel is the only force on the endless plains
that could confront it, but Tannanliel
stays in the traditionally elven areas of the
northern forests.
Rebirth is, frst and foremost, a symbol of
resurgent human power. With Rebirth and its
mech feet, the tribes have pushed back the
dragons. Shar Thizdic has consolidated his
power, using Rebirth as his mobile citadel.
Its fame has drawn more and more tribes-
BEAUTY HAS PASSED
The most depressing result of the lunar rain is the
end of natural beauty. Where sylvan forests once
reached to the sky, ashen tree trunks now waste
away. Where green plains once rolled into the ho-
rizon, gray pockmarked wastes now scar the land.
Where variegated fowers once blossomed, charred
bones feed the worms.
The sight of beautiful things is now treasured more
than it ever was. The peoples of all Highpoint
cultures welcome any trader carrying colored
beads, vibrant fabrics, or rare plants that survived
the catastrophe. Beautiful fowers now sell for
hundreds of gold pieces. Industrious halfings
cultivate pockets of greenery wherever they can,
selling the turf or blossoms to nobles and homesick
elves. Many gnomes have turned their tinkerers
interest to primitive hydroponics, attempting to
cultivate greenery in the drab steel-gray world of
a city-mech.
For an adventurer or opportunist, the quest for
beauty can be a real occupation. Many areas have
regrown since the lunar rain became less danger-
ous, but greenery is still far rarer than it used to be.
Where once a king would pay a fortune for an exotic
blossom, now a city-mechs ruler will pay a fortune
simply for a bouquet of dafodils. Characters who
once lived in sylvan areas, or whose older relatives
still remember the romantic days of woodland life,
may be personally motivated to seek out a surviv-
ing grove or fowering tree. Old growth can still
be found in some gullies and stream banks, rocky
inclines, the lees of fortunately placed hills, and the
rare shelters created by advantageous arrangements
of outcroppings, clifs, and enclosed spaces.
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men, who still arrive from distant parts


with every passing day. Shar is well aware of
Rebirths limitations, an awareness he shares
with no one. Let the tribesmen think they are
all powerful. With their backing and Shars
leadership, they soon will be.
Haven is the most recent accomplishment
of the Legion. It is the second human city-
mech. The dwarves of the fatland and the
elves of the northern forests are far more
worried about Haven than Rebirth. Rebirth
was symbolic but weak. With Haven, Shars
coglayers learned from their mistakes. It
corrects the weaknesses of Rebirth and is, in
fact, on par with some of the weaker dwarven
city-mechs. It is a huge accomplishment for
a young race with no gearwright heritage.
If they continue such rapid progress, the
Legions fourth or ffth city-mech may rival
the best creations of the dwarves.
Rebirth and Haven are both tall city-mechs.
Rebirth stands 900 feet tall, while Haven tops
in at 1,300 feet. Each houses a population of a
little more than 2,000 humans.

IMPORTANT
ORGANIZATIONS
T
his section describes some of the impor-
tant organizations of Highpoint. Others
described elsewhere in this book include the
College of Constructors (see page 47) and
White Congress (see page 157).

THE GEARWRIGHTS GUILD


T
he Gearwrights Guild is an ancient order
of dwarven engineers, technicians, and
coglayers. It exists to further research in the
mechanical sciences, known to its members
as the gear-driven arts. The Guilds fortunes
have waxed and waned over the years; it
has been powerful at times and practically
nonexistent at other times, according to the
vicissitudes of the age. Now, with the com-
ing of the lunar rain and the advent of the
mech, the value of technical knowledge has
increased exponentially, and the gearwrights
have grown powerful once more.
Though many believe the current age to
be the frst time that mechs have walked
the earth, the gearwrights claim otherwise.
According to them, the steam engine pre-
dates even the elves. Long before the gods
gave magic to the elves, they say, the dwarves
were using steam-powered mechanical walk-
ers to dominate the surface world. They
retreated underground only after elven wiz-
ards fnally mastered the arcane arts. When
these primitive mechs were fnally out-
matched by the great wizards, the dwarves
stopped developing steam technology in
favor of perfecting the fghting and divine
arts in their cramped underground quarters.
Lest the knowledge be forgotten entirely, a
handful of dedicated engineers formed the
Gearwrights Guild, which has preserved the
ancient knowledge for millennia.
Not everyone believes this account, least
so the elves. Even many dwarves consider the
gearwrights claims to be nothing more than
a thinly veiled bid for legitimacy. After all,
steam technology is widely misunderstood
and still distrusted. A claim of primal origins
might be nothing more than the gearwrights
attempt to seem authentic.
But some signs indicate that the gear-
wrights might not be lying at all. First is the
Guild library, known as the Master Reposi-
tory. This seemingly prehistoric relic of an
older time is vast beyond comprehension,
with foor-to-ceiling bookshelves lining
narrow corridors over an area nearly as tall
and wide as a large town. Every book in the
library focuses on the gear-driven arts in
some form or another, but the topics are
hopelessly vast. A brief sampling:
A Detailed Analysis of Piston Length with
Respect to Refning Mechanized Bipedal Motion
Simulating Draconic Flight with
Mechanical Wings
Powering Steam Engines with the
Blood of Magical Beasts
A Survey of Steam Tanks across the
Dwarven Kingdoms
Improving Shaft Wrapback Time in the
Mark XI Cogular Engine, Goranian Model
Constructing a Clockwork Elf
The majority of the Master Repositorys
volumes are printed using a Guttenberg-like
device that the Guild makes available to its
members. Even so, by conservative esti-
mates, the time required to study, collect,
and print the millions of volumes it contains
is more than 50,000 years. The few volumes
to have made it out of the Master Repository
(usually via theft or bribed gearwrights, as
the library is closed to outsiders) hint at this
great age. They are printed on stamped metal
plates, capable of lasting much longer than
any paper book. Their languages vary, cover-
ing a gamut of variants that could be dialects
but could just as likely be historical deriva-
tives. And their publication dates are always
listed in two formats. One is a mysterious
Guild system, consistent between volumes
but unlike any modern system of dating. The
other format varies according to whatever
calendar was used by the governing dwarf
society at the time and includes formats
generally recognizable to outsiders. Using
the familiar formats to triangulate the Guild
system, it is clear that, if the Guild system is
accurate, some of the tomes were published
tens of thousands of years ago.
The physical location of the Master
Repository is another clue to its age. It lies
deep down in the underdeep, deeper than
any other dwarven settlement. The gen-
eral vicinity of the Repository is common
knowledge, though the specifcs are well
hidden, not only by secrecy, but also by the
bewildering passageways of the underdeep,
the horrible creatures that dwell therein,
and the gearwright guards (both living and
constructed) that defend the passages. The
route is fundamentally dead: an underground
causeway through layer after layer of utterly
abandoned ruins. Some of these barren areas
are old dwarf or duergar cities, others com-
pletely alien. But one thing is common to
all: The deeper one goes, the older the ruins,
and the Repository is deepest of all.
The Master Repository notwithstand-
ing, another sign of the Guilds age is the
walkers. The Guild claims that it has relics
of the Age of Walkers, as its members call
the premagical era where dwarven mechs
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ruled the surface. Some of these odd-look-


ing walkers were the frst mechs to walk
the surface world after the lunar rain. Their
design is archaic and unusual, incorporating
dwarven imagery from before the memory of
any living society. Detractors claim this is
merely cosmetic deceit. But the Gearwright
mechs are indisputably better than any other
mechs, bar none. They use hidden technolo-
gies, not shared outside of Guild circles.
Are these ancient secrets or modern innova-
tions? No one outside the Guild knows for
sure, but it is certain that no other faction
has duplicated them.
The last clues to the Age of Walkers are the
most compelling of all: ancient walkers buried
underground like ruins of a bygone age. In the
past, these strangely shaped underground
dungeons were considered nothing more
than that: unusual dungeons. Now scholars
are revisiting some of the known dungeons
to determine whether they are, in fact, the
inner passageways of ancient, buried mechs.
The Pretominin Heads, a series of gigantic
metal heads half-buried in the sands above the
Wet Desert, are rumored to have catacombs
beneath them. Could these be ancient mechs
mired eons ago in the sand? According to the
human sage Lizicus, the great Standing Dwarf
of the fatland clifs may be no statue at all,
but an ancient mech turned to stone. Now no
shortage of adventurers remember dungeons
that seemed mundane at the time but which,
in retrospect, seemed to have a generally
humanoid shape, albeit underground. And the
deepest ventures into the Stygian depths have
brought back reports of impossibly ancient
hangars holding prehistoric mechs in pris-
tine condition, many of them constructed in
networks of caverns so large the mechs could
almost walk to the surface.
According to the Gearwrights Guild, these
are no mysteries at all, but testaments to the
power and history of the steam engine. The
Guild claims the steam engine can rival even
the most powerful magics, given the right
circumstances, and the lunar rain is a sign that
the Second Age of Walkers is now at hand.
The guild is structured as any other guild,
though the rewards of knowledge available
to those at higher levels are substantial.
Apprentices and journeymen make up the
lower ranks. Above them are guildsmen
proper, known as gearwrights. Five ranks of
gearwright exist, with the guild
ofcers above them.
Three divisions of
equally ranked
guild ofces
administer to
guild afairs:
the Reposi-
tors, who
manage the
guilds knowl-
edge resources;
the Maintenors,
who manage the
guilds physical resources
(such as active mechs); and the
Cogulors, who draw on the Repositors and
Maintenors to engage in active research.
Two ranks exist within each of these ofces
(e.g., senior repositor and junior repositor).
At the very top of the guild are the Master
Gearwrights, of whom never more than three
exist. They are the most experienced repre-
sentatives of each ofce, and together they
set the Guilds policies on all things both
internal and external.
The Guild is so old, and its secrets so
great, that members become exposed to pro-
gressively more knowledge as they advance.
At the very top, the Master Gearwrights
understanding of steam engine technology
(and physics and engineering in general) is
mind-boggling. They are able to design
mechs that are exponentially more efcient
than anything else walking the world today.
Their methods are true to the steam engine,
and although they may utilize arcane compo-
nents, they do so according to the principles
of physics, not magic. Yet they rarely do more
than design these extraordinary mechs, and
for good reason: The knowledge is theirs and
theirs alone. A working model could easily
fall into the wrong hands.
Thats not to say that the Guild doesnt
have its own mechs. Quite the contrary, it
has some of the most powerful mechs walk-
ing today. Nonofcer gearwrights are free
to wander the world, and many do so in their
own highly advanced mechs. But the knowl-
edge leap from their designs to those of the
Master Gearwrights is such an order of mag-
nitude that the Masters are not worried.
In the past, the Guilds numbers
have ranged from only a few
dozen to many thousands.
Reliable reports say that
the Master Repository
itself supports the popu-
lation equivalent of a
small town, so in its years
of weakness the Guild
probably retreated to the
Repository. But now the
Guilds services are needed.
Generals and kings will pay
handsomely for a well constructed
mech, and coglayers everywhere clamor
for the chance to learn the Guilds secrets.
The Guild is rapidly growing. Few large
mechs are without at least one gearwright
on board; city-mechs are proud to boast of
a small library maintained by resident gear-
wrights. But gearwrights swear loyalty only
to the Guild. Currently their strength is such
that they are granted freedom of passage by
most sovereigns, even in wartime but the
wings of fortune are fckle.
Joining the Gearwrights Guild is a huge
step in the career of any coglayer. For more
information on the gearwright prestige class,
see page 29.

THIEVES GUILDS
O
nly so many places exist to hide in the
cramped spaces of a city-mech. The
underworld survives there with the unset-
tling knowledge that, with enough efort,
the authorities can always locate them. Yet
dishonest dealing is an innate aspect of the
human condition, and no society lasts long
without breeding some variation of a thieves
guild. Mechs are no exception.
The thieves guild is generally active in the
afairs of many mechs, though not from the
perspective you might imagine. Diplomacy
and power brokering are more important than
stealth and secrecy when dealing with an insular
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mech government. Many a thieves guild enjoys


a transactional relationship with the mech
commander, operating almost as an unofcial
extension of his political power. In exchange
for regulation of slums and the undercity,
control of serious crime, and a steady fow of
information, the government overlooks the
guilds minor thefts and extortion some of
which can be quite proftable.
For the mech commander, this is a nec-
essary evil. The outside world is dangerous
enough without having to deal with domes-
tic crime. An alliance with the thieves guild
keeps them under his control (nominally)
while letting his forces focus on external
threats. If the poor are subject to extra
taxes or wealthy visitors occasionally are
robbed well, so be it. In the world of
DragonMech, thats the lesser of two evils.
This relationship between government
and the guild isnt public. In fact, most of
the guild itself is unaware of it, as is the mech
commanders staf. Few residents would tol-
erate such a deal were it known. It becomes
apparent only by situation: Mysterious politi-
cal pressure ends the guards investigation
into a series of merchant burglaries, against
the protests of the guards; the strange coin-
cidence that right before the visiting baron
was robbed, the city-mech guard was alerted
to the sighting of a lunar dragon and had to be
diverted from protecting him. The guild gen-
erally understand the delicacy of their posi-
tion in efect, their protection depends
on keeping crime to a level the population
deems tolerable so they dont let things get
out of hand. In some cases, the guild punishes
crime more ruthlessly than the law. Rogues
who break ranks and start a crime spree will
fnd themselves put out of commission very
quickly by the guild itself.
In efect, this limits crime to a managed
system of burglary, extortion (primarily pro-
tection rackets), and monopolies. One guild,
on a Stenian city-mech, profts by control of
the local blacksmith trade. Thanks to the
organization of the guild, the blacksmiths
now charge more than three times what they
used to, with a healthy cut of that fnding its
way into the guilds hands (and would-be
discount blacksmiths disappearing in the
night). Another specializes in luring wealthy
individuals to social events whenever the
mech stops at a town, then pickpocketing
the crowd. Still another is nothing but a
middleman, fencing stolen goods imported
from other mechs.
This may leave rogue characters wonder-
ing what theyre to do. Minor pickpocketing
and other petty crimes will be ignored for
a while, but no guild will tolerate serious
crime or extended sprees. Characters have
two options: connect with the guild, or
practice their trade outside areas in its
control. Alternatively, they could fght the
guild, but thats almost guaranteed to be a
losing battle.

THE STALKERS
T
he role of a rogue has changed. Where
once he spent his time plotting entry to
guarded keeps and defended villas, he now
must devote the same energy to entering
mechs. Certain rogues now specialize in this
difcult task, and an informal term has arisen
to describe them: stalkers.
Stalkers are not organized in any formal
way. As practitioners of a newly developed
art, they generally know each other and are
connected socially. Most stalkers were men-
tored by older stalkers when they were just
starting out.
Stalkers are feared by mech commanders,
who see them as dangerous shadows able to
bypass carefully constructed defenses. A
single skilled stalker with good timing can
enter a mech at ground level, make her
way to the control room, kill the mech
commander, and walk the mech of a
clif before anyone knows any better.
It has been known to happen.
Of course, even while mech com-
manders fear enemy stalkers, they also
make connections with those who can be
used to strike at their enemies. Stalkers are
now frmly embedded in the culture of the
mech. They are the ninjas of DragonMech:
stealthy warriors able to topple a thousand-
foot-tall metal behemoth with a single well
placed dart.
The distinction between a rogue and a
stalker is fairly minor, but they are indeed
two separate classes. Stalkers are described
on page 21 as a variant rogue class.

DRAGONMECHS
T
he DragonMechs are a special unit of
the Stenian Confederacy dedicated to
battling lunar dragons. Membership in the
DragonMechs is a point of pride, and the unit
carefully selects its members, who are called
dragon hunters. Normally 10 dragon hunter
mechs are active, all piloted by the best mech
jockeys in the Confederacy. All DragonMech
pilots are at least 14th-level mech jockeys,
and most have spent some time training with
the Irontooth Clans a punishable ofense
among the rank-and-fle but an informal pre-
requisite among the DragonMechs.
The DragonMechs pilot a variety of
mechs. They train in group tactics and are
especially deadly in pairs or trios. When
deployed, they pick mechs that complement
each other for example, one may have
weapons to ensnare or entangle a dragon
while his partner has piercing weapons that
can damage a netted dragon without break-
ing the net. The unit has a wide range of
mechs at its disposal and can commandeer
mechs from other units at will.
In the military hierarchy of the Stenians,
the DragonMechs are a special unit that
reports directly to the top. They are
outside the usual chain of
command and have great
discretion to undertake
missions as they see
ft. This lets them
react quickly and
adeptly to reports of
lunar dragons. After
an engagement they
can assess the situation and
decide whether to regroup or pur-
sue a dragons cohort to its lair.
The DragonMechs are celebrities among
the Stenians. Little boys on every mech dream
of someday battling dragons as a DragonMech.
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plate 6 There is no shortage of


monstrous opponents in DragonMech
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LUNAR CREATURES
L
unar creatures are a new creature type.
Highpoints moon is large, and the range
of lunar creatures is as diverse as that of the
Earth. All lunar creatures share certain traits,
however. These are primarily due to two fac-
tors: frst, their completely alien psychology,
and second, their extraterrestrial origin.
Creatures with the lunar subtype have the
following traits:
Alien Psychology: Lunar creatures think
in strange patterns. They are still rational,
but their thought processes and nervous
systems are built diferently. Terrestrial crea-
tures have a hard time recognizing patterns
in these bizarre mentalities. Lunar languages
are themselves hard enough to learn; reading
the mind of a lunar creature is practically
impossible but it can be done.
Due to their alien psychology, lunar crea-
tures receive a +10 bonus to saves against
all mind-infuencing efects (charms, com-
pulsions, phantasms, patterns, and morale
efects), all mind blasts and other psionic
attacks, and all attempts to detect their
thoughts, read their minds, or otherwise
penetrate their consciousness.
Elemental Attacks: Lunar creatures
always take half damage from air, fre, and
water attacks, or no damage on a successful
save. They take double damage from earth-
based attacks and magic. The lunar creatures
themselves are not composed of traditional
terrestrial elements. They seem to be made of
something similar but subtly diferent, which
does not respond to elemental infuence in
the same way as terrestrial creatures.
Physical Requirements: Lunar creatures
must breathe air just as terrestrial creatures
do. They also must eat, though the nutrients
they extract from food are totally diferent
from what we extract. They do not drink
water, but it is said they require a diferent
form of sustenance that terrestrial creatures
cannot see.
Lunar Physiology: The exact physiology
of a lunar creature varies according to its
species, but all share certain things in com-
mon. They all have skin that is interlaced
with corrugated or ribbed tubes, like abnor-
mally large blood vessels. The tubes undulate
slightly and are disturbing to watch. Lunar
creatures have oily, opalescent blood that is
a creamy semitranslucent white in color.
Immunity to Lycanthropy: Lunar crea-
tures cannot under any circumstances be
afected by lycanthropy. From what limited
research has been conducted, it appears they
already have a form of lycanthropy in their
blood, a version that does not provoke any
sort of shape changing, and what surface-
dwellers know as lycanthropy may be a
mutated form of the original lunar trait.
Lunar Detection Check: Clerics and pal-
adins of terrestrial deities may automatically
sense if a creature is of lunar origin. They
must already be aware of the creature. Roll
1d20 and add the clerics level and Wisdom
modifer. On a roll of 15 or better, the cleric
successfully determines if a creature is lunar
in origin. This is a fash of insight provided by
the clerics deity in its war against the lunar
gods and requires no efort on the clerics
part. The GM should make the check.

LYCANTHROPES
T
he close proximity of Highpoints moon
makes control of lycanthropy difcult.
All Control Shape checks on Highpoint sufer
a 5 penalty. Checks while in the presence of a
lunar creature have an additional 1 penalty.

NEW CREATURES

CLOCKWORK PUPPET
Warder, Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (+4 natural), touch 10,
fat-footed 14
BAB/Grapple: +1/+2
Attack: Slam +2 melee (1d6+1)
Full Attack: Slam +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Construct
Saves: Fort +0, Ref +0, Will 5
Abilities: Str 12, Dex 10, Con ,
Int , Wis 1, Cha 1
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 1/2
Treasure: See text
Alignment: Always neutral
Advancement: As clockwork puppet
Shocker, Large Construct
Hit Dice: 3d10+30 (46 hp)
Initiative: +0
Speed: 40 ft.
AC: 15 (1 size, +6 natural), touch 9,
fat-footed 15
CREATURES
T
he changes afficting Highpoint have brought more
than just mechs to the surface. New creatures have
appeared, whether dropped from the moon or brought
forth by mechanical research. Whats more, Highpoint
was already home to a variety of unusual life forms.
Taken together, these new creatures present great
potential for adventure.
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BAB/Grapple +2/+9
Attack: Slam +5 melee (1d8+3 and 3d4
electricity) or shock +2 ranged touch
(3d4 electricity)
Full Attack: Slam +5 melee (1d8+3 and 3d4
electricity) or shock +2 ranged touch
(3d4 electricity)
Space/Reach: 5 ft./5 ft.
Special Qualities: Construct
Saves: Fort +0, Ref +0, Will 5
Abilities: Str 16, Dex 10, Con ,
Int , Wis 1, Cha 1
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 1
Treasure: See text
Alignment: Always neutral
Advancement: As clockwork puppet
A wide variety of clockwork puppets are
in use, built by as many imaginative coglay-
ers. This section describes two of the more
common models. If they have treasure, it is
whatever they were built to guard.
Warder
The warder is a specialized construct used
to warn away trespassers. It is a tall, lanky
robotic-looking creation with a face carved
into a very stern expression.
A warder always guards a fxed area. It
will never leave that area. A warder states a
predetermined warning in a loud voice to
any creature that passes within twenty feet. If
something tries to pass, it attacks. It will not
pursue those who fee; it will even stop attack-
ing if trespassers back of past twenty feet.
Warder: clockwork puppet (x4) + noise-
maker + discriminator.
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Coglayer
Small Humanoid (Halfing)
Hit Dice: 3d4 (8 hp)
Initiative: +2
Speed: 15 ft.
AC: 17 (+1 size, +2 Dex, +4 gearmail),
touch 13, fat-footed 15
BAB/Grapple: +1/-4
Attack: Dagger +1 melee (1d41); or dagger
+5 ranged (1d41); or cogling steam-
breather +4 ranged (1d10)
Full Attack: Dagger +1 melee (1d41); or
dagger +5 ranged (1d41); or cogling
steambreather +4 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Shocker
The shocker is a basic assault construct, built
to attack enemies with an electrical shock.
Shockers are usually built to attack anyone
who comes near, though they may be designed
with a discriminator to be more useful.
The shockers ranged shock attack is an
electrical attack with a range of 10 feet. It is
also wired to deliver the shock on impact in
melee. Make the slam attack frst; if that hits,
the slam transmits the shock damage as well.
If the slam misses, make a second attack to
see if the ranged shock attack hits.
Shocker: clockwork puppet (x8) + spark
generator + amplifer + amplifer.

COGLING
Warrior
Small Humanoid (Halfing)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 20 ft.
AC: 15 (+1 size, +1 Dex, +3 studded leath-
er), touch 12, fat-footed 14
BAB/Grapple: +1/-4
Attack: Longsword +1 melee (1d8-1); or
heavy crossbow +3 ranged (1d10)
Full Attack: Longsword +1 melee (1d8-1);
or heavy crossbow +3 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Cogling traits
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 8, Dex 13, Con 10,
Int 11, Wis 11, Cha 11
Feats: Gearstride
Skills: Climb +0, Hide +8*, Jump +2,
Move Silently +5
Environment: Gear forests
Organization: Scouts (24 plus coglayer),
squad (510 plus coglayer crew), or band
(1140 plus noncombatants and clock-
work ranger leader)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
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Special Attacks: Steam powers


Special Qualities: Cogling traits,
3rd level cloglayer
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 8, Dex 15, Con 10,
Int 14, Wis 9, Cha 10
Feats: Alertness, Gearhead, Gearstride
Skills: Climb +0, Craft (blacksmithing) +9,
Craft (mechcraft) +12, Disable Device
+10, Hide +8*, Jump +0, Knowledge
(steam engines) +12, Knowledge (mechs)
+9, Listen +6, Mech Pilot +5, Spot +6,
Move Silently +7
Environment: Gear forests
Organization: Solitary, crew (24), or part
of cogling band
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Clockwork Ranger
Small Humanoid (Halfing)
Hit Dice: 5d10 (28 hp)
Initiative: +7
Speed:30 ft.
AC:18 (+1 size, +3 Dex,+4 chain shirt)
(+1 Dodgefeat vs. one opponent),
touch 14, fat-footed 15
BAB/Grapple: +5/+1
Attack: Battleaxe +4 melee (1d8/x3); or
heavy crossbow +9 ranged (1d10)
Full Attack: Battleaxe +4 melee (1d8/x3)
and handaxe +4 melee (1d6/x3); or heavy
crossbow +9 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, Favored
enemies: +1 vs. vermin, +2 vs.
constructs
Special Qualities: Cogling traits,
5th level clockwork ranger
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 10, Dex 16, Con 11,
Int 9, Wis 13, Cha 10
Feats: Dodge, Endurance,
Gearstride, Improved Initiative,
Track, Two-Weapon Fighting
Skills: Climb +0, Handle Animal +6, Heal
+4, Hide +11*, Jump +0, Listen +1,
Move Silently +7, Search +1, Spot +4,
Use Rope +3, Survival +5
Environment: Gear forests
Organization: Solitary or as cogling leader
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Coglings are feral halfings who
dwell in gear forests. They are rap-
idly diverging from their halfing
root stock as they change to meet
their new environment. Constant
toil in the hot, polluted bowels
of vast engine rooms has twisted
their outlook on the world, mak-
ing them less trusting and more
hostile than normal halfings. They
are hardier and fercer, less connected
to the world outside the gear forest, and
extremely protective of their homes.
Coglings look like abnormally pale, white-
skinned halfings coated in grease and sludge.
Their regular environment exposes them to
no shortage of sludge as it is, and when scout-
ing or making war they coat themselves in oil
to help them hide in the gear forest.
Combat
Coglings are always encountered in gear for-
ests, where they skulk about unseen. While
their coglayers repair leaks and keep the
engines running, the cogling warriors stalk
intruders. They attack in the most dangerous
areas of the gear forest, where an intruder is
most likely to slice himself to ribbons by fall-
ing into a mass of gears. Sometimes a single
volley of crossbow bolts is all it takes to
send an enemy running into an oil slick that
will do him in. If forced to enter combat,
coglings steer fghts to areas where they can
claim at least one-half cover from the gear
forests obstructions.
Coglings raise domesticated grease lizards.
They position the lizards dens in places to
be defended, and animal handlers frequently
fght with grease lizards by their sides.
Steam Powers: A typical cogling coglayer
has eight steam powers. Usually they use
them to build the following device:
The Black Immolator: A specialty of the
coglings, the black immolator is a vicious
clockwork puppet that detonates itself in a
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fery explosion when on the brink of death.


It uses the steam power combo clockwork
puppet + clockwork puppet + animator +
voice command + discriminator to create
a six-legged, insectoid-looking puppet of
rough-hewn iron. The puppet is coated in
grease (as are all cogling creations) and ft-
ted with pilot light + amplifer + pump to
give it a small famethrower.
Black Immolator, Clockwork Puppet:
CR 1; Small Construct; HD 1d101; hp 4; Init
+1 (Dex); Spd 20 ft.; AC 14 (+1 Dex, +1 size,
+2 natural); Atks +1 melee (1d4, slam), or
+1 ranged (1d6 fre, pilot light + amplifer +
pump); SQ construct traits, immolation; AL
N; SV Fort +0, Ref +1, Will 5; Str 10, Dex 12,
Con , Int , Wis 1, Cha 1.
Skills: Hide +5, Move Silently +1.
Immolation (Ex): Cogling coglayers order
a clockwork puppet on the verge of death
to rupture its own fuel supply and aim its
pilot light at itself. This causes a 10 ft. x 10 ft.
explosion, centered on the black immolator,
inficting 2d6 damage to the clockwork pup-
pet and 1d6 damage to all else within range
(Refex save at DC 14 to take half damage).
Spells: Cogling clockwork rangers are
typically 5th level. They know one spell, usu-
ally enginemasters grasp.
Skills: *Outside their dens, coglings coat
their faces and bodies in thick black sludge.
They receive a +2 circumstance bonus to
Hide checks in gear forests.
Society
Coglings live in small bands in the gear
forests of city-mechs. Each band patrols its
own area of the gear forest. Although some
coglings are employed by a city-mechs gear-
wrights to take care of minor repairs,
most cogling bands are illegal
stowaways, living in the gear forest
without the knowledge of the society
that occupies the mech. If discovered,
they are liable to be evicted. The sur-
est chance of discovery is if the mechs
crew has to repair the engines, so they
fght viciously to protect the gear for-
est and keep it in top working order. Many
a dwarven coglayer has taken pride at the
number of years his mech has run without
needing major repairs, never knowing that
legions of coglings keep things running in
their silent bid for free passage.
Coglings rely on stealth and the hazard-
ous environment they occupy to win battles.
Intruders in the gear forest are silently tailed
until their intentions are assessed. If they
seem friendly or innocuous, the coglings will
let them pass. If they seem hostile or damage
the gear forest in any way, the coglings will
strike from the darkness, driving the intruder
into a whirling gear or other deadly hazard.
A cogling band always has at least
one coglayer, usually more than
one. The band is led by a clock-
work ranger.
Cogling Characters
It is rare for a cogling to leave its
natural environment, but it has
happened. Some venture into the
populated areas of a mech, where their
traditional cousins teach them to clean the
oil from their bodies and assimilate into
normal society. Coglings difer from normal
halfings as follows:
Additional +1 bonus to Refex saves (total
of +2 when combined with the halfings
usual +1 bonus to saves): Coglings grow
up in an extremely dangerous environ-
ment. Those who live to adulthood have
learned to react to the unexpected on a
regular basis.
Low-light Vision: Coglings are raised in
the poor light of the gear forest. They can
see twice as far as a human in starlight,
moonlight, torchlight, gear forests, and
similar conditions of poor illumination.
They retain the ability to distinguish color
and detail under these conditions.
Coglings do not receive the usual halfing
bonus to saving throws against fear, nor do
they receive a bonus to Listen checks.
Automatically receive Gearstride feat.
Favored Class: Clockwork ranger.

CRUMBLE BUG
Diminutive Vermin
Hit Dice: 1/8 d8 (1 hp)
Initiative: +2
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Speed: 20 ft., burrow 5 ft.


AC: 16 (+2 Dex, +4 size), touch 16,
fat-footed 14
BAB/Grapple: +0/17
Attack: Bite touch 1 melee
(1d25 plus rust)
Full Attack: Bite touch 1 melee
(1d25 plus rust)
Space/Reach: 1 ft./0 ft.
Special Abilities: Rust
Saves: Fort +0, Ref +2,
Will +0
Abilities: Str 1, Dex 14,
Con 10,
Int , Wis 8, Cha 1
Skills: Climb +6, Hide +8,
Listen +6, Spot 2*
Environment: Any land or
underground, near metal
Organization: Mass (210),
Swarm (11100), or Colony
(1011,000)
Challenge Rating: 1/8
Treasure: No coins; normal goods and
items; no nonmagic metal
Alignment: Neutral
Advancement:
Crumble bugs are multilegged, foot-long
metal-eating insects. They are feared by
mech-dwellers, who kill them on sight. Many
mechs have cats, dogs, and other domesti-
cated pets specially trained to snif out and
slay these vermin. Luckily, crumble bugs
reproduce slowly and have small appetites.
They are usually discovered before they do
too much damage.
Combat
Crumble bugs are slow to react to intrud-
ers. They are always found with their heads
buried in their current metal snack. When
attacked, they mill about in confusion. Half
counterattack while the remaining half fee.
Those who stay to fght will themselves fee
after 1d4 rounds.
Rust (Ex): Crumble bugs exude a slow-
acting, specialized acid that rusts metal,
rendering it suitable for their digestion.
Individually, they are too small to rust large
objects, but in numbers they can endan-
ger an adventurers gear. Each successful
crumble bug bite rusts an area about equal
to its own body size (24 square inches). As a
Diminutive creature, that means it takes two
bites to rust a Tiny weapon, four bites to rust
a Small weapon, eight bites to rust a Medium
weapon or suit of armor, and sixteen bites to
rust a Large weapon. Weapons and armor that
are partially rusted lose 1/4, 1/2, or 3/4 of
their damage or armor bonus, as applicable.
A crumble bugs rust afects magical met-
al, too, though at one-fourth the usual rate.
Note that the rusting bite is a touch
attack, but only the crumble bugs
bite can convey the rusting
acids. This means metal
weapons can be used to
attack a crumble bug with-
out risk that they will rust
on contact.
Burrow: Crumble
bugs dig tunnels in
areas of dense metal, be
they thick mech walls or under-
ground lodes. When under attack they
burrow through their tunnels to protection.
Skills: *Crumble bugs receive a racial
penalty to Spot checks because their heads
are always found buried in the metal they
are eating.
Illegal Crumble Bugs
Not only are crumble bugs killed on site
aboard mechs, but it is generally illegal to
raise them or harbor them. They are like an
assassins tools: If you own them, you cant
be up to any good. Consequently, many
thieves do own them. On most
mechs, the thieves guild
keeps a small swarm
of crumble bugs, as
do disreputable coglay-
ers. These have many
uses: sabotaging enemy
coglayers, blackmailing
the mech crew (do it or
well unleash the crumble
bugs ), and covering up
intentional damage to the mech.
Rare indeed is the crumble bug inva-
sion that isnt planned .
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a creepy, unhealthy white, ribbed by a sea of


writhing blood vessels. A ring of horns sur-
rounds their faces, which are dominated by
massive, asymmetrical maws of teeth point-
ing in all directions. Their torn, unkempt
wings seem too small for their bodies, and
in fact they are, for their fying ability is
restricted when on Earth.
Lunar dragons do not maintain lairs. They
wander aimlessly, destroying whatever they
encounter. They often kill to eat but seem
to hate the taste of the terrestrial creatures
they must now content themselves with eat-
ing. They place no value on gold, silver, or
magic items and do not hold onto or store
the spoils of their conquests. They seem
to have a natural resistance
to the lunar

DRAGON, LUNAR
True Dragon
Climate/Terrain: Any land or lunar
Organization: Solitary or pack (25)
Challenge Ratings: Wyrmling 5; very young
7; young 9; juvenile 11; young adult 14,
adult 16; mature adult 19; old 21; very old
22; ancient 24; wyrm 25; great wyrm 27
Treasure: None
Alignment: Usually chaotic evil
Lunar dragons are huge, hulking behe-
moths that look like they could never get
into the air. Their bodies are husky and
rounded, not at all lean or lithe like terres-
trial dragons. Their physiology resembles
rhinoceroses or elephants rather than cats or
reptiles. For their age, they are always much
larger than terrestrial dragons. Their skin is
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Breath Weapon (Su): A lunar dragon


has a breath weapon that is a cone of lunar
energy. It looks like a burst of white fre. No
terrestrial equivalent exists, and the breath
weapon bypasses all resistance to fre, cold,
electricity, and other such forms; only blan-
ket energy resistance can repel it.

DRONOG
Dronog
Large Aberration (Lunar)
Hit Dice: 4d8+8 (26 hp)
Initiative: 2
Speed: 20 ft., burrow 10 ft.
AC: 15 (2 Dex, 1 size, +8 natural), touch 7,
fat-footed 15
BAB/Grapple: +3/+11
rain, and when it becomes too strong for
even them to handle, they burrow into the
earth to create temporary dens.
This is the most common variety of lunar
dragon. Other types have been sighted,
but they are still rare on Highpoint. The
relationship between the diferent
kinds of lunar dragons is unknown.
Lunar (Ex): Lunar creatures suf-
fer half damage from most elemental
attacks (air, fre, and water), or no
damage on a successful save. They take
double damage from earth-based attacks
and magic. They receive a +10 bonus to saves
against mind-infuencing efects (charms,
compulsions, phantasms, patterns, and morale
efects), mind blasts and psionic attacks, and
detect thoughts due to alien psychology.
TABLE 5-1: LUNAR DRAGONS BY AGE
Age Size Hit Dice Str Dex Con Int Wis Cha BAB/Grapple Fort Save Ref Save Will Save Breath Weapon (DC) Frightful Presence DC
Wyrmling M 11d12+33 (105) 21 10 17 10 14 16 +16 / +16 +10 +7 +10 4d10 (18)
Very young L 14d12+42 (133) 25 10 17 12 14 16 +21 / +25 +12 +9 +11 6d10 (20)
Young L 17d12+68 (179) 29 10 19 12 16 18 +26 / +30 +14 +10 +14 8d10 (22)
Juvenile H 20d12+100 (230) 31 10 21 14 16 18 +27 / +35 +17 +12 +15 10d10 (24) 24
Young adult H 23d12+115 (265) 33 10 21 14 18 20 +34 / +42 +18 +13 +18 12d10 (27) 27
Adult H 26d12+156 (325) 35 10 23 16 18 20 +38 / +46 +21 +15 +19 14d10 (28) 28
Mature adult H 29d12+203 (392) 39 10 25 16 20 24 +43 / + 51 +23 +16 +23 16d10 (31) 31
Old G 32d12+256 (464) 41 10 27 18 20 26 +47 / +59 +26 +18 +24 18d10 (34) 34
Very old G 35d12+315 (543) 43 10 29 18 22 28 +51 / +63 +28 +19 +25 20d10 (37) 37
Ancient C 38d12+380 (627) 45 10 31 20 24 30 +55 / +71 +31 +21 +28 2210 (39) 39
Wyrm C 41d12+451 (718) 47 10 33 22 26 32 +59 / +75 +33 +22 +30 24d10 (41) 41
Great wyrm C 44d12+528 (814) 49 10 35 24 28 32 +63 / +79 +35 +23 +32 26d10 (43) 43
TABLE 5-2: LUNAR DRAGON ABILITIES BY AGE
Age Speed Initiative AC Special Abilities Caster Level SR
Wyrmling 60 ft., fy 100 ft. (poor) +0 20 (+10 natural), touch 10, fat footed 20 Lunar, breath weapon
Very young 60 ft., fy 100 ft. (poor) +0 22 (1 size, +13 natural), touch 9, fat footed 22
Young 60 ft., fy 100 ft. (poor) +0 25 (1 size, +16 natural), touch 9, fat footed 25 1st
Juvenile 60 ft., fy 100 ft. (poor) +0 27 (2 size, +19 natural), touch 8, fat footed 27 3rd 21
Young adult 60 ft., fy 100 ft. (clumsy) +0 30 (2 size, +22 natural), touch 8, fat footed 30 5th 23
Adult 60 ft., fy 100 ft. (clumsy) +0 33 (2 size, +25 natural), touch 8, fat footed 33 7th 25
Mature adult 60 ft., fy 100 ft. (clumsy) +0 36 (2 size, +28 natural), touch 8, fat footed 36 9th 27
Old 60 ft., fy 150 ft. (clumsy) +0 37 (4 size, +31 natural), touch 6, fat footed 37 11th 28
Very old 60 ft., fy 150 ft. (clumsy) +0 40 (4 size, +34 natural), touch 6, fat footed 40 13th 30
Ancient 60 ft., fy 150 ft. (clumsy) +0 39 (8 size, +37 natural), touch 2, fat footed 39 15th 31
Wyrm 60 ft., fy 150 ft. (clumsy) +0 42 (8 size, +40 natural), touch 2, fat footed 42 17th 33
Great wyrm 60 ft., fy 150 ft. (clumsy) +0 45 (8 size, +43 natural), touch 2, fat footed 45 19th 35
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Space/Reach: 10 ft./5 ft.


Special Attacks: Mental static, host domi-
nation, camoufage, neighbor domination
Special Qualities: Lunar
Saves: Fort +6, Ref +0, Will +4
Abilities: Str 19, Dex 7, Con 10,
Int 20, Wis 8, Cha 14
Skills: Bluf +26, Climb +8, Disguise +25,
Hide +14, Listen +3, Spot +3
Environment: Any land or underground
Organization: Work detail (12 plus 18
undominated dronogs)
Challenge Rating: 4
Treasure: None
Alignment: Chaotic neutral
Advancement:
Dronogs are slow, stolid beasts of labor.
Their natural state is unknown, but when
encountered on Highpoint they are inevi-
tably under the control of lunar skinsteal-
ers. Scholars speculate that a longstand-
ing host-parasite relationship may exist
between the two creatures.
In structure, dronogs resemble sprawled
lizards but they have fve legs, three on one
side and two on the other. The middle leg
on the three-legged side has a grasping hand
which is used when its not helping to walk.
Their bodies are a chalky gray with large pores
and several exposed apertures of unknown
function. They have practically no necks
and thick, angular heads with large
mouths full of dull teeth. Ribbed,
intestinal cords are visible
beneath their skin, occasionally
breaking through the surface.
To surface dwellers, dro-
nogs are grotesque, ugly
creatures.
Combat
Dronogs in the wild burrow
about consuming minerals
from the soil. They are hostile
and aggressive, charging any-
thing that comes near.
When under the con-
trol of lunar skinstealers,
dronogs are usually put to
work serving the schemes
of the skinstealers.
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Mental static
Special Qualities: Lunar
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 19, Dex 7, Con 15,
Int 4, Wis 8, Cha 8
Skills:Climb +8, Listen +3, Spot +3
Environment:Any land or underground
Organization:Herd (412) or work detail
(18 plus 12 lunar skinstealers)
Challenge Rating: 2
Treasure: None
Alignment: Neutral
Advancement:
Dronog
w/Lunar Skinstealer
Large Aberration (Lunar)
Hit Dice: 8d8+8 (44 hp)
Initiative: 2
Speed: 20 ft., burrow 10 ft.
AC: 15 (2 Dex, 1 size, +8 nat-
ural), touch 7, fat-footed 15
BAB/Grapple: +3/+11
Attack: Bite +7 melee
(1d8+6)
Full Attack: Bite +7 melee
(1d8+6)
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Mental Static (Ex): Dronogs commu-


nicate with a limited form of empathy or
telepathy. Their mental transmissions are
silent to lunar creatures but can be heard by
terrestrial creatures, and they are disturbing.
This feld of mental static extends ffty feet
in all directions from a dronog at all times.
Any terrestrial creature that comes within
the static feld immediately feels its thoughts
becoming jumbled and disoriented, even if it
cant see the dronog.
The Intelligence of afected creatures
within the dronogs mental static is auto-
matically reduced by 1d4 points. Lost Intel-
ligence is restored the moment the creature
leaves the afected area or when the dronog
dies. There is no save.
Additionally, it is difcult to use any Intelli-
gence-related skill, cast a spell, or do anything
else that requires concentration while in the
area of this mental static. Doing so requires
a Concentration check (DC 12) before the
action is attempted. Failure means the crea-
ture wastes its action trying but fails to sum-
mon the necessary concentration. Spells thus
disrupted are not wasted, however.
Lunar (Ex): Lunar creatures
sufer half damage from most
elemental attacks (air, fre, and
water), or no damage on a successful save.
They take double damage from earth-based
attacks and magic. They receive a +10 bonus
to saves against mind-infuencing efects
(charms, compulsions, phantasms, patterns,
and morale efects), mind blasts and psionic
attacks, and detect thoughts due to alien psy-
chology.
Dronog w/Lunar Skinstealer: This
is the profle of a dronog dominated by a
lunar skinstealer. For full details on the lunar
skinstealers abilities, see its entry.

DUSK DEVIL
True
Huge Aberration
Hit Dice: 8d8+24 (60 hp)
Initiative: +3
Speed: 80 ft.
AC: 19 (+3 Dex, 2 size, +8 natural),
touch 11, fat footed 16
BAB/Grapple: +6/+20
Attack: Claw +10 melee 2d6+6
Full Attack: 2 claws +10
melee (2d6+6) and
bite +5 melee
(1d6+3)
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Space/Reach: 15 ft./10 ft.


Special Attacks: Dust storm
Special Qualities: Dust sight, fast run
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 22, Con 16, Dex 17,
Int 3, Wis 12, Cha 12
Skills: Climb +9, Hide 5, Jump +9, Listen
+4, Spot +4
Environment: Any land or underground
Organization: As mounts or solitary or
hunting pack (25)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 918 HD (Gargantuan)
Stavian
Large Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 50 ft.
AC: 17 (+3 Dex, 1 size, +5 natural),
touch 12, fat-footed 14
BAB/Grapple: +3/+11
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and
bite +1 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Dust storm
Special Qualities: Dust sight, fast run
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 18, Con 14, Dex 17,
Int 3, Wis 12, Cha 10
Skills: Climb +7, Hide 1, Jump +6, Listen
+3, Spot +3
Environment: Any land or underground
Organization: As mounts or solitary
or hunting pack (25)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 58 HD (Huge)
Dusk devils are insectoid mounts.
The legendary dusk runners ride true
dusk devils, while the Stavian tribes of High-
point have domesticated a smaller version.
Dusk devils are aptly named. They are six-
legged, chitinous monstrosities covered in
clicking parts, twitching feelers, and sharp
hairs. They are proportioned like daddy-long-
legs a small body supported by long, sturdy
legs that carry the body more than eight
feet of the ground. Hairs on their feet are
constantly pitter-pattering the dirt around
them, creating a swirling cloud of dust that is
always present. Little consistency is seen in
their appearance aside from basic insectoid
traits and the universal disgust they invoke
in humans. The smaller Stavian variety is the
size of a large horse, while true dusk devils
can be twenty or more feet in length.
It is unknown how the dusk runners frst
came into contact with them, or how they
managed to train them. Their use of dusk
devils certainly contributes to the awe
in which other cultures hold them.
Their usual mode of arrival charg-
ing into a town out of nowhere
right as dusk falls makes their
mounts all the more fearsome.
Most scholars agree that the dusk
devils are extraplanar creatures,
though their exact origin point is
a matter of dispute.
Dusk devils outside of human con-
trol are rare but not unheard of. In the
wild they are most active at sunrise and sun-
set, and are rarely encountered when the sun
is not close to the horizon. They forage as
any large insectoid would, attacking humans
when hungry. Their society is simple hunt-
ing packs. It is unknown how they organize
themselves when in large numbers.
Combat
Dusk devils move at incredibly fast speeds.
When in motion, their legs are a blur.
They rely on this speed to mount surprise
ambushes, moving from cover into melee
before their enemies realize whats happen-
ing. Their main attack is stabbing motions
from their front legs, which are barbed with
tiny, sharp hairs.
Bite (Ex): A true dusk devil that success-
fully hits the same target with both of its claw
attacks will spear the target and lift it high
enough to be bitten. This additional bite
attack is a +10 melee attack doing 1d6+6
damage. The target is dropped once bitten.
Dust Storm (Ex): The twitching anten-
nae on a dusk devils feet generate a constant
storm of small dust devils. As a full-round
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action they can churn up the soil beneath


their feet, producing a small dust storm. This
works only in terrain with loose soil or sand,
such as a grassland, desert, sandy caverns,
or other rough terrain. True dusk devils can
produce a dust storm that covers an area 40
feet by 40 feet, centered on the dusk devil,
while the Stavian variety can cover an area of
only 10 feet by 10 feet. All creatures within
are considered to have one-half conceal-
ment, but this does not afect the dusk devil
(see below).
Dust Sight (Ex): Dusk devils can see nor-
mally in fog, storms, and dust. They sufer no
concealment penalties when attacking other
creatures in such conditions.
Fast Run (Ex): Dusk devils are extraor-
dinarily fast. When they run, they move fve
times their normal speed.
Training
It is unlikely that the characters will con-
sider training a dusk devil unless they have
heard of the dusk riders or Stavians.
For all their ferocity,
dusk devils
are surprisingly amenable to domestica-
tion, leading some scholars to conclude
they were once the servants of some extra-
planar race. Training a dusk devil takes
two months and requires a Handle Animal
check (DC 32 for true dusk devil, DC 27 for
Stavian variety).

FORESTRATI
Huge Plant
Hit Dice: 7d8+35 (66 hp)
Initiative: +0
Speed: 30 ft.
AC: 18 (2 size, +10 natural), touch 8,
fat-footed 18
BAB/Grapple: +5/+22
Attack: Slam +12 melee (2d6+9)
Full Attack: 2 slams +12 melee (2d6+9)
or thrown rock +3 ranged (1d8+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample, double damage
against objects
Special Qualities: Plant, fre resistance 5,
damage reduction 10/slashing
Saves: Fort +10, Ref +2, Will +4
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Abilities: Str 29, Dex 10, Con 21,


Int 12, Wis 15, Cha 12
Skills: Hide 8,
Intimidate +9, Knowledge (local) +6,
Listen +7, Sense Motive +7, Spot +7,
Survival +4
Environment: Any land
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 816 HD (Huge);
1721 HD (Gargantuan)
Lilat and Heral, the great forests of
the northern endless plains, withstood all
calamities for untold centuries until the
lunar rain. The lunar fragments scorched
the sylvan groves as meteorites splintered
mighty oaks and particulate rain abraded
away what was left of the underbrush. Some
areas survived, especially if they were lucky
enough to be protected by a hill or other nat-
ural terrain feature. But most of the forests
were destroyed, to varying degrees. Some
areas were thinned out; others were reduced
to vast felds of charred stumps.
The treants that once guarded these
blasted zones were driven insane by the
destruction of their groves. They are now
the forestrati, a race of evil, twisted treants
much like their good brethren but altered in
important ways. They look like blackened,
charred treants, with impact wounds
across the surface of their bark.
Their fngers are twisted and
curled in horrid claws. Their
mouths are wide and gaping,
while their eyes are lifeless
and dead.
Forestrati are thoroughly
deranged. All traces of their
former charity and goodwill
have been destroyed, as have
all aspects of their respect
for nature. They dont even want
revenge; they simply want to destroy.
Their intelligence is like that of an animals:
For all their rational power, they have little
comprehension, and their 12 Intelligence is
used entirely for destructive purposes. They
are no longer introspective in any way, pre-
ferring instead to rampage unchecked. Some
have even taking to eating meat.
The elves of the northern forests avoid
forestrati, or kill them if they are able. They
have little alternative. The psychotic ex-tre-
ants attack living creatures at will, taking
great pleasure in wreaking the same kind of
havoc they were subjected to.
Combat
Forestrati are similar to treants in
many ways. They have two main dif-
ferences. First, they have lost the
ability to animate trees. Second,
rather than being vulnerable to
fre, they have developed a resis-
tance to it. The constant scorch-
ing of the lunar rain left them with
a charcoal coating that is hard to
light. For weapons, they frequently
carry sacks of lunar rocks (range incre-
ment 50 ft.), with which they pelt enemies
until they are in range to fght melee.
*Skills: Forestrati no longer resemble
normal trees. They receive no bonus to hid-
ing in forested areas.

GREASE LIZARD
Grease Lizard
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: 1
Speed: 20 ft., swim 30 ft.
AC: 13 (1 Dex, +4 natural), touch 9,
fat-footed 13
BAB/Grapple: +1/+4
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Qualities: Fire vulnerability
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 16, Dex 8, Con 13,
Int 2, Wis 10, Cha 2
Skills: Hide 0*, Listen +2,
Spot +2
Feats: Gearstride
Environment:Gear forests
Organization: Solitary or colony (49)
Challenge Rating: 1
Treasure: None
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Alignment: Always neutral


Advancement: 36 HD (Large)
Dire Grease Lizard
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: 1
Speed: 30 ft., swim 40 ft.
AC: 13 (1 size, 1 Dex, +5 natural),
touch 8, fat-footed 13
BAB/Grapple: +4/+14
Attack: Bite +9 melee (1d10+6)
Full Attack: Bite +9 melee (1d10+6)
Space/Reach: 10 ft./10 ft.
Special Qualities: Fire vulnerability
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 22, Dex 8, Con 16,
Int 2, Wis 10, Cha 2
Skills: Hide 2*, Listen +3, Spot +3
Feats: Gearstride
Environment: Gear forests
Organization: Solitary or colony (49)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3
HD (Medium)
Grease lizards
are bow-legged,
sprawling reptiles
that look like five-
foot-long croco-
diles. Their skin
is a dark brown or
gray but is rarely
visible under a
thick layer of oil.
They are at home
in piles of engine
sludge.
Combat
Grease lizards are
feared within the
gear forests because
of their ability to
hide. They lurk
unseen in puddles of
sludge, lunging out
unexpectedly when
prey passes nearby.
Fire Vulnerability (Ex): Grease lizards
are coated in oil and other fammable engine
byproducts. They sufer double damage from
fre attacks.
Skills: *Grease lizards receive a +12
bonus to Hide checks when submerged in
their native environment.

IRON SHAMBLER
Medium Construct
Hit Dice: 1d10 (5 hp)
Initiative: 1 (Dex)
Speed: 30 ft.
AC: 17 (1 Dex, +8 natural), touch 9, fat-
footed 17
BAB/Grapple: 0/+4
Attack: Slam +4 melee (1d6+4)
Full Attack: Slam +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Construct
Saves: Fort +0, Ref 1, Will +0
Abilities: Str 18, Dex 8, Con ,
Int , Wis 11, Cha 1
Feats: Gearstride
Environment:
Any land and under-
ground
Organization: Any
Challenge
Rating: 1
Treasure: None
Alignment: Always
neutral
Advancement:
25 HD (Medium),
510 HD (Large)
Iron shamblers
are clumsy human-
oid-shaped crea-
tures built from
animated metal
parts. They are the
result of animate
gears spells. Most
will be found under
the control of a
wizard or clockwork
ranger, but some are
left to wander.
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Any pile of junk metal can be used to cre-


ate an iron shambler. They are usually built
from rusty, bent, unusable parts the pieces
rejected by coglayers and blacksmiths. It
takes at least 200 pounds of scrap metal to
create a 1 HD iron shambler.
Combat
Iron shamblers wade into combat mindlessly,
striking out at anything that lives.
Construct (Ex): Immune to mind-infu-
encing efects, poison, disease, and similar
efects. Not subject to critical hits, nonle-
thal damage, ability damage, energy drain, or
death from massive damage.
Gearstride (Ex): Iron shamblers have
the Gearstride feat. They may move at their
normal rate through gear forests without suf-
fering any additional hazard.

LUNAR SKINSTEALER
Unhosted
Medium Aberration (Lunar)
Hit Dice: 4d8 (18 hp)
Initiative: 1
Speed: 10 ft.
AC: 9 (1 Dex), touch 9, fat-footed 9
BAB/Grapple: +3/+7
Attack: Face grapple +5 touch (special)
Full Attack: Face grapple +5 touch
(special), 4 hooks +1 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, host
domination
Special Qualities: Lunar
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 18, Dex 8, Con 10,
Int 20, Wis 4, Cha 14
Skills: Bluf +26*, Disguise +25*, Hide
+14*, Listen +2, Spot +2
Feats: See below
Environment: Any land and underground
Organization: Solitary or gang (24)
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Challenge Rating: 2
Treasure: None
Alignment: Chaotic neutral
Advancement:
Hosted
Medium Aberration (Lunar)
Hit Dice: 4d8 plus host
Initiative: As host
Speed: As host
AC: As host
BAB/Grapple: As host/As host with
minimum Str of 18
Attack: As host
Full Attack: As host
Space/Reach: As host
Special Attacks: Host domination,
camoufage, neighbor domination
Special Qualities: Lunar
Saves: Fort and Ref: as host; Will +4
Abilities: Str, Dex : as host, Con 10,
Int 20, Wis: as host, Cha 14
Skills: Bluf +26*, Disguise +25*,
Hide +14*, others as host
Feats: See below
Environment: Any land and underground
Organization: Solitary or gang (24)
Challenge Rating: 2 + host
Treasure: As host
Alignment: Chaotic neutral
Advancement:
Lunar skinstealers are parasites that resem-
ble walking skates or stingrays. In their natural
state, they are like huge faps of skin, measur-
ing 6 to 8 feet per side, barely two inches thick.
One side of the skin is a rough, chalky gray. The
other side is a feld of innumerable tiny hooks,
like a strip of Velcro. They move by undulating
along the ground like a worm, though they can
stand upright and fail about. They are rarely
seen in their true form, however.
A lunar skinstealer survives by wrapping
its skin around host creatures. It overwhelms
a hosts nervous system until it can control
its body. They are most often encountered in
this state, wrapped around a host and camou-
faged from detection.
The cultural or societal basis of lunar
skinstealers is unknown. They cannot com-
municate with terrestrial creatures in any
intelligible fashion. They are frequently
encountered in domination of the mindless
dronogs, however.
Skinstealers by themselves are not particu-
larly dangerous opponents. Their real danger
lies in their ability to take over other creatures
and use them to pursue nefarious agendas.
Combat
Lunar skinstealers can be
encountered with or with-
out hosts.
When encountered without
a host, a lunar skinstealer tries to
acquire a host as soon as possible.
It will target the least-armored indi-
vidual, trying to take it over and domi-
nate it with its special abilities.
When encountered with a host, the
lunar skinstealer is very difficult to
detect (Disguise check vs. char-
acters opposed Spot checks).
Characters who detect the
disguise will notice that the
creatures clothes, body,
weapons, and other gear
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appear to be one single solid skin rather


than discrete objects.
The skinstealers hooks infict minor
damage, though it doesnt use them for
wounding. Most of the time, it pulls its
punch and uses them to assist in its grap-
pling. It can choose to latch on with a hook
attack without causing damage, using them
only to assist in its grappling. For each suc-
cessful hook attack against a target, the
skinstealer gains a +1 bonus to grapple
checks. If it chooses, a skinstealer may use
all of its hook attacks each round to cause
damage in a grapple.
Improved Grab (Ex): A skinstealers
primary attack is to throw itself at an oppo-
nents face. This works only against creatures
with exposed faces; others are immune. If
the touch attack successfully hits the targets
face, the skinstealer automatically initiates
a grapple. Additionally, it may immediately
attempt a host domination.
Host Domination (Su): As a free action,
a lunar skinstealer that has grappled an
opponents face may attempt to dominate
it as if by the spell dominate person, as cast
by a 10th-level caster (DC 15). No common
language is needed, due to the skinstealers
native domination abilities. Once the
target fails this save, it cannot attempt
another unless it is forced to do
something against its nature,
but it receives no more than
one new save per day. This
is a supernatural power
which is not blocked by
spell resistance or simi-
lar effects.
Once the attack suc-
ceeds, the skinstealers
body drapes over the host
and melts to its shape. The
efect is similar to a slab of
cheese melting over a hunk of meat.
The skinstealer camoufages itself so it
looks exactly like the host, rendering its
envelopment nearly undetectable.
The skinstealers physical stats become
the hosts stats. Its skin surrounds the host
creature, putting it between the creature
and damage. Slashing and bludgeoning
attacks deal full damage to the skinstealer,
hurting the host only after the skinstealer
is dead. Piercing attacks deal half damage to
the host and half damage to the skinstealer.
A creature dominated by a skinstealer
retains the use of its mind, but the skin-
stealer taps into its nervous system and
controls its body. It feels like being
trapped in a body that wont obey your
commands. The character remains
conscious and receives sensory input
but has no physical control.
A detect thoughts spell (or similar
ability) that manages to bypass the
lunar creatures natural resistance to
such efects reveals two distinct thought
processes. One is the dominated host. The
other completely alien process belongs to
the skinstealer.
Because they generally take damage
before their hosts, skinstealers with long-
term hosts will strive to avoid combat. If it
looks like combat is unavoidable, a skinsteal-
er will run, or seek a new host with ranged
weapons or spells, then attack from afar. A
dead skinstealer peels of its victim and col-
lapses to the ground.
A skinstealer that loses control of its host
will attempt to dominate it a few times more.
If it fails to do so, it will use its grappling
position to cause hook damage each round
until the host is killed.
As soon as a skinstealer has dominated a
host, its Wisdom rises to the hosts normal
Wisdom score. It taps into the hosts nervous
system and shares all of its knowledge. When
it loses the host, its Wisdom drops back to its
usual low.
Camoufage (Ex): A skinstealer that has
grappled and dominated a victim may cam-
oufage itself as a free action. Its entire body
wraps around the target and hooks on, perfect-
ly mimicking the targets color, texture, and
shape, albeit growing its dimensions by about a
half-inch in all directions. Of course, once this
is complete the skinstealer cant remove the
hosts sword from its scabbard (for example)
without peeling back its own sword-mimicking
skin to give it access to the real sword.
Neighbor Domination (Ex): A lunar
skinstealer that has successfully dominated
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a host may sap that hosts mental abilities to


try to dominate new hosts. It uses the host
as a prism or mental focus to transmit its
domination abilities to nearby creatures. By
temporarily draining one point of the hosts
Wisdom, to a minimum of 1, the skinstealer
may cast dominate person as a 10th-level caster
(save DC 15, 200 ft. range, duration 10 days).
Unlike its host domination, a common lan-
guage is needed, but the skinstealer can tap
into the hosts brain and communicate in any
language it knows.
Skinstealers frequently dominate as many
neighbors as possible simply to keep their
hosts Wisdom low, weakening its defenses.
Lost Wisdom regenerates at the rate of one
point per day. The skinstealers Wisdom does
not drop as the hosts does.
Lunar (Ex): Lunar creatures sufer half
damage from most elemental attacks (air,
fre, and water), or no damage on a suc-
cessful save. They take double damage from
earth-based attacks and magic. They receive a
+10 bonus to saves against mind-infuencing
efects (charms, compulsions, phantasms,
patterns, and morale efects), mind
blasts and psionic attacks, and detect
thoughts due to alien psychology.
* Skills: Lunar skinstealers receive
a +10 racial bonus to Disguise and Bluf
checks. Due to their camoufage ability, they
receive a +10 bonus to Hide checks.
Skinstealer Characters
Skinstealers do not advance in character
classes; rather, they take over others and
leech of them as they advance. They are still
highly intelligent creatures with individual
personalities and ambitions. Most skinsteal-
ers worship Serofcitacit (see page 64). A
skinstealer has a 10% chance of having
the feat Serofcitacits Changes.

SLATHEM
Medium Humanoid
Hit Dice: 1d81 (3 hp)
Initiative: 1
Speed: 30 ft., swim 30 ft.
AC: 9 (1 Dex), touch 9, fat-footed 9
BAB/Grapple: +0/+1
Attack: Slam +1 melee (1d3+1)
or by weapon
Full Attack: Slam +1 melee (1d3+1)
or by weapon
Space/Reach: 5 ft./5 ft.
Special Qualities: Amphibious
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 12, Dex 8, Con 8,
Int 9, Wis 9, Cha 14
Environment: Any land or water
Organization: Solitary, school (210),
colony (11100), or city (101+)
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Slathem are amphibious sea-dwellers
who use the seasonal water levels of High-
point to their advantage. They live in cities
of wood, bone, and stone, mounted on
bases of coral. Their cities are built
on islands that are above water for
half of the year and below water
for the other half, thanks to
the seasonal water patterns
around Highpoint.
Slathem are soft, bul-
bous, wet-skinned human-
oids. Their long-fingered hands are
webbed but still very dexterous. They
stand seven feet tall, but their legs are
barely longer than a humans, short in pro-
portion to their height. Their feet are not
webbed, though they have retractable fins
along the sides of their legs. Slathem can
breathe both air and water.
The cities of the slathem are strangely
designed. They rest on sandy islands that are
exposed to sunlight for only half the year.
Embedded into these islands are reefs of
dead coral. In many cases the islands them-
selves are formed from the slow decay of the
coral reef. The coral forms the base of the
city. On the coral are huts built from coral
fragments, bones, wood, and stone. Much of
the structures must be replaced every year,
and it is while trading for supplies that slath-
em encounter land dwellers. Some slathem
cities have extensive sewers and dungeons
built into the coral bases; during the dry
months, the upper levels are dry while the
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lower levels (flled with the greatest riches)


are still submerged.
For six months of the year, slathem cit-
ies are buried under about 40 feet of water.
During this time the slathem can access their
rooms in three dimensions its simple to
swim from one foor to the one above. For
the next six months of the year, however,
observers will notice slathem clambering
awkwardly from one level to the next, as
their buildings are not built with stairs.
The most prestigious dwellings
are located at ground
level, so their owners
have easy access all
year round.

SMOKING DEAD
Smoking Skeleton
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (+4 natural),
touch 10, fat-footed 14
BAB/Grapple: +1/+2
Attack: Claw +1 melee (1d6+1)
Full Attack: 2 claws +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
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Special Qualities: Undead, damage


reduction 5/bludgeoning, immunities,
steam engine
Saves: Fort +1, Ref +0, Will +2
Abilities: Str 12, Dex 10, Con ,
Int , Wis 10, Cha 11
Feats:
Environment: Any land and underground
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 35 HD (Large), 623 HD
(Huge), 2447 HD (Gargantuan), 4896
HD (Colossal)
Smoking Zombie
Medium Undead
Hit Dice: 3d12+3 (20 hp)
Initiative: 2
Speed: 30 ft.
AC: 12 (2 Dex, +4 natural),
touch 10, fat-footed 12
BAB/Grapple: +1/+3
Attack: Slam +3 melee (1d8+2)
Full Attack: Slam +3 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Undead, partial actions
only, steam engine
Saves: Fort +1, Ref 2, Will +3
Abilities: Str 15, Dex 6, Con ,
Int , Wis 10, Cha 1
Feats: Toughness
Environment: Any land and
underground
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 47 HD (Large),
823 HD (Huge), 2447 HD
(Gargantuan), 4896 HD (Colossal)
Meat Rack
Large Undead
Hit Dice: 5d12 (33 hp)
Initiative: +1
Speed: 30 ft.
AC: 17 (+1 Dex, +6 natural),
touch 11, fat-footed 16
BAB/Grapple: +2/+9
Attack: Claw +5 melee (1d8+3)
Full Attack: 2 claws +5 melee (1d8+3)
Space/Reach: 5 ft./10 ft.
Special Qualities: Undead, steam engine
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 16, Dex 12, Con ,
Int , Wis 10, Cha 11
Feats:
Environment: Any land or underground
Organization: Solitary or gang (25)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 69 (Large), 1020
(Huge)
The smoking dead are the natu-
ral outcome of steam engines in a
world where necromancy exists.
Smoking dead are corpses reani-
mated with the aid of steam-driven
machinery. They are horrid creatures,
even more repulsive than normal undead,
for their reanimated bodies are often incom-
plete. Corrugated iron bars are welded onto
the connecting sockets where forearms or
thighs should be. Armored metal plates are
bolted haphazardly onto femurs and sagging
gray fesh. Somewhere in the chest cavity is
a blackened, smoke-belching engine that
sends the reanimated corpse shuddering
forward at a lurching gait. Only by the aid
of necromantic magic are the bodies able to
remain in one piece and refuel their chest-
engines when necessary.
Many kinds of smoking dead exist. Any
corpse can be reanimated with the aid of the
right spells and the proper engine. The two
most common varieties are smoking skel-
etons and smoking zombies. Less common
are the meat racks: man-made iron skeletons
onto which reanimated muscles are welded.
Combat
The reinforced, ironclad bodies of smoking
dead make them stronger and tougher than
normal undead, but their refexes are slower.
As with all mindless undead, they attack until
destroyed or commanded otherwise.
Undead: Immune to mind-infuencing
efects, poisons, sleep, paralysis, stunning,
and disease. Not subject to nonlethal damage,
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ability damage, energy drain, or death from


massive damage. Smoking undead are subject
to critical hits (see Steam Engine, below).
Immunities (Ex): Smoking skeletons
have cold immunity. Because they lack
fesh, they have damage reduc-
tion versus piercing and
slashing weapons.
Partial Actions Only
(Ex): Smoking zombies
have poor refexes and
can perform only par-
tial actions. Thus they
can move or attack but
can do both only if they
charge (a partial charge).
Steam Engine (Ex): A
smoking undead is powered
by a charred, crud-encrusted steam
engine. Necromantic energy holds togeth-
er its bodies, but it cannot move without
the steam engine. It is a critical piece of
the construction. On any critical hit, the
smoking undead must make a Fortitude save
(DC equals damage caused by the critical
hit after multipliers). If the save is passed,
the engine is missed and the hit causes
normal noncritical damage. If the save is
failed, the smoking undead has sufered a
hit to its steam engine. It sufers only nor-
mal noncritical damage but may no longer
move or attack in any way. If the engine is
repaired the creature will be restored to
normal mobility.
The Meat Rack
The meat rack is a grisly attempt at recre-
ating a living creature. It starts as an iron
skeleton, roughly humanoid in shape. The
ribcage holds a large steam engine with
powerful gears and struts for moving the
arms and legs. When the iron skeleton is
completed, the creator attaches raw muscle
from recently killed creatures. The crea-
tures need not be similar in form, and the
same meat rack may include muscle tissue
from humans, animals, and even some mon-
sters. The muscles are attached with welded
bolts, stitched ligaments, and even glue.
Once the skeleton is muscled, it is cov-
ered in a layer of armored sheet metal,
which is left open at the vertebrae to allow
the engines smokestacks to protrude. Some
meat racks are well armored; others display
open patches of raw muscle with an iron skel-
eton visible beneath. If the creator wishes,
he decorates the armor with spikes, spines,
fligree, and motifs. Finally, the steam
engine is activated, the fesh is animated,
and the whole horrible monstrosity is ready
to answer commands.
A meat rack attacks with sharpened iron
claws, which are actually the tips of its skel-
eton protruding through its meaty fngers.
Creation
Smoking dead are created much as normal
skeletons and zombies are. Because of the
steam engine that governs its movement,
animating one requires much less necro-
mantic energy than with normal undead.
Any corpse installed with a steam engine
can be reanimated as a smoking dead
zombie or skeleton using the animate dead
spell. Smoking dead animated in this way
count as half their normal HD for purpos-
es of the spells creation limits (though
not its control limits). For example, a
character with six caster levels could
animate six normal Medium skeletons,
or six smoking skeletons, provided the
corpses were properly prepared with
steam engines.
A steam engine strong enough
to power a Medium smoking dead
costs 100 gp. It must be created by
an evil craftsman. The process of
animating the smoking dead chars
the engine with a sticky, black crust.
From then on, the engine is inherently
evil and will corrupt any other machinery
to which it is connected.

TORTOG
Large Humanoid (Tortog)
Hit Dice: 2d8+4 (13 hp)
Initiative: 2
Speed: 15 ft., burrow 10 ft.
AC: 22 (2 Dex, 1 size, +15 natural),
touch 7, fat-footed 22
BAB/Grapple: +1/+9
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Attack: Bite +4 melee (1d4+4);


or club +4 melee (1d6+6)
Full Attack: Bite +4 melee (1d4+4) and
claw +0 melee (1d3+2);
or club +4 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Abilities: Shell, painless hide
Special Qualities: Tremorsense
Saves: Fort +8, Ref +0, Will +2
Abilities: Str 18, Dex 6, Con 14,
Int 7, Wis 11, Cha 9
Skills: Appraise +2, Listen +2, Survival +2
Feats: Endurance, Great Fortitude
Environment: Any land and underground
Organization: Solitary, band (27),
or tribe (831)
Challenge Rating: 3
Treasure: 2x standard
Alignment: Neutral
Advancement: By character class
Tortogs are odd tortoiselike
humanoids. They are only fve feet
tall but are very, very broad and
quite heavy, weighing almost
600 pounds thanks to the
thick, overlapping bands of
armor that encase their entire
bodies. Their broad, snub-nosed
faces lack necks and in many ways
resemble the face of a tortoise.
They usually walk on two legs but
can use all four limbs if needed; in
the worst lunar rain, a tortog will often
retract its head into its shell and walk
on four legs.
Tortogs are wandering traders.
They ferry goods from place to place,
exchanging them for a proft before
moving on. They usually carry
sacks of goods under their
shells. When one retreats
into its shell, it can place
the sacks in folds of skin and usu-
ally ft them into the shell, protecting its
goods as well as itself.
Combat
Tortogs are slow and unwieldy, but tre-
mendously strong. They fght with a bite
and clawed hand, or wield a club or other
weapon. The statistics above are for an
unclassed tortog. Their leaders are usually
fghters, though barbarians and clerics are
also common.
Shell (Ex): The body of a tortog is
encased in a hard, armored shell. It is able to
retract its limbs, head, and tail into this shell
for protection. As a standard action, a tortog
may retract into its shell. It cannot do so if
it is bound, entangled, or otherwise immobi-
lized. Once retracted, the only exposed part
of the tortog is its shell. It gains a +8 bonus
to AC and is immune to critical hits. It is also
incapable of movement while retracted and
counts as being prone.
Painless Hide (Ex): The thick shell of a
tortog is actually unliving tissue. The tor-
togs body slowly adds additional mass
to the bottom of the shell, which dies
once it adheres to the shell.
The shell is constantly
expanding outward but
is completely insensi-
tive the tortog
simply does not feel
damage to its shell.
Only when the shell
is breached does the
tortog feel pain.
In practical terms, this makes
the tortog immune to the lunar
rain. It doesnt feel the abrasive
rain on its shell. Only in the most
extreme meteor storms, where a
single meteor could kill the tortog
outright, is it vulnerable to the
lunar rain.

TRAK TRAK
Medium Aberration
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: Roll or walk 30 ft.
AC: 14 (+1 Dex, +3 natural),
touch 11, fat-footed 13
Attack: Rake +1 melee (1d4)
Full Attack: Rake +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Empty shell, damage
reduction 5/bludgeoning
Saves: Fort +2, Ref +1, Will +2
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Abilities: Str 11, Dex 12, Con 10,


Int 2, Wis 7, Cha 12
Skills: Move Silently +4
Environment: Any civilized
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Neutral
Advancement:
Trak traks are naturally occurring phe-
nomena that Highpoints traditional cosmol-
ogy cannot explain. Named for the sound of
its walk, a trak trak is a collection of gears,
rods, engines, and junk parts, mostly iron
and steel scrap, that becomes animated of
its own accord.
No two trak traks look alike. They usually
assume vaguely dwarven shapes squat and
bipedal but not always; some are taller,
some are thinner, and some are quadrupedal
or even rolling balls.
Trak traks animate spontaneously with no
apparent cause. They usually appear in the
spare parts areas of mechs and the work spaces
of gearwrights. The parts slide together, rise
as a humanoid shape, then begin to wander.
After a certain amount of time (which varies
from hours to days, with no discernable pat-
tern) the trak trak deanimates and the parts
fall to the ground in a clattering heap.
Trak traks do nothing but wander. They
will only attack defensively. If an attacker
stops initiating attacks, the trak trak will
likewise stop defending itself.
Though most people consider trak traks
to be a supernatural creature of some kind,
the followers of Dotrak see them as a sign
of his infuence. In fact, they are right. Trak
traks are a consequence of Dotraks incipi-
ent energies. He is not yet a deity, but his
consciousness is forming, and in its infancy
expresses itself in the form his followers can
best understand: animated metal gears.
Combat
Trak traks lash at opponents with the jagged
edges of their anatomy.
Empty Shell (Ex): Trak traks are magical
conglomerations of spare parts with no vis-
ible connections between the parts. Because
they lack internal organs, they have dam-
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age reduction 5 against piercing weapons.


Because the magical bonds between their
parts are nonphysical, they have damage
reduction 5 against slashing weapons. The
best way to destroy one is literally to bash its
component pieces into dust.

WORM, GIANT
Giant Worm
Huge Magical Beast
Hit Dice: 9d10+9 (58 hp)
Initiative: 1
Speed: 20 ft., burrow 30 ft.
AC: 19 (2 size, 1 Dex, +12 natural),
touch 7, fat-footed 19
BAB/Grapple: +9/+22
Attack: Bite +12 melee (1d6+5)
Full Attack: Bite +12 melee (1d6+5)
Space/Reach: 15 ft./10 ft.
Special Qualities: Tremorsense
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 20, Dex 8, Con 12,
Int 1, Wis 8, Cha 10
Skills: Listen +11
Environment: Any land and
underground
Organization: Solitary or herd
(210)
Challenge Rating: 4
Treasure: Gems only
Alignment: Always neutral
Advancement: 1018 HD
(Gargantuan)
Deep Diver
Huge Magical Beast
Hit Dice: 9d10+18 (68 hp)
Initiative: 2
Speed: 20 ft., burrow 30 ft.
AC: 20 (2 size, 2 Dex, +14 natural),
touch 6, fat-footed 20
BAB/Grapple: +9/+22
Attack: Bite +13 melee (1d6+7)
Full Attack: Bite +13 melee (1d6+7)
Space/Reach: 15 ft./10 ft.
Special Qualities: Tremorsense
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 24, Dex 6, Con 14,
Int 1, Wis 8, Cha 10
Skills: Listen +11
Environment: Any land and underground
Organization: Solitary or herd (210)
Challenge Rating: 4
Treasure: Gems only
Alignment: Always neutral
Advancement: 814 HD (Gargantuan)
Shaker
Huge Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: 1
Speed: 20 ft., burrow 30 ft.
AC: 17 (2 size, 1 Dex, +10 natural),
touch 7, fat-footed 17
BAB/Grapple: +6/+17
Attack: Bite +7 melee (1d6+3) or sonic
blast (2d6)
Full Attack: Bite +7 melee (1d6+3) or
sonic blast (2d6)
Space/Reach: 15 ft./10 ft.
Special Qualities: Tremorsense
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 8, Con 10,
Int 1, Wis 8, Cha 10
Skills: Listen +8
Environment: Any land or underground
Organization: Solitary or herd (210)
Challenge Rating: 4
Treasure: Gems only
Alignment: Always neutral
Advancement: 712 HD (Gargantuan)
Giant worms, deep divers, and shakers are
three breeds of the same species. In the wild
they travel together in the same herds, with
deep divers and shakers constituting about
10% of the overall giant worm population.
The deep divers within these herds tend to
spend half of their time with the herd and
half their time on solitary deep dives.
Since the advent of worm farmers, deep
divers and shakers have been selectively bred
because their traits are useful to the farmers.
Deep divers are safer from attack by surface-
dwellers such as lunar dragons, and shakers
have powerful ranged attacks. Now it is
possible to encounter entire herds of deep
divers and shakers, though they are usually
tended by worm farmers.
The typical giant worm is a long, thin
annelid, 5 feet in diameter. Its body is one
huge muscle, coiled in one band after anoth-
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er. This afords it great strength and protec-


tion. The deep diver breed is even more
thickly muscled, a natural adaptation that
allows itself to dig through densely packed
earth further from the surface. Shakers have
the same length and girth as their cousins but
are visibly less strong. They emit a constant
subsonic hum, which shakes loose the earth
around them. In times of duress they defend
themselves with a sonic blast.
Combat
Giant worms travel mindlessly through the
earth, ingesting the ground in front of them.
They are not aggressive unless attacked.
In fact, theyre practically oblivious unless
attacked; despite their tremorsense, they
ignore nearby creatures until wounded.
Giant worms have a bite attack, but it is
not very impressive. Their teeth are fat and
designed for crushing mounds of stone and
dirt. They arent equipped for swallowing
large solid objects like people.
Sonic Blast (Ex): Shakers can make a
sonic blast attack. It is a cone 40 feet long;
creatures caught within can make a DC 10
Refex save to take half damage. The
save DC is Constitution-based.
The sonic blast is a refexive
response to pain, however, not
a premeditated attack. If the
shaker sufers damage, it has a
50% chance of using its sonic
blast on the last creature to
infict damage on it. Otherwise,
it bites. Only with a great deal
of training can worm farmers
teach shakers to use their sonic
blast on command.
Tremorsense (Ex): Giant
worms are nearly blind. They
navigate by sensing vibrations in
the ground around them. They can
automatically sense the location
of anything within 60 feet that is in
contact with the ground.
Training
Giant worms are routinely raised tame by
the worm farmers. They do not lay eggs;
instead, a pregnant worm gives birth to 3d6
live-born young. A worm that has survived
its frst three months is more valuable, since
many die in infancy. The prices they can fetch
are as follows:
Giant Worm Deep Diver Shaker
Newborn 1,000 gp 1,200 gp 1,500 gp
Young 2,000 gp 2,400 gp 3,000 gp
An adult giant worm can be trained with a
Handle Animal check at DC 24.
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plate 7 Although mechs are the


focal point of the DragonMech world,
they need not be the center of a campaign.
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T
his chapter looks at diferent ways to
run a DragonMech campaign. It dis-
cusses options for starting new campaigns,
as well as options for integrating mechs into
an ongoing campaign.

ADVENTURE THEMES
T
he DragonMech world revolves around
four main threads of adventure: mechs;
the lunar rain, including the war between
terrestrial and lunar gods; the destruction
and reconstruction of the surface world; and
the competition between magic and steam
engines. You can build unique DragonMech
adventures from any or all of these threads,
adapting them as you wish based on how
you want your campaign to go. This chapter
discusses adventuring frst by looking at the
adventures that arise from these various plot
threads, then by examining standard adven-
ture motifs and how they can ft in.

ADVENTURES
BASED ON MECHS
Y
ou can run an entire campaign without
the characters ever setting foot on a
mech. You can also run an entire campaign
where they never set foot of a mech. Mechs
can be central elements to adventure,
simple modes of transportation, or mere
background decoration. The following sec-
tion discusses how to ft them into your
campaign.
The mech has three roles on Highpoint.
First, its a protected home. City-mechs
serve the same role that castles, keeps, and
towns serve on traditional fantasy worlds.
Smaller mechs are also domiciles, usu-
ally for itinerant mech tribes, traders, or
adventurers. A mech in this role primar-
ily provides protection. It opens adventure
hooks because every home needs someone
to defend it. Even a mech can be threatened,
sometimes by magical creatures that it cant
harm. Enemy mechs can be a threat, espe-
cially if theyre bigger or more powerful.
Sometimes the best option for taking out an
enemy mech isnt actually to duke it out, but
to hire adventures to break into it and kill the
crew. Either way, as many adventuring oppor-
tunities are open for defending a mech as are
for defending any castle or town.
Second, a mech provides transportation.
Its a safe way to travel from one place to
another. Mechs are extremely difcult to
destroy, and although they can be boarded,
toppled, or captured, theyre still a lot safer
than horseback or in a wagon, especially
when the lunar rain is factored in. Charac-
ters with a mech can be hired to transport all
sorts of goods, ranging from essential food-
stufs needed by a city-mech to contraband
that somebody doesnt want the Stenian
Confederacy to see. Transportation missions
can have deadlines attached (the city-mech
will starve if they dont get this shipment by
tomorrow) or emphasize stealth instead
(dont let the Stenians catch you with
this!). They can also have more mysterious
implications: Instead of transporting goods,
the characters might be hired to take an
elf maiden to the ruins of Rook. She ofers
little explanation but pays up front in gold.
Everyone knows that the elves are on a quest
to recover their lost artifacts, so maybe this
transportation mission has more it to than
meets the eye .
Third, and most important for adventur-
ing, a mech is a military weapon. The destruc-
tive potential of a single human is magnifed
one hundredfold when that human enters a
mech. A mech can be used to slay monsters,
conquer kingdoms, rescue hostages, and
ransack ruins. In this role, mech adventures
are similar to some of the classic fantasy
adventures. The characters could be hired
to use their mech to slay a rampaging lunar
dragon. The adventure could be made more
dramatic by the dragons intelligence: Too
smart simply to let itself be slaughtered, it
makes fying hit-and-run attacks and wont
stay in fat terrain for a fair fght. Alterna-
tively, the mech could be pitted against what
seems like an easy target, a swarm of orc
raiders operating out of a system of caves.
The mech is too large to go into the caves,
however, so the characters are forced either
to widen the entrance or get out and fght on
foot. And of course theres the classic mech-
vs.-mech campaign. The characters may have
to get rid of an Irontooth or rust rider mech
that has been making trouble. In this situa-
tion they could try a direct confrontation,
or, if they want to minimize damage to their
mech, they could leave a skeleton crew to
fre the weapons while the rest of the charac-
ters leave and try to force their way into the
enemy mech to fght its crew.
THE DRAGONMECH CAMPAIGN
T
he DragonMech setting is predicated on one simple
assumption: Mechs can exist in a fantasy world. It is
not a setting where you have to play a mech pilot, nor is it
a setting where mechs are automatically good or bad. You
can play DragonMech campaigns much as traditional
fantasy campaigns, where the mechs provide a new source
of confict, or you can run them in a style where all the
action revolves around maintaining a mech.
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Mech Warriors
Characters as mech warriors is seemingly the
most natural style of play for DragonMech.
(In fact, its only one of many options, the
rest of which well examine below.) As
mech warriors, the characters should obvi-
ously have a mech. The party should consist
primarily of mech jockeys and
coglayers, with perhaps a
steamborg, stalker, and
spellcaster. Fighters
are practically use-
less in this sort of
campaign, though
rangers who special-
ize in archery can
be somewhat efec-
tive. Most combat
will be ranged, gener-
ally against other mechs
or large creatures. Battles
against hordes of smaller creatures
wont be common (most small creatures
know enough to run away from an attacking
mech), but enemies capable of toppling a
mech are defnitely a threat.
Running a mech warrior campaign
requires you to answer two questions. First,
how do the characters acquire their mech?
Second, when do they acquire it? If you
want to get things rolling fast, you can start
them at 1st level with a mech. The explana-
tion could be simple (such as they inherited
it from family members) or could lead to
further adventure hooks. Maybe they found
it and refurbished it prior to beginning the
game, in which case the previous owner is
probably out there somewhere. Maybe they
were mech traders in earlier times, in which
case they may have old trading partners and
rivals. Maybe theyre part of the military, in
which case they have to take orders from
the Stenian Confederacy or Shar Thizdic.
Or perhaps theyve gone AWOL and stolen
a military mech. That can make for a lot of
interesting adventures.
If you want the game to progress a little
more slowly, you can start them without
their own mech. They could be ferried about
by the military or a trader, or provided a
mech by a patron. At the extreme, they may
simply be on foot. Their frst mission could
be to capture an enemy mech, and a series of
adventures after that could send them after
progressively better mechs until they have
a nice set of wheels (er, legs). Infltrating
an enemy mech is an interesting mission
because it involves investigation (fnd-
ing the mech and pinpointing
vulnerable times), stealth
(approaching quietly),
hand-to-hand combat
(getting on board and
killing the crew),
mech combat (using
the captured mech
to take out other
enemy mechs that
might pursue), and
possibly escape (out-
running whoever gives
chase). If the enemy mech
is shoddy or poorly defended
(think rust riders and mech tribes), its
within the realm of possibility for low-level
level characters to take it. The spells jump
and reduce person are both useful for getting
onto a mech or entering through a small
porthole. Once characters have access to
2nd-level spells, theyre able to take on bet-
ter-defended mechs through a combination
of shatter, spider climb, and bulls strength. This
sort of campaign could see the characters
start out in traditional classes and then mul-
ticlass into DragonMech classes once they
have a mech.
Once you run a mech
warrior campaign, you
automatically leave
the realm of the
traditional d20
fantasy game.
Not a lot of
dungeons can
be explored in
a mech. Instead
of resupplying
at small towns and
staying at inns, the char-
acters stop of at city-mechs
or neutral cities like Edge. Most
adventures become wilderness scenarios
where battles are with large creatures or oth-
er mechs, often at long range, or else direct
mech-to-mech duels. Irontooth pilots could
duel simply as a matter of course, or a mili-
tary post might produce constant encoun-
ters with smugglers, raiders, and invaders. At
the other extreme, the characters could be
raiders who prey on other mechs, and might
even specialize in capturing live mechs to
be resold or stripped of anything valuable.
Character Involvement
A mech-based campaign has to give charac-
ters a way to stay involved. When the whole
campaign comes down to the mech, every-
one needs to roll the dice or take an action
every now and then, or else theyll get bored.
Try to arrange the characters mech so it
incorporates places for each character. One
character should be the pilot. Hell make
lots of checks with his Mech Pilot skill and
generally be active in most situations. A sec-
ond character can be the navigator. He can
have a special observation post where he spe-
cializes in scanning the horizon and plotting
courses. His best skill could be Spot, and his
role in combat is to monitor the positions
of enemies. After all, most physical stations
on a mech have limited felds of view, and
a character dedicated to telling the pilot
which way to turn can be extremely useful
when the pilot cant visually track an enemy
who vanishes from his feld of vision.
Gunners are obviously important, and
they make for a fun role. At low levels,
each mech weapon will need a
diferent character to pilot it.
At higher levels characters
can take the right feats to
operate multiple weap-
ons, but they might not,
and gunner roles might
still be important.
Portholes allow for
another level of player
interaction. Spellcasters
can lob ranged spells from
portholes (even making called
shots with spells such as hold
person aimed at enemy mech pilots),
and archers can fre on enemy spellcasters,
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ground troops, or boarders. Each porthole


lets another character become involved.
Finally, you have the boarder. Every gam-
ing group has one guy who loves to think
of ways to break the rules, and in Drag-
onMech he usually decides to fnd ways to
break into an enemy mech. Hell think of
thinks like casting spider climb on himself to
climb up the side of an enemy mech so he
can then cast web into the pilots compart-
ment, or using gaseous form to get into the
mech and then use a host of charm person
spells to take it over. Among nonspellcast-
ers, rogues and fghters are both skilled
at boarding actions, whether through use
of Escape Artist to squeeze through open
portholes or Strength checks and potions
of bulls strength to simply bash them open.
The anklebiter prestige class is designed for
exactly this kind of player. Expect someone
in the gaming group to want to play this
role, and plan for it accordingly.
The Away Team
Once you have a mech-based campaign start-
ed, you have to decide how much adventur-
ing will take place in the mech and how much
will take place of of it. In its most limited
role, a mech can be simple transportation. It
can be nothing more than a glorifed wagon
that ferries the adventurers from one dun-
geon to another. In a more moderate role,
it can be necessary for completing some
adventures (such as battles against other
mechs or extremely large creatures, delivery
missions, or nighttime adventuring when the
lunar rain is active) but remain parked on
other adventures. In the most mech-heavy
campaigns, the mech might be the central
focus of almost all aspects of every adven-
ture. Entire adventures could be conducted
in the seat of a mech.
Most campaigns will fall in the middle
somewhere, and characters in such cam-
paigns will face an interesting dilemma. In
order to succeed on missions in their mech,
at least someone in the party (preferably
more than one person) really needs to take
some levels in the mech jockey class. How-
ever, that same character becomes almost
useless on any other adventure. He has the
minimal combat abilities of a wizard but
lacks the spells, and all of his special abilities
are geared toward mechs.
We suggest three ways to deal with this.
The frst is to keep the mechs such an impor-
tant part of the campaign that the mech jock-
ey doesnt feel left out. The partys fghters
are given a chance to shine on the dungeon
crawls, while the partys mech jockey shines
in the mech duels. As long as you keep the
adventures balanced, all characters will be
useful. In the same way that you create roles
for characters on a mech as described above,
you can do the same for roles in nonmech
adventures. The fghter might just have to
stick to archery from a porthole during mech
combat, while the mech jockey is in charge
of fring a steam gun from the rear dur-
ing ground combat. Intermediate
classes skilled in combat on
both mechs and the ground
such as coglayers and
steamborgs, as well as
clerics and wizards
become most useful
in this kind of campaign.
The second option is
to use an away team.
The party can have one
set of characters that spe-
cializes in mech combat and a
second set that specializes in more
traditional adventuring. Each player has
two characters, but only one is played at a
time. On board the mech, one character has
a defned role (gunner, pilot, etc.), while
the dungeoneering character simply rides
as a passenger. When the mech arrives at its
destination, the mech crew stays put and the
dungeoneers disembark for the adventure.
As long as you keep the adventure balanced
between mech missions and nonmech mis-
sions, this style of campaign can also be very
rewarding. This way players have characters
who are good at dealing with almost any situ-
ation they encounter.
The fnal option is to allow mech piloting
skill to be common knowledge. As an option-
al rule, declare that any character raised on
a city-mech treats mech jockey as a favored
class, in addition to the racial favored class.
In other words, he can multiclass as a mech
jockey at no penalty. This allows every char-
acter to take a few levels of mech jockey
enough to fll their roles on the mech
and also take classes that are useful on the
ground. The explanation for such a campaign
ability is simple: Just as anyone raised in a
fshing village has a basic knowledge of how
to fsh regardless of his profession, anyone
raised on a city-mech picks up on the basics
of how to pilot a mech.
You can take this one step further by
incorporating campaign feats. Start every
character with two free feats: Mech Weapon
Profciency and Mechanized Combat Prac-
tice, geared to whatever mech they obtain
frst. This practically eliminates the need
for mech jockeys at low levels,
since the fghters BAB
exceeds or matches
the mech jockeys
with new char-
acters. The
c h a r a c t e r s
may still have
to take levels
in the mech
jockey class
as they reach
higher levels, but
the playing feld
is evened early on for
them to participate in both
mech and nonmech missions.
One last thing to remember is that char-
acters need be only as tough as their oppo-
nents. If you routinely send the characters
into combat against mech jockeys equal to
the characters levels, then theyll be out-
classed unless they also have a mech jockey
pilot. If, on the other hand, the pilots of
enemy mechs tend to be multiclassed mech
jockeys (such as bandits who also need lev-
els in rogue, or military men who also need
levels in fghter or warrior), the characters
arent at as much of a disadvantage. If the
enemy mechs arent piloted by mech jockeys
at all, but instead by coglayers (who often
pilot the mechs they build) or NPC experts
with Mech Pilot as a skill (think self-taught
rust riders who learn to pilot the mechs they
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steal or rebuild), then the PCs simply need


a reasonable number of ranks in Mech Pilot
skill to match them, rather than entire class
levels as mech jockeys.
Other Ways
to Incorporate Mechs
So far weve assumed that you want mechs to
play a fairly prominent role in the campaign,
and the characters pilot the mechs. That
doesnt have to be the case. DragonMech
is designed so you can also run mech-heavy
campaigns without the characters actually
piloting them.
One way to do this is to situate the cam-
paign on a city-mech. City-mechs are enor-
mous. They ofer as many ways to adventure
as any large city in a normal fantasy setting,
ranging from political intrigue to defend-
ing against raiders to exploring the sewers
and ruins (in this case, the gear forests, as
described below). Characters based on a
city-mech have constant exposure to the
world of the mech and can partake in mech-
based adventures by deploying from the
mechs docked on the city-mechs ankles.
Chapter 7 ofers a detailed description of
city-mech Nedderpik and some ideas for
adventures that could happen there.
Another way is to make the characters
mech hunters. For whatever reason, they
journey on foot and specialize in destroying
mechs. A party of spellcasters has the perfect
motivation for this, since steam power has
eclipsed the role magic once had. Other
characters could be saboteurs hired by rival
factions to take out enemy mechs, such as
Stenians eliminating Legion mechs, or vice
versa. They could be raiders and pirates
who capture the mechs then drive them
somewhere where they can be sold to rust
riders or the Irontooth Clans. They might
have a personal grudge against a major mech
faction for having taken territory they once
occupied, and the entire campaign could be
centered around revenge against the mechs
of that faction.
In this sort of campaign, the characters
have no mech jockeys among their ranks.
Traditional character classes all work very
well, and a large part of the combat strategy
revolves around planning ways to infltrate
or destroy mechs. The rules for tripping, top-
pling, and boarding mechs will be used a lot,
as will those for trampling. Faced with massive
machines far more powerful than themselves,
characters will be forced to come up with cre-
ative ways to defeat these enemies.
The same players who love planning
boarding actions will love the challenge of
a mech hunter campaign. Rogues, fghters,
and wizards all have skill bases suited for
infltrating enemy mechs, each in their own
way. The anklebiter prestige class comes in
very useful in this style of campaign, as does
the riftwalker. Steamborgs who emphasize
Strength can make good boarders, as can
coglayers who build the right steam devices.
Mech hunter campaigns generally start
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with straightforward mech-hunting expedi-


tions. As the campaigns progress, they incor-
porate transportation missions (moving the
captured mech to the place where it will be
sold) and can eventually branch out into a
wide range of other kinds of adventures. If
the characters are hunting Stenian mechs, it
just may happen that on the dead bodies of
a mech crew they fnd medallions that give
them a free pass onto Nedderpik (see page
224). The campaign could then take a twist
onto the city-mech as the characters search
for ways to ambush it, or watch its deploy-
ments as a way of fnding out the best times
to ambush enemy mechs.
If the theme of a mech-hunter campaign
incorporates any Robin Hood aspects, the
characters might split their time performing
good deeds for those who cant aford to live
on a mech. They might be agents of surface
towns upset by the martial law inficted by
the Stenian Confederacy. When not hunting
Stenian mechs, they defend the town against
lunar creatures and explore ruins that might
have equipment the town could use.

ADVENTURES BASED
ON THE LUNAR RAIN
T
he lunar rain provides an ever-present
threat with a deadline. It can be used as
a hook that forces characters into fast-mov-
ing transportation or rescue adventures. For
example, a caravan of traders might be travel-
ing by day, planning to sleep in a well known
underground caravanserai for the evening.
When they arrive, however, the place has
been ransacked by orcs or has collapsed due
to tectonic activity. The characters hap-
pen upon the traders right as the sun is
setting. Far on the horizon, they can
already see the telltale streaks of a
bad lunar rain. Will they help the
caravan fnd safety? If so, how?
Alternatively, the lunar rain can
bring adventure directly to the charac-
ters. Remember that the lunar rain is fun-
damentally the disintegration of the planets
moon, and that moon is inhabited. Although
most meteorites are sheared smooth by the
atmosphere long before they impact with
the ground, a few survive intact. Sometimes
this is through pure luck, but other times
it could be through lunar magic a wall of
force is perfectly capable of surviving atmo-
spheric friction. While the characters are
waiting through the night for the lunar rain
to abate, they could witness the earthfall
of a huge meteorite that still has on it the
intact remains of a lunar temple. Perhaps a
lunar dragons cave falls to earth,
complete with eggs still resid-
ing in a nursing chamber. The
characters go to explore the
huge rock, fnding all sorts
of exotic treasures and inter-
esting wonders, only to fnd
upon their exit that the lunar
dragon has swooped down from
the moon in search of its missing lair.
Any time you need a spontaneous encounter
with a lunar creature, the lunar rain provides
an easy way to introduce it.
The lunar rain is also fodder for terrestrial
adventure. Most creatures retreat indoors or
underground when the moon rises. Smug-
glers, pirates, and others who have reasons
to hide take advantage of this by traveling
only during the lunar rain. This can be
extremely dangerous, and likewise extreme-
ly painful. During the worst storms, where
veritable boulders are falling from the sky,
no one emerges. But in lighter rains, when
the meteor storms are nothing more than an
abrasive haze, creatures will wrap themselves
in thick layers of hide, leather, and blanket
and then venture forth hoping to remain
unnoticed. They may have to add extra layers
throughout the night as the ones
theyre wearing are burned
of, but even so, their
nighttime journeying
reduces the chances
theyll be seen. Some
creatures with a
natural immunity to the
rains, such as the tortogs,
have taken advantage of the
opportunities to smuggle during
the lunar rain and are known far and wide as
moonlight movers. The Stenian Confed-
eracy is aware of this aspect of the lunar rain
and sometimes sends reduced patrols out
during the night, specifcally hoping to fnd
those who do not want to be found.
Divine Wars
One of the most important but least under-
stood implications of the lunar rain is the
invasion of the lunar gods. The confict
between the terrestrial and lunar gods
takes place on the outer planes,
far beyond the comprehension
of mortals. It is felt on High-
point only through unsettling
visions, disturbing interrup-
tions in divine spellcasting,
and the often-dismissed pros-
elytizing of those who follow
the lunar gods. Yet these vague
hints are enough to unsettle even
the most devout cleric, especially when his
attempts to resurrect a pious ally fail.
This confict makes for a great overarching
theme for your campaign. Dreams and mys-
terious visions can guide characters on their
missions. Their gods need every foot soldier
they can get, preferably pursuing missions
directly opposing the lunar gods, and this
makes for an easy way to steer adventures.
Imagine a host of lunar skinstealers that
has infltrated a city-mech undetected. They
make their way to the engine rooms, where
they take over unsuspecting engineers. They
then use these engineers to bring them into
proximity to soldiers, then aristocrats, and
fnally the senior mech staf, until eventually
they are in charge of the city-mech. They use
this position of infuence very subtly, mak-
ing no sudden moves or drastic decisions.
Instead, they slowly make it more difcult
for traditional religions to operate in the
city-mech, whether through taxes or tarifs
or regulations, or by commandeering the
temple space in the name of greater needs.
All the while, their cultist allies begin speak-
ing in the markets of Serofcitacits will, con-
verting followers one by one. This insidious
plot could be taking place so slowly that the
characters dont connect the dots between
the various instances until one of their
gods plants a dream that tells the character
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to go to the mechs cockpit. The character


has no idea why, but upon arriving his cleri-
cal ability to detect lunar creatures kicks in,
and he knows something is up.
Other plots could be far more overt. A
lunar dragon who worships Andakakilogitat
might go on a rampage to destroy followers
of the terrestrial gods. He might declare a
holy war, or strike seemingly random targets
that eventually coalesce into a clear pattern.
The divine conficts can also provide
a cover for other activities. More
than one Stenian military com-
mander has accused Shar
Thizdic of being in league
with the lunar creatures.
This is not the case (at
least not as far as anyone
knows), but scapegoat-
ing him in that way helps
motivate the Stenian
civilians to oppose him. At
the same time, Shar himself
claims that the misguided priori-
ties of the Stenian Confederacy are
part of the reason the lunar problem per-
sists. If they were to focus more on directly
attacking the lunar creatures (as the Legion
does, Shar claims) instead of simply secur-
ing land and resources, the problem might
be solved. On top of all that, more than one
claim has said that a failed resurrection wasnt
due to the intervention of the terrestrial
gods, but in fact to the clerics base unwill-
ingness to revive a political rival .
Scourge of the Dragons
The lunar dragons are worthy of a campaign
by themselves. Pound for pound, they are far
more powerful than any terrestrial dragons.
They literally fall from the sky into an unsus-
pecting region, then pick the area clean in
their unrelenting hunger. They lead armies
of other lunar creatures and also recruit
terrestrial raiders and criminals to fght
with them. Because much of the surface
worlds infrastructure has been destroyed,
many places have no armies left to fght of
the dragons. An area that seemed safe can
suddenly become a nightmarish terrain of
spontaneous raids and endless danger when
a lunar dragon swoops out of the moonlit
sky, dropped unceremoniously from its
home planet.
Fighting against the lunar dragons makes
for both one-shot adventures and long-term
campaigns. A mech is capable of facing
(and sometimes beating) a lunar dragon,
and characters in mech-based campaigns
should be sent into confict with at least one
such enemy. If the background of any of the
partys characters includes
interactions with the
lunar dragons,
they may have a
particular ven-
detta. A char-
acter whose
family was
wiped out by
a dragon, or
whose home-
stead mech was
crippled by one,
might make a point
of seeking them out
for destruction in his adult
years. Stories of a resident dragon generally
reach far and wide, so its easy enough for
characters to locate their hunting grounds
through rumor alone. Its unlikely a dragon
would be dumb enough to pit itself in a
combat it couldnt win especially against
a walking tin-can that doesnt taste good
but with patience and good sense the
characters should be able to fnd its lair or at
least sight it on its next raid.
Solving the Lunar Rain
Solving the problem of the lunar rain can
provide a long-term goal for any campaign.
The lunar rain causes immense hardship for
many people, and making this clear to the
players can help make it real for them. Mete-
ors have literally smashed untold people,
houses, and livestock. Traveling through a
region struck by severe meteor storms the
night before is like walking across a moon-
scape: Huge craters lie everywhere, rocks
the size of boulders still steam from the
impact of their collision, and every so often
a collapsed cave or underground shelter is
flled with the crushed remains of those who
futilely sought protection there.
How could characters possibly solve this
problem? No easy solution exists. A short-
term answer is to fnd housing and shelter
for those in need. Presenting the characters
with a family which had half its numbers
killed during the previous nights meteor
storm can tug on their hearts and make them
wonder how they can help. Many times, the
only thing they can do is dig a shelter or
perhaps pull some strings to get the family
on board a city-mech. But an adventure hook
might lie waiting in the fact that the fam-
ily has a shelter, a family stronghold, or an
invitation to stay with distant kin, but it lies
many hundreds of miles away, and they cant
reach it without some sort of mobile cover
such as the mech piloted by the characters.
Some righteous crusaders have attempted
to take the battle to the moon, hoping that
direct confrontation will somehow solve the
problem. Although it is unlikely that a lunar
trip will make any change to the lunar rain,
such trips can oppose the lunar creatures
on their own turf and provide direct attacks
on the lunar gods. After all, the lunar gods
intrusion onto the earth has strengthened
them here, so shouldnt a counterassault
help the terrestrial gods?

ADVENTURES BASED ON
SURFACE WORLD REBIRTH
T
he lunar rain efectively destroyed civili-
zation as Highpoint knew it. Most major
social institutions were destroyed. Cities
were demolished, churches lost power, and
kingdoms were reduced to ruins. From this
chaos emerged new institutions. Initially the
institutions were simple and small: single
mechs that gave power to their owners,
or the scattered tribes whose control of
formerly irrelevant caves catapulted them
into positions of importance. As time went
by, the institutions evolved, organized, and
frmed up their grasps. The mechs formed
alliances and eventually became mechdoms,
mobile kingdoms built around feets of city-
mechs. The Gearwrights Guild, formerly a
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professional organization, built and con-


trolled city-mechs that eventually made it
efectively the governing political force in
the Stenian Confederacy. Balances of power
shifted, and clever opportunists (such as
Shar Thizdic) took advantage of this to ben-
eft themselves.
Political Adventures
The rebirth of the surface world is a situa-
tion rife for political adventure. On the most
basic level, many areas still have no efective
leadership. Clever adventurers can use these
places to carve out their own fefdoms.
The bands of scavengers that inhabit the
ruins of surface cities arent held together
by hereditary or traditional bonds; theyre
nothing more than random survivors who
have bonded together for safety. The same is
true of the rust riders and most mech tribes.
Small pockets of cave dwellers still cower
when they see a lunar dragon fy overhead.
Characters who position themselves as pro-
tectors or dictators could rule these
lands. They could also be placed in the posi-
tion of freeing them from oppressive rule. A
powerful orc warlord, or a human tribesman
of great personal power, could easily take
control of an isolated band of survivors.
Imagine a 10th-level fghter who comes
across a band of commoners still living in the
caves near the ruins of their
village. Whereas in
the past the laws
of the land (and
defenders of
those laws)
would pre-
vent this
fghter from
simply tak-
ing over, now
he has no such
constraints. He
could rule with an
iron fst, threatening
the villagers with death at his
hands if they dont serve him. The characters
could come across this situation and be faced
with the chance to free the enslaved villag-
ers. But the twist could be that the powerful
fghter might be the only person protecting
the villagers from raids by lunar dragons or
other scavengers. If the characters kill him
and then move on, the village will surely be
destroyed by the next unscrupulous
band to wander through. How
can they free the villagers
while still keeping them
safe?
A second level of
adventure is based
on the political
intrigue that fol-
lows from areas of
weak leadership. In
many regions, multiple
factions still compete
for the hearts and souls of
the people. The characters can
become involved in these struggles.
They could arrive on a city-mech only to be
faced with two ofers of alliance: one from
the traditional church, which still commands
the worship of a small but devoted core,
and the other from the Gearwrights Guild,
which efectively controls the mechs opera-
tions but has little loyalty from the people.
Though violence between the groups is
not likely, room for diplomatic sabotage
abounds. The characters may be asked to
spy on the rival faction, or travel of-mech to
seek new allies; they may be ofered bribes
to switch sides, or threatened with
exile if they dont; they may be set
up or blackmailed if they refuse
to play the game. If the situa-
tion is one from which they
cannot exit (perhaps their
own mech is badly damaged
and they have no means to
escape), they may be forced
to navigate a volatile situa-
tion. Peaceful characters may
seek a common ground; more
violent characters may decide to
take over.
Within the existing world structure,
several points of developing political strife
already exist. Shar Thizdic is the most obvi-
ous example. The human tribes of the end-
less plains were never organized before the
lunar rain. He took the opportunity provided
by this disaster to unite them. He efectively
manipulated a potent threat to fll a politi-
cal vacuum and in doing so has created a
political structure that runs counter
to thousands of years of tradi-
tion. Some factions within
the human tribes resent
his leadership and
long for a return to
the old ways, just
as others welcome
the re-institution
of control after so
many years of chaos.
Elsewhere on the
endless plains, the orcs
are becoming intrigued
with the power of mechs. The
scattered orc tribes have never had
any particular fondness for weapons of war
beyond brute strength, but the impressive
abilities of a mech are hard to ignore and
even harder to conquer. After a few too many
defeats, the orcs began looking for ways to
bring mechs under their control. This has
caused political tension on a number of
levels. The traditional source of orc power
raw physical strength has been usurped by
orc engineers who can build mechs that are
unstoppable by foot soldiers. More than one
orc warlord has resented his less-important
position as intelligent orcs build mechs. The
orcs are still a difuse, disorganized bunch of
tribes, but like the humans who were once in
that position, they are a powder keg waiting
to explode. With the right leader, they could
become a potent political force; with the
wrong leader, they could self-destruct into
petty bickering.
Back on the highlands, the most impor-
tant political struggle is being fought in
the dwarven halls. The traditional dwarven
clan structure has been forced to yield to
the Gearwrights Guild, which made the
city-mechs possible. The clans grant power
based on wisdom, seniority, and battle prow-
ess, but the Guild grants power based on
building ability and technical insight. Some
elder dwarves among the clans simply can-
not understand why a younger dwarf would
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be placed in charge of a mech but to the


Guild, it seems obvious that those with
technical skills should be deployed where
they can be most useful. On the city-mechs,
these diferences of opinion create grave
danger. Clan leaders sometimes give orders
that contradict those of the Guild; dwarven
pilots, gunners, engineers, and warriors
sometimes have two sets of directions to
follow. Organization hierarchies can be clear
on paper but difcult to enforce in practice;
combat efciency is eroded when turf wars
and infghting prevent rapid decision-mak-
ing. These problems are not easily solved.
Many dwarves are old enough to remember
the days before the lunar rain, and they tend
to follow the old rules; but younger dwarves,
or those who have trained for decades with
the Guild, cant agree to a return to the
ancient traditions. Given the stubbornness
for which dwarves are famed, these divisions
wont simply go away, and many a dwarf with
wounded pride has challenged another to
a warriors duel. The mech jockeys dismiss
these duels with laughter, claiming theyd
rather fght with a mech than an axe any
day, but more than one has been forced to
defend himself against a sudden attack by an
enraged rival.
Dungeon Crawl Adventures
The world is now covered in ruins. Cities were
laid to waste by the lunar rain. Underground
regions saw wave after wave of refugees, and
countless wars. Ancient citadels immune to
ground assault for generations were opened
up by the meteors, then scoured by the drag-
ons. Impenetrable citadels were fattened;
powerful cities were humbled.
In short, its an adventurers dream. Rel-
ics and ruins cover the surface, waiting to
be claimed by those brave enough to fnd
them. Tortogs and other scavengers already
make a good living specializing in this trade,
and the friction between the elves and those
who have raided their ruins for relics is a well
known phenomenon.
Room exists for characters on both sides
of the equation, either as grave-robbers in
search of undiscovered treasures, or in the
service of those who wish to recover lost
treasures. As grave robbers they could sim-
ply wander from ruined city to ruined city,
looting whats left of once-great societies.
In a mech theyll be well protected on the
journey, but once they arrive theyll have to
disembark. This is where you can run some
good old-fashioned dungeon crawls. Maybe
a scavenger band has recently shown up in
Edge with bags of gold coins, far more than
rubbish such as they should possess, and
the gold coins are imprinted with the royal
seal of a nearby ruined city. Word leaks that
theyve found the dead kings vault, which
was exposed to the surface
by a recent meteor
strike. The char-
acters join
the race to
secure the
vault frst.
P e r h a p s
they suc-
ceed or
p e r h a p s
they fail only
to discover an
even more prom-
ising lead in the citys
ruined sewers, which saw
extensive occupation in the early days of the
lunar rain .
On the fip side, the characters may be
in search of lost family heirlooms, whether
their own or their employers. Elf characters
feel this particularly strongly, as their histori-
cal artifacts were robbed from their ruined
tree villages. An everyday merchant might
want to locate an heirloom in the house he
fed 100 years ago, or a grandson might seek
to recover his noble grandfathers legend-
ary magical sword, rumored lost when the
meteors destroyed his keep. Countless ruins
beckon to be searched for something that
has been lost, and all of them provide charac-
ters with a reason to go on a dungeon crawl.
Another kind of adventure presents itself
when these ruined areas are rebuilt. Since
the surface world is becoming more habit-
able, some brave souls are actually trying
to rebuild it. They may want to build where
a ruined city once stood in its prime. This
requires clearing the area of monsters, of
course, and then the task of protecting it
from raiders once its established. Even the
city-mechs face this problem, as their mech-
doms try to grow their safe zones steadily.
Making a zone safe means entering the ruins
and fushing out whatever is there surely a
task for heroes if ever one existed.

ADVENTURES BASED ON
COMPETITION BETWEEN
MAGIC AND STEAM
T
he rising power of steam
technology is a major theme
in DragonMech. The dwarves
claim that once an Age of Walk-
ers existed when steam power
dominated the land. The
elves dispute this claim, fnd-
ing no reference to it in their
own legendary texts, which
document the predominance
of magic throughout all of
recorded history. Until Parilus
came to Duerok, even the dwarves
werent inclined to place much stock
in the Age of Walkers, but now it seems
undeniable, especially when backed by the
proclamations of the Gearwrights Guild.
This dispute is more than academic.
Steam power threatens the predominance
of magic in the world. The social status of
mages is being eroded by gearwrights and
coglayers who can accomplish equally amaz-
ing tasks with completely mechanical means.
Coupled with the diminished position of
divine spellcasters (who sometimes go days
without hearing from their gods), this makes
steam power a savior to the people, and a
threat to those who once provided protec-
tion.
Adventures built around this thread can
use the characters allegiances for or against
them. Characters who use magic may fnd
themselves ostracized on city-mechs. The
reverse situation can be far worse: Charac-
ters who try to build mechs or other steam-
powered creations may be the victims of
sabotage by jealous wizards.
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Some wizards have taken this rivalry to


the level of a holy war. This is especially true
among the elder elves. During the worst of
the lunar rains, their forest villages were
reduced to rubble. Many valuable magic
items were then stolen by raiders, looters,
and scavengers. Mechs in particular played
a large role in this, because the mech-
equipped raiders could enter the elven
ruins before most of the elves could. Now
that the elves have devised their own mechs
(powered by magic, of course), they seek
to recover their stolen relics. To them, the
steam-versus-magic confict is not academic;
its the direct reason their historical records
are being disputed and their magical proper-
ties have been stolen.
Adventurers of elven origin may feel the
need to recover magical artifacts. Recover-
ing the relic that once protected their home
village might be an ongoing quest, taken up
whenever time or circumstances provide a
new opportunity. Likewise, they may try to
even the score a bit by disabling or damaging
steam-powered objects whenever possible.
Members of the anklebiter prestige class are
often embittered elves.

ADVENTURES
ON CITY-MECHS
C
ity-mechs are like massive walking
cities with built-in dungeons. They
provide a mix of urban and dungeon adven-
tures, with access to mech- and wilderness-
based adventures only a few hundred meters
apart. They make a great base from which to
launch a DragonMech campaign, particu-
larly because they can introduce a character
to the world of mechs without requiring
him to actually pilot a mech. This section
discusses some options for adventuring on
city-mechs.
One thing to remember about a city-mech
is that it is constantly in motion. Characters
on board feel a slight swaying motion as it
strides across the landscape. The higher
up they are, the less noticeable this is; in
the highest levels, they might not even feel
it unless they are near a window to see the
horizon line moving. On the lowest levels,
though, it is painfully obvious, particularly
to those with a vulnerability to motion sick-
ness. Living on the legs of a city-mech is like
riding a never-ending roller coaster.

GEAR FORESTS
T
he so-called gear forests are the
engine rooms of mechs and other com-
plex mechanical devices. They are man-made
spaces flled with spinning, whirling, pump-
ing arrays of engine apparati that are dizzy-
ing in their complexity. They are, in essence,
engines so large that humans can walk within
their empty spaces. But doing so is quite dan-
gerous, to say the least. Gears, cogs, levers,
pistons, and other engine components fy
about, each doing its own job to keep the
engine functioning. Combined, these can
make hundreds or thousands of moving
parts, each of them potentially deadly, all
of them utterly heedless to the lives of pass-
ersby. Organic intrusions are distractions at
best, malfunctions at worst.
Look under the hood of your car and
imagine the engine on a human scale. Thats
a gear forest. It could be described to players
like this:
You enter a cavernous area flled with moving
gears. Its almost like youre standing inside of an
engine so large you have room to walk within it.
Gigantic pistons, the height of the ceiling, pump
up and down in the distance. Beside them, dozens
of huge round gears turn in place. The
visible upper halves rise as high as
the ceiling. Some turn laboriously
while others spin at breakneck
speeds, their toothed edges like
menacing buzzsaws. Between the
large pistons and gears is a dense
underbrush of smaller engines,
including cogs, gears, levers, pistons,
belts, fans, pipes, arms, pumps, and
rotors. Pendulums swing from above you as hidden
shafts occasionally slam upward from the foor.
You can see no clear path through the engine
underbrush, though if youre careful you might
pick your way through safely. The ground and most
surfaces are covered with oily residues, ranging in
depth from a slick layer to puddles of sludge. The
air is oppressively hot and tastes metallic. You can
see the reason why: Gouts of fame belch forth peri-
odically from some parts of the room, while other
areas let of steady supplies of white-hot steam.
Everything is in motion, in all directions and at all
speeds. The efect is dizzying.
City-mechs are large enough that they
have several levels devoted to engine spaces.
Once set in motion, these gear forests
can take on lives of their own. As long as
the engine runs smoothly, the city-mechs
coglayers have no need to visit, so the gear
forests become home to creatures look-
ing to stay out of sight. Some are thieves,
criminals, monstrous humanoids, and other
rejects from the mainstream of city-mech
society, but others are strange creatures
specially evolved for life in a gear forest. In
some cases they initiate a bizarre symbiotic
relationship whereby they keep the engines
clean and functional precisely so the mech
crew will have no reason to visit and acci-
dentally discover their presence. This is a
common practice among stowaway coglings.
They sometimes battle with other intelligent
residents of the gear forests who may dam-
age the apparatus. These include scavengers
illicitly collecting engine sludge to be resold
as second-rate motor oil, to rust riders.
Some thieves have even been known to
siphon fresh oil straight from the pipes. But
the coglings always react quickly to these
incursions, since any reason for the authori-
ties to visit the engine room only
increases the likelihood theyll
be found and evicted.
Hazards of the Gear
Forest
A gear forest can cover mul-
tiple levels on a large mech.
It is considered forest terrain
for movement purposes (half speed
except on trails). The forest alternates
between huge parts that are easily avoided
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and thickets of tiny, whirring gears that move


at dangerously high speeds. Trails exist
paths built by coglayers to reach certain sec-
tions of the engine for maintenance reasons
but they are few and far between, rarely
leading where the characters want to go.
Moving through a gear forest is dangerous.
Everything moves, the ground is slippery, and
a tiny misstep can mean being smashed by a
piston or sliced by a spinning gear. Passersby
must step very carefully, and even then they
may be caught by surprise. On top of that,
the air is oppressively hot.
The table below describes potential haz-
ards. No matter how careful they are, charac-
ters walking through a gear forest have a 25%
chance per round of encountering a hazard.
Running or fghting within a gear forest
doubles the chance. Determine the hazard
by rolling 1d8.
Roll (1d8) Danger Refex Save DC Damage
1 Geyser of hot steam 8 1d2
2 Idle gear suddenly
starts spinning 10 1d3
3 Unseen piston shoots
up from the foor 16 1d4
4 Two heavy metal blocks
on either side of the
character swing shut,
closing a valve 8 1d6
5 Slippery oil slick 14 Fall prone
6 Pendulum swings down
from above 12 1d6
7 Gout of fre 10 1d6 + fre
8 Slack belt at foor level
starts spinning 12 1d2 + fall prone
Creatures smaller than Medium size are
more easily able to duck and dart between
the engines crevices. They receive a +2
bonus to their Refex saves. Creatures with
5 or more ranks in the Tumble skill receive a
+1 bonus to their Refex saves.
Characters who pause in a safe area to
study the path ahead of them receive a bonus
to their Refex saves. After observing the
engines rhythm for a full fve minutes, they
have watched long enough to see the pattern
and know when to anticipate most hazards
although plenty of irregular occurrences
still happen, and their own refexes decide
the fnal outcome. Studying the path ahead
grants a bonus to Refex saves of +2 to +4,
depending on the complexity of the area and
how much a character can grasp. This bonus
applies only while concentrating on move-
ment. If the characters are distracted (such
as by combat), the bonus ceases.
Living within a gear forest for an extended
period of time can make a character familiar
enough with the area that he is no longer in
danger. Just as a ranger can learn his forest
so intimately that he knows the location of
every predator, a cogling or clockwork rang-
er can learn the gear forest so well that he is
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aware of every moving part. For every month


of occupancy within a gear forest, subtract 1
from the DC of any danger encountered, to
a minimum DC of 1. Even then, however, the
character may still be delayed by the need to
time his travel to avoid moving parts. If his
movement exceeds walking speed, he sufers
a 12% chance of encountering a hazard.
General Traits
A gear forest is illuminated by the glow of
hot furnaces and gouts of fame. It is con-
sidered a low-light area. Without additional
lighting, visibility is limited to 15 feet, or 30
feet for characters with low-light vision.
Gear forests are extremely noisy. Buzzing,
clanging, and banging are all around. All Lis-
ten checks sufer a 2 penalty in a gear forest.
Gear forests are flled with places to
hide. Unless specifcally noted on the map,
assume a creature can fnd shadows or an
obstruction to hide behind in any area of
a gear forest. This cover usually involves
moving parts, however (even though they
may not be moving when the character frst
ducks down). The character is still exposed
to the danger of hazards while hiding. In the
same manner, its almost always possible to
fnd cover of one-quarter or one-half, but the
cover might start moving unexpectedly.
Some areas of the gear forest are virtually
impassible on foot. The ground is so thickly
covered with moving parts, red-hot steel,
or pools of steaming liquid that climbing or
jumping may be necessary. Depending on
the obstruction being cleared, the penalty for
failure can be loss of hit points. You should
indicate these obstructed areas on your map.
Other areas may be extremely active. So
many moving parts might exist that its just
downright impossible to get a sense of whats
going on. In these areas, hazards may be
encountered much more frequently. Coglings
and other natives of the gear forests (who
know it so well that they are immune to its
dangers) direct combatants into these areas,
hoping theyll be killed by the environment.
The ever-present piles of sludge in which
the machinery sits can be fre hazards. Desig-
nate any particularly deep sludge puddles on
your map. Any fre attack aimed at the pud-
dle or a creature in the puddle will instantly
ignite it. The fre spreads outward to the rest
of the puddle on the next round. It will last
until it has burned itself out, which typically
takes 1d3 rounds. Creatures caught
in the fre take 1d6 damage and
may catch on fre (Refex
save (DC 14) to avoid).
Summary of gear for-
est traits:
25% chance of haz-
ard per round while
walking; 50% while
running or fghting
Creatures smaller
than Medium size
receive +2 bonus to
Refex saves against hazards
5 or more ranks in Tumble skill
grants +1 bonus to Refex saves
Studying the path ahead gives bonus to
Refex saves of +2 to +4
Visibility of 15 feet (30 feet with low-light
vision)
All those within sufer a 2 penalty to
Listen checks
Hiding places and cover readily available
Some areas impassable; other areas very
active
Flammable sludge piles
Ecology
Strange as it may seem, gear forests are home
to a wide variety of life. The building blocks
are vermin and small animals, especially
insectoids and reptiles. Cold-blooded crea-
tures are attracted to the warmth of engine
rooms. One reptile, the grease lizard, has
established itself as the dominant animal
among the gear forests natural denizens. Of
course, there are always monsters, beasts,
and aberrations that can best a grease lizard.
They are somewhat less common in gear
forests than in normal dungeons, but they
are still present.
Intelligent denizens are another mat-
ter entirely. The heat and noise make the
usual underdeep races uncomfortable in
gear forests. Coglings are the most common
intelligent race found in gear forests. Even if
coglings are present, a human clockwork rang-
er may be there as well. Relations between
these two parties vary from frm alliances to
tolerance, but are almost never hostile. The
only other humanoids encountered with any
regularity are troglodytes and
kobolds.
Ferrovores, the
most hated crea-
tures on any
mech, are rare
in gear forests.
This includes
rust monsters.
They are hunted
and killed by
coglings, who
dont want to give
the mech crew reason
to come make repairs.
Characters will only encounter
ferrovores if they have just recently invaded
the mech.
Constructs are the fnal category of life in
a gear forest. When frst built, gear forests
invariably include a small army of cogulus,
clockwork puppets, and other special-pur-
pose automatons. Most are programmed for
specifc maintenance purposes, with a few
there for defense. Over time, they can be
corrupted. In older engine rooms, they may
be hostile, insane, or co-opted by coglings.
Other constructs are introduced by various
squatters or arrive of their own volition (as
clockwork horrors are known to do).

URBAN AREAS
T
he settled levels of city-mechs vary
greatly in design, size, and construc-
tion, but they have some things in common.
A central marketplace level can always be
found; engineering hurdles concerning
delivery of water always exist; more room is
always needed to grow all the food required;
and the city-mech is always in need of raw
materials. These and other needs routinely
create confict and the potential for adven-
ture. Here are some ideas.
Water: Water is the most precious
commodity for any steam-powered mech,
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for it keeps the engines running. Water is


delivered to the city-mech by way of huge
reservoirs on its shoulders. Rainfall accu-
mulates in the reservoirs, with additional
water pumped up from the city-mechs feet
whenever it walks through a river
or lake. In areas with little
rainfall, the city-mech
must routinely
visit nearby lakes,
which often
creates con-
ficts with the
fshermen and
hunters whose
territories are
disturbed by the
thousand-foot-tall
creature sucking up
their water supply.
The water is fed to the mech
from the reservoir through a series of
gravity-powered vertical pipes. At least
one pipe goes through each level. On the
poorer (lower) levels, this pipe empties
into a communal bath in the center of the
level, which is shared by all. On the richer
(upper) levels, the city-mech has primi-
tive plumbing built in; secondary pipes
distribute the water to several smaller
basins throughout the level, each of which
is shared by two or more families.
Water distribution is a constant source
of strife. Because a handful of vertical pipes
channel the reservoir to the entire mech,
upper levels can blackmail lower lev-
els by cutting of their water supply.
In fact, this is one of the state-sanc-
tioned crimes of the thieves guild,
which often charges water rents
to the poor lower levels. But the
poor can retaliate by punching holes
in the pipes that lead up from the grates
in the feet, then siphoning of water when-
ever the mech walks through a river. Patrol-
ling and preventing this sort of a problem are
constant necessities.
Food: No city-mech produces all the
food it needs. Food and metal are their
two greatest imports. But city-mechs do
devote substantial resources to feeding
themselves. Many of the wealthier families
have small fungus farms. Entire levels are
devoted to raising livestock; during the
day, the walls of these levels slide aside to
provide sunlight, with barred pens keep-
ing the animals from falling out. Other
levels use the same method to
grow crops, especially grains;
city-mechs have never had
much luck with fruits or
vegetables.
Despite these eforts,
city-mechs invariably
require far more food
than they produce. Mech
feets are encouraged to
hunt when they can and
bring home anything edible
from their kills. Other than
that, the shortfall is supplied by
taxation of the surface-dwellers whom
the city-mech protects.
Class Diferences: Severe class stratif-
cation exists on most city-mechs, especially
now that the military threat is subsiding in
favor of civilian populations. The poor
have cramped quarters on the lower levels,
while the rich have spacious areas up high.
The poor do the work that keeps the city-
mech running shoveling coal, repairing
engines, fabricating parts, tending live-
stock while the rich do nothing. On
some city-mechs, the poor literally built
the mech (as was the case with Ned-
derpik, whose citizens were
all builders), and now
nonbuilder aristocrats
are buying their way on
board.
In no case has this
reached the point of
violence, but resentment is
building. The idealism of the
city-mech pioneers fades as
they watch the fruits of their hard work be once
more transformed into a feudalistic system.
Getting Around: Each foor has at least
three staircases leading to lower levels, plus
whatever passages have been built inside of
private houses. Some of the lesser-used areas
have only portholes and rope ladders; other
important levels have grand staircases and
ofcial entryways.
Steam-powered elevators of sorts exist;
these loud, grinding rooms frighten the
daylights out of almost everyone who has
used one. You walk into a small windowless
steel box, the door shuts, a racket louder
than anything youve ever heard occurs, you
feel like youre moving, then the door opens
to a diferent room its an experience that
seems magical to the typical medieval peas-
ant. Usually one steam-powered elevator is
in the center of the mech and several more
are around the edges, all connected to the
vital areas. Visiting traders use the eleva-
tors routinely to bypass the gear forests on
their way to the market (freight elevators
specifcally for this purpose even exist), but
locals almost never use them. All elevators
are locked, and only the military and mech
ofcials have keys.
Districts: As with any city, a city-mech
has diferent districts. Some levels are
devoted to housing, others to work. Gener-
ally each group of three to fve foors is one
neighborhood, with the neighborhoods
divided by nonhousing levels. Common dis-
tricts include these:
Housing: At least half of the mechs area is
devoted to housing. The upper levels are
spacious and well appointed, while the
lower levels are cramped. Every housing
level has a few main roads or alleys con-
necting the staircases. Very little of the
foor space is public. The public corridors
are lined with endless doors, some of
which lead to individual dwellings while
others enter lobbies connecting several
dwellings. Every door has a lock, only a
few windows exist, and at least a quarter of
all dwellings are not directly connected to
a public space meaning it is quite easy
to do secretive things and be noticed only
by your immediate neighbors, if at all.
Market: Usually one large market is in the
city-mechs torso. This area occupies a full
level, sometimes two, and is the ofcial
trading area for the mech. All state-sanc-
tioned sales take place here, including
transactions for imported metal and food.
(The storage of the food and metal may
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take place on other levels, but the ofcial


buildings and records are here.) The usual
assortment of merchants and craftsmen
peddle their wares from rows of stalls. In
most cases these are rented, not owned;
rental fees go to the city-mechs cofers.
Unusual goods available for sale in a
city-mech include an impressive array of
steam-powered gear (such as steam guns,
fame nozzles, steambreathers, and so
on), smithed goods of the highest quality
(including plenty of masterwork items,
since the best blacksmiths invariably are
accepted to live on a city-mech), and the
most exotic spices, fabrics, and house-
hold goods from anywhere within 1,000
miles of the city-mech (since they are
the center of wide-ranging, highly mobile
networks of mech traders).
At least one ffth of the market is
dedicated to rotating stalls, where visit-
ing mech traders can display their wares.
These stalls have new sets of goods almost
every week, which are always a focus of
attention since they are invariably exotic
or highly valuable. Of course, most of
the mech traders bring loads which they
would prefer to sell in bulk, but they are
happy to display small samples of the lat-
est drow spidersilk or elven darkwood,
since the delighted responses of everyday
folks show the bulk buyers how popular
the items will be.
Livestock: As described above.
Military: Many areas are under military
control. Any area with a weapon is locked
and often has a military guard. The hands
and feet are almost always 100% military,
though the arms and legs
have plenty of civilians,
especially close to
the torso.
Control Room: Sev-
eral levels of mili-
tary facilities exist,
at the head of which
is the control room.
This is the nerve center of
the entire mech, and it is of-limits
to almost everyone.
Foundries: Quite a few levels are devoted to
blacksmithing, metal refning, parts fabri-
cation, and new mech construction. The
foundries are always close to the gear for-
ests. This puts the repairs area right next
to the location where repairs are most
needed, and also reduces the distance
imported metal must be hauled. One
section of the foundries is a construction
zone where the foors have been removed
for several levels. This space has a ceiling
clearance of nearly 50 feet and is used for
assembling parts of new mechs. A massive
freight elevator carries the parts down to
the hangar, where they are assembled.
Hangars: The hangars are the
mechs feet and shins. Huge vaulted
spaces hold smaller mechs snugly in
space as the city-mech walks. These
hangars are secure, locked, and well
guarded. They usually hold only mili-
tary mechs.
Docking bays: Around each ankle of the
mech is a wide, fat platform, like a plate
or saucer built around the leg. This plat-
TABLE 6-1: UNUSUAL FEATURES ON A CITY-MECH
Roll (d20) Feature
1 Very low ceilings (such as a level designed for halfings or gnomes).
2 High ceilings (the trader level, designed for visiting humans or elves).
3 A staircase sealed of with very old bricks and mortar.
4 An area conspicuously walled of.
5 A previously undiscovered hull breach.
6 A gang of rufans, protected by the thieves guild, is extorting tolls from anyone who wants to travel up the most convenient staircase.
7 All residents of this level seem to be involved in some sort of cult.
8 A nasty slum, worse than any other level on the city-mech.
9 Part of the foor has been collapsed to make room for taller residents below.
10 A monster has breached the hull and settled on the level, using charm person or other similar abilities to ensure that no one complains about its presence.
11 The level has a radically diferent culture than the one above/below it.
12 A dividing wall separates the level into two sides, each with its own identity and culture. The wall extends several levels deep, creating two towns that are rivals
(or even enemies) and never meet.
13 Rotting infrastructure: weak walls and leaky plumbing. A child fell through the foor last month, but they wont come fx it.
14 Rubbish heaps on the foor.
15 The rubbish comes from open portals in the ceiling, which lead to the wealthier upper levels, whose residents simply dump their garbage on those below.
16 All stairways leading to lower levels have been sealed, and the residents claim its always been that way but evidence suggests otherwise.
17 The door to one particular dwelling simply cant be located, no matter how you navigate the winding passages.
18 Strange noises come from that (or another) dwelling at night.
19 The staircases to one level seem particularly long. Upon investigation, it seems that they were carefully walled of to bypass one level.
The mysterious forgotten level hasnt been accessed for years.
20 Stowaways are protected by a sympathetic mage (via illusion spells and the like).
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form is divided into trapezoidal sections


so it can be folded onto the leg when
necessary. Most of the time, however, it
is open, where it plays host to visiting
mechs. They are mostly traders or military
mechs from other city-mechs.
As the city-mech strides along, the plat-
form rocks and rolls like the deck of a sail-
ing ship. Most of the mech is fairly stable
when in motion, but not the feet! This
takes some getting used to. Mechs are
heavy enough to remain in place despite
the rocking, but they are still chained in
place as a precaution; if the city-mech
enters combat, the sudden motion can
send things toppling.
The process of boarding a city-mech
can be harrowing. Every mech, whether
docked in the hangars or the docking bays,
must time its steps to the motion of the
city-mech. The lowest edge of the docking
bay dips to within ten feet of the ground
(bumping into it on uneven terrain). The
boarding mech must run alongside, end
up in just the right spot, and step onto the
trailing section of the docking bay for the
ten seconds it is reachable. The boarding
mech then rises with the docking bay on
the city-mechs next step. A wrong step
in boarding can mean being kicked aside,
knocked over, or even crushed by the city-
mech. Its rare, but it does happen. (See
page 88 for detailed boarding rules.)
In times of danger, the docking bay is a
vulnerable place. Its wide open and easy to
board. In such times the owners of all visit-
ing mechs are required to man their mechs
as they rest on the docking bay, using their
weapons to defend the city-mech.
Gear Forests: And last are the gear for-
ests, as described above.
Blocked Areas: Its easy to block
of part of a city-mech. On the
residential levels, walling of a
single hallway can seal in dozens
of homes. Protracted disputes
have resulted in just such things
occurring. One level on Nedderpik
had the misfortune of coincidentally
housing both sides of a generations-
old family feud. One side built a wall right
down the middle of the level, with no access
to the opposite area, then literally hacked a
hole in the foor and ceiling to give access
to the adjacent levels. It has been that way
ever since. Walled-of areas are few and far
between, but they present opportunities
for adventure. In the hot, desolate foundries
right above the gear forests could be a wall
that has been there as long as anyone can
remember. Why? Whats behind it? Within
the gear forests themselves, areas could be
walled of by stowaways. Maybe a stall in the
market always seems closed .
Hull Breaches: Hull breaches are gener-
ally repaired as quickly as possible. No one
gains from having a hole in the side of the
mech; it makes everyone vulnerable.
That said, breaches cant always be fxed
promptly. On a city-mech with 3,500 people,
the authorities might have something better
to attend to. By the time they get around to
the breach, it has been forgotten or taken
care of by the locals. One level on Durgan-
lok has been breached for decades, but since
the locals bricked of the immediate area, no
one has ever bothered to fx it properly. In
efect, a cave is now on the side of the city-
mech: The original hole in the side (caused
by several faulty iron panels, which just fell
of) and the roughly sixty square feet of
space behind it have no access to the rest
of the level. If a fying or climbing creature
could reach the breach, could it now be liv-
ing in the de facto cave? No one knows .
Unusual Features: Table 6-1 presents a
number of unusual features that can be used
to personalize a city-mech level. You can roll
1d20 or pick.

INTEGRATING MECHS
INTO EXISTING
CAMPAIGNS
F
antasy mechs can be integrated into any
campaign setting. You dont need to run
your game in Highpoint to use them. Explain-
ing their appearance within an existing setting
may be a bit tricky, but its no trickier than
explaining the appearance of the tarrasque;
after all, these are fantasy games, and its
perfectly permissible to allow for the sudden
appearance of heretofore untold marvels.
For the sake of internal consistency,
however, you should introduce mechs in
a planned way. They are so powerful that
they can swing balances of power wildly and
quickly. Just as the horse was the most pow-
erful armored assault vehicle for thousands
of years of human history (and, in many fan-
tasy campaigns, still is), mechs can assume
the same mantle: an unstoppable military
machine. If one kingdom deploys mechs in a
war of conquest, its neighbors had better get
their own mechs fast.
The most entertaining way to bring mechs
into an existing campaign is to treat them
as lost artifacts of a bygone age. Imagine:
Thousands of years ago, mechs existed.
Their use dwindled for a variety of reasons:
wars with magical outsiders; replacement
by easier-to-maintain golems and magical
constructs; a shift in magical energies or
interests that reduced the number of magic
users available to maintain them. Over time,
the empty mechs rusted into aged hulks,
bipedal testaments to a lost era. Most
eventually collapsed. But three survived.
One was sealed, repainted, and installed as
a monumental statue in the capital city. Now
no one remembers that its interior contains
an engine. A second was stored below the
sea in an underground air pocket, where it
has been kept dry and clean by a monk order
called the Brotherhood of Gears. They await
their avatar to bring the mech to life. The
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fnal mech was buried in a titanic battle with


earth elementals. That strange humanoid-
shaped mountain in the distance is actually
a buried mech, ready to come to life if it can
be entered and cleared of the monsters that
now occupy it.
Alternatively, mechs
may have existed all
along as part of the
worlds mythol-
ogy and now the
characters discover
theyre real. Or per-
haps the mechs are still
active but few in number.
They wander the world and peri-
odically come into contact with known civi-
lizations. What if the mechs were primordial
creations, constructed thousands of years ago,
that have been built upon since? They may have
massive unexplored dungeons in their lower
levels; the areas where people once lived are
now derelict and occupied by monsters.
Once mechs do make an appearance, the
world will change. First, the powers that be
will seek to control this new marvel. Kings
will fear the mechs ability to destroy their
armies. They will try to steal it, control it, or
copy it as fast as possible. Second, threats to
civilized society will be reduced by an order
of magnitude. Rampaging dragons? No big
deal; bring in the mechs. Dwarven mechs
in particular will have the greatest reper-
cussions, because they can be built with no
magical requirements; any king with
deep pockets, intelligent sages,
and a few hired dwarves or
gnomes can construct one.
Third, the changed nature
of warfare may encour-
aged changes in daily life.
Traditionally, peasants
congregate around cas-
tles because they provide
safety. Now they may con-
gregate around mechs but because mechs
are huge, and they can move, some peasants
may live on the mechs, growing crops in ter-
races carved out of its hull.
If these changes are too much for you,
introduce mechs more sparingly. Incorpo-
rate natural limitations on their role in the
world. For example, constructing a mech
requires an enormous amount of metal.
Even if an ancient mech is discovered
and restarted, neighboring kings may
be unable to build their own for lack
of sufcient metal deposits. Of course,
they could still build some of the old-
fashioned stone mechs, but those arent
quite as powerful. Alternatively, a
powerful religious order could
decry the mechs as an afront
to the gods. Who are we,
they say, to build metal
mockeries of the gods?
Suddenly the entire mech
movement is squashed at
its beginnings.
Introducing mechs into
your world can constitute
an enormous story arc cov-
ering many, many adventures.
Characters at low levels may hear
rumors or legends concerning the ancient
walking mechanical men. At the middle
levels they could discover evidence of
such constructions, via ancient tomes or
miniature working models. At the
higher levels they could
learn that such things
really did exist,
then embark on
a great quest to
find one of the
three remaining
mechs.
An alterna-
tive to introduc-
ing the mechs
of the ancients is to let mechs evolve
naturally. Thats the approach weve taken
with Highpoint. A series of events defined
circumstances favorable to mechs. Instead
of lunar rain and massive dragons, your
world could include another series of
events. Invaders are a good prescription
for the protection afforded by mechs. The
mechs may even have existed for hundreds
of years as expensive curiosities; only now
are the prototypes altered for practical
use. The invaders must be something out
of the ordinary, however; orc hordes arent
enough to send society into mechs (unless
theyre truly orc hordes like
nothing the world has
ever seen before).
Outsiders from
another plane,
demons or
devils, drag-
ons, even a
plague that
has sent the
giants into a
frenzied, rabid
state of mind
the enemy should
be insurmountable with-
out the aid of mechs.
Once mechs are in your world, give them
time to settle. It might take many years of
game time for stories of the mechs to be
accepted as real in all parts of the world. In
areas under mech control, people associated
with mechs will have instant social status.
First-level mech jockeys may be aforded
more prestige than 10th-level fghters. The
displacement of cavalry and traditional
modes of warfare will undoubtedly cause
rivalries and resentment, as will any changes
forced upon commoners. Peasants who go
from tilling their felds to shoveling coal into
a mechs furnace might not be too happy!
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plate 8 The city-mech serves as an excellent


starting point for any DragonMech campaign.
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I
n the early days the Guild maintained
a crisis-situation mentality where only
essential personnel were allowed on board
Nedderpik. Now that the Stenian Confed-
eracy has largely secured its territory, Ned-
derpik is far more open to traders, refugees,
and wanderers making it a perfect starting
or stopping point for adventurers.

STATS
Nedderpik
Size: City-mech E
Power Source: Steam
Payload Units: 8,224
Height: 1,200 ft.
Space/Reach: 600 ft. by 600 ft./600 ft.
Crew: 2,056
Firing Ports: 987
Hit Dice: 718
Hit Points: 3,949
Critical Thresholds: Green; Yellow 1,975;
Orange 987; Red 395
Base Initiative: 5
Speed: 180 ft.
Maneuverability: Clumsy
AC: 2
Hardness: 28 (Iron, City-mech E)
Base melee attack: +20
Base ranged attack: 5
Unarmed Damage: 11d6 +28
Trample: Largest City-mech B;
safe Colossal V; damage 13d6
Saves: Fort 2, Ref 8, Will
Abilities: Str 66, Dex 0, Con ,
Int , Wis , Cha
Mechcraft DC: 80
Base Planning Time: 160 days
Base Cost: 1,424,589 gp
Total Cost: 1,497,818 gp
(does not include weapons)
Labor Requirements: 1,966,080 man-hours
Construction Time: 125 days
(1,970 avg. laborers plus 197 overseers)

COMBAT TACTICS
N
edderpik is extraordinarily difcult to
attack. It has an arsenal of weaponry, a
powerful feet of smaller defense mechs, and
the beneft of sheer size. Given the rarity of
direct assaults on city-mechs to begin with,
most of its defenses are aimed at ground
raiders, boarding actions, and hit-and-run
assaults, rather than head-to-head combats
with mechs of equal size.
Nedderpiks mech feet emphasizes rela-
tively small mechs most of the force is size
Gargantuan. These are constantly patrolling
the ground near the city-mechs feet. They are
small enough to detect and pursue humanoids,
whether singly or in small raiding parties.
The city-mechs legs are heavily defended
against ground raiders. Each leg has a total
of 10 cupola-mounted steamguns only a few
dozen feet of the ground. These are always
manned. With their overlapping felds of fre,
the mech can hit any individual target long
before it manages to sneak up on the mech.
If the steamguns fail, or if the mech is
overwhelmed by a large force, each leg has a
steambreather as back-up. With their cone-
shaped area efect and 360-degree track
mounting, the steambreathers can engage
huge crowds of humanoid targets with a single
shot. The left arm wields a Gargantuan fame
nozzle that can also be used against ground
raiders. As a last resort, the mech can bring
its 987 fring ports to bear, although most of
these are on the torso and are too far from the
ground to be efective against land forces.
Against enemy mechs or large targets (such
as giants or dragons), the city-mech has an
impressive array of steam cannons. A total
of six are mounted near ground level on the
legs. Nine more are mounted on the torso and
head. An array of javelin racks is mounted in
the torso to deal with fying attackers.
Nedderpik has only a few defenses against
attacks from large mechs. The frst is its
mech feet. The second is the enormous
steam cannon mounted in its head. This has
a limited fre arc but is utterly devastating
against anything foolish enough to enter its
range. Finally, there are the arms. Each one
has a bore puncher, and the right arm also has
a lobsterclaw. If attacked by another large
mech, Nedderpik uses its bore punchers to
install assault squads that attempt to fght
their way to the other mechs control room
and kill its pilots. Once theyre installed, it
attacks with the lobsterclaw.
The main weakness of Nedderpik and
most other city-mechs is its ponderous
movement and lack of maneuverability. It is
CITY-MECH NEDDERPIK
N
edderpik is a large city-mech under the control of the
Gearwrights Guild. It was the second city-mech ever
built. Even though mech technology was new to the dwarves
when Nedderpik was constructed, the mech was designed
using the same principles Parilus applied to Durgan-lok,
and the construction was supervised by the three junior
gearwrights he left behind. This was the only city-mech
whose construction they supervised. As a result, Nedderpik
is actually far more advanced than many other city-
mechs built at later dates, which were led by the coglayer
apprentices of the gearwrights who built Nedderpik.
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TABLE 7-2: MECH FLEET


Mech Model Size PU Quantity Total PU
Scorpion Colossal II 64 1 64
Lancer Gargantuan 16 2 32
Juggernaut Gargantuan 16 4 64
Total 160
vulnerable to attacks from the rear, especially
feet-footed mechs that can move behind it
and launch bore punchers or other raiding
apparatus. Nedderpik addresses this with a
combination of a rear-mounted chain tentacle
and a buzzsaw. Rear attackers are speared and
drawn into the buzzsaw, where they are shred-
ded. If that doesnt work, the city-mech also
has two steam cannons, just in case.
In fact, given this impressive array of
weaponry, the mechs main worry isnt out-
right attack. Its stalkers and other infltra-
tors, who gain access legitimately through
disguise or subterfuge, or use hiding tech-
niques or magic to get on board. To this end,
the Gearwrights Guild maintains strong ties
with a sophisticated thieves guild that is
frmly entrenched in Nedderpiks politics.
Under the table, the thieves guild acts as
an unofcial arm of the Gearwrights. In
exchange for the authorities looking the
other way on a number of minor extortion
rackets, the guild patrols the mechs lower
areas, with a special focus on detecting those
who can get past the mechs conventional
defenses. Its all under the table, of course,
and the Gearwrights Guild would prefer
more honorable methods but these days,
you do what you gotta do.

APPEARANCE
O
utside: Nedderpik is as tall as a 120-
story building. It has a bulky humanoid
shape with dwarven proportions very wide
and very stocky. It is covered with chimneys
and smokestacks, which alternately release
scalding hot steam from the steam engines and
choking black smoke from the coal fres that
keep the engines running. The hull is armored
in thick plates of cast iron, reinforced with
limited quantities of mithral at entry points
and critical areas such as the control room.
Nedderpiks feet and shins are mech
hangars. Its knees and lower thighs are the
gear forest that runs most of its functions.
Human habitation begins above the thighs.
Transportation between the torso and mech
hangars occurs via steam-powered cargo eleva-
tors. Each leg has four such elevators. They
arent used that often, however. Except when
stopped at a settlement, the only people mak-
ing the trip up or down are military personnel.
The hangars are augmented by open-air
docking stations around the mechs feet. These
wide, fat platforms look like saucers from a
distance. Stenian mechs are anchored to the
docking stations when they arent on patrol.
Each platform is independently hinged and can
be raised or lowered as the need arises.
Interior: Nedderpik was built by dwarves
for dwarves. The ceilings are fve feet tall,
though some areas have been retroftted to
make foreign visitors more comfortable.
Dwarves have darkvision, so the Guild
never thought to install lighting within the
mech. In many places it is utterly dark. The
infux of gnome laborers, as well as human
and elven traders, necessitated some sort
of lighting. The restricted military levels
are still completely dark, but other areas
now have limited lighting. Businesses usu-
ally put torches of some sort in front of
their storefronts. Public areas are lit by gas
streetlights or torch sconces. Individuals
without darkvision carry torches or lanterns
on them, just in case, as many parts of the
mech are still dark.
Air is recycled via gigantic metal fans
that run constantly around the mechs
exterior. Their rhythmic droning provides
a never-ending backdrop to the roar of
the engine rooms. Despite the builders
attempts to maintain good air circulation,
the air is always muggy and hot. The center
areas where most people live have
virtually no circulation. Coupled with the
fact that the engines generate a lot of heat,
and a lot of warm bodies are living in close
proximity, the whole affair can become
pretty uncomfortable. Of course, dwarves
are used to such conditions from life in
their underdeep strongholds, but other
races arent.
Mannerisms: Tight quarters and a mili-
tary regime combine to make Nedderpik a
haven for lawful characters. Natives display
a striking tendency toward order. They form
lines naturally and wait patiently. Market
crowds unconsciously form lanes, moving
along in an orderly fashion. Badges of rank,
authority, or merit are proudly displayed
and willfully acknowledged.

GETTING ON BOARD
E
ssential Personnel: Getting on board
a mech isnt as hard as it used to be,
but its still not easy. Longtime mech resi-
dents have metal medallions stamped with
their names. This is a legal record of their
TABLE 7-1: NEDDERPIK PAYLOAD USAGE
PU Use
6,936 Workspace, living quarters, and common spaces for 3,468 Medium-size civilians and crew
736 Luxurious living quarters for 210 aristocrats, Gearwrights Guild ofcials, and senior military personnel
64 Foundry for building mechs of Colossal II size or smaller
160 Hangar space for mech feet
328 On-board weaponry
8,224 (Total)
Plus 160 more PU of open-air mech storage on each legs docking station.
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residence on the mech. The names on the


medallions are matched against a master list
maintained by the mechs administrators, so
someone who has his medallion stolen can
get a new one but the thief still might
be able to use a stolen medallion to get
on board an otherwise secure mech before
the theft is detected. To that end, mech
residents protect their medallions carefully.
While on board the mech they keep them
safely secured, and they guard them reli-
giously while ofboard.
Convincing the mech administration to let
a nonresident on board is not easy. Nedderpik
divides petitioners for space into two cat-
egories: essential and nonessential. Essential
applicants have skills that are useful to the
mech. After passing a brief interview (and the
discreet casting of detect evil), theyre admit-
ted on the spot. Essential skills vary depend-
ing on the mechs current population, but
usually include coglayers and mech jockeys,
fghter types who are willing to serve at least
part-time in the mechs military (including
fghters, warriors, rangers, paladins, and
barbarians), clerics and adepts who will pro-
vide medical care, and experts with skill in
blacksmithing and engineering. Wizards and
sorcerers are occasionally needed, but theyre
not in as high demand as the other classes.
Nonessential personnel includes every-
one else. Those who petition for permanent
residence are treated diferently from those
who petition for temporary admittance. The
permanent residents are evaluated based on
how much theyll contribute to the mech
versus how much theyll take from it. Having
any sort of skill or craft goes a long way to
recommending someone. Unskilled labor is
a dime a dozen and rarely makes it on board.
Temporary admittance is generally granted
to traders, especially those with legitimate
business, political, or religious concerns,
provided the mech administrators dont con-
sider them stowaway risks. Most adventurers
can board a mech temporarily on grounds of
trade or hands-for-hire, provided theyre not
muddy and bloody when they try to get on
board. Temporary admittance is for periods
ranging from one day (for local traders) to up
to six months (for paying passengers travel-
ing safely on the mech). Extensions are avail-
able, though its a bureaucratic process.
As one might surmise, immigration
administration is a big aspect of managing
the mech. Housing on a mech is at a high
premium, and at every stop, Nedderpik is
besieged by peasants looking for safety. Of
course, despite the well defned application
process, mistakes and loopholes occur. A
fat purse flled with gold will get anyone on
board, though the price has been rising it
takes 5,000 gp to get a medallion these days,
and thats just on the lower levels. Aristocrats
have been known to pay ten times that much
for higher-level housing. Nepotism and
connections to the Guild also help certain
applicants. More than one idle malingerer
has gotten a room on the mech because his
uncle is a prominent Gearwright.
Housing: Housing on a mech is in short
supply. Families of four live in 10x10 rooms.
Individuals rarely have more than half that
amount of space.
The very upper and very lower levels of
Nedderpik are considered Guild property.
Residents on the upper levels pay rent to the
Guild; they do not own their living quarters.
The lower level slums dont pay any sort of
rent, but their space is completely unofcial
(in other words, space is allocated by the
laws of the jungle) and subject to reclama-
tion by the Guild if it needs to expand the
engine rooms.
In the rest of the mech, individuals can
own land just as modern condominium
residents own space in a larger building.
Space is bought, sold, traded, and leased
for a variety of purposes. The mechs strict
immigration policies enforce an indirect ver-
sion of rent control, in that the demand for
property never exceeds the supply by a great
margin. Even so, vacant properties are still
snapped up quickly, and you can be assured
of selling for more than you bought.
The Guild is well aware of the danger of
large property owners buying blocks of space
and controlling who lives on the mech. The
Guild has a number of policies in place to
prevent this, including limitations on how
TABLE 7-3: ON-BOARD WEAPONS
Location Arc of Fire Weaponry PU
Head 45 forward Colossal III steam cannon 64
2x Gargantuan steam cannons 16
Left arm 180 forward Gargantuan bore puncher 8
Gargantuan fame nozzle 8
Right arm 180 forward Gargantuan bore puncher 8
Colossal lobsterclaw 16
Torso 45 forward 4x Huge javelin racks 16
4x Huge steam cannons 16
45 backward Gargantuan chain tentacle 8
2x Gargantuan steam cannons 16
Colossal buzzsaw 16
Left leg 180/360* Colossal steambreather 16
2x Colossal steam cannons 32
10x cupola-mounted personal steamguns 20
Right leg 180/360* Colossal steambreather 16
4x Gargantuan steam cannons 32
10x cupola-mounted personal steamguns 20
*Single weapons have a 180-degree arc of fre facing one direction. They are arranged such that every arc of fre is covered,
however. Unless attackers are coming from every direction and it really matters what shoots at what, assume at least half of
the leg-mounted weapons can hit any given target. The steambreathers are an exception; they are mounted on a moveable track
near ground level so that they can repel boarders from any direction. The steambreather has a 180-degree arc of fre in whatever
direction it faces. It can shift facing by up to 45 degrees per round.
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much space an individual can own. The Guild


also has right of frst refusal to purchase any
available space on the mech. It has been
known to intervene and purchase high-
demand properties for below-market prices
to make sure they are available to newly
settling essential personnel. In the cases of
highly essential residents, the Guild buys
space then provides it free of charge, giving
the occupants a one-year period before they
have to either buy it, start paying rent, or
move out. The Guild also maintains blocks of
property that it gives free to certain essential
professionals (such as coglayers).
Characters are unlikely to own land
unless they or a relative is essential person-
nel. As a rule of thumb, its a good idea to
declare that the characters live in property
owned and provided by the Guild. A char-
acter whose parents were engineers, or who
has several ranks in Profession (engineer),
may live in a Guild-owned apartment.
Sea Legs: A mech is constantly in motion.
Someone standing on one of Nedderpiks
hundred-plus levels will feel the foor ris-
ing and falling in a never-ending rhythm as
the mech walks across the landscape. When
the mech speeds up, the sensation becomes
stronger; when it stops, the rhythm does, too.
Longtime residents dont even notice
this anymore, but newcomers to a city-mech
have to get their sea legs before they can
move comfortably. They are constantly
thrown of-balance by the mechs rhythmic
rocking. Characters who havent been on
a city-mech before must spend their frst
month on board with a 1 penalty to Dex-
terity. If they attempt to move faster than a
walk, they must make a Refex save (DC 14)
each time or fall over. After a month, they
get their sea legs and can move normally
on the mech. Note that this is diferent
than the usual mechsickness experienced
when boarding a smaller mech; it is more of
an annoyance than a source of nausea.
Finding Home: One of the interesting
aspects of life aboard a mech is that your
home moves about. Leave for a quick dun-
geon crawl and your citys gone when you
come back!
As with all Stenian city-mechs, Nedderpik
patrols a fxed territory. It generally follows
the same loop month after month, so it
will eventually pass close to any place it has
been before. Most of the time, it moves at
a leisurely pace, stopping several times a
day to let on visitors. This lets fast-moving
mechs catch up with it, or, at the very least,
cut a straight line across its circular path and
meet it at the next pass. Of course, it helps
that Nedderpik is the size of a skyscraper:
In level terrain (or from the top of any tree-
sized mech) you can see where it is at a pretty
great distance.
Even though you know the mechs coming
back, you still might have to wait a while.
It can take a good month for Nedderpik to
make the rounds, so to speak. A crisis situ-
ation may require it to stay in one place for
a while, necessitating waiting, waiting, and
more waiting. Adventurers should always
be prepared to spend a while on the surface,
or split their time between Nedderpik and
a more predictable home (such as Edge or
another city). Alternatively, they could just
have fast transportation capable of catching
up with their home.

GOVERNMENT
AND MAJOR FACTIONS
N
edderpik is ruled by a complicated
system that has yet to fnd a balance.
Three factions exist: the mech commander,
known as the Admiral Navigator; a three-
man (er, dwarf) council called the Council
of Navigators; and the Gearwrights Guild.
The Council of Navigators is responsible for
general mech policy and law, and for deter-
mining the mechs course. The mech com-
mander is responsible for day-to-day execu-
tion and for all aspects of mech piloting. The
Gearwrights Guild has little involvement in
government other than through maintain-
ing the mech and constantly upgrading its
systems, but it ofcially owns the mech and
often interferes in all manner of afairs.
The three factions are in a constant state of
fux. Although politics never get nasty, they
do become confusing and bureaucratic, and
important decisions are delayed or diluted
for political reasons. Because the mech was
built outside the traditional dwarven clan
structure, it has embarked into uncharted
political territory and no frm sense of author-
ity has been established by any faction. So far
no single strong leader who can unite the dis-
parate forces has emerged, though many crew
members hope one shall someday arise.
The current Admiral Navigator is Steel
Dworgen (dwarf male Mcj 17), better known
as The Steel Admiral, a nickname he
picked up in the mech feets for his stead-
fast piloting. A veritable legion of subor-
dinate mech jockeys reports to him, each
controlling one minor aspect of the mechs
piloting. In extreme cases, Steel takes
the controls himself, but usually another
dwarf does the piloting.
The current Council of Navigators consists
of one elder clansman, one senior gearwright,
and one high-ranking military general. Cur-
rently the three ofcials are Lord Thulin
(dwarf male Ftr 6/Ari 8), Gearwright Trigius
(dwarf male Cog 9/Grt 9), and General Gunnar
(dwarf male Ftr 19). Each is appointed to an
indefnite term by his respective faction.
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SOCIETY
T
he vertical nature of a city-mech imbues
it with a strict hierarchy, whether the
designers intended it or not. The most
prominent citizens live on the upper levels,
with prominence declining as the levels do.
The hierarchy on Nedderpik is as follows.
The upper reaches are at the head; the lower
levels are at the thighs or lower. This does
not include the hangars in the shins, which
are a special case; most troops assigned
there have permanent quarters with other
military personnel.
Council of Navigators, Admiral
Navigator, and Gearwrights Guild
Mech jockeys and clan aristocrats
Engineers, technicians, coglayers;
mech crew; clergy
General military personnel, including
most fghter types
Wizards and most merchants
Craftsmen
Farmers
Laborers

ECONOMY
A
s far as interaction with surrounding
areas goes, Nedderpik has an unusual
economy. It is essentially a huge military
base supported by the land around it. As
such, its main imports are raw metal, food-
stufs, wood, and coal. Its main exports are
services: military protection and shelter,
though it also produces a large number of
fnished metal goods.
The domestic economy is more tradi-
tional. Laborers refne metal, grow food,
shovel coal and wood, and keep the engines
running. Craftsmen fabricate parts, maintain
the mech, design and build new mechs and
other constructs, and keep weapons produc-
tion up. The military crews the mech and its
feet, protecting nearby areas in the process.
Finally, the secondary labor pool tends to the
needs of the mech crew itself, including tai-
lors, carpenters, and other craftsmen.
The mech is a huge population base, and
a thriving trade exists between its residents
and traders who visit for short periods. But
docking a mech on Nedderpiks docking
bays isnt free. The price depends on the
mechs size:
Size Daily Docking Fee
Huge 10 gp
Gargantuan 20 gp
Colossal 35 gp
Colossal II 50 gp
N
edderpik has three main markets
at varying levels, and the goods are
pricier and rarer as you advance higher.
Numerous local mini markets where basic
foodstufs and supplies are sold are also
placed every two or three levels. Otherwise,
the mechs layout is typical for a city-mech,
as described on page 218.

MILITARY
T
he highest military rank on Nedderpik
is the Admiral Navigator, who is always
drawn from the militarys mech jockeys. He
technically outranks the generals, though
he always defers to them in matters of strat-
egy, just as they defer to him in matters of
mech commanding.
Nedderpiks military mirrors the three
divisions of the Stenian Confederacy, which
are the Footman Guard (ground troops),
Mechanized Assault (the mech feets), and
Mechanized Defense (the city-mechs, espe-
cially their weapons use).
The Footman Guard maintains order
on the mech, acting as police with a sepa-
rate judges division. No civilian police
or judges exist. They also handle ground
warfare as needed, as well as repelling
boarders. They are in charge of handing
out citizenship medallions and managing
immigration issues.
Mechanized Assault patrols the areas
around the mech, attacks relevant threats,
escorts cargo vessels, and transports foot-
men as needed.
Mechanized Defense controls the mechs
guns and subpiloting according to the Admi-
ral Navigators commands. It controls the
hangar bays and the open-air docking sta-
tions, and determines which mechs can dock
and for how long.

ORGANIZATIONS
T
he Gearwrights Guild has a very strong
presence on Nedderpik, as does the
College of Constructors, which maintains
a construct lab there. Usually two or three
DragonMech pilots are on board, though
they tend to come and go. The thieves guild is
unusually powerful, due to its under-the-table
arrangement with the Gearwrights Guild for
maintaining order in the mechs lower levels.
In addition to these, a number of organi-
zations on board are unique to Nedderpik:
Ball & Bolt: This military club is devoted
to combat with ranged weapons, especially
from moving mechs. Members are hard-core
military ofcers, mostly mech jockeys and
fghters with mech weapon profciencies,
who practice whenever they can. If a mech
patrol has a spare gunner seat, you can be
sure that someone from Ball & Bolt has
talked his way onto it.
Jousting Crows: An informal mech jock-
ey association. Primarily a social club; no
actual jousting takes place. Theyre named
after the Jousting Crow tavern, a pub on
Nedderpiks upper levels. All mech jockeys
are free to join, regardless of military aflia-
tion or citizenship.
Cannoneers: A group of mathematically
inclined artillery crew (mostly mech jockeys
and fghters with siege weapon profcien-
cies) who train incessantly with their steam
cannons. Devoted to both physical train-
ing and the mathematics of artillery fre,
the group has uncovered several hitherto
unknown rules of geometry and is on the
way to developing what we know as modern
trigonometry. Initially regarded as esoteric
and useless, the association is rapidly gain-
ing respect among the gearwrights, who
are starting to see practical applications for
their discoveries. Anyone can join, but mem-
bers with Int lower than 17 will have a hard
time following the conversation.
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DragonMech was born on a sunny sum-


mer day in Atlanta, Georgia. I was reading
a gaming magazine and happened upon an
ad for a sci-f mech game. I started think-
ing about how mechs dont really ft into a
sword-and-sorcery setting... then wondered
if there was a way to make them ft. Over the
next year and a half, this thought developed
into DragonMech.
The frst playtest was in January 2003.
The adventuring party consisted of standard
fantasy characters (the new classes werent
fully developed yet), and the setting was a
city-mech. Like all great frst-level adven-
tures, this one started with, Theres a
problem, and youll be paid well to fx it.
The problem was a clogged water pipe some-
where deep in the city-mech, but it wasnt
the city-mech government that was hiring
the characters. Instead, it was the thieves
guild, which had a good protection racket
going by siphoning water of the city-mechs
pipes and selling it to those who should be
getting it for free. The guild needed the
problem fxed before it brought public
attention to their scheme.
The descent into the gear forest
introduced the players to coglings (which
in this adventure were ferocious natives
bent on defending their turf), grease liz-
ards, and the myriad hazards of endless
engine rooms. The opening encounter had
a hidden cogling with a crossbow, who man-
aged to drop the gnome wizard less than
5 minutes into the game. The gnome got
toted around in a sack for a while until the
characters found a cleric to cure him. As
soon as they got back into the gear forest,
the other gnome (a bard) got dropped. The
remaining players were eager to get going at
this point, so the bards unconscious body
spent several hours of game time stufed in
a sack. Conveniently, the next session saw
the introduction of a new player who had
been talked into playing a cleric. Garrick
the cleric immediately healed the bard and
the group was back in business.
The gear forest had a sludge river
that formed from pools of grease, oil, and
mechanical byproducts. A massive grease
lizard ruled the river. As I recall, the players
were about to use a typical scorched-earth
policy to literally ignite the sludge river, hop-
ing to toast the grease lizard that was lurking
within, when they suddenly remembered
that hours of exploring the gear forest had
left them coated in fammable grease! Self-
immolation was avoided, and they fought the
grease lizard the old-fashioned way.
The heroes fnally found the source of the
problem on the next level of the gear forest,
which was fooded (with water, that is). It
turned out the city-mechs intake valves had
sucked up a small locathah tribe when the
city-mech waded through a surface lake not
long ago. The locathah chieftain blasted a
hole in the water pipe to escape, and now the
tribe was living in a fooded gear forest while
trying to fgure where the hell theyd ended
up. The fnal battle was against a locathah
cleric with a wand of water control who used it
to submerge the entire room, including the
PCs. As the DM, I enforced a no-communica-
tion-between-players rule during that battle
(submerged PCs couldnt speak, of course,
so neither should the players), and I reminded
the players each turn of how many rounds
were left until their characters drowned. This
battle was great there was no light source,
so half the PCs were blinded, and not a one
of them had expected to be swimming in a
city-mech, so they were all unprepared. After
many tense moments, they fnally grappled
the cleric, wasted his summoned octopuses,
and killed him before anyone drowned.
From there, the campaign progressed into
the ruins of the fatlands, where the PCs
had to fnd a cleric who had vanished on a
mission to convert hard-drinking miners.
The mine was of course built around several
huge moon-meteors rich in ore. One meteor
contained a temple of Serofcitacit. Several
lunar skinstealers had survived the drop to
earth, unbeknownst to the miners who
accidentally opened a shaft into the temple.
The adventure plot was multi-tiered: lunar
skinstealers were possessing people and
trying to take over the mining camp, while
the foreman was concealing the fact that he
was skimming profts of the top. This cre-
ated two entirely separate sets of suspicions,
intrigue, and danger. I expected this adven-
ture to last two sessions but it took more
than six sessions as the PCs slowly unraveled
the complicated situation (getting arrested
during the process) and fnally found the
clerics body. It was in this adventure that the
lunar skinstealers earned the nickname that
stuck with them for the rest of the campaign:
moon carpets.
The PCs soon had a mech of their own,
and the next stage of the campaign was a
cross-country trek to the city of Edge. The
former owner of their mech had bequeathed
them a strange crystal artifact, and hinted at
a mysterious prophecy before he died. The
rest of the prophecy could be learned from
his sister in Edge but all the PCs had to
work with was a frst name. The journey to
Edge sent them into several mech battles,
where we frst started to really test the mech-
to-mech combat rules. It was from these and
subsequent mech combats that I settled on
the mech rules, always with the helpful (and
never-ending) input of the group.
My concept for the mechs of Drag-
onMech is not the nimble, feet-footed
mechs of anime fame, or the solid, powerful
walkers that most people associate with the
term mech. The DragonMech mechs are
instead more like clumsy giants stomping
awkwardly across the landscape. Theyre
powered by steam engines but remain bal-
anced only by the grace of God. A core
concept of the game is that these mechs are
DESIGNERS NOTES
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really massive bruisers with terrible coordi-


nation. They triumph through brute strength
and sheer mass above all else. Think Andre
the Giant, not Bruce Lee except, of course,
for the Irontooth Clans, who provide a bit of
mystical martial arts balance.
This clumsy giant concept is the
reason the calculation for a mechs trample
attack doesnt include their Strength modi-
fer. Its assumed theyre bumbling about
stomping infantry through sheer luck, rather
than aiming carefully-delivered blows to
squash specifc targets. The same goes for
the mech AC calculation, which foregoes
Dex modifers (unlike any other AC calcula-
tion in the game). Mech Dexterity is more
about hand-eye coordination (the mechs
hand to the drivers eye) than fancy foot-
work. Its assumed outright that all mechs
have mediocre (or worse) footwork.
This, in turn, plays into one of the
central tenets of fghting mechs:
they should be easy to hit. Its
like shooting at a walking castle,
after all; how can you miss?
Thus, ACs should be low,
which is ensured by refect-
ing material armor bonuses
in hardness rather than AC.
Removing Dex penalties from
the AC calculation balances out
removing the bonus that would
come from material armor.
Back to the campaign. Once the
players reached Edge, they had run-ins
of all kinds, ranging from orc raiders to
drow schemes to a completely unplanned
confrontation with the guild that controlled
passage up the clifside. Two PCs started a
fght with a staircase toll-keeper who tried
to charge Garrick the cleric extra. Because
Garrick the cleric was 66 tall, the toll-
keeper said hed cause excessive wear-and-
tear on the stairs. The extra charge was a
whopping 1 copper piece, but the principle
was enough to fght over. The belligerent
PCs were promptly jumped by a band of half-
orc porters. Even though the party included
a tough dwarven fghter known only as The
Gong, they had to retreat. It seemed like a
minor incident until they tried to leave Edge.
They were remembered by the toll-keepers!
From then on, they were charged 10 times
the standard rate in stair tolls.
For most of the campaign, the players had
been trying to devise ways to break open
enemy mechs without actually fghting
them. A favorite tactic was use of spider climb
to get onto enemy mechs followed by bombs
dropped through portholes. There was also
some experimentation with called shots,
including Sarin the half-elf rogue who once
rolled a natural 20 for his longbow to nail
a mech pilot through a tiny porthole from
more than 500 feet away. At various times
two of the players took over the DM helm,
and both introduced great new ideas along
the way. These included the basic concepts
for the riftwalker PrC (which grew out of an
ancient order of monks that slipped to the
other side to escape the lunar rain) and a
slew of new mech ideas, including fying
dragon-shaped necro-mechs, the Hog (a
six-legged transport mech shaped like, well,
a hog), and one-man mechs used in infantry
combat. We also encountered all sorts of
little rules modifcations, not all of which
were signifcant enough to make it into
this book. For example, if you want to buy a
trained guard dog and turn it into robo-dog,
it takes a DC 20 Knowledge (steam engines)
check plus 25 gp in materials.
Somewhere along the way I fnished the
frst draft of the DragonMech manuscript.
I had 6 copies printed, one for each player
and one for me. There were no pictures, of
course, since this was a raw MS Word docu-
ment bound by a local printer. This playtest
book had a plain white cover, and the group
began calling it the white album. The
white album became the foundation for new
PC directions as the players started trying
out the new classes. Ulie (the wizard) mul-
ticlassed as a coglayer, and Drem (the bard)
started working toward the riftwalker PrC.
Soon we started a new campaign using
the new classes: a multi-classed half-
orc steamborg/barbarian, a halfing
coglayer (who traveled around in a
walking, fying bathtub built from
his steam powers), a female
human mech jockey, a dwarven
cleric of Dotrak (the player
really wanted this so I bent my
own rules to allow it... dont
try this at home, kids), and a
gnome wizard played by the
same guy who played the gnome
bard, who was again trying to get
to the riftwalker PrC. (As he put
it: I like running away. This class is
perfect for me!)
Even though DragonMech was born
in my mind, it was raised by a family of
seven. The fve players who have gamed in
this world for a year and a half are who really
brought it to life. Mike, Alan, Garrick, and
both Stephens you raised DragonMech
from a baby to what youve just fnished
reading. Guys thanks! I couldnt have done
it without yall. The seventh parent is my wife
April, who put up with all those weekends
and late nights of writing. Thanks, April.
Theres a reason this book is dedicated to
you. Now that this is over, the jadays can
begin again!
Joseph Goodman
March 2004
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Dotrak 37, 64
Dragon, lunar 63, 187
DragonMechs 179
Drill 58
Dronog 188
Druid 14
Duerok 161, 165, 170
Durgan-lok 170
Dusk devil 190
Dusk runners 160
Dwarf 10, 161, 165, 170
Earthrise 50
Edge 151
Elf 11, 167, 174
Endless Plains 149
Endless traders 161
Engine Domain 48
Enginemasters grasp 50
Equipment 123
Erefviviasta 64
Familiars 47
Fangbiter (mech) 102
Feats 43
Ferrous soul 50
Fighter 14
Fin apparatus 57
Flatland 161
Flywheel 58
Fog generator 58
Force generator 58
INDEX
Forestrati 192
Gear forests 215
Gearhead 43
Gearstride 43
Gearwright 29
Gearwrights Guild 177
Glatek 149
Gnome 11
Grease lizard 196
Great Standing Dwarf 163
Gur 159
Half-elf 12
Halfing 12
Half-orc 12
Haven 168
Highpoint 148
Human 10, 157
Hypsies 159
Identifer 58
Imagemaker 58
Incinerator (mech) 103
Indirect attacks 97
Iron arm 59
Iron jacket 59
Iron Maiden (mech) 104
Iron shambler 194
Ironclad 50
Irontooth Clans 31, 166
Janzeters Amazing
Mobile Cannon (mech) 105
Juggernaut (mech) 107
Knowledge (mechs) 42
Knowledge (steam engines) 42
Larile Nation 167, 174
Lancer (mech) 108
Lebra 156
Legion, the 168, 175
Light generator 60
Lobber 60
Lunar creatures 181
Lunar rain 146
Lunar skinstealer 195
Magic items 141
Mech Dancer 44
Mech Devil 31
Amplifer 55
Andakakilogitat 63
Animate gears 48
Animator 55
Anklebiter 26
Armor 135
Assimilated 27
Automator 56
Barbagula (mech) 99
Barbarian 12
Bard 12
Bastion (mech) 100
Bessemer 156
Billows 56
Blood pump 56
Boiler 56
Calendar 146
Cauterizer 56
Chemak 155
City-mechs 88, 215, 223
Cleric 13
Clockwork double 49
Clockwork familiar 47
Clockwork puppets 56, 181
Clockwork ranger 15
Coglayer 16
Coglings 183
College of Constructors 47
Combine Spell 43
Construct friendship 49
Constructor 18, 47
Craft (mechcraft) 40
Craft Magical Mech 43
Craft Powered Mech 43
Craft Steam Gear 43
Crumble bug 185
Darkness generator 57
Daughter, The (mech) 100
Deep diver 204
Dehumidifer 57
Descrambler 57
Detect clockworks 49
Dignitary (mech) 101
Discriminator 57
Dispel magic and mechs 96
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Mech Fu 44
Mech jockey 18
Mech Pilot 42
Mech Rider 44
Mech tribes 169
Mech Weapon Profciency 45
Mechanized Combat Practice 45
Mechidextrous 45
Mechs 67
Animated 78
Armor 79
Clockwork 75
Combat 86
Construction 81
Crew 92
Enchanting 143
Gallery 98
Maneuverability 73
Man-powered 75
Power source 70
Pricing 81
Size 72
Specialized traits 80
Steam-powered 73
Undead 78
Mechsickness 69
Mechwalker 46
Metal ears 60
Metal legs 60
Monk 14
Moonwatcher 46
Mother, The (mech) 109
Natural Pilot 46
Nedderpik 165, 223
Noisemaker 60
Nozzle 60
Optical orb 60
Orcs 161
Paladin 14
Pilot light 60
Pretominin Heads 164
Pump 61
Ranger (class) 14
Ranger (steam power) 61
Ranging shots 97
Rebirth 168
Rebuild soul 51
Religion 63
Resurrection 64
Riftwalker 33
Rodwalker (mech) 111
Rogue 15, 21, 178, 179
Rook 156
Rotor arm 61
Roughland 163
Rust riders 168
Scale Hunter (mech) 112
Scanner 61
Scorpion (mech) 113
Serofcitacit 46, 64
Serofcitacits Changes 46
Siege Weapon Profciency 46
Shaker 204
Skills 40
Skull Crusher (mech) 114
Slathem 198
Slaughtergore (mech) 115
Smiggenboppers
Perambulatory Orc (mech) 116
Smoking dead 199
Sorcerer 15
Soul box 51
Spark generator 62
Speed Freak 46
Spells 47
Stalker 21
Stavians 157
Steam Mage 35
Steam Powers 53
Steamborg 22
Stenian Confederacy 165
Stilt City 154
Summon natures ally 52
Talon (mech) 117
Tannanliel 174
Targeter 62
Thieves guild 178
Thurd 158
Tick tock knock 52
Tortog 160, 201
Totem (mech) 118
Trak trak 202
Translator 62
Transpose spirit 53
Unnatural Pilot 46
Vanquish spirit 53
Verdant Fury (mech) 119
Vermil 163
Vessel of Dotrak 37
Viper (mech) 121
Voice command 62
Wavemaker 62
Weapons 123
Wet Desert 163
Wisps 158
Wizard 15
Worm farmers 159
Worm, giant 204
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This printing of DragonMech is done under


version 1.0a of the Open Game License; ver-
sion 5.0/4.0 of the d20 System Trademark
License and d20 System Trade-
mark Logo Guide; and
the Revised (v.3.5)
System Reference
Document, by
p e r mi s s i o n
from Wizards
of the Coast.
S ubs equent
printings of
this book will
incorporate fnal
versions of the
license, guide, and
document.
Designation of Product
Identity: The following items are hereby
designated as Product Identity in accordance
with Section 1(e) of the Open Game License,
version 1.0a: The terms DragonMech,
clockwork ranger, coglayer, mech jockey,
steamborg, the assimilated, gearwright,
mech devil, steam mage, Dotrak, gearstride,
Serofcitacit, College of Constructors,
steam powerAndakakilogitat, Erefviviasta,
barbagula, Janzeter, rodwalker, Smiggenbop-
per, lunar rain, Stenian Confederacy, Duerok,
Diggon, Axon, Digget, Suron, Suret, Surel,
Arie, Cammerce, Highwater, Flero, Jealo,
Lowwater, Highpoint, Glatek, Edge, Stilt
City, Tyratian River, Chemak, Bessemer,
Rook, Lebra, Stavians, Wisps, Thurd, Gur,
Hypsies, worm farmer, deep trader, tortog,
dusk runner, Vermil, Pretominin Heads,
Irontooth, Irontooth Clans, Larile
Nation, Tannanliel, Nedderpik,
Durgan-lok, rust riders, the
Legion, Gearwrights Guild,
dronog, lunar skinstealer,
forestrati, slathem; any
and all Goodman Games
products, logos, titles;
any and all stories, sto-
rylines, plots, thematic
elements, and dialogue;
all artwork, symbols,
designs, depictions,
illustrations, maps
and cartography, like-
nesses, poses, logos, sym-
bols, or graphic designs,
except such elements
that already appear in
the d20 System Refer-
ence Document and are
already OGC by virtue of
appearing there. The above
Product Identity is not Open
Game Content.
Designation of Open Game
Content: Subject to the Product Identity
designation above, the following portions of
DragonMech are designated as Open Game
Content: all of Chapter Two: Mechs and
Chapter Three: Equipment; and anything
else contained herein that is already Open
Game Content by virtue of appearing in the
System Reference Document or some other
OGC source.
Some portions of this book that are
delineated OGC originate from the System
Reference Document and are 1999, 2000,
2001, 2002, 2003 Wizards of the Coast, Inc.
The remainder of these OGC portions of
this book is hereby added to Open Game
Content, and if so used, should bear the
COPYRIGHT NOTICE DragonMech By
Joseph Goodman, Copyright 2004, Good-
man Games; for more informa-
tion, see www.goodman-
games.com.
All contents
of this book,
regardless of
desi gnat i on,
are copy-
righted year
2004 by Good-
man Games. All
rights reserved.
Reproduction or
use without the writ-
ten permission of the
publisher is expressly forbidden,
except for the purpose of review or use of
OGC consistent with the OGL.
LEGAL INFORMATION
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OPEN GAME LICENSE VERSION 1.0A


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
1. Defnitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material
including derivative works and translations (including into other computer languages), potation, modifcation, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identifed as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but specifcally excludes Product Identity. (e) Product Identity means product and product
line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork,
symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters,
spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or efects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identifed as Product identity by the owner of the Product Identity, and which specifcally
excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License.
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E.
Gary Gygax and Dave Arneson.
DragonMech By Joseph Goodman, Copyright 2004, Goodman Games; for more information, see www.goodman-games.com.
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Appraise r int

Balance r

dex*

Bluff r

cha

Climb r

str*

Concentration r

con

Craft ( _________________) int

Craft (mechcraft) int

Craft (blacksmithing) int

Decipher Script int

Diplomacy r int

Disable Device int

Disguise r cha

Escape Artist r dex*

Forgery r int

Gather Information r cha

Handle Animal cha

Heal r wis

Hide r dex*

Intimidate r cha

Jump r str*

Knowledge (arcana) int

Knowledge (architecture
& engineering) int

Knowledge (geography) int

Knowledge (history) int

Knowledge (local) int

Knowledge (mechs) int

Knowledge (nature) int

Knowledge
(nobility & royalty) int

Knowledge (the planes) int

Knowledge (religion) int

Knowledge (steam engines) int

Listen r wis

Mech Pilot dex

Move Silently r dex*

Open Lock dex

Perform ( _______________) cha


(______________________) cha

Profession ( _____________) wis

Profession (engineer) wis

Ride r dex

Search r int

Sense Motive r wis

Sleight of Hand dex


Spellcraft int

Spot r wis

Survival r wis

Swim r str*

Tumble dex*

Use Magic Device cha

Use Rope r dex


character name
class race
height weight eyes hair
player
alignment deity
level size age gender
STR
strength
DEX
dexterity
CON
constitution
INT
intelligence
WIS
wisdom
CHA
charisma
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
TOTAL
BASE
SAVE
ABILITY
MODIFIER
MAGIC
MODIFIER
MISC.
MODIFIER
TEMP.
MODIFIER
ABILITY NAME
SAVING THROWS
=
=
=
+
+
+
+
+
+
+
+
+
+
+
+
conditional modifiers

CHARACTER RECORD S HEETS

2004Goodman Games. All rights reserved. Permission granted tophotocopy for personal use only.
AMMUNITION
Skills marked with r can be used normally even if the character has zero (0) skill ranks. Skills marked with
are cross-class skills. *Armor check penalty, if any, applies.
FORTITUDE
(constitution)
REFLEX
(dexterity)
WILL
(wisdom)
HP
hit points
AC
armor class
TOTAL
TOTAL
ARMOR
BONUS
SHIELD
BONUS
DEX
MODIFIER
SIZE
MODIFIER
NATURAL
ARMOR
10+
+ + + + =
MISS
CHANCE
ARMOR
CHECK
PENALTY
SPEED
GRAPPLE
modifier
TOTAL
BASE
attack bonus
NONLETHAL DAMAGE
HIT DIE TYPE
WOUNDS/CURRENT HP
MISC
MODIFIER
+
DAMAGE
REDUCTION
SPELL
RESISTANCE
SHIELD/PROTECTIVE ITEM
ARMOR BONUS
MELEE
attack bonus
TOTAL
STR
MODIFIER BASE ATTACK BONUS
= +
SIZE
MODIFIER
+
MISC
MODIFIER
+
RANGED
attack bonus
TOTAL
DEX
MODIFIER
BASE ATTACK BONUS
= +
SIZE
MODIFIER
+
MISC
MODIFIER
+
TOTAL ATTACK BONUS DAMAGE CRITICAL
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
TYPE ARMOR BONUS MAX DEX BONUS
CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES
TEMPORARY
MODIFIER
+
+
WEIGHT CHECK PENALTY SPELL FAILURE
SPECIAL PROPERTIES
WEAPON
ARMOR/PROTECTIVE ITEM
TOTAL ATTACK BONUS DAMAGE CRITICAL
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
WEAPON
TOTAL ATTACK BONUS DAMAGE CRITICAL
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
WEAPON
SKILL
MODIFIER
C
R
O
S
S
-
C
L
A
S
S
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
______=______+______+______
SKILL NAME
KEY
ABILITY
ABILITY
MODIFIER
RANKS
MISC
MODIFIER
SKILLS /
MAX RANKS
ARCANE
SPELL
FAILURE
MECH
attack bonus
TOUCH
AC
FLAT-FOOTED
AC
INITIATIVE
modifier
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MONEY
GEAR
ITEM ITEM
cp
sp
gp
pp
WT. WT.
campaign
experience points
TOTAL WEIGHT CARRIED
SPECIAL ABILITIES/FEATS SPELLS
LEVEL
0
1ST
2ND
3RD
4TH
5TH
6TH
7TH
8TH
9TH
SPELL
SAVE DC
SPELLS PER
DAY
BONUS
SPELLS
SPELL SAVE
DC MOD
0
number of spells known
0_______________ 1st _____________ 2nd __________
3rd _____________ 4th_____________ 5th __________
6th _____________ 7th_____________ 8th __________
9th _____________
0: __________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
1st: _________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
2nd: ________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
3rd:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
4th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
5th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
____________________________________
6th:_________________________________
____________________________________
____________________________________
____________________________________
____________________________________
7th: _________________________________
____________________________________
____________________________________
____________________________________
____________________________________
8th:_________________________________
____________________________________
____________________________________
9th:_________________________________
____________________________________
____________________________________
LANGUAGES
Initial languages = Common + racial languages + Int bonus
Each additional language (Speak Language) = 1 skill point
LIGHT LOAD MEDIUMLOAD HEAVY LOAD
LIFT OVER
HEAD
LIFT OFF
GROUND
PUSH OR DRAG
EQUALS
MAX LOAD
2 ~ MAX LOAD 5 ~ MAX LOAD
STEAM POWERS
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Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239


Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Ci~ci o.t .co.r :wo:e are :o:c~:, :t.eos :oe.cts orr~ at:
itt:www.swo:eso:c~:,.co.
Looi o: .o:~ ro:.ator or DragonMh, rc.er :~~i~s, r~ws, are w~i ~riarc~.~rts, at:
itt:www.ooe.ara.~s.co.
Dst:i.t~e o: :wo:e are :o:c~:, :t.eos i, vit~ vo l.isir, irc.
1is :rtr o DragonMh s .isi~e r acco:earc~ wti ti~ C~r Ga.~ Lc~rs~.
:~~ ti~ C~r Ga.~ Lc~rs~ A~rex o tis iooi o: .o:~ ro:.ator.
A :its :~s~:~e.
zoo+ Gooe.ar Ga.~s. DragonMh s a t:ae~.a:i o Gooe.ar Ga.~s r ti~ u.:. areo: oti~: co.rt:~s, .s~e wti ~:.ssor. A :its :~s~:~e. h
:wo:e J :o:c~:, :t.eos are ts oo a:~ t:ae~.a:is o vit~ vo l.isir, irc. A :its :~s~:~e.
D.r~ors J D:aors are DJD a:~ :~st~:~e t:ae~.a:is o vza:es o ti~ Coast, irc., are a:~ .s~e wti ~:.ssor. ezo :,st~.
are ti~ ezo :,st~. oo a:~ :~st~:~e t:ae~.a:is owr~e i, vza:es o ti~ Coast are a:~ .s~e acco:er to ti~ t~:.s
o ti~ ezo :,st~. Lc~rs~ ~:sor .o. A co, o tis Lc~rs~ car i~ o.re at www.wza:es.co.ezo.
1i~ .~rtor o o: :~~:~rc~ to ar, co.ar, o: :oe.ct r ti~s~ a~s s rot a cia~r~ to ti~ t:ae~.a:i o: co,:it corc~:r~e.
lli:1DD i: CA:ADA.
cRDI1s
Ni`k\iXe[:i\Xkfi1 csrrn Gccrxax
8ik;`i\Zkfi1 :rax Girxx
8ik1 :ixias axssrx
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Aiax lisnxax, \icnari Gccrxax, axr
:.rrnrx lriiicrr
Draccx\rcn is rrrica.rr .c Arrii.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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.
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la:ia:ars Iz
la:es Iz
C~:cs II
D:.es I+
lit~:s I+
\oris I+
laaers I+
lar~:s I+
lo.~s I
:o:c~:~:s I
vza:es I
Nw cOR cAsss Is
Cociwo:i lar~: (a:art :ar~:) I
Coa,~: Io
Corst:.cto: (a:art wza:e) I
\~ci oci~, I
:tai~: (a:art :o.~) zI
:t~a.io: zz
Nw Rs1Ic cAsss zo
Ari~it~: zo
Ass.at~e z
G~a:w:it zv
\~ci D~ II
ltwai~: II
:t~a. \a~ I
V~ss~ o Dot:ai I
sKIs 4o
A1s 41
ss 4
:~ Va:arts +
Co~~ o Corst:.cto:s +
Cociwo:i la.a:s +
Corst:.cto: :cioo :~ Lst +
Cociwo:i lar~: :~ Lst +
ltwai~: :~ Lst +
:~w C~:c Do.ar: Drr~s +
:~w :~s +
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

=IMAHE=FL )*+
s1AR1INc cOD Iz1
wAONs Iz1
ARMOR I1s
uNusuA I1Ms I1v
Mcu-RA1D MAcIc I1Ms I4I
Drciartr \~cis I+I
L@=OGJD<
G><J9?GFE=;@ ),-
uIcuOIN1 I4s
C.at~ are :~asors I+
1.~i~~r I+o
L.ra: C,c~ I+o
L.ra: lar I+o
\a|o: l~ors I+o
A uIcuOIN1 cAz11R I48
1i~ :o.aec l~o~s I+
Cortr~rta Eiort I+v
1i~ Dre~ss lars I+v
Gat~i I+v
De~ II
:tt Ct, I+
Ci~.ai I
1i~ l.r~e Ct~s Io
:o.aes o ti~ Dre~ss lars I
:~w l~o~ Iv
1i~ C:c Eo:e~s IoI
1i~ latare IoI
1i~ lo.iares are lo.rea:, l~ais IoI
1i~ v~t D~s~:t IoI
\~cieo.s Io+
1i~ :t~rar Cor~e~:ac, Io
1i~ i:ortooti Cars Ioo
La:~ :ator Io
1i~ l.st le~:s Io
1i~ L~or Io
\~ci 1:i~s Iov
1u cI1Y-Mcus Io
D.:aroi Io
:~ee~:i Iz
1arrar~ I+
l~i:ti are Ea~r I
IMOR1AN1 ORcANIzA1IONs I
1i~ G~a:w:its G.e I
1i~~s G.es I
1i~ :tai~:s Iv
D:aor\~cis Iv
L.ra: C:~at.:~s II
;J=9LMJ=K )0)
L,carti:o~s II
Cociwo:i l.~t II
Cor II
C:..i~ l. I
D:aor, L.ra: I
D:oro I
D.si D~ Ivo
lo:~st:at Ivz
G:~as~ Lza:e IvI
i:or :ia.i~: Iv+
L.ra: :irst~a~: Iv
:ati~. Iv
:.oir D~ae Ivv
1o:to zoI
1:ai 1:ai zoz
vo:., Gart zo+
L@=<J9?GFE=;@
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ADVN1uR 1uMs zo
Ae~rt.:~s las~e or \~cis zo
\~ci va::o:s zo
Cia:act~: iro~.~rt zo
1i~ Awa, 1~a. zov
Cti~: va,s to irco:o:at~ \~cis zIo
Ae~rt.:~s las~e or ti~ L.ra: lar zII
Dr~ va:s zII
:co.:~ o ti~ D:aors zIz
:or ti~ L.ra: lar zIz
Ae~rt.:~s las~e
or :.:ac~ vo:e l~i:ti zIz
lotca Ae~rt.:~s zII
D.r~or C:aw Ae~rt.:~s zI+
Ae~rt.:~s las~e or Co.~ttor
l~tw~~r \ac are :t~a. zI+
ADVN1uRs ON cI1Y-Mcus zIs
G~a: lo:~sts zI
Eaza:es o ti~ G~a: lo:~st zI
G~r~:a 1:ats zI
Dcoo, zI
u:iar A:~as zI
IN1cRA1INc Mcus
IN1O XIs1INc cAMAIcNs zzo
;ALQ%E=;@F=<<=JHAC **+
:tats zzI
Co.iat 1actcs zzI
G~ttr or loa:e zz+
Go~:r.~rt are \a|o: lactors zzo
:oc~t, zz
Dcoro., zz
\ta:, zz
C:arzators zz
DsIcNR's NO1s zz8
INDX z1o
cA INORMA1ION z1z
cuARAc1R su1 z14
L9:D=K
1ai~ II: 1i~ Coa,~: I
1ai~ Iz: 1i~ \~ci oci~, zo
1ai~ II: 1i~ :t~a.io: z+
1ai~ I+: 1i~ Ari~it~: zo
1ai~ I: 1i~ Ass.at~e z
1ai~ Io: 1i~ G~a:w:it Io
1ai~ I: 1i~ \~ci D~ Iz
1ai~ I: 1i~ ltwai~: I+
1ai~ Iv: 1i~ :t~a. \a~ Io
1ai~ IIo: 1i~ V~ss~ C Dot:ai Iv
1ai~ III: :is +I
1ai~ IIz: l~ats +
1ai~ III: Cociwo:i l.~t
1ai~ zI: Co.a:sor C
\~ci low~: :o.:c~s I
1ai~ zz: 1,ca \~ci 1:ats l, :z~ z
1ai~ zI: \~ci \ar~.~:ait, Cass~s I
1ai~ z+: :t~a.ow~:~e
\~cis C:tca Ets +
1ai~ z: :t~a.ow~:~e \~cis
1ai~ zo: \arow~:~e \~cis
1ai~ z: \arow~:~e \~cis
C:tca Ets o
1ai~ z: Cociwo:i \~cis C:tca Ets
1ai~ zv: Cociwo:i \~cis
1ai~ zIo: Ar.at~e \~cis
1ai~ zII: ure~ae \~cis v
1ai~ zIz: Laio: Cort:i.tor z
1ai~ zI: \~ci 1,~: Ar.at~e I
1ai~ zI+: \~ci 1,~: \arow~:~e I
1ai~ zII: \~ci 1,~: :t~a.ow~:~e I
1ai~ zIo: \~ci 1,~: Cociwo:i +
1ai~ zI: \~ci 1,~: ure~ae +
1ai~ zI: A:.o: Cost l, \~ci :z~
1ai~ zIv: :...a:, C
\~ci:~at~e Ci~cis
1ai~ zzo: \~cis v
1ai~ zzI: Crioa:e v~aors IoI
1ai~ zzz: Crioa:e v~aors Ioo
1ai~ zzI: Crioa:e v~aors III
1ai~ II: G:~rae~s IzI
1ai~ Iz: \~ci v~aors -
\~~~ Are lar~e Iz+
1ai~ Iz Cortr.~e: \~ci v~aors -
\~~~ Are lar~e Iz
1ai~ II: :~~ v~aors - lar~e Izo
1ai~ I+: Dxotc v~aors -
\~~~ Are lar~e Iz
1ai~ I: A:.o: II
1ai~ +I: L.ra: lar Coretors I+
1ai~ I: L.ra: D:aors l, A~ I
1ai~ z: L.ra: D:aor Ait~s l, A~ I
1ai~ oI: ur.s.a l~at.:~s
Cr A Ct,.~ci zIv
1ai~ I: :~ee~:i la,oae usa~ zz+
1ai~ z: \~ci l~~t zz+
1ai~ I: Crioa:e v~aors zz
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ria.r i 1|- +c+c +c- +- a-!!
----c . |- !+c H.|..
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

C
oorzr ti~ .re~:e~~ was ti~ or,
io~ o: tios~ wio orc~ cort:o~e ti~
s.:ac~. D~r a:ci.a~s are o:c wa:o:es
w~:~ ro .atci o: ti~ .ra: :ar o.rer
ti~: ct~s rit at~: rit. va~ at~: wa~
o :~.~~s so.it si~t~: .re~::o.re. l.t
ti~ ~rt:~ wo:e t:~e to c:a. rto a .t~e
r..i~: o ia~rs, are ti~, o.re or, cor
start wa:a:~. Daci iatt~s wrr~: iae .~:~
ea,s .rt ti~ r~xt wa~ a~a:~e, e~s~:at~
to o:c~ ts wa, rto ar, co~:~e si~t~: t
co.e nre.
D~~ .re~::o.re, ti~ arc~rt ewa:~r
st:orioe o D.~:oi was sa~ :o. ti~
e:aors are .ra: :ar - i.t rot :o. ti~
:~.~~s. D.~:ois ea:i a~ was ~:oco.s.
l.si~e iaci i, ti~ :~~rt~ss wa~s o ra
sor, ti~ ewa:~r ct,stat~ ost ioti are
are ~s. :o.~ rae~:s sw~t ast D.~:oi,
:~t:~atr e~~~: are e~~~: .re~::o.re
r ti~: q.~st o: sa~t,. \ost ee rot.
D.~:oi was .re~: s~~.
1i~ .ra: e:aors :ar :a.art o~: ti~
s.:ac~ wo:e. :.:r io:e~s o :~.~~s
:~ss~e at ~~:, ~rt:arc~ to ti~ s.is.:ac~.
1i~ .ra: :ar :az~e ti~ s.:ac~ ,~t aar ~aci
rit. Ciaos, e~ati, are esast~: ti:~at~r~e
:o. ~~:, q.a:t~:. vas ar, io~ ~t'
\~s.
A stoo~e, wit~ia:~e ewa: ra.~e
la:.s ca.~ to D.~:oi or~ ea,, ca.r
to i~ ti~ ~e~st o ti~ \ast~: G~a:w:its.
Cr, ti~ .ost arc~rt ewa:~s :~.~.
i~:~e ti~ G~a:w:its G.e, wici was
i.t a ootrot~ r sto:~s o a .,tica A~
o vai~:s ass~e or :o. ti~: :area
ti~:s :areati~:s.
la:.s ta.it ti~ ewa:~s to i.e :~at
.~ciarz~e wai~:s ow~:~e i, st~a.. E~
siow~e ti~. iow .it, a t~rtor .~ta .ar
co.e i~, iow ts i~:oc .~ta ie~ co.e :~sst
ti~ .ra: :ar are i~at iaci ti~ e:aors. E~
.e~e ti~. ti:o.i ti~ corst:.ctor o ti~:
n:st tio.sareootta ct,.~ci are watci~e
:o.e, as t e~~at~e e:aor at~: e:aor.
1i~r, .rs~~r are .roow~e, i~ arsi~e.
:ow, or~ i.re:~e ,~a:s at~:, ti~ :~c
ore A~ o vai~:s s at iare. l~ ewa:~r
ct,.~cis io.sr o.ators r ti~
tio.sares at:o ti~ s.:ac~ a:~as a:o.re
D.~:oi. A:.o:~e w~ ~ro.i to :ot~ct
aarst a i.t ti~ .ost catac,s.c .~t~o:
sto:.s, ti~ ct,.~cis i:a~ ti~ .ra: :ar,
tio.i ~~r ti~: to.i .~ta ie~s ..st
i~ corstart, :~.:isi~e.
1i~s~ n~ ct,.~cis, irowr as ti~
:t~rar Cor~e~:ac,, a:~ row ti~ c~rt~: o
s.:ac~ ~ or Eiort. 1i~ sa~ zor~ ti~,
:ot~ct s a r~w ia~r o: t:ae~ are s~tt~
.~rt, coorz~e i, ~~ts o s.a~: .~cis.
D~r as ti~ .ra: :ar aiat~s - so.~ sa,
ti~ .oors s.:ac~ ..st ia~ i~~r st:~e
to i~e:oci i, row - ti~ .~cis i~co.~
.:ti~: ~.i~ee~e r ti~ soca st:.ct.:~.
1:ae~:.~cis o:. c:.ca ris i~tw~~r ti~
i.eer r~w s.:ac~ s~tt~.~rts. Dxo:~:
.~cis co.i ti:o.i ti~ :.rs o ti~ s.:ac~
ct~s, wi~ :it~o.s ae~rt.:~:s nit
.~ci to caw aarst ti~ .ra: e:aors.
l:os~cto:.~cis sco.t o: scart s.~s
o o:~ are coa, are t~rsors :.r ii wi~r
s.~s :.r ow.
l~so.:c~ es.t~s ia~ i:o.it ti~
:t~rar Cor~e~:ac, rto corct wti ts
r~iio:s. 1i~ esa:at~ i..ar ro.ae
t:i~s, .rt~e o: ti~ n:st t.~ r c~rt.:~s
i, ti~ cia:s.atc e~.ao.~ :ia: 1izec,
ia~ corst:.ct~e a st~a.ow~:~e ct,
.~ci o ti~: owr. :ow :ia: s~res is so
ca~e L~or rto :o.tr~ si:.si~s wti
ti~ :t~rar Cor~e~:ac,. \~:c~ra:~s a,
ioti se~s, :ontr r ti~ r~w e~.are o:
.~ta, .~, are .~cis.
D~st~ ts .ostor o aw are o:e~:,
rot a a:~ satsn~e wti ti~ :t~rar Cor
~e~:ac,. its s~c.:t, co.~s at a cost. \a:ta
aw s ti~ :.~ o ti~ ea,, .ta:,.~ci
ots a:~ .oi~ |.e~, |.:,, are iar.ar.
A:~ae,, art~.~cis iaci~e i, ti~
~o~ ia~ cia~r~e ti~ Cor~e~:ac,s
a.tio:t,. \ar, ctz~rs, ~s~ca, ti~
c~:,, ~~ ti~ Cor~e~:ac, s too cor
c~:r~e wti sio:tt~:. so.tors. 1i~
s.:ac~ s row riaitai~, i.t rotir
AFLJG<M;LAGF
1
nr rarx acr nas rrcux. vi.n racn rassixc ra .nr
xccx crcvs iarcrr ix .nr sx, .c .nr rcix. vnrrr i.
is xcv ii.rraii raiiixc .c rar.n, rar.icir r rar.icir, ix
ax rxccria.ixc iuxar raix .na. ra..rxs cas.irs axr xiiis
ax.nixc rcciisn rxcucn .c vaix .nr iaxr cr Eicnrcix.
r xicn.. 1nr xccx is sc cicsr .na. iuxar xcxs.rrs cax
rrcr .c .nr surracr, vnr.nrr r cncicr cr as ixvciux.ar
rrrcruc.s cr .nr iuxar raix. Da r ra, .nr iuxar rraccxs
svarx ix rvrrcrra.rr xuxrrrs, vniir c.nrr arrrra.icxs
s.aix .nr surracr. ir .nr iuxar raix rcrsx. sxix cu a.
xicn., .nr iuxar rraccxs viii ra. cu rurixc .nr ra.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

ias i~~r eor~ to so~ ti~ .ra: :a


vi~ re~~re~rt c~:cs are aa
o:arz~ attacis or ti~ .ra: e:aor
io.~ t.:, ti~ Cor~e~:ac, oc.s~s
so~, or t~::~st:a ow~:. As .ar,
:~s~rt. ctz~rs o ti~ o:~s
s~ :t~rar Cor~e~:ac, ~xst as
eo o.tse~:s e~s~:at~ to ~rt~: ts
sa~ zor~s.
As ti~ .ra: :ar e~st:o,~e or
~staisi~e s~tt~.~rts, so too ee
t ~:aecat~ or~staisi~e soc
c.sto.s. vti ~w ~xc~tors, ti~ r
tors tiat orc~ i~e to~ti~: ti~ ai
~ a:~ row or~. ir ti~ ac~ o ci.:ci~s
are rators, r~w o:c~s ia~ ~.~:~e. lati
r ti~ oe oes ias :actca, arsi~e as
wo:si~:s q.~stor tios~ wio co.e rot
sa~ ti~.. 1i~ r~w, ~.~:r .~ciar
caoe Dot:ai wis~:s c:,tca, r ti~
~a:s o is :oi~ts, wi~ ti~ iza::~ .ra:
oes :~c:.t .o:tas r es.s~. \oi~
.~cieo.s :.~ wi~:~ ireo.s o:.~:,
:~a~e. 1i~ G~a:w:its G.e s .o:~
ow~:. tiar so.~ rators orc~ w~:~, co.
.arer ~rt:~ ct,.~cis r ts ra.~. its
coa,~:s are st~a.io:s .si ti~ .ts o
t~ciroo,, ~a~:, s~~ir r~w t~cirq.~s,
wi~ r~w :~c:.ts ~xo:~ arc~rt ~~res:
is t t:.~ tiat ti~ i.~ .~tac ewa:i~
sc.t.:~s i.:~e r ti~ v~t D~s~:t a:~
r act :.r~e .~cis :o. ti~ A~ o
vai~:s'
:ot a acc~t ti~ r~w o:e~:. vi~ r~a:,
n~ i..ar ~r~:ators ia~ ass~e src~
ti~ .ra: :ar i~ar, .ost ~~s :~.~.i~:
ts i~rrr. 1i~, :~s~rt ti~ t:~as.:~i.rt
~:s wio oot ti~: :.r~e a~s, ti~ ~a:
w:its wio cia~r~ ti~: .ac, are
i |oci~,s wio q.~stor
isto:,. ler .aca
ow~:~e .~cis c:at~e
:o. ti~ str
~.rarts o ti~: a~
arc~sto: t:~~s, ~~r
a:tacti.rt~:s i.rt
ost t:~as.:~s sto~r i,
r~w .~cieo.s. \~ar
~, ti~ o:cs o ti~ so.ti
ars :ow ~rt:arc~e i,
ti~ ow~: o .~cis, :aer .o:~
:~q.~rt, as ti~, s~~i to acq.:~ .~cis o:
ti~.s~~s.
As awa,s, ti~ :o.~s :ont. l:o. ar
~a:, sta~, ti~ ti~~s .es rsr.at~e
ti~.s~~s rto ti~ .ara~.~rt o ti~ ct,
.~cis. D~r ti~ :t~rars row .ai~ cor
c~ssors to ti~ .es. 1i~ e~stt.t~ ow~:
~~s o ti~: ct,.~cis a:~ i~t r r~ i,
:.ti~ss .e o:arzators, wici ~rs.:~
aaai~ .arow~: to wo:i ti~ s.~tr
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

arts are ~rr~ :oo.s as or as ti~:


.~tioes o .rq.~stor~e. A ti~ wi~, a
siaeow, :o. o soca~e stai~:s :ac
tc~s rnt:atr are esair .~cis :o.
wtir. lo.~s are c.tti:oats ia~ artastc
r~w oo:t.rt~s o: ow~:.
Cr~ i~:o stares aio~ ti~. a. \~ci
|oci~,s a:~ ti~ ac~ ots wio .ai~ ~ or
ti~ s.:ac~ ossi~. 1i~, ~::, :~co.s
oaes o :or :o. estart .r~s, :sir
a.i.si i, :ae~:s are e:aors. 1i~, ot
ti~ .ass~ .ta:,.~cis i:str wti
st~a. carrors. ire~~re~rt o~:ato:s :e~
sco.t.~cis rto ti~ :ort~:s, s~~ir r~w
t:ae~ :o.t~s o: :.rs to oot. 1i~, s..~
cort:aiare rto ti~ :t~rar Cor~e~:ac,,
o.t:.rrr ti~ .ta:, wi~r ti~, car are
o.tnitr ti~. wi~r ti~, cart. 1:~as.:~
i.rt~:s t:a~ to ti~ ~re~ss ars, wi~:~
ti~, :ae ti~ L~or are ti~ o:c io:e~s,
o:,i.rt~:s t ti~: st~a..~cis aarst
e:aors, arts, e~.ors, are r~c:o.~cis.
Cr ti~ o.tsi:ts o ti~ Cor~e~:ac,, a
oos~ co~ctor o :~c.s~ a.~s ca~e
ti~ i:ortooti Cars :e~s .re~: ro a i.t
ts owr. 1i~ i:ortooti :actc~ ti~ a:t o
.~ci ., st~~~e r arc~rt t:aetors i.t
.oe~:rz~e o: ti~ wo:e o .~cis, are ti~
.~ci e~ ots o ti~ i:ortooti Cars
a:~ ~a:~e aio~ a oti~:s.
ir a are wi~:~ ciaos co.~s iare r iare
wti oo:t.rt,, t s ro s.::s~ tiat ~no:ts
ort s ~ss~rta, a ve v~st ~r:or.~rt
wti scatt~:~e aw are :~at ow~: watr
to i~ ca.~e. 1i~ oe rstt.tors a:~ e~ae
are or~. 1i~ co.~ttor to :~ac~ ti~.
ias i~.r.
:ow io~ ~xsts aar. it s orc~ aar a
t.~ o: ae~rt.:~: Cr ti~ ~:t~ ~re~ss
ars, ~~r wza:eots ca::, ae~rt.:
~:s r s~a:ci o ost ~~r t:~as.:~s. :ia:
1izecs L~or s~res saiot~.:s rto
:t~rar .r~s, wi~ re~~re~rt .~ci
|oci~,s :ont :o. t:ae~ wti ioti se~s.
lit~o.s aaers nit roi, aarst ti~
.ra: e:aors, are t:~as.:~s~~ir nit~:s
i.rt o: ti~: a:s. Gro.~ coa,~:s i.e
artastc cociwo:i w~aors o: ti~: a~s,
: owr
tcs.
.ra:
.~ta
eowr
:~at
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ria.r i 1|- +c+c +c- +- a-!! ----c . |- !+c H.|..
ria.r 1|- |-- D+V-c| .c!ac-
|- +c..+! c!+- + a-!! + |-
a| |a.!c +c .! -c|.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

;@9J9;L=J
EGLAN9LAGFK
1
i~ wo:e o DragonMh on~:s a ti~
.s.a :~asors to ae~rt.:~ are .ar,
.o:~. \ar, c~:cs ae~rt.:~ to cort~st ti~
.ra: ai~::ators are ti~: oes, wi~ nit
~:s a:~ .o:~ corc~:r~e wti ca.r ti~:
~xotc t:~as.:~s. \~cis rt:oe.c~ a wio~
r~w ~~ o ae~rt.:r oo:t.rt~s,
wi~ti~: ti~,:~ .s~e s., as t:arso:t o:
as ti~ oc.s o a ca.ar.
l~o:~ ,o. i~r c:~atr ,o.: cia:act~:,
sto o: a .o.~rt to tiri aio.t a|, ,o.:
cia:act~: ias i~co.~ ar ae~rt.:~:. Eow
ias i~ i~~r an~ct~e i, ti~ o:c~s siar
Eiort' As ,o. o ti:o.i ti~ cia:ac
t~: c:~ator :oc~ss, i~~ ti~s~ q.~stors
aio.t ,o.: cia:act~: r .re:
vi~:~ ee is arc~sto:s ~ i~o:~ ti~
.ra: :ar' viat ia~r~e to ti~: i~:~e
ta:, io.~'
vi~:~ ee ti~, t.:r o: si~t~: e.:r ti~
.ra: :ar' viat ~r~.~s are a~s ee
ti~, .ai~'
viat rt~:actor ias ti~ cia:act~: iae wti
ti~ e:aors are oti~: .ra: ai~::ators'
Eow eo~s i~ ~~ aio.t st~a. t~ciro
o,' Do~s t on~: saator o: s t ar
an:ort to ti~ oe wa,s' Do~s t ti:~at~r
ti~ s.:~.ac, o .ac o: cia~r~ ti~
ow~: o ti~ oes'
At~: a ti~ e~astator w:o.it i, ti~
.ra: :ar, are ti~ ia:esis ,o.: cia:ac
t~: ias ~re.:~e, eo~s i~ st ia~ ati r
is oes'
Do~s ti~ G~a:w:its G.e s~ai ti~
t:.ti aio.t ti~ n:st A~ o vai~:s, ~~r
tio.i ti~ arc~rt ~~r t~xts .ai~ ro
:~~:~rc~ to s.ci ar ~:a'
viat eo~s ,o.: cia:act~: tiri aio.t
.~cis' A:~ ti~, ~ic~s, .~:~ waors
wti ~s, o: a :~o.tora:, r~w cor
c~t' A:~ tios~ wio ot .~cis .~:~,
.sr ti~. as a c:.tci, o: a:~ ti~, ow~:
. r a .arr~: tiat s r~w o: ti~ wo:e'
Do~s ,o.: cia:act~: s~~ ti~ wo:es c.:
:~rt stat~ o .r:~st as a ca:or ca o:
i~:oc e~~re~:s to nit ti~ .ra: ai~::a
tors are ~re ti~ .ra: :ar, o: a orc~r
a~t.~ ciarc~ o: :ont are ow~:'
Corse~:r ,o.: cia:act~:s .otators
ti:o.io.t ti~ c:~ator :oc~ss w aso
i~ ,o.: a.~.ast~: oc.s is ca.ar.
i ,o.: a:t, s co.os~e o t:aetora
st .a~s are c~:cs wio s~~ .~cis as a
tir, ~~e ti:~at to ti~ eo.rart :o~
.ac orc~ a,~e r ti~ wo:e, ,o.: D\
w i~, oc.s ,o.: ca.ar or nitr
++. .~cis. Cr ti~ oti~: iare, ,o.:
a:t, s co.os~e o coa,~:s, st~a.io:s,
are .~ci |oci~,s wio s~~ .~cis as ti~ i~st
ciarc~ o: e~~atr ti~ .ra: e:aors, ,o.:
ae~rt.:~s w i~ co.~t~, en~:~rt.
vti tiat r .re, i~:~ a:~ so.~ ot~rta
cia:act~: .otators tiat ia~ s~ca ac
~s r DragonMh. C co.:s~, a cia:act~:
s ..ci e~~~: tiar a sr~ .otatr ac
to:, so ,o. car ci .o:~ tiar or~, o: ae|.st
ti~. as ,o. s~~ nt.
D~~at ti~ .ra: ai~::ators
l~sto:~ ati r ti~ t:aetora oes
Gar oow~:s o: a ~:sora i~~ s,s
t~. :o. tios~ wio row ia~ rotir ~t
to i~~~ r
Cos~ ti~ ars o ti~ .ra: oes
Dxo:~ (o: oot) ti~ :.rs ~t i, ti~
.ra: :ar
l~sto:~ ti~ s.:ac~ wo:e (o: ,o.: owr
io.~towr o: rator) to ts o:.~: o:,
Dxo:~ ti~ e~tis o ti~ .re~:e~~,
tios~ ~xos~e or, src~ ti~ s.:ac~
wo:e :~.~~s .si~e ~~: e~~~:
Locat~ ti~ ~~rea:, \ast~: l~osto:,
o ti~ G~a:w:its G.e
l~sto:~ o:e~: are aw ti:o.io.t ti~ wo:e
lit aarst ti~ o:~ss~ oc~s o
ti~ :t~rar Cor~e~:ac,
Acq.:~ a ~:sora .~ci
l.e ,o.: owr .~ci
Aearc~ ti~ a:t o .~cic:at ti:o.i
wiat~~: .~ars r~c~ssa:,
or ti~ i:ortooti Cars are i~co.~ a
.~ci e~
or ti~ G~a:w:its G.e
lre a wa, to t:a~ to ti~ .oor are
e~st:o, ti~ .ra: e:aors at ti~: so.:c~
lo:~ ar aarc~ i~tw~~r ti~ srt~:~e
actors o ti~ wo:e, so ti~ a:~: ti:~ats
car i~ cor:ort~e r .rsor
l.:s.~ ~:sora ow~: ti:o.i wiat~~:
.~ars r~c~ssa:,, ~rs.:r tiat ,o. a:~rt
an~ct~e i, s.ci esast~:s r ti~ .t.:~
l:o~ tiat st~a.ow~:~e .~cis a:~ s.~:
o: to .aca, ow~:~e or~s (o: c~ ~:sa)
;@9J9;L=JK
G
ivrx .nr xassivr cnaxcrs rccxixc .nrir vcrir,
.nr rrcrir cr Eicnrcix. surrrr xc sncr.acr cr
arvrx.urrrs. :cciai s.ruc.urrs navr cciiarsrr irr.
axr ricn., iravixc xax ccxxcxrrs vi.n xc rrccursr
ru. .c ricn. rcr .nrir iivrs. \crrcvrr, .nr arvrx. cr
xrcns nas crra.rr xrv crrcr.uxi.irs rcr arvrx.urixc.
Cciirc.ixc rrscurcrs .c xrrr .nrx ccixc is ax ix
rrxaxr cccura.icx .nrsr ras, axr .nr xrcns navr
raisrr .nr ixrcr.axcr cr a sxiii sr. xc. rcrxrri
vaiurr: .nr .airx.rr riic.. Dvrrvnrrr cu iccx, xrv
arvrx.urrrs arr vaxrrrixc .nr iaxr.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

l~st:ct irow~e~ o .~cis to tios~ wio


car .s~ t ws~,
ls~ to a s~ro: ot ostor r ti~ .~ci
|oci~, i~:a:ci, o ti~ ct,.~cis
Dsco~: wiat ~s r ti~ ~re~ss ~rr~
:oo.s tiat ow~: ti~ ct,.~cis
l:o~ tiat ~ or ti~ s.:ac~ s ossi~
wtio.t ti~ ct,.~cis
ur:a~ ti~ .,st~:, i~ire ti~ l:~to.rr
E~aes are ti~ G:~at :tarer Dwa:
E.rt .orst~:s, nre t:~as.:~, are i~co.~
a i~:o r tis siatt~:~e wo:e
+
J9;=KAF
<J9?GFE=;@
1
i~ starea:e :ac~s a:~ w~ :~:~s~rt~e r
ti~ are o Eiort. 1io.i ti~, ia~
i~~r t:a..atz~e i, ti~ wo:es coas~
a:o.re ti~., ror~ ias i~~r co.~t~,
~xt~:.rat~e.
Atio.i :ia: 1izec ias .s~e :aca t~r
sors are iat~n~e :i~to:c as a o, to :ai
ow~:, rt~::aca rt~:actor ias act.a,
:owr src~ ti~ .ra: :ar. 1i~ ciaotc rat.:~
o ti~ wo:e :~q.~rt, ti:ows to~ti~:
ae~rt.:~:s wio r~~: wo.e ia~ .~t i~o:~.
1i~ ct,.~cis a:~ a: too corc~:r~e aio.t
:~c:.tr tios~ wti .s~. sis to wo::,
aio.t :ac~ (atio.i ta i..ars c~:tar,
ia~ enc.t~s or ti~ owc~r~e ewa:
.~cis), are re~~re~rt .~ci o~:ato:s a:~
ro en~:~rt. l:os~cto:s are t:~as.:~s~~i
~:s tai~ wio~~: eo~s ti~ i~st |oi, are ~ or
ti~ s.:ac~ s .o:~ aio.t wio car i~ ,o.
s.:~ tiar wio ias ort~e ~a:s.
1is s~ctor e~sc:i~s ti~ .a|o: :ac~s r
DragonMh are ti~ wa,s ti~, rt~:act.
-
uuMANs
E
sto:ca,, ti~ i..ars o Eiort
ia~ i~~r ro.aes, are :ati~: .rc
z~e ro.aes at tiat. 1i~ c~rt~: o i..ar
czator was ti~ ~re~ss ars. l~at~
, ~w rat.:a oist:.ctors, co.ir~e wti w~
e~nr~e io.rea:~s :~~rtr o.tse~ rae
~:s, .ae~ tis ti~ ~:~ct :~a. o: ro.aes,
ti~ o~r ars w~:~ :ot~ct~e :o. rasor
i, ti~ st~~s to ti~ w~st, ti~ o:~sts to ti~
ro:ti, ti~ s~a to ti~ ~ast, are ti~ swa.s to
ti~ so.ti. l~tw~~r ti~ ro.ae t:i~s, iow
~~:, ro sio:ta~ o corct ~xst~e. E..ar
czator ias awa,s i~~r we are .a~ai~
to i~r wti, wti ~rt:~ ireo.s :sr
are ar wtir a ~w sio:t ~r~:ators,
are ti~ ~re~ss ars a:~ ro ~xc~tor. 1i~
.ar, t:i~s ici~:~e corstart, o~: t~::to:,,
:~so.:c~s, are :~st~. 1i~ o:c io:e~s tiat
aso wai~e ti~ ars .ae~ o: st .o:~ cor
ct. 1i~ ~w rorro.aec c.t.:~s :~t:~at~e
to .:~rai~ o:t:~ssct~s tiat ti~ co.iat
~ ro.aes co.ert rae~.
:ow, iow~~:, ti~ ~re~ss ars a:~
e~ca,r. vti tt~ si~t~: :o. ti~ .ra:
:ar, ti~, a:~ ~:oer wti ~~:, assr
rit. 1i~ i..ar ct~s w~:~ ~as, ta:~ts
o: ti~ .ra: e:aors, are .ar, ia~ i~~r
iatt~:~e rto ti~ :o.re, ti~: :~.ars .s~e
i, so.~ e:aors as a:s. At ti~ sa.~ t.~,
i:a~ i..ars s.:~ r ti~ t.rr~s are
s.a ac~s .re~: ti~ :.rs. 1i~ :.r~e ct
~s a:~ st io.~ to i.re:~es o: tio.sares
o :~.~~s, wio ie~ wi~:~ ti~ e:aors
cart :~aci ti~..
1i~ ro.aec t:i~s w~:~ rot as .r~:ai~
as ti~ ct~s. 1i~, a:~e w~ aarst ti~ .ra:
e:aors, i~r ast or ti~: st o ta:~ts. As
ware~:~:s wti ro nx~e si~t~:s, ti~, w~:~
it ia:e i, ti~ .ra: :ar. 1i~ .ci~st o.re
ca~s, .o.rtars, o: o:~sts or ti~ ars,
wici ti~, w~:~ soor o:c~e to e~~re
aarst ~re~ss wa~s o :~.~~s. 1i~ ~ss
o:t.rat~ iae to t:a~ i.re:~es o .~s
to ti~ w~st~:r st~~s o: ro:ti~:r o:~sts,
wi~:~ so.~ w~:~ acc~t~e i, ti~ ~~r
a~s. \ost e~e ~r :o.t~.
E..ars r r oti~: :~ors, s.ci as ti~
atare, w~:~ ~ss an~ct~e i, ti~ catast:o
i~. 1i~, w~:~ cos~: to .re~:e~~ ia~rs,
o: or ooe t~:.s wti r~a:i, ewa:~s, are
a:~e i~tt~: tiar ti~: ro.aec i:~ti:~r.
\ar, tooi si~t~: r ti~ ewa:~r st:or
ioes. 1i~:~ ti~, o:~e ~or aarc~s,
starer se~ i, se~ wti ti~: ewa:~r iosts
to e~~re aarst at~: wa~s o :~.~~s.
Ce~: i..ar cia:act~:s a:~ i~, to i~
~.itt~:~e, c,rca :~.~~s. 1i~: ~:sora
isto:, rc.e~s corstart it o: nit o:
ti~ ast nt,oee ,~a:s. 1i~,~ r~~: irowr
~ac~, stait,, o: t:.~ sa~t,, ro: ia~ ti~:
ati~:s o: :areati~:s. 1o ti~., ti~ .~cis
a:~rt io~, ti~ .~cis a:~ .~:~, ti~ at~st
r a st:r o :~.~s. 1i~, ae~rt.:~ so~,
o: s.:a.
\o.r~: i..ars, iow~~:, w~:~ io:r
rto tis wo:e. :~~: irowr ar,tir
~s~, ti~, tai~ t o: :art~e. 1o ti~., ti~
.~cis a:~ s., ti~:~ - so.~ :~res,
oti~:s ~r~.~s, i.t a .~:~, as~cts o
ti~ ~r:or.~rt, i~ .o.rtars o: io.s~s.
it s ti~s~ r~w ~r~:ators o i..ars tiat
ia~ ti~ :~at~st ot~rta o: :~siar
Eiort, o: ti~, .ai~ ti~ .ost o wiat
s ti~:~ :ati~: tiar t:, to :~t.:r to ti~ oe
wa,s. 1i~, ae~rt.:~ o.t o a s~rs~ o io~
are ossit,, s~a:cir o: ti~ rroators
tiat w :~sto:~ ti~ wo:e (o: at ~ast ti~:
t:i~) to :~atr~ss.
E..ar cia:act~:s .a, ia :o. ti~ s~
caz~e ro.ae t:i~s o ti~ ~re~ss ars,
so.~ o wici cor~: s~ca ait~s are
.tators. 1i~ we :taars a:~ ~xc~~rt
:e~:s, wi~ ti~ vss a:~ st~ati, o:~st
ew~~:s. :~~ a~ I o: ro:.ator or
ti~s~ t:i~s.
-
DwARVs
C
a ti~ :ac~s, ti~ ewa:~s a:~ ti~
~ast an~ct~e i, ti~ catast:oi~s.
1i~: .re~::o.re io.~s w~:~ r~~: r
ar, ear~: :o. ti~ .ra: :ar. 1i~ .ra:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

e:aors w~:~ or, a s.a ti:~at, ro a:~


c:~at.:~ car nt ~:, a: rto a ewa:~r t.r
r~. l.t ti~ ewa:~s s.n~:~e .~:c~ss,
:o. ti~ s~corea:, ~n~cts o ti~ catast:o
i~s: vi~r ti~ s.:ac~ ew~~:s ooi~e o:
si~t~: :o. ti~ .ra: :ar are e:aors, ti~,
i~ae~e to ti~ .o.rtars. 1i~ ewa:~s w~:~
o:c~e to e~~re ti~: .re~::o.re ca~s
aarst a.ost ~~:, r s.:ac~ew~~:
r ti~ wo:e.
1i~ ewa:~r ireo.s ia~ i~~r r a
corstart stat~ o wa: o: r~a:, a c~rt.:,.
1i~ .o:~ :~c~rt ,~a:s ia~ s~~r ~ss o
~rc~, src~ .ost o ti~ rae~:s a:~ e~ae
i, row, are ti~ e~~o.~rt o .~cis ~s
:~.~~s aroti~: otor. l.t ti~ n:st ~w
e~cae~s w~:~ io::i~. \ost ewa:~s row
:~~: to ti~s~ as ti~ \~a:s o ti~ looe lar,
o: ti~ rasors ca.s~e i, ti~ .ra: :ar
s~e .o:~ ewa: iooe tiar ar, oti~: wa:
o: catast:oic ~~rt wtir .~.o:,.
D.:r ti~ \~a:s o ti~ looe lar, a.ost
~~:, ewa: io.s~ioe ost at ~ast two ti:es o
ts r..i~:s. :o.~ w~:~ ~xt~:.rat~e ~rt:~,.
:o.~ .o.rtarto ewa:~r ct~s a:~ row
occ.~e ~rt:~, i, i..ars, ~~s, are o:cs.
:o.~ st ia~ ewa:~r :~se~rts, wio a:~ ti~
sa~s o ti~ c.::~rt owr~:s. Cti~: ct~s ia~
i~~r s.cc~ss~, occ.~e i, wa~ at~: wa~
o rae~:s, ~aci o wici w~s o.t ti~ :~
c~er or~. 1i~s~ sarct.a:~s :o. ti~ .ra:
:ar a:~ t~sta.~rts to ts es:.t~ ow~:.
Dwa:~r cia:act~:s a:~ i~, stoc, t:~e
e~~re~:s. At~: e~cae~s o rasor, ti~, a:~
est:.st. o ar,or~ wio s .ra.a:, a:tc.
a:, ti~, a:~ a:oaci~e r ti~: st:orioes.
1o ti~., ti~ .~cis a:~ a .x~e i~ssr. 1i~,
:~~~ ti~ :~ss.:~ or ti~ ewa:~r ireo.s.
At ti~ sa.~ t.~, o: tios~ ewa:~s wio row
~ r .~cis, ti~, :~:~s~rt ti~ aiareor.~rt
o tio.sares o ,~a:s o ewa: stor~ew~r
t:aetor. 1i~, ae~rt.:~ to ~sca~ ti~: cor
nr~s, s~a:ci o: r~w so.tors, i~at iaci ti~
attaci~:s wio ia~ ti:~at~r~e ti~: wa, o ~
o: so or, o: :~~ ti~ ewa:~r ct~s tiat a:~
st occ.~e i, rae~:s.
1i~ ewa:~r ior.s to C:at ci~cis :~at
~e to .~ta a~s to C:at (\~cic:at).
Dwa:~s :as~e r .~cis eo rot :~c~~ ti~
stor~c.rrr ait,, i.t r ts ac~ :~c~~
a +z ior.s to \~ci lot si ci~cis. 1i~
ewa:~r ior.s~s r co.iat aarst arts,
o:cs, are oiroes eo rot a, to co.iat
wti o:c .~cis. 1i~ ior.s s e.~ to ~r~:a
tors o t:arr r ~:sora .a:ta co.iat,
rot .~ci co.iat.
-
Vs
1
i~ ~~s w~:~ w~ :ot~ct~e i, ti~:
e~rs~ o:~st :~a.s, wici si~e~e
ti~. :o. ti~ .ra: :ar o: so.~ t.~.
Atio.i ti~ o:~sts w~:~ ~~rt.a, wo:r
eowr, ti~, io.it t.~ o: ti~: :~se~rts.
D~r so, ti~ ~~s s.n~:~e ia:e. 1i~
~~r ~sar s or, are ti~: t:aetors
a:~ st:or, c~.~rt~e. vi~ i..ars iae
sio:t .~.o:~s are s~~:a ~r~:ators to
aeat to a r~w wo:e, are ti~ ewa:~s at ~ast
:~tar~e ti~ ~st~s o ti~: o:.~: :~a.s,
ti~ ~~s ia~ iae ~~:, ast wooeare a~
.tt~:, e~st:o,~e. 1~rs o tio.sares o ,~a:s
o aearc~e czator ia~ i~~r :~e.c~e
to a ~w o:tai~ i:a:~s, ti~ occasora
:o~e. artr, are :~.~.i~:~e sors.
E..ars ~ i:ti to cie:~r wio r~~:
ir~w ar,tir en~:~rt, i.t ia:~, ia ar
~~r ~r~:ator ias ass~e src~ ti~ .ra:
:ars i~ar. Daci are ~~:, r ~ s ar
., awa:~ o a tiat ias i~~r ost. 1o .ai~
t a ti~ wo:s~, ti~, a:~ row o:c~e to ~ r
cornr~e sac~s, a coretor wici s arati
~.a to ti~ ~~r s,ci~. A e~~ saer~ss
~:.~at~s ~~r soc~t,.
:or~ti~~ss, ~~s w~co.~ ti~ .~cis
wti o~r a:.s. l:o. ti~ ~:s~ct~ o
tios~ .s~e to wooeare :o~s are ii
o:~st io.~s, r r a ta, .oi~ .~ci
s a .or..~rta .:o~.~rt o~: r
.re~::o.re. Atio.i ti~ .~cis w~:~
r~rt~e i, ewa:~s are e~~o~e i,
i..ars, ti~ .ost aearc~e a:~ ti~ :oe.ct
o ~~r .ac. 1i~, ia~ tai~r ti~ e~r.e~e
arc~sto: t:~~s tiat w~:~ orc~ ti~ c~rt~:s o
ti~: a~s are .aca, :~c:at~e ti~.
rto str .~cis. 1i~s~ wooe~r .~cis
..st :oot r ti~ ~a:ti o: or~ io.: ~aci ea,,
i.t ti~, a:~ st a: .o:~ ow~:. tiar ar,
oti~:s, w~er ia::a~s o n:~ias are
oti~: s~s at ti~: nr~:ts. 1i~, ca::,
wti ti~. ti~ a~s t:aetors.
D~r cia:act~:s a:~ sae are estart, i.t
a.or a a,~: cia:act~: :ac~s ti~, a:~ ti~
.ost io~.. 1i~, ia~ a s~~ri.re:~e
,~a: ~sar - .o:~ tiar s.nc~rt to .s~
ti~: .~cis to ~:aecat~ ti~ .ra: e:aors,
.s~ ti~: .ac to si~e ti~. :o. ti~
.ra: :ar, are :~~staisi ti~ c.t.:~ ti~,
orc~ iae. 1i~, ae~rt.:~ wti ~:, or
t~:. oas: to :~co~: ti~ a:tacts are cors
ti~: a~s ost, s~~i r~w st~s to :~:oot
ti~: arc~sto: t:~~s, ~staisi aarc~s wti
oti~:s wio wo.e i~ ti~. nit ti~ .ra:
c:~at.:~s, are nre .aca so.tors to ti~
wo:es :oi~.s.
-
cNOMs
1
i~ ro.~s ia~ s.n~:~e ..ci as ti~
ewa:~s ia~, wti ti~: .re~::o.re
i.::ows :ae~e are .s~e as si~t~:s i, oti~:
:ac~s. uro:t.rat~,, ti~ ro.~s aci ti~
~xt~rs~ e~~rs~s o ti~ ewa: ireo.s,
are ti~, ia~ a:~e ..ci wo:s~. D~st~
ti~: .sors, .ost ro.~s w~:~ ~ct~e
:o. ti~: i.::ows are o:c~e to s~~i si~t~:
~s~wi~:~. 1i~: i.::ows w~:~ ti~r iatt~e
iaci are o:ti i~tw~~r s.cc~ss~ rae~:s
.rt ti~ corstart actt, nra, att:act~e
ti~ att~rtor o ti~ .ra: e:aors. \ost
ro.~ a~s a:~ row att~r~e wast~s.
Atio.i ti~ ewa:~s r~rt~e ti~ .~cis
are ti~ i..ars e~~o~e ti~., ro.~s
act.a, corst:.ct~e .ar, o ti~.. 1i~ ~w
ro.~s to s.:~ ti~: o:ci~ esac~
.~rt ia~ i~~r w~co.~e i, .~ci c:~ws,
wio e~~, a:~cat~ ti~: t~circa :ow
~ss. 1i~, a:~ ~ss r~~e~e or ti~ .aca,
ow~:~e ~ .~cis, i.t .ost oti~: .~cis
rc.e~ a cae:~ o ro.~ t~circars, are
.ar, ro.~ cars ia~ t:ae~e ti~: s~:c~s
o: sa~t, or a i..ar o: ewa:~r .~ci.
Gro.~s a:~ w~co.~e o: aroti~: :~asor:
1i~,:~ .r to i~ a:o.re. 1i~ ro.si s~rs~
o i..o: ias s.star~e ti~ :ac~, are ti~:
|oi~s are :aris a:~ w~co.~ e~:sors r
ti~ i~ai are o Eiort. C co.:s~, ti~:
|oi~s ti~s~ ea,s t~re i~ a tt~ ea:i~:, i.t
ti~, st .ai~ ~o~ s.~.
Gro.si ae~rt.:~:s a:~ |oa t:cist~:s,
as ti~, awa,s ia~ i~~r, i.t at rit, wi~r
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

ti~,:~ aor~ r ti~: i~e:os, ti~, s~rt,


w~~ o: ti~ car .~.i~:s ti~, ia~ ost.
-
uA-Vs
E
a~~s or Eiort ia~ awa,s
iae enc.t, e~nrr ti~.s~~s.
1i~ :aeca, en~:~rt ~st,~s o ti~: two
a:~rts c~:tar, r~~: i~~e: 1i~ stai~,
arc~rt ~~s r ti~: wooeare towrs ~e
a ~:, en~:~rt ~ :o. ti~ wi:r, war
e~:r i..ar ro.aes. \ar, ia~~s st
ti~: t.~ i~tw~~r ti~: two c.t.:~s. l~r
:o. two :ac~s tiat :~s~ct~e or~ aroti~:,
ti~, w~:~ awa,s acc~t~e, ~~r wi~r ti~,
r~~: i~or~e.
Daci ia~ .s.a, e~rt~e .o:~
st:or, wti or~ a:~rt o: ti~ oti~: are
s~rt .o:~ t.~ wti tiat soc~t,, tio.i
i~ tooi :e~ r ti~ acco.si.~rts o
ioti o is i~:ta~s. :ow tiat ti~ .ra:
:ar ias e~c.at~e ti~ aresca~, ia
~~s ia~, o: ti~ :st t.~, iae a ciarc~
to e~r~ ti~: owr e~rtt, as so.~tir
oti~: tiar a cor.s~e, .sac~e .x
t.:~. Atio.i t wo.e i~ ar ~ro:.o.s
~xa~:ator to sa, tiat ar, ia~ act.
a, a:~cat~e ti~ catast:oi~s, t s t:.~
tiat .ar, ia~ o.re ti~.s~~s r ti~
r~w wo:e. As soca st:.ct.:~s wici cor
.s~e ti~. ia~ i:oi~r eowr, ti~, ia~
iae ~ss ec.t, ttr rto ti~ r~w,
:~o:.~e soc~t~s. 1i~, ia~ oci~e
to ti~ .~cis, s~~r ti~ r~w c.t.:~ as
a ac~ ti~, car t rto :o. ti~ sta:t.
l~at~ to ti~: ~:c~rta~s r ti~ o~:a
o.ator, ia~~s a:~ q.t~ co..or
r i..ar are ~~r .~ci c:~ws.
-
uA-ORcs
C
:cs ia~ awa,s i~~r e~ss~e i, ti~
oti~: :ac~s o Eiort, are ia
o:cs a:~ .ro:t.rat~, s.i|~ct to s.a:
esear. 1i~, a:~ acc~t~e i, ro soc~t,,
are .ost i~co.~ ware~:~:s o: ae~rt.:
~:s. 1i~ ~w wio s~tt~ .s.a, ~ wti ti~
t:i~s o ti~: o:c a:~rts, wi~:~ ti~, a:~
corse~:~e w~airs.
Eao:cs a:~ o.re r .~cis or, as a,
r ass~r~:s (wi~r ti~: a,.~rt s ii
~ro.i to o~:co.~ rat.:a :~|.ec~s) o:
as sa~s o: aio:~:s or ar o:c .~ci.
Eao:c cia:act~:s a:~ coa:s~, c:.e~ .~:
c~ra:~s, as ti~, ia~ awa,s i~~r. 1i~ .ra:
:ar s a catast:oi~ o: oti~:s, rot ti~.,
src~ iao:cs w~:~ r~~: ., acc~t~e i,
~ti~: a:~rt, ti~, eort ~~ a e~~ s~rs~
o oss o: wiat ias i~~r e~st:o,~e. C a
ti~ :ac~s, ti~ iao:cs a:~ ~:ias ti~ i~st
ae|.st~e, o: ti~, tooi ti~ ~ast :e~ r
wiat ti~, w~:~ to i~r wti.
-
uAINcs
1
i~ iars o Eiort r~~: iae
a s~cnc ct, o: :~or to ca ti~:
owr, ro: a czator q.t~ as aearc~e as
tiat ti~ ~~s ost. 1i~, s~tt~e ~~:,wi~:~
are .o~e ot~r, iar r~iio:iooes
~xst~e r .ost i..ar ct~s, ti:o.io.t
~~r t~::to:,, r ti~ ias o D.~:oi, are
aor ti~ iaris o ti~ Dre~ss l~:.
lo: .ar, :~asors, ti~ iars ia~
aeat~e w~ to ti~ catast:oi~s. l:st, ti~:
s.a sz~ ~t ti~. ~sca~ ti~ .ra: e:aors
~as,. \ar, iar co...rt~s w~:~
ai~ to s.:~ r ti~ roois are c:arr~s
i~r~ati ti~ :.ii~ o ct~s e~st:o,~e i,
ti~ e:aors. Cti~:s i~ca.~ wo:. a:.~:s.
uri~ ti~ a:~: :ac~s, ti~, w~:~ rot o:c~e
to iatt~ o: ti~ .re~::o.re io.~s o ti~
ewa:~s are ro.~s. :~core, iars a:~
awa,s q.ci to aeat to r~w oo:t.rt~s,
are ti~, ee so ~r .ass~ at~: ti~ catast:o
i~s. \ar, i~ca.~ t:ae~:s, sco.ts, .e~s,
:os~cto:s, are t~circars.
1i.s w~:~ io:r ti~ cors: iar
aio:~:s are t~circars wio t~re to .~cis.
1i~ i.~, co.~x st~a. ~rr~s o ti~
ewa:~r .~cis :~q.:~ ~xt~rs~ .art~
rarc~, :arr :o. s.~ |arto:a e.t~s
(c~arr on o :~se.~s, .orto:r w~a:
are t~a:, ~tc.) to co.~x t~circa assr
.~rts (cai:atr ~a:s, ci~cir :~ss.:~
a~s, ~tc.). Ears car nt rto s.a~:
c:~c~s tiar ~~r ti~ ro.~s, are ti~,
w~:~ q.ci to :~corz~ ti~ .tt, o ti~:
sz~ r ti~ co.cat~e :~ors o a ewa:~r
.~ci. \ar, iar co...rt~s ia~ row
:~ocat~e to .~cis, wi~:~ ti~, :oe~
.ost o ti~ .rsi~e are s~.si~e aio:
:~q.:~e to i~~ ti~ st~a. ~rr~s :.rrr.
ir .ar, cas~s, ti~s~ cors a:~ ct stow
awa,s .rirowr to ti~ .~cis ~ae~:s. ir ti~
.ost ~xt:~.~ cas~s, ti~, ia~ i~co.~ ~:a
~a:ew~r c:~at.:~s, o:~ttr ti~:
i~:ta~ are r as ~:~t.a stowawa,s r
ti~ ia:si ~rr~s. (lo: .o:~ ro:.ator or
cors, s~~ a~ II.)
Ear ae~rt.:~:s a:~ c,rca, as
a:~ a ti~ :ac~s, i.t rot q.t~ as |ae~e as
oti~:s. At~: a, iars s~~ ciar~ as
oo:t.rt,. \ar, iars a:~ row :o
t~ct~e i, ti~ sa.~ .~cis tiat :ot~ct ti~
ewa:~s, ro.~s, are i..ars, e~st~ ti~
iars ais~rc~ r ti~ rroator o s.ci
.~cis. As .s.a, ti~, ia~ aeat~e :a
e, are o.re ac~s to s.o:t ti~.s~~s.
+
9<9HLAF?;D9KK=K
LG<J9?GFE=;@
\
ost t:aetora cass~s car i~ ~as
, rt~:at~e rto DragonMh,
atio.i a ~w :~q.:~ aeatator.
Barnarians
la:ia:ars ia~ awa,s i~~r co..or, ~s~
ca, a.or ti~ ro.aec i..ar t:i~s. :ow,
as r~w ~r~:ators co.~ o a~ r ti~ :ar
scae~e wo:e o Eiort, ti~, a:~ ~~r
.o:~ co..or. Ar, cia:act~: :as~e or ti~
s.:ac~ (r ti~ :.ii~ o oe ct~s, r siaow
ca~ co.~x~s, o: ar, oti~: s.ci a:~a) s a:
.o:~ i~, to i~ a ia:ia:ar tiar a nit~:.
la:ia:ars ae~rt.:~ to ocat~ ir wio w~:~
ost r ti~ esast~:s, to acq.:~ wiat~~: ~s
t~s o st~a. t~ciroo, ti~, car o: ti~:
t:i~s, o: i~ca.s~ ti~, ia~ ost ti~: t:i~s
are ia~ rotir ~t to o iaci to.
Barus
ir a wo:e wti tt~ to io~ o:, ia:es a:~
r ii e~.are. 1i~, a:~ w~co.~ wi~:~~:
ti~, o o: ti~ e~:sors ti~, :oe~. vi~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

.ost s.:o:s o ti~ .ra: :ar a:~ rat.:a,


s.sco.s o ar,or~ o: ar,tir ti~, ~rco.r
t~:, ti~ or~ ~xc~tor to ti~: s.scor s ti~
ia:e. 1i~, wat to asi q.~stors .rt +-
ti~ ia:e ~:o:.s, are i~ ~:o:.s w~,
ti~, .it r~~: asi ar, q.~stors. la:es
ae~rt.:~ to ~c~ to~ti~: wiat its o
irow~e~ ti~, car, ior to .rco~: ti~
.t.at~ s~c:~ts i~ire ti~ .ra: :ar. D~r
wi~ |oir are srr, ti~, .:s.~ ti~ i
q.~stors: vi, ee t ia~r' viat s ~ i~
or ti~ .oor' Eow car tis i~ sto~e'
cI i
ioe~s (atio.i .ar, w~:~ i~e) i.t to
ti~: ati. viat so:t o oe wo.e aow
s.ci esast~: to i~a is oow~:s' Dti~:
ti~ oes aow~e s.ci r~xcai~ esast~:,
wici wo.e .ai~ ar, oow~: q.~stor
is owr ~t,, o: ti~ oes ee rot aow ti~
esast~:, r wici cas~ ti~, a:~ r~n~ct.a
are aci ti~ st:~rti to sto wiat~~: ow~:
c.c ca.s~ ti~ esast~:. Dti~: wa,, a c~:cs
ati w i~ siai~r, are .ar, att:i.t~ ti~:
e~crr ow~:s to ti~s~ ca.s~s.
ir :~at,, ti~ oe oes a:~ i~r o~::.r i,
ti~ .ra: oes, a:tc.a:, tios~ o ti~ .ra:
ti~ .oor are s.:ac~ ias ~r ti~s~ oes a
st:or ootioe r ti~ ana:s o ti~ s.:ac~
wo:e. Cr oti~: ar~s, ti~, iatt~ ti~ oe
oes are a:~ sow, o~:wi~.r ti~..
C~:cs r Eiort ..st cort~re wti
ti~ iatt~s i~tw~~r ti~: e~t~s are ti~
.ra: oes. 1i~, :~c~~ s~s or, wi~r
ti~: e~t~s ia~ ti~ st:~rti are er~
oc.s to sa:~. Daci ea,, at~: ti~ c~:c
co.~t~s i~: io.: o s.cator, ci~ci
to s~~ si~ :~c~~s s~s. 1is s :~so~e
wti a vseo. ci~ci aarst a ias~ DC o o.
A :o o I awa,s as.
~
s
e
:
C
~
,,
a
:
t,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

1is ci~ci s :o~e s~a:at~, o: ~aci


are ~~:, c~:c, ~~r two o ti~ sa.~ ati,
as t e~~res rot |.st or ti~ e~t,s ai
t, i.t aso ti~ c~:cs ~t, are ti~ e~t,s
ow~: or tiat ea,. C~:cs st :~c~~ ti~:
s~s .ost o ti~ t.~, i.t ti~ ~w ea,s or
wici ti~, eort a:~ c~:tar, est.:ir.
1is w~air~ss o c~:cs :~~cts ti~ es
t:actor are .t~e ow~: o ti~: oes as
ti~, iatt~ ti~ .ra: oes. Eow~~:, ti~:~ s
a s~: rr. 1i~ e~t~s a:~ row oc.sr
..ci .o:~ o ti~: ~r~:, or tiwa:tr ti~
raer .ra: oes are ti~: .rors. Ar,
c~:c o ar, ati car att~.t to ciarr~
er~ ~r~:, sortar~o.s, rto a s~
oosr ar, .ra: e:aor o: oti~: .ra:
c:~at.:~ o: ~n~ct, rc.er att~.ts to
:ot~ct o: i~a so.~or~ :o. ti~ cors~
q.~rc~s o .ra: :ar, ea.a~ :o. e:a
ors, are oti~: s.ci ca.s~s - i.t or, i~
:~c~~s is ro:.a s~s tiat ea,.
1o att~.t s.ci sortar~o.s castr,
ti~ c~:c s., t:~s to cast ar, s~ i~
co.e ro:.a, cast, :~a:e~ss o wi~ti~:
t s r is ea, aot.~rt. A vseo. ci~ci
e~t~:.r~s s.cc~ss. i ti~ ci~ci s s.cc~ss
., ti~ c~:c casts ti~ s~ as ro:.a wti
o.t osr or~ o is aott~e s~s o: tiat
ea,. i ti~ ci~ci as, ti~ c~:c eo~s rot
os~ ar aott~e s~, i.t ro s~ ~n~ct
occ.:s are is actor s wast~e. 1i~ c~:c
..st st .~etat~ to i~ ai~ to cast ti~s~
sortar~o.s s~s.
1i~s~ sortar~o.s s~s car i~ cast
.o:~ tiar orc~ ~: ea,. 1i~ DC o: ti~ n:st
sortar~o.s s~ cast ~aci ea, s zo, .oe
n~e i, ti~ sa.~ ae|.st.~rts as ti~ c~:cs
ciarc~ to ~t s~s. 1i~ DC o: ~aci s.i
s~q.~rt s~ :s~s i, + o: ~aci att~.t~e
sortar~o.s castr, wi~ti~: s.cc~ss. o:
rot. lo: ~xa.~, ti~ rta DC s zo. At~:
or~ att~.t, wi~ti~: a~e o: s.cc~ss.,
t :s~s to z+. At~: a s~core att~.t, aar
:~a:e~ss o s.cc~ss, t :s~s to z.
ir aeetor, c~:cs are aaers o t~:
:~st:a e~t~s .a, a.to.atca, s~rs~ a
c:~at.:~ s o .ra: o:r. 1i~, ..st a:~ae,
i~ awa:~ o ti~ c:~at.:~s :~s~rc~. 1is s
:~so~e wti ar .rae|.st~e vseo. ci~ci
aarst DC I. Cr a s.cc~ss, ti~ c~:c s.c
c~ss., e~t~:.r~s a c:~at.:~ s .ra: r
o:r. 1is :~~ actor s a asi o rsit
:oe~e i, ti~ c~:cs e~t, r ts wa:
aarst ti~ .ra: oes are :~q.:~s ro ~no:t
or ti~ c~:cs a:t. 1i~ D\ sio.e .ai~
ti~ ci~ci.
C~:cs row ~~ a co.~r .:~ to s~t
o:ti r ti~ ra.~ o ti~: oes, o: at ~ast to
nit ++. ti~ .ra: oes. 1i~, ae~rt.:~
o.t o a s~rs~ o ati, e~ecat~e to :~r
ti~: ati are sor ti~ :oot ca.s~s o ti~
esast~:, rot .~:~, :ontr r ts wai~.
Druius
1i~ .ra: :ar ias iae two ~n~cts or e:.es.
l:st, rot as .ar, o ti~. ~xst. lo:c~e to
s~~i si~t~:, .ar, iae to aiareor ti~:
:o~s. Lacir ti~ rat.:a wo:e wti wici
to rst:.ct r~w oow~:s, ti~, ia~ iae a
ia:e t.~ rc:~asr ti~: r..i~:s. At ti~
oost~ ~xt:~.~ s a co:oa:, ~n~ct: tios~
e:.es wio :~.ar, are ti~ ~w wio ia~
a~a:~e src~ ti~ .ra: :ars, a:~ e~ecat~e
to ti~: ca.s~ as ro oti~:s i~o:~ ti~.. 1i~,
s~~ ti~.s~~s as a:tcarts r a sac:~e
iatt~ o ~c :oo:tors, wa::r aarst
ti~ .ra: e~rz~rs o: ti~ sai~ o a tirs
rat.:a. l~w ~r~.~s o ti~ .ra: :ar a:~ so
e~ecat~e. 1i~, a:~ .tt~:, e:~r r ti~:
ca.s~ to :ot~ct wiat tt~ :~.ars o ti~
rat.:a wo:e. ir .ar, cas~s, ti~: e~eca
tor io:e~:s or rsart,, so ia:e t s to tai~
ti~ oss~s tiat ti~: :o~s ia~ s~~r.
A a,~: ..st ~xar iow is e:.e cia:
act~: ias co.~ to s.ci a :o~ssor r ti~
wo:e o Eiort. E~ .a, i~ a:~rtc~e
to ar oe~: e:.e wio :oa.~e ti~ wooes
i~o:~ ti~ catast:oi~s, o: ~:ias i~ s a
:~.~~ :as~e r a i.::ow, wios~ irow~e~
o rat.:~ s .t~e to ti~ :az~e ~r:or.~rt
o ti~ ostcatast:oi~ wo:e.
ightrs
lit~:s a:~ awa,s r ai.rearc~, wi~ti~:
or Eiort o: ar, oti~: wo:e, i.t
~w~: o ti~. a:~ a:o.re row. 1i~ a:.~s,
e~ecat~e t:arr, are .ta:, scioos
r~c~ssa:, to :oe.c~ nit~:s ia~ i~~r
es:.t~e. \ost nit~:s row ia :o.
Ci~.ai o: D.~:oi. lit~:s ae~rt.:~ to
t~st ti~: sis aarst ti~ r~w cia~r~s
o tis wo:e are to e~~re ti~ io.~ares
tiat t:ar~e ti~.. \ar, aso s.cc..i to ti~
a.:~ o o:, are t:~as.:~ watr to i~ iae,
are s~~i :ont :o. ti~ r~w wo:e :owr
. a:o.re ti~..
Monks
1i~ .orast~:~s o Eiort a:~ t:aetor
a, ocat~e r ti~ ii~: att.e~s: ti~ :o.i
ares, ti~ ootis o ti~ lo.rea:, l~ais, o:
~~r or ti~ l~ais ti~.s~~s. :o.~ .oras
t~:~s a:~ r ti~ Lat are E~:~a o:~sts, are
two ~xt:~.~, soatorst o:e~:s ia~ s~t .
ca. w~st o ti~ lo.rea:, l~ais, a: :o.
czator. A o ti~s~ a:~as a:~ a: :o.
ti~ wo:st :aa~s o ti~ .ra: :ar, are .oris
ia~ ~re.:~e ti~ ar o ti~ catast:oi~s
as stoca, as or~ wo.e ~x~ct. Atio.i
.oris ia~ r~~: i~~r a:tc.a:, co..or
r Eiort, ti~,:~ as co..or (o: as :a:~)
row as ti~, ia~ i~~r.
:o.~ .oris ia~ :~rt~::~t~e ti~:
i~:ta~ r a r~w wa,. 1i~ .~ci e~s o ti~
i:ortooti Cars ia~ c~a: :oots r .orastc
.a:ta t:aetor, tio.i ti~, a, t to
co.iat wti .~cis :ati~: tiar ~:sora
.~~~. \ar, .oris ia~ |or~e ti~s~ cars,
wi~:~ ti~, a:~ w~co.~e wti o~r a:.s
are ta.it ti~ wa,s o ti~ .~ci e~s.
aIauins
laaers a:~ r~~e~e row .o:~ tiar ~~:
i~o:~. As wti ti~ c~:cs, .ar, ia~
q.~stor~e ti~: oes, i.t as ti~ .t.at~
cia.ors o ti~: ati, ror~ ias i~e s.ci
eo.its o: or. laaers ia~ ~.~:~e as
t:.~ cia.ors, iattr ti~ .ra: e:aors
wi~:~ oti~:s ~~, are ti~: r..i~:s ia~
act.a, :owr tiaris to ti~ ~xa.~s ti~,
ia~ s~t.
laaer s~castr s .t~e as a c~:cs
s (s~~ aio~). :or~ o ti~ aaers oti~:
ait~s a:~ an~ct~e.
Rangrs
As wti ti~ e:.es, :ar~:s ia~ o.re
ti~: io.~s e~st:o,~e. lar~:s car st i~
o.re a.or ti~ ~~s are s.:r i..ar
ro.aes, i.t r~w :~c:.ts a:~ :a:~. :o.~ ia~
:~sore~e s.a:, to ti~ e:.es, e~ca:r
a sac:~e wa: aarst ti~ .ra: c:~at.:~s, oti
~:s ia~ s.~ ~r ., r ti~ :~st o
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

wza:es. \.ci .aca irow~e~ was


e~st:o,~e aor wti ti~ :~at ct~s, are
ti~ e~st:.ctor o ti~ arc~st:a ~~r
a~s e~at a ow~:. iow to ti~ st.e, o
.ac. l.:ti~:.o:~, ti~ a~ ao:s st~a.
ow~:, rot .ac - ~xc~t a.or ti~ ~~s,
t s ti~ coa,~:s wio a:~ :ot~ctr ti~:
soc~t~s, rot ti~ wza:es.
vza:es a:~ rot as co..or as ti~, .s~e
to i~. 1ios~ wio :~.ar a:~ .otat~e to
:~t.:r .ac to ts ac~ o :~~.r~rc~.
1i~, ae~rt.:~ to :o~ ti~ wo:ti o ti~:
sis, to ar r~w irow~e~, are to t:aci
eowr ti~ ~w :~.arr a:ci.a~s wio car
t~aci ti~. ti~ :~at~st s~c:~ts o a.
+
F=O;GJ=;D9KK=K
-
cOcKwORK RANcR
(VARIAN1 RA
1
i~ cociwo:i :ar~
11.ar wio ias aeo 11
as is io.~. Cr a ro
i~ .a, ia~ :owr . st
ti~ c:~at.:~s o ti~ wo
i.t, :as~e as i~ was or
.~ci, i~ ias rst~ae
.ae~ ti~ wo:e o
.~ta is eo.ar.
\ost cociwo:i :ar~:
~ r ti~ ~a: o:~sts,
~rr~ :oo.s tiat oc
t~ ~~s o ~~:, ct,
Cociwo:i :ar~:s
:~s~cts |.st i~ t:ae
1i~, st.e, ti~ c:~at.
ti~ ~a: o:~sts, iot
cors) are rae~
rc.e~ :actca, ar
ti:~at~rs ti~ ~rr~
t~re to i~ stareon
:~t:~at to ti~ ~rr~
ac~ are si. Cociwo:
a rat.:a .re~:starer
r :ati~: tiar ti~ an
o.re wti wooese
ti~: ~s r ti~ .~t~o:oci~e wast~s o
wiat w~:~ orc~ :~at o:~sts.
A a:ator or ti~ t:aetora :ar~:,
ca~e ti~ cociwo:i :ar~:, car row i~
o.re ia.rtr ti~ ~a: o:~sts o ct,
.~cis. Cociwo:i :ar~:s a:~ e~sc:i~e r
e~ta i~ow.
Rogus
lo.~s w awa,s ia~ a ac~, r ar, oca
tor are ar, t.~. 1i~ :o.~s o Eiort
ia~ i~~r .ran~ct~e i, ti~ catast:oi~s,
~xc~t rsoa: as t ias i~~r a :~at t.~
o: oo:t.rsts are oot~:s. L~ or a .~ci
eo~srt a:tc.a:, ao: a :o.~ - ti~ q.a:
t~:s a:~ a tt~ too c:a.~e to ~t awa, wti
..ci - i.t :o.~s ia~ o.re ti~: sis a:~
~:~ct, s.t~e to rnt:atr ~r~., .~cis,
wici a:~ tt~ .o:~ tiar wair i.ers.
:o.~ :o.~s ia~ ~~r s~caz~e r s.ci
sis, are :..o:s ~xst o a s~c:~t~ o:a
rzator o stai~:s wio a:~ e~ecat~e to
tair eowr .~cis wtio.t ~~: i~r s~~r.
lo.~s ae~rt.:~ o: ti~ sa.~ :~asors ti~,
awa,s ia~: oot, ~x~:~rc~, a.~, ra.,,
are ti~ cia~r~ o a :~at i~st.
sorrrs
1i~ .oors ow o:it ias ca.s~e a .arr~:
o st:ar~ ~~rts or Eiort, rot ~ast o
wici s a i.~ |.. r ti~ r..i~: o rat.
:aio:r s~cast~:s. :o:c~:~:s a:~ or ti~
:s~, aa:~rt, e:~r i, so.~ .aca se~
~n~ct o ti~ .oor. \ar, o ti~ r~w iooe
.ar~st s~s tiat a:~ .oorti~.~e a:a
tors or ti~ t:aetors, s.ci as +.c ..!-
tiat a.rci .~t~o:t~s rst~ae o a::ows.
ir so.~ cas~s ti~, a:~ iat~e o: tis, i~r
s~~r as a:t o ti~ wo:es :oi~.s, r oti~:
cas~s, ti~, a:~ t:~as.:~e as i~a:~:s o .rq.~
.ac. ir ar, ~~rt, ti~ :~s~ct ti~, ~r|o,
..st row i~ sia:~e wti .~ci |oci~,s are
coa,~:s, a act .ar, so:c~:~:s nre :atr.
1i~, ae~rt.:~ to t~st ti~: .ts are nre
ti~: .:os~, ~s~ca, tios~ wios~ ta
~rts recat~ ti~, a:~ corr~ct~e to ti~ .ra:
catast:oi~s r so.~ r~xcai~ wa,.
wizarus
l~w~: ac~s ~xst to ~a:r .ac ti~s~ ea,s,
are ~w~: ~o~ a:~ t:arr to i~co.~
tio.i ti~: rat.:a ta~rt s rot as w~
e~~o~e as tiat o ti~ coa,~:s.
1i~ ~:sora isto:, o a cociwo:i :ar
~: .s.a, .otat~s i. to ae~rt.:~. ir
.ar, cas~s, ti~: ~s w~:~ sa~e i, .~cis
~a:, or. 1i~: wo:si o ti~ ~a: o:~st
s rt~:twr~e wti a e~s:~ to :ot~ct t
as ar ~r:or.~rt, r a:t to :~s~:~ ti~
ct,.~ci ts~. 1i~, ae~rt.:~ to o
tios~ wio wo.e ti:~at~r ti~ ..i~:r
ct,.~cis, to nre :~so.:c~s to i~r~nt ti~
ct,.~cis, o: s., to .:ti~: ti~ ca.s~
o st~a. t~ciroo,. 1i~, oos~ tios~
wio aeocat~ a :~t.:r to ti~ oe wa,s, rot
|.st i~ca.s~ t ti:~at~rs ti~ e~rz~rs o
ti~ ~a: o:~sts, i.t i~ca.s~ ti~, s~~ t as
a e~c~t~ so.tor.
Cociwo:i :ar~:s a:~ aso irowr as
.~ta :ar~:s o: ~rr~i~~~:s.
can RuI Inornation
Cociwo:i :ar~:s a:~ e~rtca to ro:.a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

:cXjjJb`ccj
1i~ cociwo:i :ar~:s cass sis (are ti~
i~, ait~s o: ~aci si) a:~ C.i (:t:),
Corc~rt:ator (Cor), C:at (irt), Eare~
Ar.a (Cia), E~a (vs), Ee~ (D~x), ..
(:t:), Krow~e~ (rat.:~) (irt), Krow~e~
(st~a. ~rr~s) (irt), Lst~r (vs), \o~
:~rt, (D~x), l:o~ssor (vs), :~a:ci
(irt), :ot (vs), :.:a (vs), are us~
lo~ (D~x).
Cociwo:i :ar~:s ia~ ti~ .rq.~ ai
t, to .s~ Eare~ Ar.a to r.~rc~ cor
st:.cts. :~~ a~ +z o: e~tas.
skiII oints at Ist vI: (+ + irt .oe
n~:) x +.
skiII oints at ah AuuitionaI vI:
+ + irt .oen~:.
:cXjj=\Xkli\j
Cociwo:i :ar~:s a:~ i~ :ar~:s ~xc~t
~a: o:~sts e~~o ti~: owr .rq.~ ~coo
~s, ai~t t wti c:~at.:~s a: :~.o~e :o.
tios~ tiat wai ti~ wooeare ea~. Cociwo:i
:ar~:s .a, st e:aw or rat.:~ to cast er~
s~s, tio.i ti~ s~s aaai~ to ti~. a:~
sart~e .o:~ towa:e .~ciarca ~. :~~ a~
+ o: ti~: s~ st.
1rak: Cociwo:i :ar~:s st :~c~~ ti~
1:aci ~at. 1i~ :.~ are :~as~ tiat coat ti~
oo:s o ~a: o:~sts co.rt as n:. :o.re o:
.:os~s o ti~ ~at. la:tc.a:, s.e~co
~:~e a:~as a:~ corse~:~e sot :o.re.
avoru nny: Cociwo:i :ar~:s st
ia~ ao:~e ~r~.~s. 1i~, .a, cioos~
:o. ti~ t:aetora cat~o:~s, :oe~e
ti~, ia~ iae ~xos.:~ to tios~ ~r~.~s.
AninaI conanion: 1i~ cociwo:i
:ar~:s ar.a co.aror ..st i~ a c:~at.:~
rat~ to ti~ ~a: o:~sts. Cioos~ :o. tis st:
e:~ :at, :~as~ za:e, .orst:o.s c~rt~e~
.orst:o.s se~: (\~e
o: \~e.. ~:).
-
cAYR
tri~:~: are .~ciarc.
a:~ ois~ss~e wti st~a.
wo:ir t:~~ss, to ~i~
o ~:o:.arc~ :o. ti~
1i~, ~x~:.~rt cor
wa,s ~a~: to ~a:r aio.t
oti~:s aearc~s r ti~
n~e. i ar,or~ car i.e
a i~:, i~tt~: .~ci,
s a coa,~:. Coa,
ar ow~: ti:o.i ti~
, i.e, are ti~, ia~
~: ar a:~a o t~ciroo,
~:s. :t~a. ow~:s ~rai~
artastc ~rr~s wti
oa,~:s ae~rt.:~ o:
ti~, i~ to t~st ti~:
t wa, to nre o.t ,o.:
sr.n s to s~re t rto
, ia~ a ~:, ~x~rs~
~rr~s w~:~rt ~x~r
is a:~ eowr:it ~xo:
s a ooe wa, to .re
charatristis: Coa,~:s a:~ si, are
:~c.s~. 1i~, :~~: to s~re ti~: t.~
wti .acir~s, rot ~o~. 1i~, .artar
a cors~:at~ a~a:arc~ are eort e:aw
att~rtor to ti~.s~~s - ~xc~t wi~r
e~.orst:atr r~w r~rtors, at wici
ort ti~, a:~ ia, to siow ti~. on.
AIignnnt: Coa,~:s t~re towa:e r~.
t:at, are ~~r ciaos. 1i~: i~~ st:.ct.:~
ac~s a ii :~... or irow~e~ are
t:.ti, as w~ as ti~ aearc~.~rt o t~ci
roo, ti:o.i cort:i.tors to ti~ :~at~:
ioe, o irow~e~. 1i~, corse~: ti~s~
t.~~ss a.~s to i~ a: .o:~ .o:tart
tiar ti~ t~.o:a o,at~s o .o:ta ~.
RIigion: Coa,~:s ia~ ro :~s~ct
o: ti~ oe oes. 1i~, a:~ .tt~:, ati~s
tc. 1i~, wo:si or, t~ciroo, are ti~
ow~: t car i:r ti~.. i ti~, ~xiit ar,
:~o.s ~arrs at a, t s towa:e Dot:ai,
ti~ :~at ~rr~.
Bakgrounu: \ar, coa,~:s a:~ on
ca, t:ar~e i, ti~ G~a:w:its G.e, o:
a s.a: o:arzator r ti~: io.~towr. i
rot a:t o ti~ .e, ti~, a:~ a.ost awa,s
a:~rtc~e to ar oe~:, .o:~ ~x~:~rc~e
coa,~:, wio t~aci~s ti~. ti~ iascs are
ti~r i~s ti~. aearc~. 1is a:~rtc~
si s .s.a, q.t~ ro:.a, t ia~rs
rat.:a, e.~ to ti~ cos~ ca.a:ae~:~ o
coa,~:s, wio s~~i ~aci oti~: o.t to es
c.ss ti~: st.e~s. A st:or ~~r o ~ow
si ~xsts a.or coa,~:s, src~ ti~, ia~
~w oti~: ~o~ wti wio. ti~, car esc.ss
ti~: rt~:~sts.
Ras: Gro.~s are ewa:~s a:~ i, a:
ti~ .ost co..or :ac~s a.or coa,
~:s. E..ar are iao:c coa,~:s a:~rt
.rco..or, tio.i ti~ att~: :a:~, aearc~
i~,ore s.~ .~ciarca cort:ators.
Coa,~:s o ar, oti~: :ac~s a:~ ~xc~~er,
:a:~: D~s :~~: .aca, corst:.ct~e
.~cis, are iars a:~ .o:~ rt~:~st~e r
s~r .~cis tiar i.er ti~..
Othr cIasss: A coa,~: s ~:c~~e i,
oti~: cass~s as ar oee ~cc~rt:c. lo: .ost
o ar ae~rt.:r ca:~~:, i~ i~ ti~ s.a
., r ti~ iaci ier i~ire so.~ w~:e
cort:ator. l.t as i~ aearc~s r ~~
i~ ars ti~ ait, to corst:.ct ~~: .o:~
~aio:at~ w~aors, are ~~rt.a, i~ car
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

i.e .~cis. it s at tis ort tiat coa,~:s


sta:t ~a:rr so.~ :~s~ct.
can RuI Inornation
Coa,~:s ia~ ti~ oowr a.~ statstcs.
AniIitis: irt~~rc~ s ~xc~~er, a.
ai~ o: coa,~:s, as s D~xt~:t,. 1i~ o:.~:
~ts ti~. e:~a. . ~~: .o:~ ow~:. cor
t:ators, are ti~ att~: ~ts ti~. i.e ti~..
AIignnnt: Ar,.
uit Di: e+
:cXjjJb`ccj
1i~ coa,~:s cass sis (are ti~ i~, ait~s
o: ~aci si) a:~ C:at (iacis.tir) (irt),
C:at (.~cic:at) (irt), Dsai~ D~c~ (irt),
Krow~e~ (ar,) (irt), Krow~e~ (.~cis)
(irt), Krow~e~ (st~a. ~rr~s) (irt), Ls
t~r (vs), are \~ci lot (D~x).
skiII oints at Ist vI: ( + irt .oe
n~:) x +.
skiII oints at ah AuuitionaI vI:
+ irt .oen~:.
:cXjj=\Xkli\j
A o ti~ oowr a:~ cass ~at.:~s o ti~
coa,~:.
waon anu Arnor roniny:
Coa,~:s a:~ :onc~rt wti c.i, ea~:,
i~a, c:ossiow, it c:ossiow, are q.a:
t~:stan. 1i~, a:~ :onc~rt wti a si~es
~xc~t ti~ tow~: si~e, are ti~ oow
r a:.o: t,~s: aee~e, ~ati~:, st.ee~e
~ati~:, ots a:.o:, ciar si:t, sca~ .a,
~a:.a, are ciar.a. As ti~, aearc~,
ti~, ar :onc~rc, wti c~:tar ~xotc
w~aors (s~~ i~ow).
A coa,~: s awa,s corse~:~e :onc~rt
wti ar, w~aor i~ ias i.t .sr is st~a.
ow~:s.
xoti waon roniny: Coa,~:s
tri~: corstart,. 1i~, a:~ awa,s ~a:rr
iow to .s~ r~w .~ciarca e~c~s, rc.e
r ~xotc st~a.ow~:~e w~aors. At ~aci
recat~e ~~, a coa,~: car i~co.~
:onc~rt wti or~ o ti~ oowr ~xotc
w~aors: i.zzax~, i.zzsaw, ciatt~:swo:e,
a.~ rozz~, oist~: caw, st~a.i:~ati~:,
st~a. .r.
Mahin nathy (x): A coa,~: s
nr~, att.r~e to ti~ .rctors o .acir~s.
E~ car e~rt, :oi~.s :o. ti~ sit
~st i.. o: wi:. Coa,~:s :~c~~ ti~
C:at :t~a. G~a: ~at o: :~~ at n:st ~~.
Coa,~:s aee ti~: cass ~~ as a ior.s to
a ci~cis r C:at (.~cic:at), Krow~e~
(.~cis), are Krow~e~ (st~a. ~rr~s).
Mh waon roniny: Coa,~:s
s~re a: .o:~ t.~ i.er are st.e,r
.~cis tiar otr ti~., so ti~, eo rot
~a:r to o~:at~ .~ci w~aors as q.ci,
as ti~: .~ci |oci~, co.rt~:a:ts. :or~
ti~~ss, ti~, i~co.~ si~e wti tios~
ti~, oc.s or. At ~aci ~~ recat~e, ti~
coa,~: i~co.~s :onc~rt wti ar, or~
.~ci w~aor.
stan owrs (x): A coa,~: car
corst:.ct a r..i~: o st~a. ow~:s as
recat~e r 1ai~ II. E~ :~c~~s a r..
i~: o aeetora st~a. ow~:s ~q.a to
is irt~~rc~ .oen~:. :t~a. ow~:s at
Ist ~~ a:~ :art~e o: :~~, .t.:~ st~a.
ow~:s ..st i~ i.t are ae o: ~: ti~
.s.a :.~s.
1i~s~ st~a. ow~:s a:~rt recat~ o
wiat ti~ cia:act~: |a, ti~,:~ reca
t~ o wiat i~ s caai~ o .artarr.
1i~ cia:act~: eo~srt ia~ to s~c, wiat
~aci st~a. ow~: sot s .rt i~ act.a,
i.es a e~c~ o so.~ so:t tiat .s~s ti~
st~a. ow~:. E~ car .artar or, ti~
r..i~: o st~a. ow~:s recat~e r 1ai~
II. i o: so.~ :~asor i~ warts to at~: ti~
st~a. ow~:s i~ s c.::~rt, .sr, i~ car
esos~ o ar ~xstr e~c~ are c:~at~ a
r~w or~. As or as ti~ tota st~a. ow~:s
r .s~ eo rot ~xc~~e is .t as recat~e
r 1ai~ II, tiats rot a :oi~.. 1i~ oe
st~a. ow~:s are ti~ e~c~ ti~, w~:~
.s~e wti a:~ corse~:~e e~st:o,~e, iow
~~:, ~~r ti~, a:~rt act~, e~st:o,~e,
ti~, a aa:t :o. aci o .art~rarc~.
Daci .o:rr ti~ coa,~: ..st s~re
or~ io.: .artarr is st~a. ow~:s.
1is rc.e~s aeer o, :~cai:atr
a:ts, ci~cir .~as.:~.~rts, are so or.
1i~ coa,~: ..st i~ caai~ o :~asorai~
corc~rt:ator e.:r tis t.~, tio.i i~ s
rot an~ct~e i, ar, est:actors tiat .it
i~ ro:.a, ~x~:~rc~e or a ct,.~ci
(s.ci as ~rr~ ros~ o: c:a.~e q.a:t~:s).
lo: ~aci ea, r wici i~ eo~srt .artar
is st~a. ow~:s, ti~ coa,~: t~.o:a:,
1AsLc I-I: 1uc cOcLAxck
Ltvt: sst Avvcx sonus roav svt ktr svt wt:: svt srtct: svtu rowtas
i +o +o +o +2 |ac.- |,a:,,
|~:.c v-a,~ |~|c.-c, 2+|:
2 +i +o +o + |-c v-a,~ |~|c.-c, +|:
+i +i +i + |:-ga:-c |a: ++|:
+ +2 +i +i ++ |~:.c v-a,~ |~|c.-c, +|:
+2 +i +i ++ |-c v-a,~ |~|c.-c, o+|:
o + +2 +2 + - +|:
+ +2 +2 + |:-ga:-c |a: c+|:
c ++ +2 +2 +o |~:.c v-a,~ |~|c.-c, c+|:
9 ++ + + +o |-c v-a,~ |~|c.-c, 9+|:
io + + + + - io+|:
ii + + + + |:-ga:-c |a: io+|:
i2 +o+i ++ ++ +c |~:.c v-a,~ |~|c.-c, ii+|:
i +o+i ++ ++ +c |-c v-a,~ |~|c.-c, i2+|:
i+ ++2 ++ ++ +9 - i2+|:
i ++2 + + +9 |:-ga:-c |a: i+|:
io +c+ + + +io |~:.c v-a,~ |~|c.-c, i++|:
i +c+ + + +io |-c v-a,~ |~|c.-c, i++|:
ic +9++ +o +o +ii - i+|:
i9 +9++ +o +o +ii |:-ga:-c |a: io+|:
2o +io+ +o +o +i2 |~:.c v-a,~ |~|c.-c, io+|:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

os~s or~ st~a. ow~:. A ost st~a. ow~:s


a:~ :~sto:~e as soor as ti~ coa,~: s~res a
. io.: or .art~rarc~.
Intgratu arts: \ost coa,~:s a:~
:.a c:~at.:~s, s.ci as ro.~s, iars,
o: cors. vti ti~: ow :t:~rti, ti~s~
coa,~:s ia~ i~~r o:c~e to e~~o
r~w wa,s to ca::, a:o.re a ti~: ~a:. At
I:e ~~ are ~~:, + ~~s ti~:~at~:, ti~
coa,~: car rt~:at~ two st~a. ow~:s
rto or~. 1i~s~ ow~:s ..st i~ i.t rto
ti~ sa.~ e~c~. 1i~ two a:ts co.ir~e
ti~r w~i ti~ sa.~ a.o.rt as ti~ s.a~:
o ti~. ee i~o:~ ti~, w~:~ co.ir~e. lo:
~xa.~, ar .a~.ai~: co.ir~e wti ar
:or a:. wo.e ia~ a tota w~it o is.,
ti~ sa.~ w~it as ti~ :or a:. i, ts~.
la:ts rt~:at~e r tis .arr~: carrot i~
s~a:at~e orc~ co.ir~e, to :~ac~ ti~.,
ti~ coa,~: ias to i.e two wio~ r~w
a:ts :o. sc:atci. it s ~:~ct, acc~tai~
to rt~:at~ esa:at~ a:ts o :aeca, e
~:~rt sz~, w~it, are e.~rsors - at~:
a, tis s artas, ~rr~~:r:
1hat i is Inortant: At Izti ~~
(o: ii~:), a coa,~: .a, tai~ ti~ |+
.-c- . .+ ait, (~: ti~ stai~: cass
e~sc:tor) r ac~ o a ro:.a ~at. A
coa,~: wti tis ait, .a, e~rt, stai~:
saiota~ r ia ti~ .s.a t.~ (wici r~ts to
or~o.:ti ti~ t.~ ti~ stai~: s~rt nrer
ti~ ~c~).
-
cONs1Ruc1OR
(VARIAN1 wIzARD)
A
corst:.cto: s a wza:e wio s~caz~s
r i.er corst:.cts. Corst:.cto:s a:~
a r~w i~ro.~ror, iar a~a:~e or, r
ti~ ast s~~:a e~cae~s. A o:.a o:arza
tor irowr as ti~ Co~~ o Corst:.cto:s
s :~sorsi~ o: ..ci o ti~ :owti r
ti~ n~e, as ts .~.i~:s ia~ ~xare~e ti~
sc~rc~ o .aca corst:.cts a: i~,ore
o~.s are .a:ears. Corst:.cto:s ~a:r
s~s tiat ..c ti~ t:ats o corst:.cts,
|.st as ti~, .si ti~ ~r~o~ o corst:.ct
i.er r ar att~.t to .atci ti~ ai.o.s
c:~ators o ti~ coa,~:s.
Cia:act~:s i~co.~ corst:.cto:s i~ca.s~
ti~, ~xiit a ta~rt o: ioti ~rr~~:r
are a:car~ .ac. i ti~, aci~e ti~ ai
t, to cast s~s, .ar, wo.e ia~ i~co.~
coa,~:s. irst~ae, ti~, .s~ ti~: two si
s~ts to c:~at~ c:~at.:~s a: i~,ore ti~ sco~
o s.~ ~rr~~:r (o: so ti~, io~).
1i~ corst:.cto: cass s a .x i~tw~~r a
ro:.a cia:act~: cass are a :~st~ cass.
Corst:.cto:s a:~ awa,s .~.i~:s o ti~
Co~~ o Corst:.cto:s. 1is .~.i~:si
s :~~, aaai~ to ar,or~ wio :o~ss~s
ar rt~:~st. ir tiat :~a:e, ti~ corst:.cto: s
i~ a :~st~ cass, as t :~q.:~s .~.i~:
si r a wo:es~cnc rstt.tor. Cr ti~
oti~: iare, tis s ia:e, .o:~ s~caz~e
tiar wiat s :~q.:~e o a s~cast wza:e
(ar .sorst, o: ~xa.~). Corst:.cto:s
a:~ ~ss~rta, s~cast wza:es wios~
s~cazator rc.e~s .~.i~:si r ar
o:arzator. uri~ ro:.a s~casts,
iow~~:, ti~: s~cazator eo~s rot a
aor ti~ r~s o a s~cnc scioo.
la,~:s .a, s~~ct corst:.cto: as ti~:
cass at Ist ~~.
can RuI Inornation
A corst:.cto: s e~rtca to a ro:.a wza:e
wti ti~ oowr .oencators.
:cXjjJb`ccj
1i~ corst:.cto:s cass sis (are ti~ i~,
ait~s o: ~aci si) a:~ Corc~rt:ator
(Cor), C:at (aci~.,) (irt), Dsai~
D~c~ (irt), Krow~e~ (ar,) (irt), l:o~s
sor (vs), are :~c:at (irt).
skiII oints at Ist vI: (z + irt .oe
n~:) x +.
skiII oints at ah AuuitionaI vI: z
+ irt .oen~:.
:cXjj=\Xkli\j
sIIs: 1i~ corst:.cto: cass ias ts owr st
o s~s. 1is rc.e~s a wza:e s~s, a ~w
er~ s~s tiat ia~ i~~r aeat~e o: .s~
i, ti~ corst:.cto:s (s.ci as +.+- |-c),
s~~:a a:art s~s oc.s~e or an~ctr
corst:.cts :ati~: tiar ti~: :~o.s ta:~ts,
are a r..i~: o :~st:ct~e s~s.
1i~ corst:.cto: scioo s~ st a~a:s
or a~ +. 1i~ :~st:ct~e s~s w~:~ e~~
o~e i, ti~ Co~~ o Corst:.cto:s are a:~
st:ct, :~.at~e. \~.i~:s o ti~ co~~
r~~: t~aci ti~s~ s~s to ror.~.i~:s.
1i~ or, wa, to ~a:r ti~. s to i~ a .~.
i~: o ti~ co~~ o: to esco~: ti~. r a
.~.i~:s s~iooi.
siaIist: Corst:.cto:s a:~ s~casts.
As e~sc:i~e r ti~ rHi, a corst:.cto: car
:~a:~ or~ aeetora s~ o ~aci ~~ ~:
ea,, are :~c~~s a +z ior.s to :~c:at
ci~cis to ~a:r ti~ s~s o i~: cios~r co
~~. 1i~ ~xt:a s~ s~~ctor .a, i~ ar,
s~ :o. ti~ corst:.cto: scioo s~ st
(a~ +).
1o i~co.~ a corst:.cto:, a wza:e ..st
s~~ct ar, sr~ oti~: scioo as i~: :oii
t~e scioo. A.ost a corst:.cto:s cioos~
r~c:o.arc, as ti~: :oiit~e scioo,
src~ s~s o +!! oti~: scioos a:~ :~q.:~e
o: ti~ c:~ator o a t,ca corst:.cts.
1ios~ wio eort cioos~ r~c:o.arc, as ti~:
:~st:ct~e scioo ot~r ia~ o. a.itors
ror ti~ c:~ator o s.oir e~ae are
oti~: .re~ae s~.corst:.cts.
aniIiar: A corst:.cto: .a, i.e a
cociwo:i a.a: (s~~ a~ +).
-
Mcu OcKY
A
.~ci |oci~, ots .~cis. 1i~ .~ci
|oci~, ~.ioe~s t~circa rcrator
co.ir~e wti itrr :~~x~s, ~xt:ao:e
ra:, sata ait~s, ar ~.otora s~rstt,
to .acir~s, are ar .rrcir i~~ tiat a
.~ci car eo ar,tir a i..ar car.
vi~ ti~ ~a:~st .~cis w~:~ ot~e
i, ti~ t~circa, .re~e ~o~ wio i.t
ti~., t soor i~ca.~ c~a: tiat t~circa
ta~rt are otr ait, a:~ two s~a:at~
tirs. 1i~ .~cieo.s row s~~ct .~ci
|oci~,s ias~e or otr si, rot t~cir
ca att.e~. Low~~ .~ci |oci~,s .~:~,
.re~:stare ti~ cort:os o a .~ci, wi~
ii~~ .~ci |oci~,s car .ai~ ti~:
.~cis eo tirs ti~ i.e~:s r~~: tio.it
ossi~.
ir ti~ ares o Eiort, .~ci |oci~,s
a:~ ti~ r~w wa~ o i~:o~s. 1i~: sis
:ot~ct are si~i~:e ti~: ~o~s. 1i~ ac~
ots o ti~ itw~it nit~:s s~~e ti~:
.~cis ac:oss ti~ aresca~, sa::r wti
.orst~:s are :~~r :ae~:s. 1i~ .o:~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

ca.to.s ots o ti~ .ass~ ct,.~cis


st:e~ .it, aio~ ti~ :o.re, ottr
ti~: st~s wti ~x~:t :~csor so as to
aoe esast~:.
Auvnturs: \~ci |oci~,s ae~rt.:~
i~ca.s~ ts ti~ or, wa, ti~, car ~t i~ire
ti~ cort:os o a .~ci. \ost o ti~. a:~ r
o~ wti .~cis :o. ti~ .o.~rt ti~, s~t
sit or or~. Cr to o tiat, .~ci |oci~,s
~t a ti: :o. ti~ :.si o otr are o~
~xct~.~rt, ear~:, iatt~, are o.e ros~s.
1i~ t:arstor :o. ti~:~ to act~ ae~rt.:
r srt ~:, a:. \~ci |oci~, ae~rt.:~s
ro~ ~::,r ca:o, ass~r~:s, o: ~~r
cort:aiare, sco.tr o.t r~w ocators o:
s~tt~.~rts o: .r~s, at:or sa~ zor~s,
e~~rer ct,.~cis aarst raer
.~cis, are or i~ae to i~ae wti .ra:
e:aors are oti~: i.~ .orst~:s.
charatristis: 1i~ .~ci |oc
i~ ti~ q.rt~ss~rta nit~: ot:
s~ass.:~e, are ooe at wiat i~
\~ci |oci~,s ia~ a s~cnc ait,
ias r~~: i~o:~ i~~r :~corz~e as
ir ti~ ast, ti~, .a, ia~ i~co.~ c
e:~:s r ti~ .ta:,, o: s., :ac~
~s wti ti~ aes iaci r ti~ a~
ti~: otr ta~rt nra, ias a
t~, :~s~ctai~ o.t~t, are ti~,:
:o.e o tiat.
\~ci |oci~,s a:~ awa,s a.at~.: t
cars, are so.~ sta:t o.t as coa,~:s
..tcassr rto otr. uri~ c
~:s, iow~~:, ti~: t~circa ait~s
e:~ct~e at i.er r~w ires o .ac
lati~:, ti~, a:~ .ost rt~:~st~e r s
. ti~: ~s. 1i~, oc.s or c.sto
ti~: .~cis are |~::,:r :~a:s.
AIignnnt: \~ci |oci~,s car i~
ar.~rt. A ciaotc .~ci |oci~, s~
to acq.:~ is owr .~ci (wi~ti~:
o: rot), wi~ a aw. .~ci |oci~, |o
.ta:, r o:e~: to i~ assr~e to a .
RIigion: \~ci |oci~,s a:~ rot a
stc as so.~ o ti~ oti~: r~w, a
cass~s, i.t ti~: ati s st soe,
or ti~ se~ o .acir~:,, rot oes. 1i
:~tar so.~ :~se.a wo:si o ti~
i.t .ost ~so.s~ a i~~ r Dot:ai.
Bakgrounu: \~ci |oci~,s o~
ti:s, are ~xct~.~rt. 1i~, w~:~ rt~
r .~cis are st~a. t~ciroo, :o. ar ~a:,
a~, i.t :ati~: tiar ~a:r iow ti~ .~cis
wo:i~e, ti~, |.st wart~e to .ai~ ti~. o,
o, o: 1i~, ia :o. c.t.:~s wi~:~ .~cis
a:~ co..or, o: at ~ast a.a:: .s.a, or~
o ti~ .~cieo.s, o: D.~:oi. \~ci |oci~,s
:o. ti~ .re~:e~~ a:~ .ri~a:e o.
Ras: Atio.i ewa:~s are ro.~s
a:~ .ost co..or a.or ti~ t~circa
:o~ssors, .~ci |oci~,s a:~ a: .o:~
i~, to i~ i..ar. E..ars o~ ti~ ti:
o otr. vi~r~~: ,o. s~~ a .~ci eor
so.~tir ~xt:ao:era:, - earcr, nit
r .ra:.~e wti ts ~iows are ir~~s,
.or ast~: tiar ~~r ti~ i.e~: tio.it
ossi~ - t s a.ost .a:art~~e to i~ a
c:az~e i..ar .~ci |oci~, i~ire ti~ cor
t:os. \~ci |oci~,s o oti~: :ac~s eo ~xst,
o co.:s~, i.t ti~,:~ r~ti~: as c:az, ro:
as co..or. \ar, ewa:~r .~cis a:~ st
ot~e i, coa,~:s.
Othr cIasss: \~ci |oci~,s ~t aor
w~ wti ti~ we, :o.ir~ci cass~s: ia:
ia:ars, ia:es, :o.~s, are .ost nit~:s.
1i~ .o:~ cors~:at~ cass~s corse~:
ti~. a tt~ too ..ci to iare~, rc.er
coa,~:s, wio a:~cat~ ti~ .~ci |oci~,s
o~ o ti~: c:~ators i.t :~a, cart q.t~
corr~ct wti ti~.. :o:c~:~:s are wza:es
ot~r ~~ a s~rs~ o :a:, wti .~ci |oci
~,s, as ti~, ~.ioe, ti~ st~a. t~ciroo,
tiat s :ae, cia~rr ti~ :~eo.rarc~
o .ac. C~:cs are aaers esear ti~.
o: ti~: aci o ati, are .oris corse~:
ti~. .rescr~e are :owe, (~xc~t o:
ti~ .~ci e~s, wios~ owr i:are o .oras
tcs. rt~:s~cts ~:~ct, wti tiat o a
.~ci |oci~,s).
Inornation
ti~ oowr a.~
t, s i, a: ti~ .ost
.~ci |oci~,s. it i~s
:at wti :~csor are
s~. o: .re~:starer
ow~:s ti~ .~cis.
r,.
j
oci~,s cass sis (are
it~s o: ~aci si)
c~ (D~x), C.i (:t:),
cic:at) (irt), ..
w~e~ (.~cis) (irt),
t~a. ~rr~s) (irt),
i lot (D~x), are :ot
t vI: (+ + irt .oe
h AuuitionaI vI:
:~ cass ~at.:~s o ti~
or roniny: \~ci
t wti a s.~ w~a
sio:t swo:e, a c:oss
.r. 1i~, a:~ :onc~rt
.. a:.o:, rc.er
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

ots a:.o: are ~a:.a, i.t rot si~es.


\~ci |oci~,s a:~ a.to.atca, :onc~rt
wti a .~ci w~aors. 1i~, a:~ ti~ or,
cass to ar . .~ci w~aor :onc~rc, as
a:t o ti~ cass acia~.
xtraoruinary iIot (x): \~ci |oci~,s
aee ti~: cass ~~ as a ior.s to ci~cis r
ti~ \~ci lot si.
uanu su: A .~ci |oci~, s a ii,
si~e wa::o: wio s .ost ~n~ct~ r a
.~ci. \ar, o ti~ ta~rts tiat .ai~ i.
a si~e .~ci ot - iare s~~e, q.ci
:~~x~s, ~xc~~rt iare~,~ coo:erator
- a:~ aso ~xt:~.~, .s~. r ro:.a iare
toiare co.iat. 1i~ .~ci |oci~, :~c~~s
ti~ ~ats .ci D:aw are v~aor lr~ss~ o:
:~~ at n:st ~~, ~~r i~ eo~s rot .~~t ti~
:~:~q.st~s. 1i~s~ :~~ct ti~ wa,s is rat.
:a ait~s car i~ .s~e o.tse~ ti~ .~ci.
Mh ingrs: \~ci |oci~,s ~~rt.a,
~a:r to ~~ a .~ci as t w~:~ ar ~xt~rsor
o ti~: owr s~. 1i~: st:or sata ~:c~
tor ait~s .ai~ ti~. ac.t~, awa:~ o ti~
.~cis e.~rsors. ir ~n~ct, ti~: nr~:s
i~co.~ ti~ .~cis nr~:s.
w+. i.c (E). At Ist ~~ a .~ci
|oci~, ars ior.s~s to attaci wi~ r
~:sora co.iat are wi~ .sr a .~ci.
Es attaci ior.s s ee~e rto las~ are
\~ci i~ca.s~ i~ ~ts a ii~: ior.s wi~r
attacir wti a .~ci. 1is ii~: ior.s
a~s to ar, attaci i~ .ai~s wi~ actr
as ot o: .rr~: or a .~ci.
|.!! 1+- (E). At ti ~~, a .~ci
|oci~, s so si~e at nitr wti is .~ci
tiat is ~:sora co.iat ait~s ca::, o~:
to ti~ .~ci. vti tis ait,, a .~ci |oci~,
wio oss~ss~s ti~ oowr ~ats .a, .s~
ti~. wti ti~ .~ci are ts w~aors: Doe~,
Dx~:ts~, C~a~, G:~at C~a~, i.:o~e
1:, low~: Attaci, are vi:wre Attaci.
(1i~ oowr ~ats a:~ae, a, to co.iat
r a .~ci, ~~r wtio.t ti~ si t:ars~:
ait,: i.:o~e C:tca (or ar, .~ci
w~aor), i.:o~e irtat~, are i.:o~e
:.re~:. :iot or ti~ l.r are ::r Attaci
car i~ .s~e wtio.t ti~ si t:ars~: ait,
:oe~e ti~ .~ci |oci~, ias ti~ r~c~ssa:,
:~:~q.st~s are ti~ \~ciwai~: ~at. 1i~
a:o.s twow~aor nitr ~ats eo rot
a, to .~cis, are ti~: ait~s a:~ s.i
s..~e i, ti~ r~w \~cie~xt:o.s ~at.)
athwork Rairs (x): :ta:tr at zre
~~, a .~ci |oci~, car ~:o:. atciwo:i
:~a:s orc~ ~: ea, to ~t is .~ci iaci or
ts ~~t q.ci,. \air atciwo:i :~a:s
tai~s a . :o.re actor (are r a a:~
.~ci, aeetora t.~ .a, i~ :~q.:~e
to .o~ to ti~ ea.a~e a:~a). latciwo:i
:~a:s nx ti~ ~n~cts o or~ c:tca it,
i.t eo rot rc:~as~ ti~ .~cis it orts.
1i~ :~a:s ast o: Ieo io.:s .s or~ io.:
~: two .~ci |oci~, cass ~~s, at~: tiat,
ti~ c:tca ea.a~ :~c.:s. lo: ~xa.~, a
st~a.ow~:~e .~ci tiat s.n~:s ,:osco~
ea.a~ ..st ro:.a, .ai~ a l~~x sa~
(DC Io) wti ~~:, .o~ o: a o~:, are
t s.n~:s a -+ ~rat, to t: ci~cis. A +ti
~~ .~ci |oci~, co.e t~.o:a:, nx ti~
,:osco~ so ti~ ~n~cts esa~a:, i.t ti~,
:~a~a: at~: Ieo+z io.:s.
ush th nvIo (x): \~ci |oci~,s
ia~ ar .rcarr, ait, to |.e~ ti~ .ts o
ti~: .~cis. 1i~, car :~er~ a st~a. ~rr~,
.si ts io~: to ti~ iastr ort, ,~t |.e~
ti~ :~ss.:~ |.st :it so ti~, .ax o.t ~:o:
.arc~ wtio.t ca.sr ~:.ar~rt ea.a~.
A .~ci |oci~, car .si ti~ ~r~o~
a r..i~: o t.~s ~: ea, as recat~e or
1ai~ Iz. vi~r .sir ti~ ~r~o~, ti~
.~ci |oci~,s .~ci ars a t~.o:a:, +z
ior.s to attaci are ea.a~ :os, +z to a
sar ti:ows, are +Io t. to ts .o~.~rt
s~~e. 1i~ .~ci |oci~, car i~~ is .~ci
:~er~e o: a r..i~: o :o.res ~q.a to I +
ti~ .~ci |oci~,s irt .oen~:. At ti~ ~re o
ti~ :~er~ e.:ator, ti~ .~ci s o~:i~at~e
o: Ie+ :o.res. Ar o~:i~at~e .~ci s.n~:s a
-z ~rat, to attaci are ea.a~ :os.
A .~ci |oci~, wio cort:os a s~cnc
.rctor or a a:~: .~ci (o: ~xa.~, ti~
.rr~:) ars ti~ i~r~nts o :~err or,
o: ti~ s~cnc .rctor i~ cort:os (~r~:
a, or~ w~aor).
At Izti ~~, ti~ .~ci |oci~, car .si ti~
~r~o~ to ar ~xt:~.~ :~er~ ort. l:o.
row or, is ior.s~s o: .sir ti~ ~r~o~
a:~ eo.i~e: ++ to attaci are ea.a~ :os, ++
to ti~ .~cis sa~s, are +zo t. to ti~ .~cis
.o~.~rt s~~e. 1i~ .oen~:s o: ar o~:
i~at~e .~ci a:~ .rciar~e.
1AsLc I-z: 1uc uccu [Ockcx
Ltvt: sst Avvcx sonus utcn Avvcx sonus roav svt ktr svt wt: : svt srtct:
i +o +i +o +2 +o |:a~c.a, |..~:,
|-c |.g- - va.~ |:.c:, ac ,--c
2 +i +2 +o + +o s~. |-a:, |a:c.~ |-,a.
+2 + +i + +i |. :- |.-.~,- ica,
+ + ++ +i ++ +i s~. |-a:
+ + +i ++ +i |~.. ..: :- |.c- - i .c--:
o ++ +o+i +2 + +2 |. :- |.-.~,- 2ca,
+ ++2 +2 + +2 s~. |-a:, |-c |.g- - ... 1a|-
c +o+i +c+ +2 +o +2 -
9 +o+i +9++ + +o + |. :- |.-.~,- ca,
io ++2 +io+ + + + s~. |-a:
ii +c+ +ii+o+i + + + |~.. ..: :- |.c- - 2 .c--:
i2 +9++ +i2++2 ++ +c ++ |. :- |.-.~,- (|:-- |-c...g) +ca,
i +9++ +i+c+ ++ +c ++ s~. |-a:
i+ +io+ +i++9++ ++ +9 ++ -
i +ii+o+i +i+io+ + +9 + |. :- |.-.~,- (|:-- |-c...g) ca,
io +i2++2 +io+ii+o+i + +io + s~. |-a:
i +i2++2 +i+i2++2 + +io + -
ic +i+c+ +ic+i+c+ +o +ii +o |. :- |.-.~,- (|~ C.--a:.g) oca,
i9 +i++9++ +i9+i++9++ +o +ii +o s~. |-a:
2o +i+io+ +2o+i+io+ +o +i2 +o |~.. ..: :- |.c- - .c--:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

At Iti ~~, ti~ .~ci |oc


car cortr.~ to .si ti~ ~r~o
to ar ~xt:~.~ :~er~ ort, a
ti~ .~ci ro or~: o~:i~at
wi~r ti~ :~err s o~:.
l.sir ti~ ~r~o~ s a
:~~ actor tiat car occ.: at
ar, ort r a :o.re, .s.a, a
ti~ i~rrr o a .~ci |oci~,
t.:r. it s acc~tai~ to e~c
tiat ti~ ot i~rs .sir
~r~o~ at~: ar attaci o: ~n
its tiat o:c~s a sa~.
RoII with th unhs (
A .~ci |oci~, ~a:rs to .o~
.~ci wti ti~ .o.~rt.. o
rco.r iows, :~e.cr ti~
i~iooe o c:tca its. At
ti ~~, a .~ci |oci~, ot
r a .~ci o a~:a~ .ar~.
~:ait, o: i~tt~: t:~ats c:t
ca ti:~sioes as or~ rc:~.~r
~ss ear~:o.s. \~ow c:tca i
a:~ t:~at~e as :~~r, o:ar~ c
its a:~ t:~at~e as ,~ow, are
its a:~ t:~at~e as o:ar~. 1
:os or ti~ ow~: ti:~sioe co
.r~ ti~ ~n~cts o c:tca its
At IIti ~~, a .~ci |oci~, t:~ats c:t
ca its as two rc:~.~rts ~ss ear~:o.s.
\~ow are o:ar~ c:tca its .s~ ti~
:~~r co..r, wi~ :~e c:tca its .s~
ti~ ,~ow co..r.
At zoti ~~, a .~ci |oci~, t:~ats c:tca
its as ti:~~ rc:~.~rts ~ss ear~:o.s. A
c:tca its .s~ ti~ :~~r co..r, :~a:e~ss
o ti:~sioe.
Bonus at: At ~aci o ti~ recat~e
~~s ti~ .~ci |oci~, .a, tai~ or~ o
ti~ oowr ~ats o: :~~, :oe~e
ti~ ~ats :~:~q.st~s a:~ .~t: Doe~,
Dx~:ts~, C~a~, G:~at C~a~, G:~at~:
v~aor loc.s (ar, .~ci w~aor),
G:~at~: v~aor :~cazator (ar, .~ci
w~aor), i.:o~e C:tca (ar, .~ci
w~aor), i.:o~e irtat~, i.:o~e
:.re~:, i.:o~e 1:, \~ci Darc~:,
\~ci l., \~cie~xt:o.s, \~ciwai~:,
low~: Attaci, :iot or ti~ l.r, :~~e
l:~ai, ::r Attaci, v~aor loc.s (ar,
.~ci w~aor), o: v~aor :~caza
|oci~, wio tai~s v~aor :~caza
tor, G:~at~: v~aor :~cazator, o:
G:~at~: v~aor loc.s co.rts is .~ci
|oci~, ~~s as it~: ~~s o: .:os~s
o .~~tr ti~ ~at :~:~q.st~s.
-
s1AKR (VARIAN1 ROcu)
:
tai~:s a:~ :o.~s wio s~caz~ r rn
t:atr are e~st:o,r .~cis. Atio.i
ti~: ait~s a:~ ~r~:a, s.a: to t:ae
tora :o.~s, ti~: t:arr e~a:ts r a ~w
.o:tart wa,s. 1i~, st.e, st~a. ~rr~
t~ciroo, are .~ci otr ~xt~rs~,,
are ti~ oc.s o ti~: :o.~ sis s or rn
t:ator are corc~a.~rt at ti~ ~x~rs~ o
c~:tar oti~: a:~as. lo: a.~ .:os~s, ti~,
a:~ corse~:~e a en~:~rt cass tiar ti~
t:aetora :o.~.
:tai~:s a:~ e~sc:i~e r .o:~ e~ta or a~
Iv. 1i~, a:~ rot a o:.a o:arzator, s.,
a t,~ o :o.~ wti s~caz~e rt~:~sts.
Inornation
a to ro:.a :o.~s wti
ncators.
is (are ti~ i~, ait~s
aarc~ (D~x), l.n (Cia),
r,) (irt), C:at (.~cic:at)
t (irt), Do.ac, (Cia),
), Ds.s~ (Cia), Dsca~
: iro:.ator (Cia), Ee~
Cia), .. (:t:), Krow
Krow~e~ (st~a. ~rr~s)
s), \~ci lot (D~x), \o~
(D~x), C~r Loci (D~x),
:o~ssor (vs), :~a:ci
(irt), :~rs~ \ot~ (vs),
:~it o Eare (D~x), :ot
:w. (:t:), 1..i~ (D~x),
c D~c~ (Cia), are us~
n~:~rc~s i~tw~~r ti~s~
~ o a :o.~ a:~ as oows:
: :tai~:s ia~ acc~ss to
is: C:at (.~cic:at)
w~e~ (.~cis) (irt),
(st~a. ~rr~s) (irt),
(D~x).
iIIs: 1i~s~ t:aetora
:o.~ sis a:~ rot cass sis o: a
stai~:: A:as~ (irt), lo:~:, (irt), l~:o:.
(Cia), :w. (:t:).
skiII oints at Ist vI: ( + irt .oe
n~:) x +.
skiII oints at ah AuuitionaI vI:
+ irt .oen~:.
:cXjj=\Xkli\j
A cass ~at.:~s a:~ e~rtca to tios~ o a
:o.~ ~xc~t as e~sc:i~e i~:~.
siaI AniIitis: Cr aci~r Ioti
~~ are ~~:, ti:~~ ~~s ti~:~at~: (IIti,
Ioti, are Ivti), a stai~: ars a s~ca
ait,. At Ioti ~~ ti~ stai~: ..st tai~
ti~ c.. ait,. At IIti ~~ ti~
stai~: ..st tai~ ti~ |+ .-c- . .+
ait,. At .t.:~ ~~s i~ .a, cioos~ :o.
ti~ .s.a otors.
C.. (E). A stai~: wti tis ai
t, car corto:t i~: ioe, rto a i~we~:r
a:~t, o sia~s. :i~ car esocat~ |orts
at w, cort:act i~: ioe, rto .rrat.:a,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
c++.

s.a sia~s, are nt ti:o.i rc:~ei, tr,


sac~s. :i~ :~c~~s a + co.~t~rc~ ior.s
to Dsca~ A:tst ci~cis. 1is stacis wti ti~
A~ ~at. :tai~:s .s~ tis si to sq.~~z~
rto ti~ tr~st o~rrs or a .~ci, ot~r
nrer ~rt:, ti:o.i ra::ow a: ~rts are
s~~.r, .assi~ ~xia.st ~s.
1|+ r.-c- i i+ (E). A stai~: wti
tis ait, car ass~ss w~ai orts r a .~cis
~rr~s wti ~x~:t ait,. At~: ~xt~rs~
st.e, o ti~ .~cis ~rr~ :oo.s, si~ car
e~rt, a sr~ ~c~ tiat, e~st:o,~e, w
i:r ti~ ~rt:~ .~ci to a :rer iat.
usr tis ait, :~q.:~s st.e,r ti~
.~cis ~rr~s o: at ~ast or~ . io.: or a
s.a .~ci, are as or as s~~:a .ortis or
ti~ ~re~ss ~a: o:~sts o a ct,.~ci. At~:
ti~ ~:oe o st.e,, ti~ stai~: car .ai~ a
Dsai~ D~c~ si ci~ci. 1i~ stai~: car
rot tai~ Io o: tai~ zo or tis :o. 1i~ t.~
:~q.:~e are ti~ DC e~~res or ti~ .~cis
sz~ as oows:
stzt svuov 1tut Dtsa:t Dtvtct Dc
|ag- i ~. io
.g- 2 ~. ic
Gaga:.a + ~. 2o
C~.~a. c ~. 22
C~.~a. || 2 ca, 2+
C~.~a. ||| ca, 2o
C~.~a. |v 2 .-- 2c
C~.~a. v .-- o
C.:,-c / i ~: 2
C.:,-c s 2 ~: +
C.:,-c C ~: o
C.:,-c | + ~: c
C.:,-c | ~: +o
C.:,-c | o ~: +2
i s.cc~ss., si~ i:rs ti~ ~rt:~ .~ci to
a :rer iat. vtir zeo .r.t~s o i~:
saiota~, ~~:, sr~ s,st~. corr~ct~e to
ti~ .~cis c~rt:a ~rr~s ias a~e, :o.
ti~ ~s to ti~ a:.s to ti~ wat~: s.~s to
ar, w~aors corr~ct~e to ti~ .ar ~rr~s.
1i~ .~ci os~s ro it orts i.t ..st i~
:~a:~e as ts it orts iae i~~r :~e.c~e
i, I. l~a:s tai~ ar .r.s.a, or t.~
i~ca.s~ ti~ .~cis coa,~:s ..st ocat~
ti~ s~cnc a:t ea.a~e i, ti~ stai~:.
l~o:~ :~a:s car i~r, ti~ .~ci c:~w
..st s~re at ~ast ia as ..ci t.~ nre
r ti~ ea.a~e ~c~ as ti~ stai~: s~rt
e~rt,r t.
i ti~ ci~ci as, ti~ stai~: car cor
tr.~ s~a:cir o: aroti~: w~~i, ti~r
.ai~ aroti~: ci~ci. At~: ~aci a~e
att~.t ti~ stai~: ..st ass a l. ci~ci
o ti~ sa.~ DC as ti~ Dsai~ D~c~
ci~ci o: ia~ i~: actt~s r ti~ ~rr~
:oo.s e~t~ct~e (:oiai, i, r~statr
coa,~:s). 1is :o.tr~ o a r~w ci~ci
~aci w~~i car cortr.~ .rt ti~ stai~:
~s . o: s e~t~ct~e.
1is ait, s a: .o:~ s.it~ tiar s.,
iasir r ar .o:tart ~a:. its saiota~ r
ti~ .ost rcorsc.o.s ossi~ .arr~:.
1i~ stai~: .it :~.o~ a sr~ iot, c.t
a sr~ w:~, o: n~ ti~ ~e~s o a ~a: i,
a sr~ ..~t~:. 1is ait, s..s . ti~
~:, .otto o ti~ stai~:: ca.s~ .ax...
ea.a~ wti .r... sit,.
:~c:o.artc are ar.at~e .~cis a:~ rot
an~ct~e i, tis ait,.
avoru cIass: l~a:e~ss o :ac~, ar,
:o.~ .a, ..tcass as a stai~: as stai~:
w~:~ a ao:~e cass, are c~ ~:sa.
-
s1AMBORc
1
i~ st~a.io:s a:~ a :o~ssor .ri~
ar,tir ti~ wo:e ias s~~r i~o:~.
1i~, a:~ i..ar, ewa:, are ro.~ ~rr~~:s
wio ia~ tai~r st~a. ~rr~ t~ciroo, to a
ear~:o.s r~w ~~. lati~: tiar ~x~:.~rt
r i.er ~ro:.o.s .~ciarz~e wai~:s,
ti~, tooi ti~ r~xt oca st~: 1i~, t.:r~e
|--!c- rto .~ciarz~e wai~:s. 1i~,
a:~, r ~ss~rc~, s~corst:.ct~e c,io:s
i.t :o. st~a. ~rr~ t~ciroo,.
1i~ :s~ o st~a. ~rr~ t~ciroo,, co.
~e wti ti~ ris. o a wo:e r tatt~:s,
~e to ti~ c:~ator o st~a.io:s. 1i~ ~a:,
.~t.s was a:tnca .is. A ~~~e
ewa:~r ~rr~~: ra.~e Da:.s iae or
~x~:.~rt~e wti a a:~t, o a:tc.at~e
~s, ioti .aca are ..rear~. As st~a.
~rr~ t~ciroo, .:o~e i~ a~e t
to is :osti~tcs, wti s.::sr :~s.ts.
E~ was ai~ to :oe.c~ ar a:tnca ~ tiat
wo:i~e |-- tiar is ro:.a ~. :ot or,
was t ast~: are st:or~:, t was .oe.a: are
~as, :~a:ai~.
l:o. Da:.s ~x~:.~rts o:.~e a cot~
:~ o ois~ss~ ewa:~r ~rr~~:s. it wasrt
or i~o:~ ti~, es~rs~e ~rt:~, wti ti~
:~t~rs~ o i~r ti~ c:~e. :oor ti~,
w~:~ o.rta:, ~:o:.r s.:~:, or or~
aroti~:, :~acr rat.:a .is are o:ars
wti st~a.io: a:ts. ir t.~, ti~, w~:~
.o:~ st~a. ~rr~ tiar ewa:, are ti.s w~:~
io:r ti~ st~a.io:s.
Auvnturs: :t~a.io:s ae~rt.:~
i~ca.s~ t :oe~s a so.:c~ o .res o: ti~:
~x~:.~rts are a ciarc~ to t~st ti~: at~st
acco.t~:.~rts. :o.~ a:~ aso .otat~e to
ae~rt.:~ i~ca.s~ ti~, ia~ ro io.~s are
rowi~:~ ~s~ to o. Low~~ st~a.io:s
.a, st ia~ a ac~ r ti~: soc~t,, i.t as
ti~, aearc~ are i~co.~ :o:~ss~, ~ss
i..ar (o: ewa:~r o: ro.si, as ti~ cas~
.a, i~), ti~, ra:ai, i~co.~ o.tcasts.
:o.~ a:~ t:~at~e as e~:ar~e ~cc~rt:cs
- .s~. a~s, i.t c~:tar, rot so.~or~
to ~a~ .ratt~re~e wti ,o.: cie:~r
- wi~ oti~:s a:~ e~~.~e a iae r.~rc~
are cias~e o.t o towr.
charatristis: :t~a.io:s acq.:~
ow~: ti:o.i ti~ aeetor o st~a. ~rr~
t~ciroo, to ti~: owr ioe~s are ti~:
.:o~e :onc~rc, r .sr t. C~: t.~
ti~, i~co.~ .o:~ are .o:~ ae~t at o~:
atr st~a..ri ~q..~rt. :ot or, car
ti~, .s~ ti~ ow~:s i.t rto ti~: a:tnca
ioe, a:ts, ti~, car s.:ass ti~ .tators
o i..art,, .xr ti~ i~st as~cts o
.acir~ are .o:ta. 1i~: ait, to o~:at~
t~ciroo, s s.a: to tiat o ~a:w:its,
i.t ti~: ta~rt wti t~ciroo, s oc.s~e
.o:~ or a,r t r c:~at~ wa,s tiar
r~rtr r~w t~cirq.~s.
AIignnnt: :t~a.io:s t~re towa:e
r~.t:at, are ciaos. l~co.r a st~a.io:
:~q.:~s o~:st~r c.t.:a io.rea:~s
co..or to a.ost a soc~t~s. Ltt~ es
cr~ s ro~e, :ati~:, t ~rtas co.o:t
wti :si are, r a wo:e wi~:~ st~a.io:s
a:~ st ~xt:~.~, :a:~, a :~at e~:~~ o ea:
r ti~ .rirowr.
RIigion: :t~a.io:s ia~ ro :~s~ct o:
ti~ oe oes. vi~:~ a:~ ti~, row tiat ti~
wo:e s ar aa:t' lo: a st~a.io:, ow~:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

co.~s :o. ti~ st~a. t~ciroo, tiat r.s~s


is i~r, rot ti:o.i wo:si o ais~rt oes.
:t~a.io:s wo:si or, t~ciroo, are ti~
ow~: t car i:r ti~.. i ti~, ~xiit ar, :~
o.s ~arrs at a, t s towa:e ti~ q.asoe
Dot:ai, ti~ :~at ~rr~.
Bakgrounu: :t~a.io:s a:~ io:r tr
i~:~:s. 1ios~ wio iae ro:.a :o~ssors
i~o:~ ti~ catast:oi~ w~:~ ot~r iaci
s.tis, .~tawo:i~:s, are oti~: c:ats.~r.
\ar, w~:~ irowr o: ti~: ai.o.s iare
c:at~e e~c~s, s.ci as co.~x cocis
are s~oaer c:ossiows. At~: ti~ catas
t:oi~, ti~, w~:~ e:awr to ti~ e~~or
n~e o st~a. ~rr~ t~ciroo,. vtio.t
~xc~tor, a st~a.io: ias i~~r ro~e
r ti~ corst:.ctor o at ~ast o
:o.~ ia~ wo:i~e or .o:~ tiar
.ar, i~ca.~ t~circars o: co
.st wiat s.:s ti~ ~a :o. c
st~a.io: s a .att~: o e~iat~ a
ot~r a:~s i, ree.a. :o.~ sa
.~cis as ti~ w:or e:~ctor o
st~a. ~rr~ t~ciroo,, i~~
r rst~ae tiat ~:sora ow~:
.o:tart. Cti~:s ia~ ro oi|~
.~cis i.t .:s.~ st~a.io: t
o: s~e~~rs~. :t oti~:s awa
to ~:sora ow~: i.t aci~e ti~
ta~rt to i~co.~ nit~:s o: wza:
Ras: Ei~~ st~a.io:s
~:sa, ewa:~r, o: t was ti~ ew
e~~o~e ti~ cass r ti~ n:st
~~ st~a.io:s .a, i~ ewa:~s o
l~rrr cia:act~:s t~re to i
o: ro.~s, as ti~, a:~ ti~ .ost
r st~a. ~rr~ t~ciroo,, i
st~a.io:s a:~ aso irowr, src
a:~ a.ito.s, rroat~, are
~x~:.~rt o: ~:sora ar.
Othr cIasss: :o or~ eo~s
st:or oror aio.t st~a.io:
~:a, .ost oti~: cass~s nre st
est.:ir, to sa, ti~ ~ast. 1i~,
acc~t~e a.or ro.~s are ew
~~r ti~r a:~ s~~r as :~ais. A.o
:ar~:s, ia:es, are .oris, as w~
~~s, ti~, a:~ ~w~e as twst~e,
.oci~:~s o rat.:~. 1i~ or, ~x
ti~ e:ow, wios~ owr .aca ae
.is ~re ti~. to acc~t st~a.i
:~ae,. :o.~ wza:es, wti ti~: owr a.i
tors are wrr~ss to .ai~ sac:nc~s o:
~:sora .:o~.~rt, s,.atiz~ wti ti~
st~a.io:s .otators. lit~:s, ia:ia:
ars, are so.~ :o.~s (as w~ as .ost o:cs)
:~s~ct ti~ .:o~e ait~s tiat co.~
wti st~a.io: a:ts, ~~r ti~, s~~ ti~
:oc~ss as .rrat.:a. Coa,~:s s,.atiz~
wti ti~ :~~:~rc~ o: t~ciroo, i.t st
s~~ st~a.io:s as :~ais. C~:cs are aa
ers esear ti~ st~a.io:s aiareor.~rt
o :~or.
can RuI Inornation
:t~a.io:s ia~ ti~ oowr a.~ statstcs.
AniIitis: Corstt.tor s ti~ e~nrr
a.ost co.~t~, :~ac~e i, st~a. ~rr~
t~ciroo,, are or, ti:o.i si~~: i,sca
tat, a:~ ti~ ioe,s iasc s,st~.s ai~ to
s.star ti~.s~~s.
irt~~rc~ are Cia:s.a a:~ aso .o:
tart to a st~a.io:. vti irt~~rc~, i~
co.:~i~res ti~ t~ciroo, tiat i~ w
i.e rto is ioe,, ~x:~ss~e r is acq.
stor o sis. vti Cia:s.a, i~ :~tars
is ~ss~rta i..art, as is ioe, i~co.~s
.o:~ are .o:~ .~ta.
AIignnnt: Ar,.
uit Di: e
:cXjjJb`ccj
1i~ st~a.io:s cass sis (are ti~ i~, ai
t~s o: ~aci si) a:~ laarc~ (D~x), C.i
(:t:), Corc~rt:ator (Cor), C:at (.~ci
~ D~c~ (irt), E~a (vs),
~e~ (st~a. ~rr~s) (irt),
l:o~ssor (~rr~~:).
Ist vI: (+ + irt .oe
t ah AuuitionaI vI:
n~:.
Xkli\j
oowr a:~ cass ~at.:~s
.io:.
are A:.o: l:onc~rc,:
s~re tt~ t.~ ~a:r
ors. 1i~, e~ot~ ti~:
irs. As a :~s.t, ti~, a:~
ti s.~ w~aors are ti~
w~aors (wici ti~, ~a:r
r~~:r st.e~s): i.zzax~,
wo:e, a.~ rozz~, oist~:
i~:, are st~a. .r. 1i~:
, s .t~e to it are
are si~es (~xc~t ti~
awa,s corse~:~e :on
aor i~ ias i.t .sr is
(x): A st~a.io:
a.io: wi~r so.~or~
~rr~ rto is ioe,. A
:s a:~ ti~ :~c~rt :~c
r~ .arts. 1i~ st~a.
.art~e rto ti~ ci~st
r,wi~:~: rse~ ti~ tii,
r ti~ s.a o ti~ iaci,
r o ti~ i~ae. 1i~ st~a.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

~rr~ s a nstsz~e ~rr~ tiat ow~:s a


ti~ st~a.io:s .t.:~ ~q..~rt.
1i~ st~a. ~rr~ s :ot~ct~e :o.
attaci i.t s st q.t~ oio.s. Ga.~s are
~s a:~ si~ or ti~ s.:ac~. A s.oi~
staci s~ws o:ti .sts o iaci ~xia.st.
1is ~s a -+ ~rat, to a Ee~ ci~cis.
:t~a.io:s car esai~ ti~ ~xia.st .rc
tor o: . to .r.t~s r o:e~: to ie~, i.t
at~: .r.t~s ti~, a ~.t ti~ ~xia.st
o: ti~, i~r to s.nocat~.
1i~ st~a. ~rr~ s :ot~ct~e :o. ~xo
s.:~ to ti~ ~~.~rts - ~xc~t o: co.~t~
s.i.~:sor. i co.~t~, s.i.~:~e o:
.o:~ tiar Io .r.t~s, t c~as~s to .rc
tor. A s~ca ait~s assocat~e wti
ti~ st~a. ~rr~ c~as~ are ti~ ~rr~ ts~
..st i~ :~a:~e as t iae ost zo o ts
it orts (a .ro: :~a:, ias~e or a cost o
Ioo , s~~ ti~ C:at (.~cic:at) si, a~
+o). :ot~ tiat a:tnca .is a:~ esai~e
wi~r ti~ st~a. ~rr~ stos .rctorr,
.~arr a st~a.io: wti two a:tnca a:.s
carrot :~a: ts~:
1i~ ~rr~ e:aws .ost.:~ :o. ti~
st~a.io:s ioe,. A st~a.io:s ..st
e:ri ti:~~ t.~s as ..ci wat~: as a ro:.a
~:sor. 1i~ ~xt:a wat~: o~s to ti~ st~a.
~rr~. 1i~ st~a.io:s i,sca ioe, eo~s
rot r~~e ar, .o:~ wat~:, ti.s, e~i,e:ator
or, s~ts r ti~ st~a.io: ~ts ~ss tiar a
ro:.a ~:sors wat~: :~q.:~.~rt r a ea,.
Eow~~:, ti~ st~a. ~rr~ eo~srt ~t ts
. sia:~ o ti~ wat~:, t sta:ts to .a.rc
tor. i t ~ts or, ia ts ro:.a wat~:
:~q.:~.~rts, ti~ st~a.io:s ~rr~:~at
~e .rctors e:o i, ia, t or, ~ts a
ti:e o ts ro:.a :~q.:~.~rts, ti~ ~rr~
:~at~e .rctors e:o i, two ti:es, are so
or. 1is ~xact e~tas a:~ . to ti~ D\ to
ae|.ecat~. \a,i~ t .~ars ti~ e~c~s wo:i
r ti~ .o:rr i.t rot ti~ ~~rr . o:
.a,i~ ti~, wo:i so:aeca, o: Io .r.t~s
o.t o ~~:, zo. its . to ,o..
ArtiniaI art (x): Crc~ ti~ st~a.io:
i~co.~s acc.at~e to ti~ .s~ o ts st~a.
~rr~, ts t.~ to sta:t :~acr ioe,
a:ts wti st~a.e:~r ~q..~rt. 1i~
st~a.io: car :~ac~ ar, or~ ioe, a:t
-c- ts i~ae. 1i~ ~xact a:t srt .o:tart,
atio.i t sio.e so.~iow :~at~ to ti~
~n~ct t ias. lo: ~xa.~, a:tnca ~a:oi~s
sio.e .:o~ i~a:r, rot .o~.~rt
s~~e: viats .ost .o:tart s ti~ assoc
at~e ior.s. 1i~ assocat~e ior.s car i~ .s~e
to .:o~ ait, sco:~s, attacis, .o~.~rt,
are oti~: i,sca att:i.t~s, as oows:
runcvton cnnct sonus cov.
: +i +i
|- +i +i
/::ac :~. (ag-c ac -.--) +i +i
|aag- (a, a::ac :a: .- :) +i +i
|a:.a. a~ +i +i
|~:.:.c- a.- +i +i
|-|- a.- +i +i
|~.--: ,--c (a ~| c~.:.-) + |:. +i
|a:.a. .-a,~ ~ |-: .g- c.- +i
.a-c caag- (ic+ :~ ico :~ icc, -:c.)
.: c.c- +i +2
/::ac (a ~| :.~ -:a) i -:a a::ac a: +
.~.-: a::ac ~c.|-
lo: ~xa.~, a zre~~ st~a.io: car
.s~ ti~ +I ior.s :o. ts a:tnca a:t to
.:o~ ar, .rctor wti a ior.s ~q.a
~rt o +I. At +ti ~~, ti~ st~a.io: car
aee aroti~: :~ac~.~rt a:t, o: .:o~
ti~ .rctorr o ti~ c.::~rt or~, as or
as ti~ tota ior.s s +z o: ~ss. 1i.s, i~ car
.:o~ two .rctors wti +I ior.s ~q.a
~rts, o: .ai~ or~ ciar~ o a +z ior.s
~q.a~rt. At oti ~~, ti~ st~a.io: car
aar aee aroti~: a:t o: .:o~ ti~ .rc
torr o ar ~xstr or~, as or as ti~ tota
ior.s ~q.a~rt s +I o: ~ss. Are so or.
A o ti~s~ ior.s~s a:~ t~e to ti~ st~a.
io:s st~a. ~rr~. i t c~as~s .rctorr,
ti~ st~a.io: ..~eat~, os~s a assoc
at~e ior.s~s. Aeetora,, ti~ a:tnca
a:ts sto wo:ir. lo: ~xa.~, ar a:tnca
a:. :~~z~s . o: i~co.~s .. Dort ~t
ar a:tnca i~a:t - ,o.: st~a. ~rr~
c.ts on, ,o. e~:
1is ait, ias ar .o:tart :~st:ctor.
1i~ st~a.io:s ioe, car s.star a .t~e
a.o.rt o st:~ss. i too .ar, a:tnca a:ts
a:~ aee~e, o: ti~, a:~ too ow~:., ti~
i,sooca .rctors o is .o:ta ioe,
a:~ o~:wi~.~e.
1i~ st~a.io: .a, r~~: ia~ a c...a
t~ ior.s :o. a:tnca a:ts tiat ~xc~~es
twc~ is Corstt.tor .oen~:. lo:
~xa.~, .ar~ a IIti~~ st~a.io:
iae a Corstt.tor o I (+I ior.s). uor
aci~r ~~ I+, ti~ st~a.io: wo.e ia~
1AsLc I-1: 1uc s1cAusOkc
Ltvt: sst Avvcx sonus roav svt ktr svt wt:: svt srtct: svtu rowtas
i +o +2 +o +2 :-a |g.- -
2 +i + +o + /:.|c.a. |a: +i -
+2 + +i + |~- -.| -
+ + ++ +i ++ /:.|c.a. |a: +2 o+|:
+ ++ +i ++ |-:a. . o+|:
o ++ + +2 + /:.|c.a. |a: + i+|:
+ + +2 + - i+|:
c +o+i +o +2 +o /:.|c.a. |a: ++ i+|:
9 +o+i +o + +o :--. -.-:~ 2+|:
io ++2 + + + /:.|c.a. |a: + 2+|:
ii +c+ + + + - 2+|:
i2 +9++ +c ++ +c /:.|c.a. |a: +o +|:
i +9++ +c ++ +c - +|:
i+ +io+ +9 ++ +9 /:.|c.a. |a: + +|:
i +ii+o+i +9 + +9 - ++|:
io +i2++2 +io + +io /:.|c.a. |a: +c ++|:
i +i2++2 +io + +io - ++|:
ic +i+c+ +ii +o +ii /:.|c.a. |a: +9 +|:
i9 +i++9++ +ii +o +ii /g-.- +|:
2o +i+io+ +i2 +o +i2 /:.|c.a. |a: +io +|:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

to .artar ti~ c.::~rt a:tnca a:t ior.s


o +o, i~ca.s~ is ioe, s., cart iare~
ar, .o:~. i is Corstt.tor s :as~e to I,
i~ ..~eat~, ars ti~ aeetora a:tnca
a:t ior.s e.~ to i. o: i~r I+ti ~~,
i:rr ti~ tota to +.
Cr~ nra corse~:ator: 1i~ st~a.io:s
a:tnca a:ts ..st co.~ :o. so.~wi~:~.
1i~ st~a.io: car ~ti~: i.e ti~. o: i.,
ti~.. ir ~r~:a, a st~a.io: acq.:~s r~w
ait~s :o. ~~r . at ro cost are car
rsta ti~ a:tnca a:ts s.cc~ss., wti
o.t enc.t,. l.t at~:r ar ~xstr a:ts
ait, (.~., ciarr ar a:tnca a:t ior.s
:o. a :~o.s ~~) costs I,ooo ~:
ior.s ort ciar~e.
ic-c 1-c|!, |.!! (E). As ti~
st~a.io: ars ~x~:~rc~ wti a:tnca
a:ts, i~ .re~:stares st~a. ~rr~ t~ciro
o, i~tt~: are i~tt~:. 1i~ st~a.io:s tota
a:tnca a:t ior.s ~q.a~rts a:~ aee~e to
a si ci~cis o: C:at (.~cic:at), Dsai~
D~c~, are Krow~e~ (st~a. ~rr~s).
ia.!. w-+, (E). A st~a.io: wti
ar a:tnca a:. car w~e t as a c.i. As
or as is a:. .rctors, i~ s r~~: cor
se~:~e .ra:.~e, are ca.s~s Ieo ea.a~
wti is a:. attaci. Aeetora,, a:tnca
a:.s .a, i~ corst:.ct~e wti i.tr
w~aors, as or as ti~ :c~ o ti~ w~aor
s ae. A st~a.io: ti.s ~q.~e car
r~~: i~ esa:.~e.
a \a!-+|.!., (E). vti ~aci a:tn
ca a:t ior.s ti~ st~a.io: acq.:~s, is
ioe, i~co.~s :o:~ss~, .o:~ .~tac.
E~ i~co.~s .r~:ai~ to :.st .orst~:
attacis, ti~ s~ a. +, are s.a:
~n~cts. i s.i|~ct~e to s.ci attacis, i~
.a, .ai~ a lo:t sa~ to :~sst, ~~r ti~
s~ o: ~n~ct eo~s rot ro:.a, aow t.
1is :~:~s~rts ti~ ciarc~ tiat ti~ attaci
ta:~ts wiat s ~t o is ~siareiooe
ioe,. 1i~ DC s e~t~:.r~e ro:.a, (Io +
s~ ~~ + ait, .oen~: o: s~s, Io +
Iz c:~at.:~s ED + :~~art ait, .oen~:
o: c:~at.:~ attacis), are ti~ st~a.io: .s~s
is lo:t .oen~: co.ir~e wti a r~at~
~rat, ~q.a to is a:tnca a:t ior.s. lo:
~xa.~, a oti~~ st~a.io: ias a + lo:t
sa~ are a +z a:tnca a:t ior.s, :~s.tr
r a r~t ( - z -) +I .oen~:. i ti~ lo:t sa~
as, i~ s an~ct~e as i~ w~:~ a ~::o.s
c:~at.:~ (-.., i~ tai~s Ieo ea.a~ :o. a
a. + s~).
MtaI skin (x): At ti ~~, ti~ st~a.
io: s ai~ to ~.i~e .~ta at~s rto is
sir. 1i~s~ ~ i. a +z rat.:a a:.o: ior.s
to AC. 1is ior.s stacis wti oti~: t,~s o
a:.o:, as t rc:~as~s ti~ tota ticir~ss o
a:.o: co~:r ti~ st~a.io:s ioe,.
1i~ .at~:as o: ti~ .artator cost
z,ooo , are ti~ :oc~e.:~ :~q.:~s a s.c
c~ss. C:at (.~cic:at) ci~ci (DC z).
1i~ st~a.io: car ~:o:. tis o~:ator
or i.s~ o: ia~ so.~or~ ~s~ eo t. la
.:~ .~ars ti~ o~:ator a~e i.t car i~
:~t:~e at aeetora t.~ are ~x~rs~. 1i~
o~:ator tai~s or~ . ea, are :~q.:~s two
w~~is o cora~sc~rt t.~.
os sI (x): As ti~ st~a.io:s ioe,
i~co.~s .o:~ are .o:~ .~tac, i~ :sis
osr is owr e~rtt,. :o.~ ii~~
st~a.io:s a:~ :~a, rotir i.t .oi~
cac.atr .acir~s, acir ar, ~:sora
t, wiatso~~:.
:ta:tr at I:e ~~, ti~ st~a.io: ..st
.ai~ a Cia:s.a ci~ci ~aci .o:rr. 1i~
DC s ~q.a to Io .s is acc...at~e a:t
nca a:t ior.s~s. lo: ~xa.~, ti~ ci~ci
at I:e ~~ s DC II, at Iti ~~, ts DC I.
i ti~ ci~ci s s.cc~ss., ti~ st~a.io: s.
~:s ro ~n~cts.
i ti~ ci~ci s a~e, ti~ st~a.io: os~s
ts s~ e~rtt, o: ti~ ea,. A s.cc~ss.
ci~ci ti~ oowr .o:rr :~sto:~s ts
~:sorat,, i.t o: ti~ :~.are~: o ti~ ea,
o ti~ a~e ci~ci, ti~ st~a.io:s ar
.~rt i~co.~s t:.~ r~.t:a. it tiris i~ a
.acir~. E..ar ~.otors a:~ ::~~art to
ts cac.ators. it s iare are io:r to i~
a:o.re. Lo,at, are :~resi a:~ ~a.at~e
or, r t~:.s o ti~: ..~eat~ .tt,. Cti
~: i..ar coretors a:~ an~ct~e as w~. lo:
~xa.~, ti~ st~a.io: .a, :~tar a s~rs~
o i..o: e~:~e :o. ara,zr i..o: at
t~:rs i.t aci ar, :~a co.~ec s~rs~.
urt t :~co~:s, a st~a.io: tiat ias
ost ts s~ s.n~:s ar ri~:~rt -+ ~rat, to
a Cia:s.aias~e si ci~cis. lar tis
ci~ci s~~:a t.~s r a :ow .ns or~ o
ti~ :~q.:~.~rts o ti~ Ass.at~e :~st~
cass, r wici ti~ st~a.io:s ioe, s ~:.a
r~rt, .art~e rto a .~ci (s~~ a~ z).
1i~ D\ .a, s.istt.t~ oti~: :oiotc
t~re~rc~s r ac~ o ti~ t~re~rc, towa:e
t:.~ r~.t:a. 1i~ st~a.io: co.e i~co.~
o~:, oca o: ~xt:~.~, :~~tt~. it
co.e c:oss ts w:~s are i~r i~ia
r r a s~~.r, rsar~ .arr~:, o: so.~
as~ct o ts ~:sorat, co.e s., si.t
eowr. 1i~ ~xact ~n~cts a:~ . to ti~ D\.
1i~, sio.e i~ :o.re~e r ti~ rat.:~ o
ti~ oror ca.ar, are i~ s.nc~rt to
es:.t ti~ st~a.io:s rt~:actors wti
oti~: s~rt~rt c:~at.:~s wtio.t r~at~,
an~ctr ts a,ait,.
stI skIton (x): At vti ~~, ti~
st~a.io: car :~ac~ is si~~tor wti a .~t
a s.istt.t~. 1is st~~ si~~tor s st:or~: are
.o:~ e.:ai~ tiar a .o:ta si~~tor. it :arts
a +z ior.s to Corstt.tor are lo:t sa~s (rot
rc.s~ o ar, ior.s~s e.~ to ti~ .:o~e
Corstt.tor). 1is ior.s to lo:t sa~s s rot
rc.e~e r ti~ sa~ :o:~ssor r 1ai~ II.
1i~ .at~:as o: ti~ o~:ator cost ,ooo
are ti~ o~:ator ts~ :~q.:~s a s.cc~ss
. C:at (.~cic:at) ci~ci (DC Io). 1i~
st~a.io: carrot ~:o:. tis o~:ator or
i.s~. la.:~ .~ars ti~ o~:ator a~e i.t
car i~ :~t:~e at aeetora t.~ are ~x~rs~.
1i~ o~:ator tai~s n~ . ea,s are :~q.:~s
o.: w~~is o cora~sc~rt t.~.
AgIss (x): At Ivti ~~, a st~a.io:
s .o:~ .acir~ tiar .ar. Es ioe, ias
i~~r so tio:o.i, :~corst:.ct~e tiat ar
s ro or~: a acto:, oe a:ts car s.,
i~ :~a:~e o: :~ac~e. lo: a :actca
.:os~s, ti~ st~a.io: ro or~: a~s,
atio.i i~ ..st ia~ acc~ss to .at~:as
are toos to .artar tis a~~ss stat~.
stan owrs (x): 1i~ st~a.io: car
.i.~ is a:tnca .is wti st~a. ow~:s.
1i~s~ ow~:s :~q.:~ ti~ st~a.io:s st~a.
~rr~ to i~ ., .rctora, as ti~, a:~
ia:ew:~e rto ti~ .~ciarcs o ti~ .is.
A st~a.io: ars st~a. ow~:s acco:er
to is ~~ are irt~~rc~ .oen~:, as
siowr r 1ai~ II.
Daci ow~: s assocat~e wti or~ a:tn
ca a:t. Crc~ a ow~: s cios~r, t .a, or,
i~ ciar~e ti~ a:tnca a:t s ciar~e.
1i~ ait, to ~x~c.t~ ti~ ow~: s a i,s
ca a:t o ti~ st~a.io:s ioe,, ia:ew:~e
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

1AsLc I-4: 1uc AnkLcsi1ck


Ltvt: sst Avvcx sonus roav svt ktr svt wt:: svt srtct:
i +i +i + +o |-c |.c-, 1~~.
2 +2 +i ++ +o C~-c:.~ |, |a,.c s~ac- +i
+ +2 ++ +i s.~~c, |.ac-, C~-c:.~ ||
+ ++ +2 + +i C~-c:.~ |||, |a,.c s~ac- +2
+ + + +i 1a,.- |.a.~
o +o + +o +2 |a,.c s~ac- +
+ ++ +o +2 s~. |-a:
c +c ++ + +2 |a,.c s~ac- ++
9 +9 + + + s~. |-a:
io +io + +c + |a,.c s~ac- +
rto ti~ cos are ~a:s o ts a:tnca a:ts.
:t~a. ow~:s a:~ e~sc:i~e r .o:~
e~ta or a~ I.
+
F=OHJ=KLA?=
;D9KK=K
-
ANKBI1R
:
ot ~~:,or~ s~~s ti~ .~cis as saa
tor. 1o co.rt~ss :ae~:s are iarets,
ti~, a:~ s., sc:a .~ta watr to i~
ia:~st~e are soe. Dwa:~r :~o.s s~cts
e~ot~e to ~a:ti e~t~s corse~: .~cis
i~:~tca o: ti~ wa, ti~, ia~ ~e ti~
ewa:~s o.t o ti~ ~a:ti. l.::owr :ac~s
rot ti:~at~r~e i, ti~ .ra: :ar s~~ .~cis as
ar r:r~.~rt or ti~: t~::to:,.
1i~ ari~it~: s a wa::o: wio s~
caz~s r oot co.iat aarst .~cis.
Ari~it~:s cia:~ aart, rto t:a.r
:ar~ o a .~ci, ti~r .s~ ti~: c.ir
are |..r sis to ioa:e t. l:o. ti~r
or ts i:.ta iaretoiare co.iat as ti~,
cio ti~: wa, to ti~ ots s~at. A si~e
ari~it~: car tai~ eowr a .~ci wtio.t
ea.ar t or~ it.
l~co.r ar ari~it~: s rot a:tc.
a:, enc.t. Atio.i t:arr o: .~rto:r
.ai~s ti~ :oc~ss ..ci ~as~:, ro o:.a
assocators a:~ e~ot~e to ti~ :o~ssor.
irst~ae, ti~ t~cirq.~s a:~ ass~e or :o. or~
~r~:ator to ti~
:ae~:s, are tios~
D~r wa::o:s w
car ~a:r ti~ si
s.nc~rt rart:
~x~:~rc~.
uit Di: eIo
I\hl`i\d\ekj
1o q.a, to i~c
a cia:act~: ..st
r c:t~:a:
skiIIs: laarc
:aris, .. :ar
Rnx sav: +
Bas Attak B
:cXjjJb`ccj
1i~ ari~it~:s
(are ti~ i~, ai
si) a:~ laar
C.i (:t:), .
Krow~e~ (.~c
Lst~r (vs), a
:ot (vs).
skiII oints
at ah vI: +
+ irt .oen~:.
:cXjj=\X$
kli\j
A o ti~ oow
r a:~ cass ~at
o ti~ ari~it~
t~ cass.
waon anu A
iny: Ar ari~
wti a s.~ a
ti~ r~t are wi, are wti a a:.o: are
si~es (~xc~t ti~ tow~: si~e).
Mh Riur: A Ist~~ ari~it~: a.to
.atca, :~c~~s ti~ \~ci le~: ~at ~~r
i~ eo~s rot .~~t ti~ :~:~q.st~s.
1ooIs: Ari~it~:s ca::, s~ca toos
e~sr~e to o~r .~ci o:tio~s. Corsst
r o ar asso:t.~rt o c:owia:s, ~~:s,
are iot c.tt~:s, ti~s~ toos a:~ corst:.ct~e
o ti~ st:or~st st~~ are c:at~e i, ti~
i~st iacis.tis. 1i~s~ .ast~:wo:i toos
:art two i~r~nts. l:st, ti~, aee a ior.s
to att~.ts to :, o~r eoo:s, ci~sts, are
.~ci o:tio~s. 1is s s.a: to a c:owia:,
i.t ti~ ior.s s ++ e.~ to ti~ .ast~:wo:i
rat.:~ o ti~ toos.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

tis, ti~ i:~ai DC o ti~ o:tio~ s :~e.c~e


i, I, to a .ax... :~e.ctor o orts.
Earr or to a .~ci to wo:i r tis wa,
.a, :~q.:~ a laarc~ ci~ci, ~: ti~ .s.a
:.~s. At ar, ort ti~ ari~it~: car sto
wo:ir are .ai~ ar att~.t to i:~ai o~r
ti~ o:tio~. i i~ as, i~ .a, .s~ ti~ toos
aar ( i~ iasrt :~aci~e ti~ .ax...
:~e.ctor ,~t) are ti~r .ai~ aroti~: t:, at
ti~ :~e.c~e DC.
lo: ~xa.~, a ro:.a .~ci o:tio~
ias a i:~ai DC o z. Ar ari~it~: wti is
toos are ar I :t:~rti :~c~~s a + .oe
n~: to tis ci~ci. 1iat .~ars
i~ st ias to :o a rat.:a zo.
E~ c.is orto ti~ .~ci are
s~res n~ :o.res cr at
ti~ o:tio~, :~e.cr ti~ DC
to zI. E~ car row i:~ai o~r
ti~ o:tio~ or a :o o I o:
i~tt~:.
conntions (x): Ar ari~
it~: s~~is o.t tios~ wio car
s., i. wti ti~ :it toos to
tai~ eowr .~cis. At zre ~~,
i~ ias ti~ corr~ctors to i.,
. to Ie+ :~ss.:~ io.is ~aci
ea,. At I:e ~~, i~ ias ti~ cor
r~ctors to i., . to Ie+ .ar~t
io.is ~aci w~~i. At +ti ~~,
i~ ias ti~ corr~ctors to i., .
to Ie+ :.st io.is ~aci .orti.
Raiu Boarur (x): 1i~
ari~it~: e~~os a t~cirq.~
o: :aiir .~cis as ti~, ass
r~a:. E~ :~c~~s a ior.s to
C.i ci~cis to c.i a .~cis
~s, :ar~e to.ci attacis to
iooi a .~ci wti a :ar
iooi, are .. ci~cis to :ai
ioe o a assr .~ci. 1i~
ior.s s +I at zre ~~ are
:s~s ti~:~at~: as siowr or ti~
ari~it~: cass tai~.
BIoouy Invaur (x): l, I:e ~~, ti~
ari~it~: ias ~a:r~e ti~ i~r~nts o :ae
ioa:er. L~ss t.~ s~rt iarr on ti~
.~ci .~ars ~ss t.~ i~r siot at. 1i~
ari~it~: car row ~x~:t a o is ~r~:, to
t:, to i:~ai o~r a .~ci o:tio~ ..~e
at~,, ~~r or so a: as to i.:t i.s~ r
ti~ :oc~ss r~~e i~.
l~o:~ .air ar att~.t to i:~ai o~r
a .~ci o:ta, ti~ ari~it~: e~ca:~s i~
att~.t a iooe, rasor. As a :~~ actor,
i~ ti~r .ai~s a lo:t sa~ aarst DC Io. i
i~ s.cc~~es, i~ .ara~s to .si i.s~
ast ti~ ro:.a .ts o is ioe,, i.:tr
i.s~ r ti~ :oc~ss. lo: ~aci ort i,
wici ti~ sa~ ~xc~~es Io, i~ aees +I to
is :t:~rti ci~ci to i:~ai o~r ti~ o:ta
i.t tai~s I ort o ror~tia ea.a~. lo:
~xa.~, is lo:t sa~ :~s.t w~:~ I+, i~e
aee + to is :t:~rti ci~ci are tai~ + orts
o ror~tia ea.a~. 1is .ar~.~: .a, i~
att~.t~e as ot~r as ti~ ari~it~: wsi~s,
. to orc~ ~: :o.re.
1is ait, car aso i~ .s~e aarst ro:
.a eoo:s are ci~sts.
1ranI vasion (x): Ar ari~it~:
o ti ~~ o: ii~: tai~s or, ia ea.
a~ i~ as is l~~x sa~ aarst a
.~ci t:a.~.
Bonus at: At ti~ recat~e ~~s, ti~
ari~it~: ars a ior.s ~at s~~ct~e :o.
ti~ st o nit~: ior.s ~ats. E~ ..st st
.~~t a ro:.a :~:~q.st~s.
-
AssIMIA1D
:
o.~ .~ci |oci~,s i~co.~ so e~ot~e
to ti~: .~cis tiat ti~, t~:a, |or
wti ti~.. 1i~s~ a:~ ti~ ass.at~e.
1i~, a:~ s.a: to st~a.io:s r tiat ti~,
:~ac~ ti~: rat.:a ioe, a:ts
wti a:tnca co.or~rts.
uri~ st~a.io:s, iow~~:,
ti~: :~corst:.ct~e ioe~s
eort ..c ti~ .rctors o
ti~: o:ra a:ts. irst~ae,
ti~: .~ta ioe~s a:~ ia:e
w:~e rto a .~ci. D~rt.
a, ar ass.at~e s tt~
.o:~ tiar a to:so ~.i~ee~e
r a .~ta ti:or~, ts r~:~
~rers e:~ct, w:~e rto ts
st~~ ~s.
Cr, a iare. o ass.at~e
a:~ irowr to ~xst. 1i~, a:~
core~.r~e as rsar~ i, ~~:,
or~, rc.er ~~r st~a.io
:s. vi, wo.e ar,or~ cioos~
to w~e is ioe, rto a .~ci'
1o ti~ ass.at~e, ~~:,or~
~s~ s rsar~. 1i~, irow ~
r a wa, ti~ :~st o i..art,
w r~~: :as. Ar ass.at~e
~:c~~s ti~ wo:e as is
.~ci w~:~ ar ~xt~rsor o is
owr ioe,. E~ ~~s ar wi~r t
s wo.re~e, ~~s ti~ wre or ts
sir wi~r t :.rs, are ~~s ti~
:.si o ae:~rar~ wi~r ts s
tors a:~ ..r . io:~. 1i~
ass.at~e a:~ t~:a, r .~cis.
uit Di: e+
I\hl`i\d\ekj
1o q.a, to i~co.~ ass.at~e, a cia:ac
t~: ..st .n a o ti~ oowr c:t~:a.
1i~ c:t~:a a:~ q.t~ :e. us.a, ti~ or,
atis to ti~ ass.at~e a:~ a ti~ st~a.
io: cass, o: i, a ..tcass~e st~a.io:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.l
c++.

.~ci |oci~, :o:~ssor.


AIignnnt: :ot aw.
constitution: I+. Cr, ia:e, cia:act~:s
car s.:~ ti~ :oc~ss o ass.ator.
skiIIs: C:at (.~cic:at) Io :aris, Krow
~e~ (.~cis) I :aris, Krow~e~ (st~a.
~rr~s) I :aris, \~ci lot I :aris
ats: \~ci Darc~:, \~cie~xt:o.s,
\~ciwai~:
ost sI: 1i~ cia:act~: ..st ia~ ost a
s~rs~ o is i..art,. 1is c:t~:a s .n~e
wi~r a st~a.io: o I:e ~~ o: ii~: as
ts ea, Cia:s.a ci~ci n~ t.~s r a :ow.
G~r~:a,, a ost s~ car ia~r or, to
st~a.io:s wio ia~ i~co.~ too ..ci i~
.acir~s. At~:rat~,, ti~ D\ .a, :.~ t
s aso ossi~ ti:o.i .ac, e~~ ~:sora
t:a~e,, o: oti~: c:c..starc~s, i.t ti~, ..st
i~ ~xt:~.~. ir ~ss~rc~, ti~ cia:act~: ..st
:~tar a.ost ro ~st~ o is i..ar tio.it
:oc~ss~s, i~ ..st tiri i~ a .acir~.
Assistan: 1i~ :oc~ss o i~co.r
ass.at~e :~q.:~s ~xt~rs~ corst:.c
tor, rc.er .oencator o ti~ :~c~rt
.~ci are ti~ cia:act~:s a:tnca a:ts. 1is
carrot i~ eor~ aor~. 1i~ cia:act~: ..st
ia~ at ~ast or~ coa,~: o: st~a.io: o
Ioti ~~ o: ii~: assst i. r is ~re~a
o:. it s ~:, enc.t to i:~ i~ o: tis |oi,
iow~~:, as .ost corse~: ti~ ass.at~e to
i~ rsar~. D~r o: a st~a.io:, ti~ ass.
at~e a:~ a tt~ ~xt:~.~. 1i.s, ti~ cia:act~:
..st ia~ :~res o: a~s wr to i~ i.
ti:o.i ti~ :oc~ss.
Mh: 1i~ cia:act~: ..st oss~ss a .~ci
tiat i~ w i~co.~ ass.at~e wti.
MoniIity: Atio.i t s rot a :~q.:~
.~rt, t s :~co..~re~e tiat ti~ cia:act~:
ia~ .t~e st~a. ow~: ait~s, at ~ast
~ro.i to c:~at~ cociwo:i .~ts wio
car eo is ieer. l, ti~ t.~ is t:arstor
to ass.at~e s ti:o.i, ti~ cia:act~: w
i~ ..oiz~e r ti~ cocit o is .~ci.
:cXjjJb`ccj
1i~ ass.at~es cass sis (are ti~ i~,
ait, o: ~aci si) a:~ Corc~rt:ator
(Cor), C:at (.~cic:at) (irt), Dsai~
D~c~ (irt), Krow~e~ (.~cis) (irt),
Krow~e~ (st~a. ~rr~s) (irt), Lst~r
(vs), \~ci lot (D~x), are :ot (vs).
skiII oints at ah vI: + irt .oen~:.
:cXjj=\Xkli\j
A o ti~ oowr a:~ cass ~at.:~s o ti~
ass.at~e :~st~ cass.
waon anu Arnor roniny: 1i~
cia:act~: ars ro aeetora w~aor o:
a:.o: :onc~rc~s i.t a.to.atca,
i~co.~s :onc~rt wti ar, w~aors ~~:
.o.rt~e or is .~ci.
Attak Bonus: 1i~ ass.at~e act.a,
!- i,sca ait, as ti~, aearc~ r ~~.
1i~, i~co.~ s~e~rta:, are ..oi~. 1i~:
ias~ attaci ior.s e~cr~s as ti~, aearc~,
.rt ti~, a:~ ..oiz~e are :~re~:~e
rcaai~ o i,sca .otor. At ti~ sa.~
t.~, ti~: .~ci otr sis .:o~ e:a
.atca,, as :~~ct~e r ti~: .~ci attaci
ior.s are oti~: ait~s.
InossinI iIot (x): Ar ass.at~e
.o~s is .~ci as ar ~xt~rsor o is owr
ioe,. Es :~cs~, e~cat~ .o~.~rts s~~.
.ossi~ to ro:.a ots. Ar ass.at~e
aees a.c- is ass.at~e cass ~~s to \~ci
lot si ci~cis.
Mh u: Ar ass.at~e ot a.to.at
ca, ars ti~ \~ci l. ~at i~ eo~s rot
ia~ t a:~ae,.
MoniIity: 1i~ ass.at~e o.rta:,
s~~:s is owr r~:~ ~rers r o:e~: to
corr~ct ti~. to is .~ci. As ti~ ass.a
tor :oc~ss cortr.~s i~ i~co.~s .o:~
are .o:~ ~.i~ee~e r ti~ .~ci. D~rt.a,
ar ass.at~e s co.~t~, ~rscorc~e r
.~ta, .rai~ to .o~ ~xc~t ti:o.i cor
:o o ti~ .~ci. viat ~w ioe, .rctors
~.ar a:~ iare~e i, s~ca, corst:.ct~e
.acir~s aso i.t rto ti~ .~ci.
\oit, s an~ct~e at a:o.s ~~s as
oows:
r++!-.c. At zre ~~, ti~ ass.at~es
~s a:~ i,sca, oci~e rto is .~ci. E~
.a, st .o~ is .~: ioe, are iares i.t
ias ro .oit, :o. ti~ wast eowr. E~ car
e~taci i.s~ :o. ti~ .~ci r o:e~: to
.o~ aio.t r a wi~~cia: o: oti~: e~c~
(s.ci as ar :or |aci~t, s~~ a~ v). Crc~
ar ass.at~e ias :~aci~e tis sta~, i~
carrot tai~ aeetora :aris r sis tiat a:~
an~ct~e i, is .t~e .oit,.
(a+c.!-.c. At I:e ~~, ti~ ass.at
~e s ~:.ar~rt, rsta~e rto is .~ci.
1is i~rs a s.istarta .:o~.~rt r
is attaci ior.s wi~ otr ti~ .~ci.
ir ~xciar~, i~ s co.~t~, ..oi
z~e :o. ti~ r~ci eowr. E~ .a, rot i~
:~.o~e :o. is w:~e ostor.
i|.!-. At ti ~~, ti~ ass.at~e
s co.~t~, ..oi~. D~r is ~,~s are
.o.ti carrot .o~ .re~: is cort:o. Es
i:ar s w:~e rto ti~ .~ci are ts s~rso:s
a:~ is s~rso:s.
wiru (x): At zre ~~, ti~ ass.at~e
s i,sca, w:~e rto is .~ci. E~ car
1AsLc I-s: 1uc AssiuiLA1cD
Ltvt: sst Avvcx sonus utcn Avvcx sonus roav svt ktr svt wt:: svt srtct: uoat:tvv
i -2 +2 +o +o +o |,~.:.- |..~:, |-c |. -
2 -+ ++ -i -i +i v.-c |aa,.-g.c
+o+i -i -2 +2 |-a: .ac.,.-g.c
+ +9++ -2 -+ + |-a:, |-|-c: k~..-cg- -
+i+io+ -2 -o ++ /...a:-c, |-a: |~:..-
incra:t or rnvstc: uovtutnv.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

row co...rcat~ wti is .~ci a tio.it


aor~. E~ r~~e rot .o~ o: s~ai. ur~ss
ti~ .~ci ias s.nc~rt otca rt~:ac~, i~
st ..st .s~ is ~,~s to ot t.
at: At ~aci ~~ recat~e, ti~ ass.
at~e :~c~~s or~ ~at :o. ti~ oowr
st tiat i~ eo~s rot a:~ae, ia~. E~ ..st
.~~t ti~ .s.a :~:~q.st~s: G~a:i~ae,
:at.:a lot, :~~e l:~ai.
rt KnowIug (x): At +ti ~~,
ti~ ass.at~e ias ., rt~:at~e is r~:
o.s s,st~. wti ti~ i. o is .~ci. At
a t.~s, i~ ias ~:~ct irow~e~ o ti~
.~cis i,sca coretor. E~ :~c~~s e:~ct
~~eiaci :o. ar, s~rso:, e~c~s i.t rto
ti~ .~ci (s.ci as otca o:is, e~sc:i~e or
.a~
~ ias
tiat
~ s
~xact
-c-
.~s
it,
cia:
a o:
are
1i~
ti~
~c:o
.~e
i|~ct
c--c
n~c
t~, a r corst:.ct.
viat :~.ars o ti~ .~ci |oci~,s
~siareiooe ioe, s so tio:o.i,
ess~ct~e i, st~a. ~rr~ aa:at tiat
t carrot i~ e~taci~e wtio.t e~st:o,
r t - i.t ~~r tis wo.e rot ca.s~
ti~ cia:act~:s e~ati. Es it orts a:~
.~:~e wti ti~ .~cis are ti~, a:~ cor
se~:~e or~ oo. Kr ti~ cia:act~:s
ioe, :~.o~s is it orts :o. ti~ oo
i.t eo~s rot ~.rat~ is corsco.sr~ss
:o. ti~ .~ciarca e~csor.air
s~rt~rc~ row o~:rr ti~ .~ci.
Othr cIasss: 1i~ ati towa:e ass.a
tor s rot to i~ tai~r it,. Crc~ a cia:
act~: ias i~co.~ ass.at~e, i~ .a, tai~
~~s r oti~: cass~s o: :~st~ cass~s or,
rsoa: as i~ car i,sca, aci~~ ti~ cass
:~q.:~.~rts. 1is :~q.:~s so.~ esc:~tor
or ti~ a:t o ti~ D\. ir ~r~:a, ti~
ass.at~e carrot i,sca, ~:o:. ti~
co:~ ait~s o ti~ cass, i~ carrot aearc~
r tiat cass. lo: ~xa.~, a q.ae:~c
ass.at~e carrot nit r iaretoiare
co.iat, so i~ carrot aearc~ as a nit~:.
ir ~r~:a, ti~ or, oti~: cass~s aaai~
to ass.at~e a:~ .~ci |oci~,, coa,~:, are
st~a.io:. Ctora,, so.~ s~castr
cass~s a:~ aaai~ :oe~e ti~ cia:act~:
s .t~e to s~s wti ro so.atc co.o
r~rts (o: ias ti~ :t :~ ~at) are eo~srt
r~~e to ti:o.i a s~ iooi i,sca,.
-
cARwRIcu1
G
~a:w:its a:~ ti~ .ost irow~e~ai~
o a st~a. ~rr~~:s. As .~.i~:s o
ti~ G~a:w:its G.e, ti~, ia~ acc~ss to
irow~e~ tiat eat~s iaci to ti~ n:st A~ o
vai~:s. 1i~ irow~e~, t:arr, .at~:as,
are :~so.:c~s on~:~e i, ti~ G.e a:~ s.~
:o: to ar,tir ~s~ r ti~ irowr wo:e. Ar,
coa,~: wo.e ~a at a ciarc~ to |or - i.t
.~.i~:si s on~:~e or, to ti~ i~st o
ti~ i~st.
lo: .o:~ ro:.ator or ti~ G~a:w:its
G.e, s~~ a~ I.
uit Di: e+
I\hl`i\d\ekj
1o q.a, to i~co.~ a ~a:w:it, a cia:ac
t~: ..st .n a o ti~ oowr c:t~:a:
Ra: Dwa: o: ro.~. E..ars ia~
i~~r acc~t~e or a ~w :a:~ occasors,
i.t ti~, ..st i~ ~xc~tora, si~e (a
r..~:ca :~:~q.st~s st~e i~ow ..st
i~ ~xc~~e~e i, at ~ast zo). :o ~~s, ia
~~s, iao:cs, o: iars ia~ ~~: i~~r
ae.tt~e to ti~ G.e.
AIignnnt: :~.t:a
AniIitis: D~xt~:t, Io+, irt~~rc~ I+
skiIIs: C:at (.~cic:at) Io :aris, Krow
~e~ (.~cis) Io :aris, Krow~e~ (st~a.
~rr~s) Io :aris, \~ci lot Io :aris
Mnnrshi : \~.i~:si e.~s o
oo ~: ,~a:, ae .or ae.ssor
sonsorshi: 1i~ acart ..st i~
sorso:~e i, ar ~xstr ~a:w:it.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

oyaIty: 1i~ acart ..st sw~a: o,at,


to ti~ G.e aio~ a oti~: rstt.tors are
o,at~s, rc.er a.,, :~res, rator,
ct,.~ci o: .~cieo., are :~or. 1is
o,at, rc.e~s a ~e~ o asc~tcs. r ti~
ra.~ o irow~e~: 1i~ ~a:w:it ..st
e~ot~ a is ~no:ts to ~xarer ti~ :~a.
o irow~e~.
:cXjjJb`ccj
1i~ ~a:w:its cass sis (are ti~ i~,
ait~s o: ~aci si) a:~ C:at (iaci
s.tir) (irt), C:at (.~cic:at) (irt),
Dsai~ D~c~ (irt), Krow~e~ (ar,)
(irt), Krow~e~ (.~cis) (irt), Krow~e~
(st~a. ~rr~s) (irt), Lst~r (vs), \~ci
lot (D~x), are :ot (vs).
skiII oints at ah AuuitionaI vI:
+ irt .oen~:.
:cXjj=\Xkli\j
A o ti~ oowr a:~ cass ~at.:~s o ti~
~a:w:it.
waon anu Arnor roniny:
G~a:w:its ar ro r~w w~aor :onc~r
c~s ~xc~t wti .~ci w~aors. At ~aci
recat~e ~~, ti~ ~a:w:it .a, i~co.~
:onc~rt wti or~ r~w .~ci w~aor.
stan owrs (x): As wti coa,~:s,
~a:w:its :~c~~ st~a. ow~:s. 1i~ irt
ior.s to st~a. ow~:s s rot staci~e wti
ar, irt ior.s~s :o. :o: cass~s, -.., a
Ioti~~ coa,~: wio i~co.~s a Ist~~
~a:w:it :~c~~s Io+z+irt st~a. ow~:s,
rot Io+z+irt+irt.
Intgratu arts (x): At I:e ~~ are
~~:, I ~~s ti~:~at~:, a ~a:w:it ars
ti~ ait, to rt~:at~ two st~a. ow~:s, as
ti~ coa,~: ait, o ti~ sa.~ ra.~.
Rank: A ~a:w:its :ari wtir ti~
.e e~t~:.r~s is acc~ss to ti~ \ast~:
l~osto:, are ti~ irow~e~ ta.it i. i,
ti~ s~ro: .~.i~:s o ti~ .e.
\or :o. or~ :ari to ti~ r~xt :~q.:~s
.o:~ tiar |.st acc...atr Xl. 1i~ cia:
act~: ..st act.a, i~ :o.ot~e i, a s~ro:
~a:w:it. 1i~ :o.otor to |o.:r~,.ar s
~as, are ass.:~e. l:o.otor to ti~ ~a:w:it
tt~ s ~r~:a, ass.:~e are tai~s ac~ or,
two t.~s a ,~a: r s~ca c~:~.or~s.
uor i~co.r a ~a:w:it, ti~ cia:act~:
cioos~s a s~cazator (wici cor~:s a
c~:tar tt~): acae~.c irow~e~ (:~os
to:), .~ciarca ~rr~~:r (.art~ro:), o:
:~s~a:ci (co.o:).
l:o.otor to onc~: stat.s e~~res or aa
ai~ o~rrs are .a, tai~ .ortis o: ,~a:s,
~~r at~: ti~ cia:act~: ias acc...at~e ti~
r~c~ssa:, Xl - o:, r ti~ cas~s o .ro.a:
~a:w:its o: tios~ wio ia~ on~re~e ~xst
r onc~:s, t .a, r~~: ia~r at a. \air
ti~ :ari o a s~ro: onc~: s ~~r .o:~ e
nc.t, as ~w~: ostors a:~ aaai~ are ~ss
t.:ro~: occ.:s. Crc~ a cia:act~: i~co.~s ar
onc~:, i~ i~co.~s irowr rot as a ~a:w:it
i.t as is s~caz~e stat.s (-.., a .ro: l~os
to:). 1i~ .e ias a tota o Io :~ro: Cnc~:s
are zo .ro: Cnc~:s o ~aci s~cazator.
1i~ \ast~: G~a:w:its r~~: r..i~:
.o:~ tiar ti:~~, or~ o: ~aci s~cazator,
are :o.otor to tiat stat.s :~q.:~s ti~
ass~rt o a ti:~~ c.::~rt \ast~: G~a:w:its
wi~r or~ o ti~. ias e~ce~e to :~t:~, as
w~ as a .a|o:t, ot~ o a :~ro: Cnc~:s.
:rc~ :~t:~.~rt o a \ast~: G~a:w:it
ia~rs orc~ ~~:, Ioo ,~a:s o: so, or, ti~
.ost e~ecat~e o ~a:w:its a:~ ~~: ~~r
corse~:~e o: tis ostor.
Mahin nathy (x): As wti coa,~:s,
~a:w:its aee ti~: cass ~~s as a ior.s to
a ci~cis r C:at (.~cic:at), Krow~e~
(.~cis), are Krow~e~ (st~a. ~rr~s). 1is
or, a~s ti:o.i oti ~~. uor aci~r
ti ~~ are s~cazr, a ~a:w:its ior.s
to si ci~cis ciar~s. E~ :~tars ior.s~s o:
:~o.s cass ~~s, i.t r~w cass ~~s ano:e
ior.s~s e~~rer or is s~cazator:
l~osto:s :~c~~ a +z ior.s ~: ~~
ast oti to ci~cis r ar, Krow~e~ si.
\art~ro:s :~c~~ a +z ior.s ~: ~~ ast
oti to ci~cis r C:at (.~cic:at) are C:at
(~rr~~:r).
Co.o:s cortr.~ to :~c~~ a +I ior.s
to ci~cis r C:at (.~cic:at), Krow~e~
(.~cis), are Krow~e~ (st~a. ~rr~s).
crat Mh: At I:e ~~ ti~ ~a:w:it
~a:rs ti~ C:at low~:~e \~ci ~at i~
eo~s rot ia~ t a:~ae,.
Rsarh: At ti ~~, ti~ ~a:w:it ars
.t~e acc~ss to ti~ \ast~: l~osto:,. Ar,
t.~ i~ ..st .ai~ a Krow~e~ ci~ci, i~ .a,
s~re t.~ r ti~ i:a:, to .:o~ is ciarc
~s. lo: ~aci w~~i o :~s~a:ci, i~ :~c~~s a +I
ior.s to is ci~ci, to a .ax... o +.
1ak 1o (x): uor :~acir ti~ :ari o
onc~:, a cia:act~: ars acc~ss to ti~ \as
t~: l~osto:,s .ost sac:~e t~xts. 1i~s~
t~xts a:~ ti~ .es c...at~ :~co:e o
aearc~e ~rr~~:r t~cirq.~s, ti~,
cortar ~~:, srncart e~~o.~rt
o: s~~:a tio.sare ,~a:s. Ar ree.a
:~s~a:ci~: wo:ir or is owr co.e r~rt
or, a ~w o ti~s~ t~cirq.~s r is ~
t.~. Ei~~ coa,~:s are ~a:w:its
ia~ ~a:r~e ~:ias a q.a:t~: o: ti:e o
ti~.. L~a:rr ti~. a at orc~ :o. ti~
sac:~e t~xts :~s.ts r a q.art.. ~a r
1AsLc I-c: 1uc ccAkwkicu1
Ltvt: sst Avvcx sonus roav svt ktr svt wt:: svt srtct: svtu rowtas knx
i +o +o +o +2 |ac.- |,a:, 2+|: /,,-:.c-
2 +i +o +o + |-c v-a,~ |~|c.-c, +|: -
+i +i +i + Ca|: |-c, |:-ga:-c |a: ++|: -
+ +2 +i +i ++ - +|: j~.-,a
+2 +i +i ++ |-c v-a,~ |~|c.-c, o+|: -
o + +2 +2 + |:-ga:-c |a: +|: -
+ +2 +2 + |--ac c+|: G-a..g:
c ++ +2 +2 +o |-c v-a,~ |~|c.-c, 9+|: -
9 ++ + + +o |:-ga:-c |a: io+|: -
io + + + + 1a- o ii+|: j..~ C|c-
ii + + + + |-c v-a,~ |~|c.-c, i2+|: -
i2 +o ++ ++ +c |:-ga:-c |a: i+|: -.~ C|c-
i +o ++ ++ +c - i++|: |a:- G-a..g:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

~rr~~:r ait,.
G~a:w:its o ~~s II, Iz, are II car
rco:o:at~ ti~s~ t~cirq.~s rto ti~:
:~s~a:ci. 1i~, ar ti~ ait, to tai~ Io
(,~s, Io) or ar, si ci~ci :~atr to .~cis
o: st~a. ~rr~s. 1is wo:is r a :~s~cts
as tair zo ~xc~t tiat ti~ :~s.t s Io are
ti~ t.~ :~q.:~e s Io t.~s ro:.a. 1i~s~
ii:arir ~a:w:its a:~ roto:o.s,
sow r i.er ti~: corst:.cts, i.t ti~,
a:~ caai~ o :oe.cr rc:~ei~ ~ats
o ~rr~~:r tiat ro oti~: r ~rr~~:
car .atci.
-
Mcu DVI
\
~ci e~s a:~ ti~ .ost ~a:~e o
.~ci ots. :at~s o ti~ :
i:ortooti Cars, ti~, a:~ ti~ .~ci |o
~q.a~rt o ia .ori, ia ia:ia:ar. 1
attacis a:~ :~cs~, arr~e, are tactca
ti~, st:i~ wti ti~ .:, o a :ar ia:ia
1i~ or, .~ci e~s irowr to ~xs
tios~ wtir ti~ i:ortooti Cars. C
.~ci |oci~,s ia~ t:~e are a~e to e~
s.a: t~cirq.~s. 1i~: .~tioes a:~ ~
ois~:~e i.t enc.t to ~a:r. \ar, |~a
o.tse~:s att:i.t~ ti~ si to so.~ so
r~:ra o: s.~:rat.:a r.~rc~ - i
ti~ t~:. .~ci e~.
\~ci e~s a:~ rot o:.a, o:ar
r ar, wa,. Aci~r ti~ tt~ o .
e~ (wici ti~ i:ortooti ia~ :o
ca.~e as a t~:. o ioro:) s os
or, i, ti~ ~r~:a a:oiator o
i:ortooti cars.~r.
l~co.r a .~ci e~ s ti~ s~c:~t a
tor o ~~:, .~ci |oci~,. :o .att~:
si~e ti~, i~co.~, ti~, a:~ ioti
are aw~e i, ti~ ~xst~rc~ o ia:ia:
wio car .t ti~. to sia.~. D~r ti
|orr ti~ i:ortooti Cars to i~co.
.~ci e~ :~q.:~s ar o.tse~: to esow
oti~: t~s, ro .~ci |oci~, wo.e a.t
o: t. ir ti~: i~a:t, ti~, a s~c:~t,
ti~, iae ti~ r~:~ to eo t ti~.s~~s.
uit Di: eo
I\hl`i\d\ekj
1o q.a, to i~co.~ a .~ci e~, a ci
t~: ..st .n a o ti~ oowr c:t~:
AniIitis: D~xt~:t, I+, irt~~rc~ Io+
skiIIs: \~ci lot II :aris
ats: \~ci Darc~:, \~ci l., \~cie~x
t:o.s, \~ciwai~:, :at.:a lot
Irontooth cIansnan: 1i~ cia:act~: ..st
i~ a .~.i~: o ar i:ortooti car. i rot
a:~ae, a .~.i~:, i~ ..st ar ae.ttarc~
i, cia~rr are e~~atr a :~rowr~e
i:ortooti .~ci |oci~, (rot r~c~ssa:, a
.~ci e~) r a :t.az~e i:ortooti |o.st.
1i~ car ..st ti~r e~ce~ i~ s wo:ti, are
on~: i. .~.i~:si. 1is .s.a, :~q.:~s
o:.a, arr.r a~arc~s to .~cieo.s
oti~: tiar ti~ i:ortooti car.
Mastr: 1i~ cia:act~: ..st a:~rtc~
i.s~ to ar ~xstr i:ortooti .~ci e~.
1is :~q.:~s co~:r ..ci o ti~ .ast~:s
~x~rs~s, wici a:~ st i~tw~~r is
a:~rtc~s. 1is car :o~ q.t~ ~x~rs~
- or ti~ o:e~: o z,ooo o: .o:~ ~: ,~a:
r .at~:a costs, .s co.rt~ss io.:s o
aio: o: ~aci a:~rtc~.
siaI: 1i~ t:aetor o .~ci . :~w
o.t o ti~ sa.~ t:aetors as tios~ o ti~
.ori cass. 1i~ i:ortooti Cars ia~ :~at
:~s~ct o: si~e .oris are w acc~t
ti~. rto ti~: :aris wtio.t q.~stor. Ar,
.ori o at ~ast ti ~~ s a.to.atca,
acc~t~e rto ti~ car, :~a:e~ss o .~ci
ait,. Crc~ acc~t~e, ti~ .ori .a, ..
i |oci~,, t:ar~e i, ti~ car.
ori .~~ts ti~ D~xt~:t, are
q.:~.~rts o ti~ .~ci e~
are tai~s ti~ \~ci Darc~:
ats as soor as ossi~, i~ w
a .~ci e~ :~a:e~ss o ti~
st~s, tio.i i~ ..st tai~ ti~
s as soor as ossi~.
s: 1i~ i:ortooti cars.~r
ss.at~e to i~ rsar~. 1i~,
.art, tiat .ai~s ti~ .~ci
at. :o .ast~: w acc~t ar
a ., ~~r i~ .~~ts a
ti~ :~st~ cass.
s cass sis (are ti~ i~,
ci si) a:~ laarc~ (D~x),
.i (:t:), C:at (.~cic:at)
A:tst (D~x), .. (:t:),
.~cis) (irt), Krow~e~
s) (irt), Lst~r (vs), \~ci
rs~ \ot~ (vs), :ot (vs),
~x).
at ah AuuitionaI vI:
:.
\j
wr a:~ cass ~at.:~s o ti~
u Arnor roniny: \~ci
etora w~aor :onc~rc~s.
anag (x): \~ci e~s a:~
ci .. 1i~, ior~ ti~: sis
t:i~ .ra:.~e .~ci attacis
c.:ac,. 1i~ ea.a~ rct~e
s .ra:.~e .~ci attacis s
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

as wti ti~ :~.a: .s~ o ti~ 1..i~ si.


1i~ tasis are DCs o: t..ir r a .~ci
a:~ ~xact, as wti ti~ si as e~sc:i~e r
ti~ rHi, ~xc~t tiat ti~ estarc~ .o~e r
a t..i~ s ~q.a to or~ ia o ti~ .~cis
ro:.a s~~e :ati~: tiar zo ~~t.
xtraoruinary iIot (x): \~ci e~s
aee ti~: cass ~~ as a ior.s to ci~cis r
ti~ \~ci lot si.
stunning Attak (x): l~rrr at
zre ~~, a .~ci e~ car ca.s~ st.rrr
ea.a~ to ~r~., .~cis i, st:ir ti~.
r ti~ |orts, .re~: oos~ a:.o: ar~s,
at ti~ c:~w q.a:t~:s, r ti~ ots coci
t, are r oti~: .r~:ai~ a:~as. 1is
s ar ~xt:ao:era:, ait,, ts a :~s.t
o ti~ .~ci e~s .rcarr, a.a:t,
wti .~cis are iow ti~, .rctor. it s
or, ossi~ wi~r ti~ :it oo:t.rt,
:~s~rts ts~ are ti~ .~ci e~ acts ast
rc:~as~e i, ti~ a.o.rt recat~e r 1ai~
I. 1is ~xt:a ea.a~ a~s or, ti~ .~ci
attacis wti a iare ioer ro w~aor.
A .ori wio i~co.~s a .~ci e~ car .s~
i~: a, |!a to .ai~ .ra:.~e attacis
wti a .~ci, .sr i~: .::, o iows attaci
ior.s rst~ae o i~: .~ci attaci ior.s at ro
aeetora ~rat,. A ro:.a .ori wtio.t
tis :~st~ cass carrot .s~ a, |!a
wi~ otr a .~ci.
siaI skiII uss: \~ci e~s .a,
.s~ ti~ oowr si s,r~:~s to ae
ti~: .~cis.
i+!+c-. lo: ~~:, . + :aris r laarc~,
ti~ .~ci e~ :~c~~s a +z ior.s to ci~cis
to :~sst ~r~., t: att~.ts.
i!a. \~ci e~s .a, i.n wti ti~:
.~cis, :oiir ~r~., .~cis o ti~: ots
D~xt~:t, ior.s to a:.o: cass ( a
cai~, s~~ ti~ \~ci Darc~: ~at). 1i~ ci~ci
s .ae~ as .s.a aarst ti~ oos~e ci~ci
o ti~ ~r~., .~ci ot.
C!.|. vi~r c.ir r a .~ci, ti~
.~ci e~ :~c~~s a +z s,r~:, ior.s i~
ias at ~ast + :aris o C.i.
Ec+- \.. 1i~ .~ci e~ .a, .s~
is Dsca~ A:tst si to aow is .~ci to
~sca~ i~r t:a~e i, iooi~e ax~s, ia:i~e
iae~s, are oti~: s.ci w~aors. vi~r .ae~
o: a .~ci, s.ci ci~cis .s~ ia ti~ .~ci
e~s :aris, :o.re~e eowr, .oen~e i, ti~
.~cis D~xt~:t, sco:~ (rot ti~ ots).
1a|!-. vti a .~ci o ooe .ar~.~:
ait, o: i~tt~:, ti~ .~ci e~ .a, att~.t
to t..i~ is .~ci ti:o.i oor~rts,
~ro.i to s~z~ t.
Crc~ ~: ea, ~: ~~ r ti~ .~ci e~
cass, ti~ cia:act~: car .ai~ ar .ra:.~e
st.rrr attaci aarst a .~ci wtir two
sz~ cat~o:~s o is owr. (A:.~e st.r
rr attacis a:~ rot ossi~, are a:~:
.~cis ~r~:a, ia~ ti~: ta orts
i~,ore ti~ :~aci o s.a~: .~cis.) 1is
attaci ..st i~ e~ca:~e r aearc~ as a
st.rrr attaci. Ar ~r~., .~ci s.cc~ss
., ea.a~e ..st .ai~ a lo:tt.e~ sa~
(DC Io + ti~ cia:act~:s .~ci e~ ~~s)
o: i~ st.rr~e as t s.~:s ea.a~ to so.~
.o:tart s,st~. (i,e:a.c iaciow,
~~ct:ca s.:~s, ~tc.). C:~w are ass~r
~:s or ti~ .~ci .a, .rctor as .s.a,
i.t ti~ .~ci ts~ cart act (:~a:e~ss o
wiat ti~ c:~w eo~s) are os~s ar, D~xt~:
t, ior.s~s to AC, wi~ attaci~:s :~c~~
a +z ior.s to attaci :os. 1i~ st.rrr
~~ct asts or~ :o.re.
AgiI Mh (su): 1i~ .~ci e~ ias
~a:r~e ~~:, twst are t.:r o is .~ci.
it s i~ ar ~xt~rsor o is owr ioe,. ir
is iares t .o~s wti ar at, rot s~~r
ar,wi~:~ ~s~. vi~r ot~e i, ti~ .~ci
e~, ar, .~ci o a~:a~ .ar~.~:ai
t, o: i~tt~: ars a ior.s to ts l~~x
sa~s ~q.a to ti~ .~ci e~s +.!- -c|
.oe~:, as ~: 1ai~ I.
ast Movnnt (x): At +ti ~~, ti~
.~ci e~ ias ar .rcarr, ait, to awa,s
st~ or soe :o.re, art ti~ .~cis
~~t at |.st ti~ :it ~rtis, are aoe
oistac~s. Ar, .~ci i~ ots ias ts s~~e
.:o~e i, Io ~~t. 1is srt a s.~:rat.
:a ait,, ts ti~ .~ci e~s caact, o:
.ax.zr ti~ .~cis ri~:~rt ait~s.
1is ait, stacis wti ti~ :~~e l:~ai
~at, a .~ci |oci~,s ait, to .si ti~
~r~o~, are ti~ ast .o~.~rt t:at o
c~:tar .~cis.
Inrovu 1ri: At oti ~~, ti~ .~ci
e~ ars ti~ i~r~t o ti~ i.:o~e
1: ~at wi~r .air t: attacis wti
is .~ci. E~ eo~s rot ia~ to .~~t ar,
:~:~q.st~s.
DIt rotiIs: At ti ~~, a
.~ci e~ ars ti~ i~r~t o ti~ D~~ct
A::ows ~at wtio.t .~~tr ti~ .s.a
:~:~q.st~s. E~ .a, ti~r .s~ is .~ci
1AsLc I-z: 1uc uccu DcviL
Ltvt: sst Avvcx sonus utcn Avvcx sonus roav svt ktr svt wt:: svt unauto Duct srtct:
i +o +i +o +2 +o +ico |:a~c.a, |..~:, ,-c.a.
... u-, ua-c |aag-
2 +i +2 +o + +o +ico :..g /::ac
+2 + +i + +i +2co /g..- |-c +i
+ + ++ +i ++ +i +2co |a: |~.--:
+ + +i ++ +i +co -
o ++ +o +2 + +2 +co /g..- |-c +2, |,~.-c 1.,
+ + +2 + +2 ++co |-|-c: |~,-c:..-
c +o +c +2 +o +2 ++co |a:-|.. |~cg-
9 +o +9 + +o + +co /g..- |-c +
io + +io + + + +oco -
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

to co.rt~: rco.r a::ows, iasta~,


i.:~e io.e~:s, st~a. carror si~s, are
oti~: siot o: ti:owr w~aors. 1i~ .~ci
..st ia~ at ~ast or~ :~~ iare to .ai~
ar att~.t. (i ar att~.t s .ae~ wti a
iare tiat ioes a w~aor, ti~ w~aor s
a.to.atca, ea.a~e i, ti~ att~.t.)
Cti~:ws~, ti~ ait, s r a :~s~cts
i~ ti~ D~~ct A::ows ~at. 1i~ l~~x
sa~ s .ae~ .sr ti~ .~cis sa~, rot
ti~ cia:act~:s, i.t ti~ cia:act~: .a, aee
is ~:sora D~xt~:t, ior.s to ti~ :o
i~ca.s~ i~ ias ti~ \~ci Darc~: ~at.
Crc~ a .~ci e~ ias ti~ D~~ct
A::ows ~at, i~ .a, ti~r tai~ :ratci
A::ows as a ro:.a ~at sot (~~r i~
acis ti~ oti~: :~:~q.st~s) are .s~ t to
catci rco.r :o|~ct~s.
MastruI Doug (x): At ti ~~,
ti~ .~ci e~ artcat~s ~r~., attacis
are |..s o.t o ti~ wa, |.st i~o:~ ti~,
it. Ar, .~ci i~ ots :~c~~s a +z eoe~
ior.s to AC.
-
RI1wAKR
1
ios~ wio s.:~e ti~ ~a:, .~t~o:
sto:.s ee so r a a:~t, o wa,s. \ost
so.it si~t~: r st.:e, cast~s, ti~r .re~:
:o.re orc~ ti~ cast~s w~:~ siatt~:~e. it
was tis st:~a. o tio.it tiat ~~rt.a,
~e to ti~ c:~ator o ti~ .~ci.
Cti~: :~.~~s so.it a en~:~rt s.:a
ati. \a~s wti acc~ss to ara: t:a~ s.
, ~t e.:r ti~ .ra: :ar. :o.~ t~~o:t
~e to ti~ oost~ se~ o ti~ wo:e, wi~:~
t was st ea,it. l.t .ost ~staisi~e
i~acii~aes or oti~: ar~s. 1i~: .at~:a
st:orioes iri~e o.t o ~xst~rc~ wi~r
ti~ .oor ca.~ ., ti~r :~a~a:~e wi~r
ti~ .ra: :ar was o~:. lo: ti~ e.:ator ti~,
w~:~ t~:a, or aroti~: ar~.
ltwai~:s a:~ cia:act~:s wio s~ca
z~ r tis .oe~ o s.:a. 1i~, ~sca~ ti~
.ra: :ar - are oti~: ti:~ats - rot i, cor
:ortator, i.t i, ~asor. \ar, s~cast~:s
a:~ o.re wtir ti~: :aris, i.t so too a:~
:o.~s are .oris. lo.~s nre :twai~:
sis rnrt~, acai~ to sr~air a:o.re.
\oris wti a .e a:oaci to co.iat (1i~
:~at~st cto:, s ti~ or~ wtio.t a nit)
nre ti~ :twai~: t~cirq.~s w~ s.t~e to
coro.rer are ~aer oor~rts wtio.t
~~: iar to cor:ort ti~..
1i~ n:st :twai~: o :~rowr was las o
ti~ A.:o:a lars. E~ iae a:~ae, i~~r tr
i~:r wti ti~ corc~ts o ti~ :twai~:
o: so.~ t.~ i~o:~ ti~ .ra: :ar i~ar.
vtir a ~w ea,s o ti~ n:st .~t~o: sto:.s,
i~ was s.cc~ss., sitr is wza:es
tow~: orto aroti~: ar~ wi~r~~: t was
ti:~at~r~e i, ti~ .ra: :ar. 1is att:act~e
.ar, .s, wio ~a:r~e :o. i. are
~~rt.a, ~staisi~e a s.a scioo ca~e
ti~ :cioo o ti~ A.
.o:rr lass tow~
ee ti~ A.:o:a va
a:~ae, ~t ti~ scio
tors, i.t ti~ tow~:
r t tiat rit ia
it s s.:.s~e tiat
nre ~:.ar~rt i
aroti~: ar~, i.t
ti~: ii:si roct.
w~:~ e~t~ct~e i, a
~xt:aara: c:~at.
e~st:o,~e ti~.. C
nrer ti~ tow~: ca
t:.ti i~ e~t~:.r~e
uit Di: eo
I\hl`i\d\ekj
1o q.a, to i~co.
:twai~:, a cia:ac
..st .n a o t
oowr c:t~:a:
skiIIs: Krow~
(ti~ ar~s) :a
:~a:ci :aris, :o
:aris, :.:a :ari
sIIasting: A
to cast zre~~ s~
.s~ |. st:i~ (.ac)
:cXjjJb`ccj
1i~ :twai~:s cas
ti~ i~, ait~s o
Corc~rt:ator (Cor)
:c:t (irt), Do.
(a:cara) (irt), Krow
Lst~r (vs), l:o~ss
:~c:at (irt), are :ot (vs).
skiII oints at ah AuuitionaI vI:
+ + irt .oen~:.
:cXjj=\Xkli\j
1i~ oowr a:~ cass ~at.:~s o ti~ :twai~:.
waon anu Arnor roniny: As
:~o.s cass. :o aeetora :onc~rc~s
a:~ ar~e.
sIIs: ltwai~:s car cast s~s. 1i~:
s~ cioc~s a:~ ~:, .t~e, oc.sr
or s~s e~sr~e to t:a~ ti~ ar~s o:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

to ti~ .at~:a, o: DC z to nre a :t to ti~


o.t~: ar~s :o. ti~ ~ti~:~a ar~ (src~
ti~,:~ row cos~:).
:ot~ tiat tis ait, eo~srt ~t ti~ :t
wai~: .s~ ti~ :t to t:a~ ti~ ar~s (,~t).
it s., ~ts i. nre ti~.. it aso eo~srt
~t i. ooi ti:o.i ti~ :t to s~~ wiats or
ti~ oti~: se~. 1:a~ ti:o.i s.ci :ts s
~r~:a, sa~, i.t rot awa,s.
:~a:cir tai~s or~ .r.t~ ~: ~ ~~t
s~a:ci~e. A a.:~ eo~s rot ~t a :~t:,,
are ti~ :twai~: carrot tai~ Io o: zo
or tis :o. ir ~r~:a, as or as ti~ :t
wai~: ass~s ti~ ci~ci, ts sa~ to ass..~
a :t . a:o.re. \ost ar~s a:~ tatt~:~e i,
s.ci :ts, ti~,:~ |.st ia:e to ocat~ o:
ro:.a ~o~.
RitwaIk (s): At zre ~~, a :twai~:
car .s~ ti~s~ :ts to t:arso:t i.s~
i~tw~~r ar~s. Dor so :~q.:~s ocatr
ti~ a:o:at~ o:ta, ti~r ~x~rer s~
~r~:, to sit ti:o.i t. A sit o or~
:~~rt e~t~ctor. 1i~ :.a:, .s~ o:
ti~: s~castr s rot ~~r ti~ castr
o s~s, i.t rst~ae ti~ ciarr~r o
.aca ~r~:, to o~r e.~rsora :ts
(s~~ ti~ .a+!| ait,, i~ow). ltwai~:
s~s a:~ .~.o:z~e :o. a s~iooi as a
wza:es a:~. ir a oti~: :~s~cts, ti~, a:~
i~ a wza:es s~s, :~q.:r a s.nc~rt
irt~~rc~ sco:~ to ~a:r. 1i~ :twai~:
s~ st a~a:s or a~ +.
Rit snsitivity (su): 1i~ :twai~:s
:~at~st ait, s a iraci o: nrer
sio:tc.ts r ti~ ai:c o :~at,. 1i~ .at~
:a ar~ s n~e wti .r.t~ :ts to oti~:
ar~s. 1i~s~ :ts a:~ o:.~e :o. rat.:a
st:~ss~s o: a.i~rt .aca ~r~:, :~~as~e
at~: ara: t:a~ s~s. 1i~ :twai~:
~a:rs to ocat~ are ~xot ti~..
A :twai~: ias a rat.:a s~rstt, to
ti~s~ :ts. A :twai~: (are or, a :twai
~:) car s~a:ci ar a:~a to att~.t to esco~:
ara: :ts. Locatr a :t :~q.:~s a :~a:ci
ci~ci aarst a DC ias~e or ti~ ar~s
:ox.t, to ti~ :twai~:. vtir ti~ cor
t~xt o ti~ o.: :o.s o ar~s (.at~:a,
t:arst~, rr~:, are o.t~:), ti~ DC s zo to
o or~ rc:~.~rt, z to o two, are Io to o
ti:~~. 1:a~r i~tw~~r ar~s r ti~ sa.~
:o. (s.ci as :o. ti~ ast:a to ~ti~:~a
ar~) s DC zo.
lo: ~xa.~, nrer a :t to a t:arst~
ar~ (~ti~:~a, siaeow, o: ast:a) :o. ti~
.at~:a ar~ wo.e i~ DC zo, wi~:~as
nrer a :t to ar o.t~: ar~ wo.e i~ DC
Io. Crc~ ti~ :twai~: t:a~s to ti~ ~ti~
:~a ar~, ts DC zo aar to nre a :t iaci
rc:~.~rt (s.ci as .at~:a to t:arst~, o:
t:arst~ to rr~:) :~q.:~s two s~ ~~s,
two rc:~.~rts :~q.:~s o.: s~ ~~s,
are ti:~~ rc:~.~rts :~q.:~s ~it s~
~~s. 1i~ :twai~: ..st ia~ ti~ :~q.st~
s~ ~r~:, aaai~ are sac:nc~ t. A s~
co.rts towa:e ~~s as ts s~ ~~.
lo: ~xa.~, +.c ..!- s a Ist~~
s~. A :twai~: wti +.c ..!- .~.o
:z~e twc~ (o: oti~:ws~ aaai~ twc~)
co.e s.::~re~: two castrs o t to :t
wai or~ rc:~.~rt. C: i~ co.e sac:nc~
two castrs o t, .s a-| (a zre~~
s~), to s.::~re~: o.: s~ ~~s are
t:a~ two rc:~.~rts.
At tis ~~, ti~ :twai~: car t:arso:t
or, i.s~ ti:o.i ti~ :ts. ltwair s
a .:o.re actor (or~ starea:e actor to
~x~re ti~ s~ ~r~:,, ti~r or~ .o~.~rt
actor to .o~ ti:o.i). Cti~: c:~at.:~s
s~~ ti~ :twai~: s~~.r, st~ rto ar
rsi~ eoo:, ti~r esa~a:.
Dstarc~s t:a~~e or oti~: ar~s
ot~r co~: ..ci :~at~: estarc~s or ti~
.at~:a ar~. A :twai~: .a, i~ ai~
to .a+!| to ti~ ast:a ar~, t:a~ o: a
~w :o.res or ti~ ast:a ar~, are ti~r
.a+!| iaci to a~a: .~s awa, :o. is
o:.~: .at~:a ocator.
1i~ :twai~: ias a I rorc...at~
ciarc~ ~: :twai tiat i~ w st~ ti:o.i
ti~ :t rto a ear~:o.s a:~a (tiat s, ~~r
.o:~ ear~:o.s tiar ti~ .s.a stat~ o a
ra: t:a~). 1is co.e rc.e~ wair rto a
soe oi|~ct, ~rt~:r a aa ow, o: a~a:
r rse~ ti~ acec i~, o a :~at ast:a
1AsLc I-a: 1uc kir1wALkck
Ltvt: sst Avvcx sonus roav svt ktr svt wt:: svt srtct: srt::s rta Dv isv ano sao +vn svn cvn zvn svn
i +o +o +o +2 |.|: -.:...:, i - - - - - - -
2 +i +o +o + .a+!| 2 i - - - - - -
+2 +i +i + 2 2 i - - - - -
+ + +i +i ++ .c 2 2 i - - - -
+ +i +i ++ |a,.c .|: 2 2 i - - -
o ++ +2 +2 + 2 2 i - -
+ +2 +2 + G|a+!| + 2 2 i -
c +o +2 +2 +o |.a.~, +2 |~cg- /C + + 2 2 i
9 +o + + +o + + + 2 2
io + + + + |,~.-c |.a.~ + + + 2
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

wia~. i tis occ.:s, ti~ :twai~: tai~s Ieo


ea.a~ ~: rc:~.~rt t:a~~e are s ..~
eat~, si.rt~e iaci to ti~ .at~:a ar~.
Rituoor (s): At +ti ~~, ti~ :twai~:
car .ai~ ti~ :ts a:~ ~ro.i o: oti~:
c:~at.:~s to t:a~ wti i.. l, ~x~rer as
..ci s~ ~r~:, as o: is rta :twai,
ti~ :twai~: car ioe o~r ti~ :t or
~ro.i o: so.~or~ ~s~ o . to \~e..
sz~ to ass. Dx~rer eo.i~ ti~ s~
~r~:, ~ts a La:~ c:~at.:~ wai ti:o.i,
q.ae:.~ ~ts a E.~ c:~at.:~ o ti:o.i,
are so or. 1i~ :t a.to.atca, cos~s wi~r
ti~ :twai~: o~s ti:o.i, so i~ ..st i~
ti~ ast to ~xt.
lo: ~xa.~, a :twai~: o~rs a :t :o.
ti~ .at~:a to ti~ ast:a ar~ at a cost o two
s~ ~~s. E~ car ioe t o~r o: aroti~:
\~e.. c:~at.:~ at a cost o two aeetora
s~ ~~s. l, ~x~rer sx .o:~ s~
~~s i~ co.e ~t ti:~~ .o:~ c:~at.:~s ass
i~o:~ i~ nra, st~s ti:o.i.
Cti~: c:~at.:~s wio :twai ..st .s~
a .o~ actor to :~aci ti~ o:ta are wai
ti:o.i t. 1i~ :twai~: .a, aso .s~ a star
ea:e actor to corc~rt:at~ are .o~ ti~ :t
ts~. 1is :~q.:~s a Corc~rt:ator ci~ci
~aci :o.re (DC Io). i s.cc~ss., ti~ :t
car .o~ i, . to zo t. ltwai~:s car .s~
tis ait, to .ai~ a :t ~r~o ar ~rt:~
io.s~ o: tow~:, s~rer t to aroti~: ar~.
Raiu shit (su): At ti ~~, ti~ t.~
:~q.:~e o: ti~ :twai~: to ocat~ a o:ta
s :~e.c~e to or~ :o.re ~: oot sq.a:~. i
ti~ :~a:ci ci~ci i~ats ti~ DC i, o: .o:~,
i~ nres ti~ o:ta ast ~ro.i to st~ ti:o.i
..~eat~, or ti~ sa.~ :o.re i~ s~a:ci~e.
chostwaIk (s): A ti~~ :twai~: s
so att.r~e to ara: :ts tiat i~ car s~~.
r, wai ti:o.i soe oi|~cts. As a :~~
actor, i~ .a, .ai~ a :ot ci~ci to e~t~ct
:ts wtir is rt~re~e ati o .o~.~rt.
(u .rt tis t.~ i~ ias .s~e :~a:ci, tis s
ti~ n:st ~~ at wici i~ car ocat~ :ts so
cas.a,.) 1i~ DC s ti~ sa.~ as ti~ :~a:ci
ci~ci o: :t s~rstt,.
i ti~ :twai~: ass~s ti~ :ot ci~ci,
i~ ias o.re ti~ r~c~ssa:, :ts to ~:o:.
a |a+!|. l, ~x~rer or~ s~ ~~, i~
car t:a~ . to t~r t.~s is .s.a s~~e r
a sr~ .o~.~rt actor are st~ ti:o.i
soe oi|~cts wi~ eor so, as or as is
.o~.~rt :~.ars wtir ti~ s.a :ar~
o is sta:tr ostor. E~ car cia:~ . to
tw~rt, t.~s is .s.a s~~e.
Cis~:~:s s~~ i. corstart, ci~:r
r are o.t o ~xst~rc~ as i~ .o~s, s~~.
r, |..r t~r o: tw~rt, ac~s i~tw~~r
ci~:s. E~ s st~r ti:o.i or~ :t at~:
aroti~: to co~: :o.re :ae,, ~n~ct~,
t~~o:tr i.s~ ..t~ t.~s o~: ti~
co.:s~ o a sr~ .o~.
1i~ :twai~: ..st i,sca, to.ci at
~ast or~ o.:ti o ti~ estarc~ o is t:a~.
E~ car .s~ tis ait, to i,ass sq.a:~s
ti:~at~r~e i, ~r~., attacis o oo:t.rt,,
.o~ ti:o.i rt~:~rr oor~rts, st~
ti:o.i soe oi|~cts tiat wo.e ioci is
ati, are i,ass oistac~s (s.ci as ts o:
aa ows).
Aeetora,, a ti~~ :twai~: ias
ti~ s~ ~~ cost o ti~ .a+!| are .c
ait~s :~e.c~e i, ia. At tis ~~ ti~
:twai~:s o
:ar, o: ti~
~rt:~ io.s~
ar~s o: .
vasion
wai~: ias
s.icorsco.
:ts are .
start, ci~
~xst~rc~ o
:a ar~. E
:o.~s ~a
t, as a s.
ait,, rot a
t~::nc :~~
i~ ias a ooe
:~s~rt at t
~n~ct. 1is
oor~rts
ti~ :twai~
aroti~: ar
Aeetora
:twai~:
+z eoe~ i
:~~ct ti~
ot~r rot :
attacis co.
1is eoe~ i
:twai~: s
or are on), i.t t s ost wi~r i~ s as~~ o:
.rcorsco.s. vi~r nitr e~~rs~,, i~
car corc~rt:at~ or is ci~:r to coo:e
rat~ t wti ~r~., attacis, :asr is eoe~
ior.s to ++. 1is stacis wti ti~ ro:.a
i~r~nts o nitr e~~rs~,.
Inrovu vasion (su): At Ioti ~~,
ti~ :twai~: ars .c-c -c+., as ti~
:o.~ ait,.
-
s1AM MAc
D
~st~ coa,~:s rat~ rt~~rc~,
ti~ enc.t a:~rtc~si :~q.:~e
o tiat :o~ssor :~~rts ti~. :o. ia
r ti~ t.~ to st.e, .ac aso. :o.~
s~ca ree.as oss~ss ioti rt~~rc~
are rrat~ s~castr ait~s, iow~~:.
1io.i ti~: ca:~~:s i~r as coa,~:s,
ti~s~ ree.as ot~r tai~ saiiatcas to
~xo:~ ti~: s~castr ait~s As ti~,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

i~co.~ si~e wti ti~s~ two esa:at~


:o~ssors, ti~, ~a:r o .rco..or i.t
ow~:. s,r~:~s aaai~ o: ti~ ast.t~
.. 1i.s s io:r a st~a. .a~.
:t~a. .a~s a:~ :a:~ ree.as wti
ar att.e~ o: ioti .ac are .acir~. A
:onc~rt st~a. .a~ s .o:~ ear~:o.s
to corst:.cts are .~cis tiar a wza:e o:
coa,~: o ~q.a ~~. l.t ti~ :~q.:~
.~rts to ar s.ci rsit a:~ :~at. viat
s~ts ti~. aa:t s ti~: ait, to ciarr~
.aca ~r~:, ti:o.i ti~: st~a.ow
~:~e c:~ators.
it s rot .ri~a:e o o: a wza:e to i~co.~
a st~a. .a~ at~: s~rer so.~ t.~ as a
coa,~:, i.t .ost st~a. .a
as so:c~:~:s. :t~a. .a~s a:
:~ora, i, .ar, tt~s, r
r ~a: wa:ocis (o: ~a:oc
t~ciro.a~s, a:car~ coa
~:s, are iaiia~ cast~:s.
uit Di: e+
I\hl`i\d\ekj
1o q.a, to i~co.~ a st~a.
.a~, a cia:act~: ..st .n
a o ti~ oowr c:t~:a:
AniIitis: irt~~rc~
Cia:s.a Io+
skiIIs: Krow~e~ (st~a. ~rr~s)
:aris
sIIasting: Ait, to cast zre~~
a:car~ s~s
ats: C:at :t~a. G~a:
:cXjjJb`ccj
1i~ st~a. .a~s cass sis (are ti~ i~,
ait~s o: ~aci si) a:~ Corc~rt:a
tor (Cor), C:at (aci~.,) (irt), C:at
(iacis.tir) (irt), Dsai~ D~c~ (irt),
Krow~e~ (ar,) (irt), Krow~e~ (st~a.
~rr~s) (irt), Lst~r (vs), l:o~ssor
(vs), :~c:at (irt), are :ot (vs).
skiII oints at ah AuuitionaI vI:
+ + irt .oen~:.
:cXjj=\Xkli\j
A o ti~ oowr a:~ cass ~at.:~s o ti~
st~a. .a~.
waon anu Arnor roniny: :t~a.
.a~s ar ro aeetora w~aor :onc~rc~s.
sIIs: As siowr r 1ai~ Iv, a st~a. .a~
cortr.~s to aearc~ is s~castr ai
t~s as i~ w~:~ aearcr r is :o: cass,
ai~t at a sow~: :at~. lo: ~xa.~, .ar~
a cia:act~: w~:~ a Ioti~~ so:c~:~: i~o:~
i~co.r a st~a. .a~. At~: tair n~
~~s r ti~ st~a. .a~ cass, i~ wo.e cast
s~s as i~ w~:~ a IIti~~ so:c~:~:.
Itn cration at: At Ist ~~ are at
~~:, o.: ~~s ti~:~at~:, a st~a. .a~
:~c~~s a :~~ t~. c:~ator ~at.
stan owrs (x): :t~a. .a~s :~c~~
st~a. ow~:s. 1i~s~ staci wti tios~ :art
~e i, :o: cass ~~s, tio.i ior.s st~a.
ow~:s o: a ii irt~~rc~ a:~ :~c~~e
or, orc~.
Aran channIing (s): g :t~a. .a~s
~a:r to ciarr~ a:car~ ~r~:, to ow~:
ti~: c:~ators. 1is ait, :ows r ow~:
as ti~ st~a. .a~ aearc~s.
C|.-. 1i~ .ost rotai~ ait, o a
st~a. .a~ a~a:s at zre ~~. 1i~ st~a.
.a~ ~a:rs to co.ir~ st~a. ow~:s wti
a:car~ ~r~:,. E~ .a, row .x .ac t~.s
are st~a. ow~: e~c~s rt~:ciar~ai,.
lo: ~xa.~, i~ co.e c:at a -|+!! ware
wti ar a.n~: attaci~e.
1i~ st~a. .a~ ..st .~~t a ti~ ro:.a
:~:~q.st~s to c:at ti~ .ac t~.s are
st~a. ow~:s tiat .ai~ . ti~ co.ira
tor e~c~. 1i~ cost are corst:.ctor t.~
s aee~e to~ti~: are ti~r eo.i~e. :t~a.
ow~:s .s~e r a .ac t~. a:~ ~:.ar~rt,
wti ti~ .ac t~.. 1i~ st~a.
~ .a, s.istt.t~ oti~: st~a.
w~:s o: ti~. or, i, e~st:o,r
i~ .ac t~. are sta:tr o~:.
vares tiat a:~ e:ar~e o cia:
s ..st i~ :~cia:~e ro:.a,.
ra-. At +ti ~~, ti~ st~a.
a~ ~a:rs to ow~: is e~c~s
r a:car~ ~r~:,. E~ .a,
re s~ sots to i~~ a e~c~
r ~. o .sr a st~a. ~rr~.
E~ car .s~ or~ Ist~~ s~ sot to i~~ ar,
1AsLc I-9: 1uc s1cAu uAcc
Ltvt: sst Avvcx sonus roav svt ktr svt wt:: svt srtct: svtu rowtas srt::s
i +o +o +o +2 |:- C-a:.~ |-a:, :-a |~.- i+|: +i .-.-. ~| -.:.g c.a
C.~c.~ |a...a - -
2 +i +o +o + \c+- C|+-!. (c~:.-) 2+|: -
+i +i +i + - 2+|: +i .-.-. ~| -.:.g c.a
+ +2 +i +i ++ \c+- C|+-!. (,~.-) +|: -
+2 +i +i ++ |:- C-a:.~ |-a: +|: +i .-.-. ~| -.:.g c.a
o + +2 +2 + - ++|: -
+ +2 +2 + - ++|: +i .-.-. ~| -.:.g c.a
c ++ +2 +2 +o - +|: -
9 ++ + + +o |:- C-a:.~ |-a: +|: +i .-.-. ~| -.:.g c.a
io + + + + \c+- C|+-!. (,-g,) o+|: -
ii + + + + - o+|: +i .-.-. ~| -.:.g c.a
i2 +o ++ ++ +c - +|:
i +o ++ ++ +c |:- C-a:.~ |-a: +|: +i .-.-. ~| -.:.g c.a
i+ + ++ ++ +c - c+|: -
i + + + +9 - c+|: +i .-.-. ~| -.:.g c.a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

st~a.ow~:~e e~c~ .rctorr o: a ea,.


Daci e~c~ (:~a:e~ss o ti~ r..i~: o
s~a:at~ st~a. ow~: co.or~rts) :~q.:~s
a s~a:at~ s~ sot. :ot~ tiat at tis sta~
ti~ st~a. .a~ car .s~ tis ait, or, or
st~a. ow~:s, rot :~.a: ~rr~s.
,-,. At Ioti ~~, ti~ st~a. .a~
~a:rs to ia:r~ss .aca ~r~:, to ow~:
ar, ~rr~. E~ cor~:ts :aw a:car~ ~r~:,
rto i~at, it, ir~tc .otor, o: wiat
~~: oti~: o:c~ s r~~e~e to ow~: ti~
~rr~. 1i~ :st i~r~t o tis s tiat i~
car row c:at .aca ~rr~s o ar, ire.
1is s corse~:~e ar act o ti~ C:at vor
e:o.s it~. ~at. 1i~ s~core i~r~t s tiat
i~ car ~x~re s~ sots to ~ ow~: to
ar, ~rr~, rc.er tios~ tiat ow~:
.~cis. 1i~ a.o.rt o ~r~:, :~q.:~e
to ow~: ar ~rr~ e~~res or ti~ sz~
o wiat t :.rs, .~as.:~e r s~ ~~s
as oows:
stzt Dt:v srt:: Ltvt: rowta ktoutatutnv
|-c..
|ag- io
.g- 2
Gaga:.a o
C~.~a. ioo
C~.~a. || io
C~.~a. ||| 2o
C~.~a. |v +oo
C~.~a. v ooo
C.:,-c / 9oo
C.:,-c s i,2o
C.:,-c C i,o
C.:,-c | 2,oo
C.:,-c | ,oo
C.:,-c | ,ooo
ztao-:tvt: srt::s counv s ia srt:: :tvt:. A:: ovnta
srt::s counv s rta vntta :tvt: (.g., ano-:tvt: srt:: ns
v:ut or a).
low~:r ar ~rr~ r tis .arr~: :~q.:~s
tiat ti~ r~c~ssa:, s~ ~r~:, i~ ~x~re~e
as s~s cast e:~ct, rto ti~ ~rr~. 1i~
s~ cast ias ro ra.~, t s s., a .rq.~
o:. o ~x~rer a:car~ ~r~:,. Daci s.ci
s~ tai~s or~ .:o.re actor to cast are
.s~s s~~~ ~r~:, ~q.a to ti~ ~~ o
ti~ s~ (~xc~t o: z~:o~~ s~s, wici
co.rt as Iz ~~). At ~ast zo o ti~ ea,s
tota s~ :~q.:~.~rts ..st i~ cast .
:ort to sta:t ti~ ~rr~, ti~r ti~ :~st car i~
cast o~: ti~ co.:s~ o ti~ ea, as ti~ ~rr~
i.:rs ti:o.i ts ow~:. lo: ~xa.~, a
st~a. .a~ ow~:r a La:~ .~ci co.e
eo so i, castr n~ zre~~ s~s, wici
wo.e tai~ n~ . :o.res, o: sx Ist~~
s~s are two zre~~ s~s, wici wo.e
tai~ ~it . :o.res.
1is st~a. .a~ ait, car i~ e.cat~e
i, ti~ -!! a+c-, a .aca t~. ti~ st~a.
.a~s ti~.s~~s i.t (s~~ a~ I+I).
cIokwork aniIiar: :o:c~:~:s ar
rr ca:~~:s as st~a. .a~s .s.a, o:~o
tair a.a:s .rt ti~, a:~ ai~ to i.e
cociwo:i a.a:s. :t~a. .a~s a:~ ti~
or, cass i~se~s corst:.cto:s ai~ to i.e
cociwo:i a.a:s. :rc~ ti~, aci acc~ss
to ti~ Co~~ o Corst:.cto:s act~s,
iow~~:, corst:.ctor s .o:~ enc.t.
l.er a st~a. .a~s cociwo:i a.a:
tai~s or~ w~~i are costs oo . :~~ a~
+o o: .o:~ e~tas.
-
Vss O DO1RAK
1
i~ s~.eooe irowr as Dot:ai, o: ti~
G:~at Drr~, s acirow~e~e i, .ar,
coa,~:s, st~a.io:s, are ~a:w:its as
ti~ c:~ato: o ti~ .r~:s~. 1i~, eort wo:
si i. r ti~ t:aetora s~rs~, ro: eo~s
Dot:ai ia~ c~:cs o: ci.:ci~s. Es aei~:
~rts ~sci~w wo:sir ti~ t:aetora
oes, iow~~:. irst~ae, ti~, :oca. ti~:
i~~ r Dot:ai, a i~~ tiat s tt~ .o:~
tiar acirow~e~.~rt o a :~at~: o:e~:
ti~, carrot atio..
vi~ti~: Dot:ai s :~a s a .att~: o :~at
e~iat~. :o.~ ~e~rc~ ~xsts tiat Dot:ai
ias ~r.r~ ow~:. 1i~ ~r.atc t:ai t:ais
- ar.at~e ~s o |.ri ~a:s tiat ware~:
a.~ss, i~o:~ essatr - a:~ or~
:oo .t o:ti i, is aei~:~rts. Aroti~:
a: .o:~ ow~:. ort o ~:s.asor s ti~
~ss~s o Dot:ai, r i~rs sortar~
o.s, ~reow~e wti is ~r~:,. 1i~s~ :~
o.s .~ss~r~:s a:~ irowr as .~ssais i,
ti~ oow~:s o Dot:ai, o: ti~, co.ir~ is
t~circa att.e~ wti a er~ s~castr
ait, .rirowr a.or coa,~:s.
V~ss~s o Dot:ai a:~ rot t:.~ c~:cs.
1i~, ia~ ~:, tt~ cort:o o~: ti~: ow
~:s, ~~r o~: wi~ti~: ti~, i~co.~ ~ss~s
o: cortr.~ to aearc~ as ti~.. 1i~, a:~
~reow~e wti er~ ait~s i, Dot:ais
:owr corsco.sr~ss i.t a:~ .t.at~,
:~ai .ar~stators o stwe ~r~:,.
1i~, carrot co...r~ wti ti~: oe as
c~:cs car, i.t ti~, c~a:, a:~ i~r ~r
ow~: i, so.~or~.
C.::~rt, ~w~: tiar two eoz~r ~ss~s
~xst r a o Eiort. 1i~, a:~ irowr
a: are we~ a.or Dot:ais oow~:s.
\o:~ tiar or~ coa,~: ias i~~r .otat~e
to sta:t a or |o.:r~, r s~a:ci o ti~:
tio.its or ti~ t:.~ wo:e o Dot:ai.
uit Di: eo
I\hl`i\d\ekj
1o q.a, to i~co.~ a ~ss~ o Dot:ai,
a cia:act~: ..st . a o ti~ oowr
c:t~:a:
Ra: A ~ss~s so a: ia~ i~~r ewa:~r,
tio.i t s corc~ai~ tiat aroti~: :ac~
co.e i~ cios~r.
AIignnnt: :~.t:a
AniIitis: irt~~rc~ Io+, vseo. Io+
skiIIs: Krow~e~ (st~a. ~rr~s) Io :aris
worshi: \.st i~ ar aei~:~rt o Dot:ai
whin o th cous: :o or~ cioos~s to i~
a ~ss~. it s., ia~rs. Are orc~ t ia
~rs, ti~:~s ro .a:art~~ t w cortr.~.
i a cia:act~: s ~i~ to i~co.~ a
~ss~, ti~ D\ sio.e ca:~., .orto:
is actors. i ti~ cia:act~: corsst~rt,
~:o:.s e~~es o o.tstarer ~rr~~:r
~x~:ts~, s:~aes ti~ wo:e aio.t Dot:ai,
are ~.ioe~s ti~ (ae.tt~e, a.~)
:rc~s o Dot:ai, ti~ cia:act~: .a, i~
st:ci~r wti ti~ ow~:s o a ~ss~. vi~r
ti~ cia:act~: r~xt aearc~s a ~~, i~ ias a
Io ciarc~ tiat i~ w aearc~ to a Ist~~
~ss~, :~a:e~ss o is e~s:~s o: wsi~s.
l:o. ti~r or, is w s ~r.~si~e wti tiat
o Dot:ai. 1io.i ti~ cia:act~: :~c~~s ro
co...rcator o: srs :o. Dot:ai oti~:
tiar ti~ occasora s~s, i~ s c~a:, i~r
an~ct~e i, is ow~:.
Garr or~ ~~ r ti~ ~ss~ o Dot:ai
cass eo~srt .~ar a cia:act~: w aearc~
ar, .:ti~:. :~~ i~ow.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

:cXjjJb`ccj
1i~ ~ss~s cass si
(are ti~ i~, ait~
o: ~aci si) a:~ Cor
c~rt:ator (Cor), C:
(iacis.tir) (irt),
(.~cic:at) (irt),
D~c~ (irt), E~a (v
~e~ (ar,) (irt), Krow
(irt), Krow~e~ (st~a.
Lst~r (vs), \~ci lot
(~rr~~:), :~c:at (ir
skiII oints at ah
+ + irt .oen~:.
:cXjj=\Xkli\j
A o ti~ oowr a:~ c
~ss~ o Dot:ai.
waon anu Arnor
s~s sortar~o.s, acq
.s~ a ~xotc w~aors
:o. st~a. ~rr~ o:
o,. 1i~s~ rc.e~ ti~
ciatt~:swo:e, a.~ ro
st~a.i:~ati~:, are st~a.
are i,e:a.c a:.o:, as w
ors are a:.o:.
vI Auvannnt:
aearc~s i, ti~ wi.s o
vi~r a ~ss~ ars ~ro.
r~w ~~, :o Ieo. i ti
o: ~q.a to ti~ cia:act~
a ~ss~ o Dot:ai, i~
tis cass. Cti~:ws~, i
o:.~: cass (o: ti~ cass o is cioc~ i~
iae .o:~ tiar or~ o:.~: cass). l:o. oti
~~ orwa:e, a ~ss~ s .a:art~~e aearc~
.~rt sio.e i~ so e~s:~ t, i.t a ~ss~ wio
aearc~s to ti ~~ o: aio~ .a, ro or~:
aearc~ r ar, oti~: cass. Es .:os~ r
~ s row co.~t~, rt~:twr~e wti tiat
o Dot:ai.
sIIs: A ~ss~ o Dot:ai casts er~
s~s acco:er to 1ai~ IIo: 1i~ V~ss~ o
Dot:ai. V~ss~s cast s~s ~xact, as a c~:c,
rc.er eo.ar s~s. 1i~, acq.:~ ti~.
en~:~rt,, iow~~:. A ~ss~ eo~s rot r~~e
to .~etat~ o: :a, o: is s~s. irst~ae,
is s~s a:~ sortar~o.s, ~r to i. at
a en~:~rt t.~ ~aci ea,. vi~r :~~art,
wici a ~ss~ :~c~~s is s~s. 1i~, s.
, a~a: r is i~ae, ti~:~ o: ti~ .sr.
1i~ ~ss~ .a, cioos~ wici s~s i~
:~c~~s, wti or~ ca~at. Dot:ai srt ,~t a
:~a oe are cart awa,s :oe~ ti~ asss
tarc~ is wo:si~:s e~s:~. Daci ea,, ti~
~ss~ ias a Io ciarc~ o :~c~r a s~
oti~: tiar ti~ or~ i~ wart~e. i tis occ.:s,
Ie+ :~q.~st~e s~s a:~ s.istt.t~e o: :ar
eo., e~t~:.r~e s~s o ti~ sa.~ ~~.
Do.ar s~s a:~ r~~: s.istt.t~e r tis
wa,, t occ.:s or, wti oti~: s~s.
Dity, Donains, anu Donain sIIs: A
~ss~ ..st wo:si Dot:ai, wios~ eo.ars
a:~ Drr~s are Krow~e~. A ~ss~ ias
ioti o ti~s~ eo.ars. Dot:ais ao:~e
s a .~ta q.a:t~:stan. ir a oti~:
, ti~ :.~s o~:rr eo.ar cioc
~s a:~ ti~ sa.~ as o: c~:cs.
kwork uart (su): 1i~ n:st sr tiat
s i~~r s~~ct~e as a ~ss~ o Dot:ai
ars.o:ncator o is i~a:t rto a
:i e~c~. 1i~ ~ss~ wai~s . or~
to ti~ so.re o ar a.ei~ tcir. it
o. is ci~st cat,, wi~:~ is ~si
e i~a:t ias so.~iow i~~r :~ac~e
~a.t., w:o.it .~ciarca ..
o. oe, s~:, are ti~ nr~st st~~.
.:s~, ro or~ car s~~ tis i~a:t, src~
t wtir ti~ ~ss~s ioe,, i.t ts
rc~ s a.ei~ to ar,or~ wio stares
i, (Lst~r ci~ci, DC Io wtir ~~t,
ei~ ast ti~:~). 1i~ a.ti~rtct, o
~ wio wo.e ca. to i~ ~ss~s car
..~eat~, asc~:tar~e i, acr
~a: to ti~: ci~sts.
i~ cociwo:i i~a:t s ...r~ to
o ar, ire, i~ t .aca o: ..r
s corse~:~e a .aca corst:.ct
...r~ to .c| c| |c| are s.a:
s o Dot:ai a:~ a.or ti~ ~w
or Eiort to acc~t st~a.io:s
1i~, s~~ st~a.io:s as s:t.a
o:ts, wr to o to :~at ~rtis to
os~: to ti~ ~ss~rc~ o Dot:ai. l.t ro
e cor.s~ a ~ss~ o: a st~a.io:,
~: i~ acq.:~s a .~ta sir o: coci
e, (s~~ i~ow). Ase~ :o. ti~:
r ait~s, ti~ s.~ act s tiat
:s r~~e st~a. ~rr~s to ow~:
ti~.s~~s, wi~ ti~ or, si~ ow~:
so.:c~ o: a ~ss~ s er~ ao:. l~se~s,
st~a.io:s eort ia~ cociwo:i i~a:ts.
1urn or Rnuk construts (x): At zre
~~, a ~ss~ ars ti~ ait, to :~i.i~ are
co..are corst:.cts, |.st as ar ~ c~:c
:~i.i~s are co..ares .re~ae. 1is ait,
or, wo:is aarst ar.at~e corst:.cts tiat
.o~ o ti~: owr otor, s.ci as o~.s
are si~e .a:ears. A ~ss~ carrot t.:r a
.~ci o: s.a: ot~e corst:.ct. 1.:rr
corst:.cts :~q.:~s a io, s,.io o Dot:ai:
a tooti~e ~a: s~t wti o:rat~ sc:owo:i o
oe are atr... :.ci a s,.io costs Ioo
to c:~at~.
stI skIton (su): C~: t.~, ti~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

~ss~s ioe, i~co.~s :o:~ss~


.~ciarca. At zre ~~, is nr
are to~ras i~co.~ s~:, are ia
a..r..), are at I:e ~~ is t~~t
~rcas~e r a .~ta si~ati. At +ti ~
ti~ ~ss~s si~~tor s t:ars..t~e
st~~. 1is :arts a +z ior.s to ti
~ss~s Corstt.tor. Es lo:t sa~
s rc:~as~e i, ar aeetora +z,
staci~e or to o ti~ ior.s :o.
~xt:a Corstt.tor. 1i~s~ ior.s~s
a:~ rot rc.e~e r ti~ sa~s re
cat~e r 1ai~ IIo.
MtaI skin (su): 1i~ ~ss~s io
cortr.~s to t:arso:. rto a
corst:.ct. At oti ~~, is ~,~s i
.~ta o:is, is |orts t.:r rto .~
~ts, are is sir s :~ac~e i, a tir
st~~ wti rc:~ei~ t~rs~ st:~rti.
a~a:arc~ o ti~ .~ta sir a:~s, so.~
~ss~s ia~ sir i~ a..r.. o o: oe
~a, oti~:s ia~ sir i~ ciar.a o: ~~r
o~:ar :~t~i~ sca~s. l~a:e~ss,
ti~ ciar~ :arts a +z rat.:a ior.s to AC,
wici stacis wti oti~: ires o a:.o:. 1i~
.~ta sir s t~:a, ti~ cia:act~:s sir,
are carrot i~ :~.o~e o: e~taci~e wti
o.t ti~ cia:act~: tair ea.a~ as is
ro:.a sir w~:~ :~.o~e. At ti ~~, ti~
sir i~rs to si..~: wti ti~ :aearc~ o
s~:, ar recator o ti~ ~ss~s :owr
cos~r~ss to Dot:ai.
l~rrr at oti ~~, ti~ cia:act~:
i~co.~s a:ta, .r~:ai~ to a. +
are :~at~e s~s, as a st~a.io: s. E~
.a, .ai~ a lo:t sa~ to :~sst s.ci ~n~cts.
l~ca.s~ o is er~ ao:, i~ s ~ss .
r~:ai~ tiar a st~a.io:, a ~ss~ s.stars
ia ea.a~ or a a.:~ are ro ea.a~ or
a s.cc~ss.
cIokwork Bouy (su): At vti ~~, ti~
cia:act~:s t:arso:.ator to a corst:.ct s
co.~t~. Es ~rt:~ ioe, s ar rt:cat~,
w:o.it cociwo:i c:~ator tiat s res
tr.siai~ :o. a corst:.ct, asior~e r
~xq.st~ e~ta a: i~,ore ti~ .~ars o ar,
r ~a:w:it. 1i~ cia:act~: s ~ss~r
ta, a r corst:.ct.
E~ s row ...r~ to .rer.~rcr
~n~cts (cia:.s, co..sors, iartas.s,
att~:rs, are .o:a~ ~n~cts) are to osor,
s~~, a:a,ss, st.rrr, es~as~, e~ati
~n~cts, are r~c:o.artc ~n~cts. E~ s rot
t to c:tca its, ror~tia ea.a~,
ea.a~, ait, e:ar, o: ~r~:, e:ar.
...r~ to ar, ~n~ct tiat :~q.:~s a
.e~ sa~ (.r~ss ti~ ~n~ct aso wo:is
i|~cts). E~ s rot at :si o e~ati :o.
ass~ ea.a~, i.t wi~r :~e.c~e to
it orts, i~ s ..~eat~, i~e.
uri~ a corst:.ct, i~ car i~ :~s.::~ct
e o: :as~e (i~ st ias a so.), are is
ioe, eo~s i~a ea.a~ ro:.a,. 1i~
cia:act~: ..st st ~at are e:ri as a
o:.a ~:sor.
1i~ cia:act~:s ioe, sta,s a s~:,
o:, as ~: is .~ta sir ciar~ at ti~
o.s ~~. 1i~ cia:act~: s st a:ta,
ai~ to a. + are :~at~e s~s.
ht o Dotrak (su): At Ioti ~~, ti~
t~:s cociwo:i ioe, acq.:~s a oe~r
E~ ars ti~ oowr ait~s:
r|-' 1ac|. Crc~ ~: ea,, wti a sr~
to.ci, ti~ :oi~t car :~sto:~ a ea.a~e
.~ciarca o: cociwo:i e~c~ to ~:~ct
.rctorr. 1is wo:is or .aca are ror
.aca e~c~s, tio.i ti~ ait, nx~s or,
ror.aca .~ciarca :oi~.s. 1i~ e~c~
car i~ as a:~ as a ct,.~ci o: as s.a as a
oci~t watci, :oe~e t s or~ sr~ rt~:
corr~ct~e ~rr~. 1is ait, eo~s rot c~ar
ti~ e~c~, .ai~ t .o:~ ~nc~rt, an~ct cos
.~tc corc~:rs, o: .:o~ aws r ts e~sr,
ro: eo~s t :~a: ror.~ciarca ea.a~, t
s., :~a:s ar, .~ciarca :oi~.s r a
e~c~s c.::~rt .rctorr. lo.i, ia o
a it orts ost r co.iat a:~ corse~:~e
.~ciarca :oi~.s o: ti~s~ .:os~s, ti~
:~.arr ror.~ciarca ea.a~ ..st i~
1AsLc I-Io: 1uc vcsscL Or DO1kAk
Ltvt: sst Avvcx sonus roav svt ktr svt wt:: svt srtct: srt::s rta Dv t i a s + s
i +o +2 +o +2 C.~c.~ -a: i+i - - - -
2 +i + +o + :--. -.-:~ (a..), 1.|-:.- C~:.c: + 2+i - - - -
+2 + +i + :--. -.-:~ (:--:) + 2+i i+i - - -
+ + ++ +i ++ :--. -.-:~ (-.-:~) +i 2+i - - -
+ ++ +i ++ +i 2+i i+i - -
o ++ + +2 + |-:a. . | +i +i 2+i - -
+ + +2 + o ++i +i 2+i i+i -
c +o +o +2 +o |-:a. . || o ++i +i +i 2+i -
9 +o +o + +o C.~c.~ s~c, o ++i ++i +i 2+i i+i
io + + + + |~,-: ~| |~:a o ++i ++i +i +i 2+i
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

:~a:~e ti:o.i ro:.a .~ars.


Ca- a.| |- G-+ E.-. 1i~ :oi~ts
a:~ ti~ or, .o:tas wio ca. t:.~ irow~e~
o Dot:ais ~xst~rc~. 1i~ G:~at Drr~ s~ais
to ti~., ti~, sa,, are ~aes ti~. to :oi~.s
r ti~ rnrt~, co.~x .~ciarca s,st~.
tiat .o:tas irow as :~at,. 1i:~~ t.~s ~:
ea,, ti~ :oi~t .a, .~etat~ o: Io .r
.t~s :o: to ~xa.rr a .~ciarca e~c~.
lo: ti~ r~xt io.: at~: s.ci .~etator, ti~
:oi~t :~c~~s a +zo co.~t~rc~ ior.s to
ar, C:at (.~cic:at), Dsai~ D~c~, Krow
~e~ (.~cis), Krow~e~ (st~a. ~rr~s),
l:o~ssor (~rr~~:r), o: oti~: s.a: si
ci~cis :~atr to e~rt,r a :oi~., nx
r a :oi~., o: i.er so.~tir.
C-+- 1+| 1+|. Crc~ ~: ea,, as a star
ea:e actor, ti~ :oi~t .a, ar.at~ ar,
~ o ~a:s as a t:ai t:ai (s~~ a~ zoz).
lo: IeIo .r.t~s, ti~ t:ai t:ai w oi~, ti~
:oi~ts co..are. At ti~ ~re o ti~ e.:a
tor, t coas~s rto ti~ ~ o |.ri :o.
wi~rc~ t ca.~.
x-VssIs: V~ss~s wio so.~iow ~a~
ti~ oe o Dot:ai os~ a s~s are cass
ait~s are car r~~: aearc~ as a ~ss~
aar. 1i~: cociwo:i ioe, a:ts cor~:t
iaci to s.~ ~si.
+
KCADDK
Aii:~ators:
C:: cociwo:i :ar~:
Co: coa,~:
Cor: corst:.cto:
\c|: .~ci |oci~,
:ti: stai~:
:.i: st~a.io:
Ari: ari~it~:
As.: ass.at~e
G:t: ~a:w:it
\ce: .~ci e~
lt: ltwai~:
:t.: st~a. .a~
VoD: ~ss~ o Dot:ai
C - cass si
c - c:osscass si
x - ,o. cart i., tis si
crat (Mhrat)
(Int, 1rainu OnIy)
1i~ si C:at (.~cic:at) s ~xc~~er,
a.ai~ r toea,s Eiort. \~cic:at
e~t~:.r~s ,o.: s.cc~ss r i.er .~cis
are :~a:r .~cis. it aso co~:s ~r
~:a irow~e~ o c:atr st~a..ri
~q..~rt, rc.er ~r~:a st~a. ~rr~
t~ciroo,, i.t ti~ si s ca~e .~cic:at
i~ca.s~ .~cis a:~ ts :.a:, oc.s.
chk: l.er .~cis s co~:~e r Cia
t~: z. l~a:r ti~. e~~res or ti~ .~cis
co.~xt, are iow ea.a~e t s, as oows:
ktrta Dc ktrta uootta
|.~ io i
|a,~ i 2
C.:.ca. 2o
1i~ cost o :~a:s s awa,s ~q.a to ti~
.~cis ost it orts as a ~:c~rta~ o ts
tota, ..t~e i, ts ias~ cost, ..t~e
i, ti~ :~a: .oen~: (wici :ows as ti~
oi|~ct tai~s .o:~ ea.a~). lo: ~xa.~, sa,
a .~cis ias~ cost s Io,ooo are t ias Ioo
i. it ias s.n~:~e Io i ea.a~. Io s Io
o Ioo, wici .~ars ts a .a|o: :~a: (as
e~sc:i~e i~ow). Io o Io,ooo s I,ooo
. 1i~ :~a: .oen~: s z, so ti~ cost s
I,ooo x z - o,ooo . 1i~ cost o :~a:
r Io i or tis .~ci s o,ooo .
V.. 1i~ .~ci ias s.n~:~e ~ss tiar
zo o ts it orts r ea.a~. 1i~s~ so:ts o
:~a:s .s.a, ro~ a sr~ i:oi~r a:t, a
.ro: a.t, o: a si~ are oio.s :oi~..
1i~, :~q.:~ ~w o: ro :~ac~.~rt a:ts. 1i~
.oe~:r ~q.a~rt s a i:oi~r i:ai~ it or
a ca:. 1i~ t.~ :~q.:~e s I .r.t~ ~: it
ort, o: Ieo .r.t~s o: a ~r~:a ~n~ct
(s.ci as :~a:r a c:tca it).
V+. 1i~ .~ci ias s.n~:~e i~tw~~r
zI are o o ts it orts r ea.a~. it s
s.istarta ea.a~ - a .a|o: co.or~rt s
i:oi~r o: ea.a~e, ti~ .oe~:r ~q.a~rt
s a i.st~e :aeato: or a ca:. \o. car :~t:,
.rt ,o. .ai~ ti~ nx. 1i~ t.~ :~q.:~e s
Io .r.t~s ~: it ort, o: IeI io.:s o: a
~r~:a ~n~ct. Cio.s,, ,o. w r~~e ti~
:~ac~.~rt a:ts.
C..c+!. Da.a~ o :~at~: tiar o o
sta:tr it orts. 1i~ t.~ :~q.:~e s I
io.: ~: it ort, o: IeI ea,s o: a ~r~:a
~n~ct. \ost .o:tart,, ,o. car .ai~ or,
or~ ci~ci, wici s .ae~ +- ti~ t.~ are
cost o ti~ :~a: s ~x~re~e. i ti~ ci~ci
as, ti~ .~ci carrot i~ :~a:~e.
1i~ D\ .ai~s ti~ ci~ci. \o. eort irow
wi~ti~: ,o.~ nx~e ti~ .~ci .rt ,o. t:,
to .s~ t. :ot~ tiat ts ~as~: to :~a: a
.~ci tiar to i.e or~ r ti~ n:st ac~.
+!c+-c r+. Coa,~:s car .s~ ti~
C:at (.~cic:at) si to saa~ a:ts :o.
w:~ci~e .~cis o: .s~ r ti~: st~a. ow
~:s. :o oti~: cass car .s~ ti~ si r tis
.arr~:. vti a s.cc~ss. C:at (.~cic:at)
ci~ci, ti~ coa,~: car nre saa~ai~
a:ts r a w:~ci.
Cr, st~a.ow~:~e are cociwo:i
.~cis car i~ saa~e. 1i~ t.~ :~q.:~e
to core.ct ti~ saa~ o~:ator s t~r
.r.t~s ~: a,oae .rt o ti~ .~ci wi~r
t was rtact. 1i~ coa,~: car .ai~ a DC zo
ci~ci o: ~~:, . io.: o s~a:cir, wti
ar aeetora ci~ci o: ar, ~to~: t.~
ias~e or lu rot r rc:~.~rts o o.
1i~ a.~ o ti~ saa~e a:ts s ~q.a
to ti~ .a:r i, wici ti~ coa,~: i~ats
~aci si ci~ci, ..t~e i, Io, .
t~e i, ti~ w:~cis .ax... saa~ a.~
as e~sc:i~e i~ow. lo: ~xa.~, a coa,~:
wio :os z+ or a ci~ci nres +o wo:ti o
saa~ai~ a:ts. i i~ .ae~ ti~ sa.~ ci~ci
:~s.t o: ti:~~ io.:s r a :ow, i~e nre Izo
o saa~ai~ a:ts.
A coa,~: car cortr.~ to .ai~ saa~
ci~cis .rt ti~ . a,oae .rt aot.~rt
o ti~ .~ci ias i~~r s~a:ci~e (r wici
cas~ i~ ias o.re a i~ car :o. tiat .~ci,
tio.i aroti~: coa,~: .a, nre .o:~), o:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

1AsLc I-II: skiLLs


sxt:: cac coc con ucj svx sua Anx Asu cav uco krv svu voD unvatnto Aat:tvv
/,,a.- c c c c c c c c c c c c c \- |:
sa.ac- c c c C C C C c c C c c c \- |-
s..| c c c c C c c c c C c c c \- Ca
C..: C c c C C C C c c C c c c \- :
C~c-:a:.~ c c C c c C c C c c C C C \- C~
Ca|: (a,) c c C c C c c c c c C c c \- |:
Ca|: (:.ac.:.g) c C C c C c c c C c C C C \- |:
Ca|: (-cca|:) c C C c C C c C C C C c C |~ |:
|-c.,- c.,: c c c c C c c c c c C c c |~ |:
|.,.~ac, c c c c C c c c c c C c c \- Ca
|.a:.- |-..c- c C C c C C c C C c c C C |~ |:
|.g..- c c c c C c c c c c c c c \- Ca
|ca,- /:.: c c c c C c c c c C c c c \- |-
|~g-, c c c c c c c c c c c c c \- |:
Ga:- ||~a:.~ c c c c C c c c c c c c c \- Ca
ac.- /.a. c c c c c c c c c c c c c |~ Ca
-a. c c c c c C c c c c c c C \- v.
.c- c c c c C c c c c c c c c \- |-
|:..ca:- c c c c C c c c c c c c c \- Ca
j., C c c C C C C c c C c c c \- :
k~..-cg- (a,) c C C c c c c c C c c C C |~ |:
k~..-cg- (acaa) c C C c c c c c C c C C C |~ |:
k~..-cg- (-c) c C C C C c C C C C c C C |~ |:
k~..-cg- (a:.-) C C C c c c c c C c c C C |~ |:
k~..-cg- (-..g.~) c C C c c c c c C c c C C |~ |:
k~..-cg- (:-a -g.-) c C C C C C c C C C c C C |~ |:
k~..-cg- (:- ,.a-) c C C c c c c c C c C C C |~ |:
|.:- C C c C C C C C C C C C C \- v.
|-c |..~: c C c C C c c C C C c c C |~ |-
|~.- ..-:., C c c c C c c c c c c c c \- |-
C,- |~c c c c c C c c c c c c c c |~ |-
|-|~ c c c c c c c c c c c c c \- Ca
|~|-.~ C c C c C c c c c c C C c |~ v.
|~|-.~ (-g.--) C c C c C C c c c c C C C |~ v.
|.c- c c c c c c c c c c c c c \- |-
-ac C c c c C c c c c c C c c \- |:
-- |~:..- c c c c C c c c c C c c c \- v.
.-.g: ~| ac c c c c C c c c c c c c c |~ |-
,-a |ag.ag- c c c c c c c c c c c c c |~ |~-
,-..ca|: c c C c c c c c c c C C C |~ |:
,~: C c c C C c C C C C C C C \- v.
....a. C c c c c c c c c c c c c \- v.
.. c c c c c c c c c c c c c \- :
1.:.- c c c c C c c c c C c c c |~ |-
u- |ag.c |-..c- C c |~ Ca
u- |~,- C c c c C c c c c c c c c \- |-
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

.rt ti~ .~cis .ax... saa~ a.~ ias


i~~r .~t (r wici cas~ ro or~ ~s~ w nre
saa~ai~ a:ts r ti~ w:~ci).
A w:~cis .ax... saa~ a.~ s ts
o:ra cost ee~e i, Io.
:aa~e a:ts car i~ .s~e r or~ o
two wa,s:
1i~ coa,~: car :~.s~ ti~ a:ts r is
st~a. ow~:s. ir tis cas~, ti~ a.~ o
ti~ saa~e a:ts car i~ a~e to ti~
cost o ar, r~w st~a. ow~: tiat ti~
coa,~: i.es. lo: ~xa.~, a coa,~:
wio ars a r~w st~a. ow~: cioos~s
to aee a esc:.rato: to or~ o is c:~
ators. A esc:.rato: costs Io . 1i~
coa,~: wats .rt i~ nres a .~ci to
saa~. l:o. ti~ w:~ci i~ saa~s I+z
wo:ti o a:ts. E~ car .t ti~s~ towa:e
i.er ti~ esc:.rato:, wici i~ car
row i.e .sr ti~s~ a:ts are or, zo
. usr saa~e a:ts r tis .arr~:
:~q.:~s or~ io.: o aio: o: ~~:, Io
o a~e cost, as ti~ saa~e a:ts ..st
i~ :~wo:i~e rto .sai~ coretor.
1i~ a:ts car i~ soe. la:ts soe r tis
.arr~: a:~ ~r~:a, .s~. or, to oti~:
coa,~:s, are i~ca.s~ ti~, :~q.:~ so
..ci aio: to t:arso:. rto .s~ai~
.~ciars.s, ti~ or :c~ s ow.
Ass..r a i.,~: car i~ o.re, saa~e
a:ts car i~ soe o: IIo o ti~: a.~.
lo: ~xa.~, ti~ aio~ coa,~: co.e
rst~ae s~ is I+z wo:ti o a:ts o: I+
are z s.
1i~:~ s or~ ~xc~tor to ti~ aio~ :.~:
A coa,~: car a.to.atca, :~co~: .ax
... saa~ a.~ :o. ar,tir i~ i.s~
i.t wtio.t .air a ci~ci. 1i~ :~q.:~e
saa~ t.~ s .rciar~e.
Corst:.cts i.t :o. st~a. ~rr~s car
aso i~ saa~e r tis .arr~:. 1is rc.e~s
cociwo:i .~ts, st~a.io: ca:cass~s, are
.ost e~c~s i.t :o. coa,~: st~a. ow
~:s. 1:~at ti~. as iar lu ~q.a to ti~:
sz~: I o: \~e.., I o: La:~, o: E.~, Io
o: Ga:art.ar, are Io o: Coossa.
:aa~e a:ts ia~ ar a~:a~ w~it o I
o.re ~: Io a.~.
Rtry: lo: :~a:r .~cis, tis e~~res
or ti~ enc.t,, as aio~. :o :~t:, s
aow~e o: saa~ att~.ts.
siaI: Cia:act~:s :~c~~ a +z s,r~:,
ior.s ti~, ia~ o: .o:~ :aris r Krow
~e~ (st~a. ~rr~s).
\~cic:at s s.a: to ~rr~~:r, are
r .ar, cas~s ti~, o~:a, t s ~ss~rta, a
s~caz~e o:. o ~rr~~:r. ir ~r~:a
cia:act~:s wti l:o~ssor (~rr~~:r)
.a, att~.t ar,tir co~:~e i, C:at
(.~cic:at) at a -+ ~rat,.
uanuI AninaI
(cha, 1rainu OnIy)
Cociwo:i :ar~:s, are !, cociwo:i :ar
~:s, .a, .s~ Eare~ Ar.a to r.~rc~
ti~ attt.e~ o corst:.cts are cociwo:i
c:~ators, |.st as we ~.ati, r.~rc~s
ti~ attt.e~ o ar.as. ir so.~ cas~s, tis
s co.~t~, .s~~ss, a:tc.a:, wti cor
st:.cts tiat a:~ :o:a..~e to attaci ar,
tir tiat co.~s r~a: a.to.atca,. ir oti~:
cas~s, t .a, i~ ossi~ to corrc~ a aio:~:
corst:.ct to wo:i o: ,o., oo a .a:ear cor
st:.ct rto tirir tiat ,o. a:~ rorti:~at~r
r, o: i:i~ s~.rt~~rt corst:.cts wti
iiq.at, .~tas o: oti~: ts. Dxt:~.~,
si~e cociwo:i :ar~:s car rt.t ti~
rat.:~ o a corst:.cts :o:a..r :o.
ti~ .ost s.it~ srs to ar a s~rs~ o wiat
actors a:~ ~ast i~, to :ooi~ t. A t:.,
ta~rt~e cociwo:i :ar~: ias occasora,
i~~r sae to ia~ corrc~e a corst:.ct tiat
i~ s ts c:~ato:, tio.i tis ta~rt s so :a:~
ti~ sto:~s .a, i~ .~:~, aoc:,ia.
lo: .:os~s o ti~ tai~ o: r.~rcr
:lC attt.e~, a.ost a corst:.cts a:~ cor
se~:~e rta, iost~ o: .r:~re,. :o.~
w attaci ~~r wi~r ren~:~rt, i.t a w
i~ acn~e :~re~:~e :~re,. 1o .~:sor
at~ ti~ corst:.cts c:~ato: s.cc~ss.,, ti~
cociwo:i :ar~: ..st ~n~ct~, ~:s.ae~ a
corst:.ct to i~ i~. (.s.a, DC o).
KnowIug
(Int, 1rainu OnIy)
1i~ ae~rt o st~a. t~ciroo, ias .ae~ c~:
tar ires o irow~e~ .o:~ .s~. tiar ~~:.
lo.a: r~w a:~as o irow~e~ rc.e~:
\~cis, wici co~:s e~rt,r a .~cis
ait~s are w~aors ias~e or ts sio.
~tt~, acr .~ci e~srs wti ti~ .~ci
eo.s tiat .s~ ti~., are irowr iow
to cort:o a .~ci. vi~ ti~ \~ci lot
si :~:~s~rts :actca otr ait,,
Krow~e~ (.~cis) s acae~.c irow
~e~ o ti~ otr :oc~ss are s,st~.s.
:t~a. ~rr~s, wici co~:s .re~:stare
r ti~: .rctor, e~rt,r ti~: a:ts,
are irowr iow to i.e o: e~st:o, or~.
siaI: Cia:act~:s ci~cir ti~: irow
~e~ o .~cis :~c~~ a +z s,r~:, ior.s
ti~, ia~ o: .o:~ :aris r C:at (.~cic:at).
Mh iIot
(Dx, 1rainu OnIy)
1is si ~ts ,o. cort:o .~cis. \o. car
.ai~ ti~. o wi~:~ ,o. wart ti~. to
o, n:~ ti~: w~aors, o~:at~ ti~: ca:o
ia,s, are ~r~:a, wo:i wti ti~. wti
o.t ea.ar ~ti~: ,o.:s~ o: ti~ .~ci.
chk: 1is si ~ts ,o. ot a .~ci.
ur~ss ,o. ia~ ti~ :~~art ~ats, ,o. .a,
rot n:~ ti~ .~cis w~aor are ot t r
ti~ sa.~ :o.re - ,o.: att~rtor ..st i~
oc.s~e so~, or or~ actor o: ti~ oti~:.
G~r~:a otr eo~s rot :~q.:~ a ci~ci,
i.t a ci~ci s r~c~ssa:, r .r.s.a c:c..
starc~s, s.ci as ti~s~:
1sx sst Dc
|a.:a. :a.ac- . c.|c..: :-a. io
|a.:a. :a.ac- . -:--., c.|c..: :-a. 2o
|-,.~, |~ a c.:,-c io
s~ac a c.:,-c i
|.g: a ~.-:.-c -c 2o
j., va.-
C..: va.-
r:us uoottas, s otscatato tn vnt at:tvnv stcvtons.
ust Dcs roa c:tua sxt:: ++.
V+.+. |+!+c-. it s enc.t o: a .~ci
to wai o~: :.ii~, :oci, a:~as, :~:i~es,
are oti~: .r~~r s.:ac~s. Cosors are
oti~: c:c..starc~s .a, aso cia~r~ a
.~ci to i~~ ts iaarc~. A ci~ci s :~q.:~e
to i~~ ti~ .~ci :o. osr ts iaarc~ are
ar o~:. la.:~ or tis ci~ci .~ars ti~
.~ci as o~:. :~~ a~ .
i+c + c.,-c|. Ct,.~cis a:~ ~ro:
.o.s, tio.sareootta .~cis tiat car iost
s.a~: .~cis or ti~: eocir ia,s. loa:e
r a ct,.~ci :~q.:~s |..r o: st~r
orto ti~ ct,.~ci as t wais i,. 1is s
~xt:~.~, enc.t to t.~ :o~:,, are ti~
cors~q.~rc~s o a.:~ a:~ :~at: \o:~ tiar
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

or~ .~ci ias i~~r c:.si~e i, ti~ ct,.~cis


oot wi~r ts ot |.e~e .:o~:,. 1is s
e~sc:i~e r .o:~ e~ta or a~ .
.| + c-a-c -c|. A .~ci tiat
ias a~r o~: s rot awa,s ~as, to ~t .,
~s~ca, ts r ar awiwa:e ostor. 1is
ci~ci ..st s.cc~~e o: ti~ .~ci to stare or
ts ~~t, as e~sc:i~e or a~ o+.
ja. :o.~ .~cis car |.., as e~sc:i~e
or a~ .
C!.|. :o.~ .~cis car c.i. us~ ti~
DCs o: ti~ C.i si ++, as e~sc:i~e or
a~ .
siaI: A ot wti ti~ \~ci Darc~: ~at
are o: .o:~ :aris r ti~ laarc~ si :~c~~s
a +z s,r~:, ior.s to \~ci lot ci~cis.
+
>=9LK
i
r ~r~:a, .ost o ti~ ro:.a ~ats :~
s~rt~e r ti~ rHi :oe~ ro i~r~nts
wi~r a cia:act~: s otr a .~ci. 1i~, a:~
ti~ :~s.t o ~:sora t:arr are :actc~,
are ti~ ir~sti~tc s~rs~ :~s.tr :o.
tis :actc~ eo~s rot t:arsat~ rto otr
a .~ci. Dxt~rs~ :actc~ r a .~ci car
:~s.t r r~w ait~s, iow~~:. 1i~s~ a:~
:~~ct~e wti ti~ oowr r~w ~ats.
Cr~ ro:.a ~at tiat eo~s ca::, o~: to
.~ci co.iat s i.:o~e irtat~ - a ot
wti ast :~actor t.~ car .tz~ tiat r o:
o.t o a .~ci. C~:tar oti~: ~ats aso ca::,
o~:, as e~sc:i~e r ti~ |.!! +- ait,
~rt:, o ti~ .~ci |oci~, cass.
connin sII
(Mtanagi)
\o. car cast s~s tiat co.ir~ wti ti~
sa.~ s~ cast i, oti~: cast~:s o: ,o.:s~,
r o:e~: to ~r~:at~ :~at~: a:~as o ~n~ct.
Bnnt: A s~cast~:s ro~e ..st
e~ca:~ i~o:~ castr tiat ti~: s~s a:~
to i~ co.ir~e are wiat ~n~ct s to i~
aci~~e. i ti~ s~s a:~ cast s..tar~o.s
, (i, ..t~ s~cast~:s) o: r ..~eat~
s.cc~ssor (i, or~ cast~:), or~ as~ct o ti~
s~s :ar~, ta:~t, o: e.:ator eo.i~s o:
~aci s~ cast. 1i~s~ eo.irs .s~ ti~ t:a
etora ezo s,st~. o rc:~.~rta eo.ir
(-.., xz twc~ s xI, rot x+).
Co.ir~e :ar~s are e.:ators eo.i~
ro:.a,, as eo ta:~ts tiat an~ct a:~as o: r..
i~:s. ir ti~ cas~ o c:~at.:~ ta:~ts, ti~ s~s
ot~rta ta:~t sz~ :s~s i, or~ sz~ rc:~.~rt
~: ~xt:a s~ cast. (:o:.a, c:~at.:~ ta:~t
s~s a:~ .t~e to c:~at.:~s ro .o:~ tiar
twc~ ti~ cast~:s sz~.) lo: ~xa.~, ti:~~
-ca- -!-- s~s cast i, a \~e.. cast~:
co.e i~ .s~e to an~ct a Ga:art.ar .~ci.
A s~cast~:s ro~e ..st ia~ ti~
Co.ir~ :~ ~at. 1is ~at s co..or,
.s~e to cast s~s caai~ o an~ctr .~cis.
:~~ a~ I+I o: .o:~ e~tas.
crat MagiaI Mh
(Itn cration)
\o. car i.e .~cis ow~:~e i, .ac.
rrquisit: :~cast~: ~~ vti+,
C:at (.~cic:at) :aris
Bnnt: \o. car e~sr ar, ar.at~e o:
.re~ae .~ci wios~ :~:~q.st~s ,o. .~~t.
1i~ act.a corst:.ctor o a .~ci .s.a,
:~q.:~s a c:~w are s co~:~e r .o:~ e~ta
or a~ I.
crat owru Mh
(Itn cration)
\o. car i.e .~cis ow~:~e i, st~a.,
cociwo:is, o: i..ar aio:.
rrquisit: C:at (.~cic:at) Io :aris,
Krow~e~ (.~cis) Io :aris
Bnnt: \o. car e~sr ar, st~a.ow
~:~e .~ci wios~ :~:~q.st~s ,o. .~~t.
1i~ act.a corst:.ctor o a .~ci .s.a,
:~q.:~s a c:~w are s co~:~e r .o:~ e~ta
or a~ I.
crat stan car
(cnraI)
\o. car i.e st~a.ow~:~e ~a:, s.ci as
a.~ rozz~s, ciatt~:swo:es, st~a. .rs,
i,e:a.c a:.o:, are ti~ i~.
rrquisit: Krow~e~ (st~a.
~rr~s) :aris
Bnnt: \o. car e~sr are i.e st~a.
ow~:~e ~q..~rt. i ,o. c:~at~ a st~a.
ow~:~e w~aor, tis eo~s rot r~c~ssa:,
.~ar tiat ,o. w i~ :onc~rt r t. C:at
r st~a. ~a: i, ti~ .s~ o tis ~at tai~s
or~ ea, o: ~~:, I,ooo o ti~ t~.s cost.
NornaI: A cia:act~: wtio.t tis ~at
car .s~ sis s.ci as C:at (iacis.ti) to
corst:.ct s.~ ~c~s o st~a. ~a: (s.ci
as st~a. .rs), i.t ti~ t.~ :~q.:~e s
.~as.:~e r s~: ~c~s ~: ti~ .s.a :.~s
o C:at ci~cis. it tai~s ..ci ~ss t.~ to
i.e s.ci ~a: wti ti~ irow~e~ :art~e
i, tis ~at.
carhau (cnraI)
\o. ia~ a st:or rt.t~ :as o iow
~rr~s wo:i.
rrquisit: irt II+, ait, to .s~
st~a. ow~:s
Bnnt: \o. ia~ ti~ ait, to .s~ two
~xt:a st~a. ow~:s.
siaI: 1is ~at .a, rot i~ tai~r .o:~
tiar orc~.
carstriu (cnraI)
\o. car .o~ at ro:.a s~~e ti:o.i ~a:
o:~sts wtio.t s.n~:r ar, aeetora ear
~: :o. iaza:es.
rrquisits: D~x II+ are ~xt~rs~
~x~:~rc~ r ~a: o:~sts (at D\s esc:~tor)
Bnnt: \o.: ciarc~ o ~rco.rt~:r
iaza:es r a ~a: o:~st s ia~e - Iz wi~
wair are z wi~ :.rrr o: nitr.
i ,o. eo ~rco.rt~: a iaza:e, ,o. :~c~~
a +z ior.s to ,o.: l~~x sar ti:ow to
aoe t.
1is ~at eo~s rot :art co.~t~ ...
rt, to ti~ ear~:s o a ~a: o:~st. 1iat s
or, ossi~ at~: r r or~ o: s~~:a
.ortis (s~~ a~ zI).
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

NornaI: G~a: o:~sts a:~ ro:.a, .o:~


ear~:o.s ,o. .o~ ast~: tiar ia ,o.:
wair s~~e, o: nit wtir ti~..
Mh Danr
(Mh: Irontooth)
:o.~ i:ortooti cars.~r a:~ so si~e
at otr ti~: .~cis tiat ti~, car .ai~
ti~. earc~. Cti~: .~ci |oci~,s acq.:~
tis si ti:o.i :~at ta~rt as ots.
rrquisits: D~x II+, \~ci lot Io
:aris
Bnnt: \o. a:~ so nr~, att.r~e to ,o.:
.~cis ostorr tiat ,o. car .ar~.~: t as
t w~:~ ar ~xt~rsor o ,o.: owr ioe,. \o.
aee ,o.: owr D~xt~:t, .oen~: to ti~ .~cis
AC, to ti~ .~cis t: ci~cis (r aeetor to
,o.: :aris r \~ci lot o: ti~ .~cis :t: o:
D~x ior.s), to ti~ DC o: c:~at.:~s to aoe
i~r t:a.~e i, ti~ .~ci, to ti~ .~cis
l e t ti i
acators i.t s c~:tar, ooe o: ~rt~:tar
.~rt. 1i~ .ost ta~rt~e i:ortooti cars.~r
ot~r ia~ .~ci earcr co.~ttors.
Mh u (Mh: Irontooth)
A s.a i.t e~ecat~e c.t o i:ortooti
cars.~r ias tai~r .~ci earcr to a
wio~ r~w ~~. 1i~, a:~ so r t.r~ wti
ti~: .~cis tiat ti~, a:~ ai~ to nit wti
ti~. as ti~, ti~.s~~s wo.e nit r cos~
co.iat - w~ar, e.cir, .rcir, are
icir as ti~ .~ci e~sr aows. 1~:.~e
.~ci ., tis a:t o cos~ .~ci co.iat s
~xt:~.~, :a:~ i.t ~xc~tora, ow~:..
rrquisits: D~x I+, \~ci Darc~:,
t:ar~e i, i:ortooti cars.~r
Bnnt: Crc~ ~: :o.re, ,o. .a, .s~
.ra:.~e attacis to co.rt~: .~~~ attacis
or ,o.: .~ci. \o. ..st .s~ a :~ae, actor
to s~c, tiat ,o. a:~ co.rt~:r .~~~
tt i n i i ti t
e~~ct ti~ ~r~., attaci are tai~ ro ea.
a~. 1i~ ~r~., .a, tai~ ro .:ti~: actors
o: .o~.~rt at~: ,o. e~~ct is attaci.
l.:ti~:.o:~, ,o. s.cc~~e i, a .a:r o
o: .o:~, ,o. .ara~ to wo.re i. r ti~
:oc~ss, are i~ s.n~:s ea.a~ as it i,
,o.: .ra:.~e attaci.
Crc~ ,o. ia~ ti~ \~ci l. ~at, ,o. .a,
aearc~ r ti~ .~ci e~ :~st~ cass. :~~
a~ II o: .o:~ e~tas.
Mh Riur (Mh: Rust Riur)
1i~ :.st :e~:s a:~ :~rowr~e o: nitr
:o. ti~ .~ci. 1i~, ot~r :e~ ti~ ~s
o ti~: .~cis, attacir ioti rart:, are
.~ci ta:~ts as ti~, ass. 1i~ .ost ear
~:o.s tir aio.t .ar, :.st :e~:s srt
ti~ .~ci ts~ - ts ti~ ti:t, swo:es.~r
iarr on o t:
rrquisits: D~x II+. As a ~r~:a
i t t t i ti t
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

att~.t to t~aci i.s~ tis ~at (:oe~e


i~ ias a ~at sot aaai~, o co.:s~). 1is
:~q.:~s a .~ci to :actc~ wti are tai~s
at ~ast ti:~~ .ortis. lo: ~~:, . ti:~~
.ortis o e~ecat~e :actc~, ti~ cia:act~:
..st .ai~ a vseo. are D~xt~:t, ci~ci
(DC II), i~ ass~s ioti i~ ~a:rs ti~ ~at.
lo: ~aci a~e ci~ci, i~ ars a +z ior.s to
s.is~q.~rt att~.ts.
Bnnt: \o. eo rot r~~e to .ai~ a la
arc~ ci~ci to ioe orto a .or .~ci,
o: attaci (o: tai~ s.a: actors) wi~
eor so. 1o .ai~ a :e~i, attaci wi~
or a .~ci, ,o. ..st .ai~ ,o.: attacis or
ti~ .~cis rtat~ co.rt, i, e~a,r
,o.: actator o: iar ti~ .~ci e~a, ts
actator r~c~ssa:,.
\o. .a, .ai~ a :e~i, attaci at ar, ort
r ti~ .~cis .o~.~rt. \o. .a, attaci ar,
ta:~t wtir ,o.: :~aci are .a, .ai~ as
.ar, attacis as ,o. a:~ ro:.a, ~:.tt~e to
eo. 1i~s~ attacis eo rot :ooi~ ar, attacis
o oo:t.rt, i~,ore wiats ro:.a.
D~~rer or ti~ st.ator, ,o. .a, ~~r
i~ ai~ to t ioti iares on ti~ .~ci to
.ai~ ,o.: attaci. 1is :~q.:~s ,o. to .ai~
ti~ .s.a laarc~ ci~ci to i~~ :o. ar
on ti~ .~ci (s~~ a~ vo), i.t ,o. :~c~~ a
++ ior.s e.~ to tis ~at.
Mh waon roniny
(Mh)
\o. a:~ :onc~rt r c~:tar .~ci w~aors.
Bnnt: Cioos~ or~ t,~ o .~ci o sz~
Coossa iii o: s.a~:. \o. a:~ :onc~rt r
a w~aors .o.rt~e or tiat .~ci, wi~ti~:
\~ci o: :~~ t,~. \o. .a, .s~ ti~.
wtio.t ~rat,. \o. .a, aso .s~ en~:~rt
sz~e ~:sors o ti~ w~aors wtio.t ~rat,.
NornaI: vtio.t i~r :onc~rt wti a
w~aor ,o. s.n~: a -+ ~rat, to ts .s~.
Mhanizu connat rati
(Mh)
A nit~: wti e~cae~s o co.iat ~x~:~rc~
s :actca, .s~~ss r a .~ci, wi~:~ is
ias~ attaci ior.s s rot rco:o:at~e rto
ti~ :o. vti ~xt~rs~ t:arr, iow~~:,
i~ car t:ars~: tiat si to ti~ .~ci.
rrquisit: D~x II+
Bnnt: \o. ~a:r to nit ~n~ct~,
wti ~aci .~ci .oe~ tiat ,o. s~re at
~ast ti:~~ .ortis :actcr or. \o. row
ia~ a .~ci attaci ior.s ~q.a to ,o.: ias~
attaci ior.s. 1is rc.e~s ..t~ attacis
,o. ia~ ti~.. 1is a~s or, to .~cis
,o. ia~ t:ar~e wti.
NornaI: Cr, ti~ cass~s o .~ci |oci~,,
ass.at~e, are .~ci e~ ro:.a, ia~ a
.~ci attaci ior.s. Cti~: cass~s nit at
ia ti~: ias~ attaci ior.s are .a, rot .s~
..t~ attacis.
Mhiuxtrous (Mh)
\o. a:~ ai~ to o~:at~ ioti a .~cis iares
at orc~, ~~r wi~ ,o. ot ti~ .~ci.
rrquisits: D~x I+, \~ciwai~:
Bnnt: D~r wi~ ca.sr a .~ci to
.o~, ,o. car aso nit wti t. \o. car .s~
. to two o a .~cis w~aors ~aci :o.re, at
ti~ sa.~ t.~ ,o. a:~ otr t, :oe~e ti~
.~cis corst:.ctor ~:.ts as ..ci. 1is
rc.e~s ta:~tr :ar~e w~aors, wici
.a, i~ .s~e to attaci en~:~rt ta:~ts. i ,o.
attaci wti two w~aors r ti~ sa.~ :o.re,
~aci s.n~:s a -I ~rat, to ts attaci :o.
NornaI: \ost .~ci ots car ia:~, .s~
a sr~ w~aor wi~ otr a .~ci, ..ci
~ss attaci wti two.
1AsLc I-Iz: rcA1s
rtv ratatoutstvt stntvs
C~:.- ,-.. (|-:aag.c) - C~:.- ,-.. |~ g-a:- -|-c:
Ca|: |ag.ca. |-c (|:- C-a:.~) ,-..ca:- .-.-. 9:+, Ca|: (-cca|:) a Ca c-.g ag.ca. -c
Ca|: |~.--c |-c (|:- C-a:.~) Ca|: (-cca|:) ac k~..-cg- (-c) io a Ca c-.g ,~.--c -c
Ca|: :-a G-a (|:- C-a:.~) k~..-cg- (:-a -g.-) a Ca :...c :-a g-a
G-a-ac |: i+, .- ~| :-a ,~.- +2 :-a ,~.-
G-a:.c- |- i+, -,-.-c- . g-a |~-: |- cag- |~ g-a |~-:
|-c |ac- |- i+, |-c |..~: io a /cc ,..~: |- :~. :~ -c
|-c |. |- i+, |-c |ac-, |~:~~: c.aa C~.:- -c -.-- a::ac
|-c |.c- |- i+, :a. ..: .: .c- |~ sa.ac- c-c .- a::ac.g |~ -c
|-c v-a,~ |~|c.-c, - |~|c.-: . a.. .-a,~ ~ ~- .c ~| -c
|-ca..-c C~:a: |ac:.c- |- i+ |-c a::ac :~. - s/s
|-c.c-:~. |- i+, |-c.a.- Ca a::ac :.~ :ag-: ...- ,..~:.g a -c, a: - ,-a.:,
|-c.a.- |- i+ |~.- ac |- . a -c
|~~.a:c- v. i+ Ca ,-c.c: ..a a. ,a::-
|a:.a. |..~: - +i a-..-a:...:, ~ -c ,~. ,..~:
-~|c.:ac.: Cag- |~..~.- ~| -~|c.:ac.: v--., Cag- C-c
.-g- v-a,~ |~|c.-c, - |~|c.-: ..: .-g- .-a,~
,--c |-a |-c |..~: a +io |:. :~ -c ,--c
ua:.a. |..~: |a:.a. |..~:, c...a:.~ ,-.., |~:a |~..~.- ++ /C, :.,, -:c. |~ 2 ,-.. .~:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

MhwaIkr (Mh)
\o. a:~ ai~ to .ar~.~: a .~ci at ti~ sa.~
t.~ ,o. .s~ ts w~aors.
rrquisits: D~x II+
Bnnt: \o. car attaci wti or~ o a
.~cis w~aors r ti~ sa.~ :o.re tiat ,o.
ca.s~ ti~ .~ci to .o~.
NornaI: Dxc~t o: t:ar~e .~ci |oci
~,s, .ost cars a:~ ai~ to ca.s~ a .~ci
to .o~ to attaci wti t, i.t rot eo ioti
at ti~ sa.~ t.~.
Moonwathr (cnraI)
\o. a:~ .rrat.:a, s~rst~ to ti~ ias~s
o ti~ .oor.
rrquisits: vs II+
Bnnt: \o. car :~ect ti~ .ra: :ar
wti so.~ e~:~~ o acc.:ac,. A vseo.
o: :.:a ci~ci (DC Io) w aow ,o. to
o:~cast ti~ ~r~:a s~~:t, o tis ~~rrs
.ra: :ar r ,o.: ..~eat~ crt,. \o.
.a, o:~cast .:ti~: ai~ae, i.t ti~ DC
:s~s i, z orts o: ~~:, ea, ast ti~ n:st.
lo: ~xa.~, o:~castr ti~ .ra: :ar o:
ti:~~ rits :o. row wo.e :~q.:~ a ci~ci
aarst DC Io. 1i~ sa.~ :.~ a~s to o:~
castr at :~at estarc~s, wti ti~ DC :sr
i, z o: ~~:, n~ .~s i~,ore ,o.: oca
tor. lo: ~xa.~, o:~castr ti~ .ra: :ar
o: ti:~~ rits :o. row at a ort I .~s
awa, wo.e :~q.:~ a ci~ci aarst DC zo.
1is ~at i~stows oti~: i~r~nts as w~.
\o. a:~ rat.:a, att.r~e to ti~ .oors ias
~s are awa,s irow ti~. i, i~a:t. i ,o. a:~
a s~cast~:, ,o. cast c--c !a+ are s.a:
.ra::~at~e s~s at +I cast~: ~~.
NornaI: \ost ~o~ carrot :~ect ti~
.ra: :ar .rt ti~, s~~ t co.r eowr.
NaturaI iIot (Mh)
\o. ia~ ar rrat~ ta~rt o: otr .~cis.
\ost ~o~ wti tis ait, w~:~ :as~e r
a.~s o .~ci |oci~,s, o: ta.it to ot
.~cis :o. ar ~a:, a~. A :a:~ ~w ia~ ro
.~ci ~x~:~rc~ wiatso~~:, ,~t a:~ ~:~ct
ots :o. ti~ .o.~rt ti~, sta:t. 1i~ ~a:
w:its ca. ti~s~ :oe~s a:~ e~sc~re~e
:o. ti~ r~a~ o arc~rt .~ci |oci~,s
:o. ti~ l:st A~ o vai~:s.
Bnnt: Ar, .~ci ,o. ot ias ts
.ar~.~:ait, .:o~e i, or~ rc:~
.~rt. lo: ~xa.~, a .~ci wti a~:a~
.ar~.~:ait, ias ooe .ar~.~:ait, r
,o.: iares. 1is ias ro ~n~ct or .~cis wti
~:~ct .ar~.~:ait,.
sronitait's changs
(cnraI)
\o. ia~ i~~r .a:i~e i, :~:onctact, ti~
.ra: oe o ciar~.
rrquisits: \o. ..st ia~ e~ca:~e
aei~:~rc~ to ti~ i~~s o :~:onctact
are rstat~e so.~ so:t o .a|o: ciar~
to so.~tir orstarer. Aeetora,,
tis ~at s a.ost awa,s o.re r .ra: c:~a
t.:~s, tio.i t co.e ti~o:~tca, a~a:
r ar, wo:si~: o :~:onctact, ~~r
t~::~st:a or~s.
Bnnt: \o. a:~ row a r ~.ioe.~rt
o ciar~. Crc~ ~: w~~i, .ai~ a s~ca
Ciar~ Ci~ci. lo Iezo, ti~r .ai~ a vs
eo. ci~ci aarst tiat :~s.t. i ti~ ci~ci
s.cc~~es, ,o.: ioe, .o:is to artcat~
.t.:~ ciar~s. Cr~ s.a a:t o ,o.: ioe,
- a nr~:, ~iow, ~,~, ros~ - ciar~s sia~.
\o. ia~ a z ciarc~ tiat ti~ ciar~ w i~
ia:.. (or~ ~,~ ioci~e i, .o:i~e ~,~e
~si), are a z ciarc~ t w i~ i~.
(.:o~e ~,~sit), oti~:ws~, t s r~.t:a.
1i~ :~at~st ot~rta ior.s e.~ to s.ci
a ciar~ s a +z ior.s to ar att:i.t~ (o:
~xa.~, .:o~e :t:~rti tiaris to :owti
r ti~ a:.).
1i~ ciar~ asts .rt ti~ r~xt s.cc~ss
. vseo. ci~ci. At tiat ort, ti~ oe
ciar~ :~~:ts to ts rat.:a stat~ are a r~w
or~ occ.:s.
sig waon roniny
(cnraI)
\o. a:~ :onc~rt wti s~~ w~aor:,.
Bnnt: \o. a:~ :onc~rt wti iasta~,
cata.ts, |a~r :acis, st~a. carrors, are
oti~: s~~ w~aors.
NornaI: vtio.t i~r :onc~rt wti a
w~aor ,o. s.n~: a -+ ~rat, to ts .s~.
su rak (Mh)
:~~e :~ais o~ to .si ti~: .~cis to ti~ .
t. 1i~, ia~ ti~ .rcarr, ait, to coax a tt~
~xt:a s~~e o.t o ~~r ti~ c..s~st .~ci.
rrquisits: \~ci lot :aris
Bnnt: Ar, .~ci ,o. ot .o~s Io t.
ast~: tiar ro:.a.
unnaturaI iIot (Mh)
\o. .o~ .~cis i~ ro or~ ias ~~: s~~r
i~o:~. \o.: si s so .rrat.:a ti~, sa, ,o.
..st ia~ .ae~ a act wti a e~.or.
rrquisits: :at.:a lot, ait, to
cast erator s~s, wo:si~: o Dot:ai
Bnnt: 1is iza::~ ta~rt ias or, .ar
~st~e ts~ a.or a iare. o .~ci |oci~,s,
a o wio. w~:~ c~:cs o: .a~s r :o:
ca:~~:s i.t cor~:t~e to ti~ wo:si o Dot:ai
wi~r ti~, i~ca.~ .~ci |oci~,s. l, ~x~re
r two ~~s o s~ sots (wici a:~ .s~e o:
ciarr~r erato:, ~r~:,), ,o. ar a asi
o rsit corc~:rr iow to ot ,o.: .~ci.
1is :arts ti~ oowr ior.s~s:
\o.: .~cis .ar~.~:ait, s .:o~e
i, or~ rc:~.~rt o: tis :o.re are ti~
r~xt :o.re or,. 1is stacis wti ti~ i~r
~nts o :at.:a lot.
\o.: .~ci ars a ++ rsit ior.s to AC.
\o.: .~ci ars a ++ rsit ior.s to
ci~cis to oos~ ~r~., t: attacis
(tio.i rot o: .air ti~.) are ar,
oti~: ci~cis o: :os to aoe t:r,
ar, o: osr cort:o o ,o.: .~ci.
Actatr tis ~at are ~x~rer ti~
s~ sots s a :~~ actor - ,o. s.,
~x~:~rc~ a asi o rsit tiat s i:o.it
i, Dot:ai. 1i~ s~ sots car i~ ~x~re~e
r ar, co.irator o ~~s. it tai~s two Ist
~~ s~s, or~ zre~~ s~, o: or~ s~
o ii~: tiar zre ~~ to actat~ tis ~at.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

1is ait, .a, i~ .s~e as .ar, t.~s ~:


ea, as ,o. a:~ wr to ~x~re s~ sots.
+
KH=DDK
-
s VARIAN1s
C
ociwo:i :ar~:s are corst:.cto:s
ioti ~a:r s~s e~sr~e to an~ct
corst:.cts. ir .ar, cas~s, ti~, c:~at~ .oe
ncators o ~xstr s~s r o:e~: to an~ct
corst:.cts. 1is ~ts ti~: s~s an~ct a
riaitarts o ti~ ~a: o:~st, wi~ti~: ar
.a o: corst:.ct. it an~cts ti~: castr o
so.~ s~s, s.ci as a +a-' +!!, (s~~
a~ z), are ~s ti~. ti~ ait, to an~ct
corst:.cts wti s~s ro:.a, .t~e to
ar.as are arts.
A cociwo:i :ar~: o: corst:.cto: .a,
cast ar, o ti~ oowr s~ a:arts, wici
a:~ e~rtca to ti~ recat~e s~s i.t wti a
cors
o:
s~
:ar~
o:.
ti:o.
o C
(s~~

ac
-+| a.| +.+!, an~cts corst:.cts)
C!c|a| --- (a:art o +.+! -
--, an~cts a 1r, cociwo:i c:~at.:~)
H!c cac (a:art o |!c +.+!,
an~cts corst:.cts)
C! -+ (a:art o c! !+,
an~cts ~a:s are .~ta ~rr~s)
D...| -+ (a:art o c...| !+,
car .ai~ a ~a: o:~st assai~ at ro:.a
s~~e, tio.i ro ~ss ear~:o.s)
G-+ |+- (a:art o -- |+-, s.i|~ct
:~s~.i~s a i.~ ~a: o: stor)
G-+ .c- (a:art o -- .c-, s.i|~ct
car st~ i~tw~~r ~a:s wti a :ar~ o t:ars
o:t o I,oo ~~t)
-
cOc O
cONs1Ruc1ORs
1
i~ Co~~ o Corst:.cto:s s :ae,
aearcr ti~ st.e, o corst:.cts. its
.~.i~:s a:~ e~~or a:car~ .acs e~e
cat~e to cort:or, c:~atr, are .oe,
t t
to nre are .rsi ti~ ~ai r ti~: o:a
rzator. D~~rer or ti~ i~iao: o ti~
o.tse~: wio s castr ti~: s~s, ti~, .a,
aso att~.t to st~a is s~iooi r o:e~: to
~:as~ is acc~ss to ti~ s~s r q.~stor.
construt ans: 1i~ Co~~ .artars
s~~:a ais e~ecat~e to c:~atr cor
st:.cts. 1i~ ais a:~ w~ stoci~e are s~
ca, e~sr~e to .ai~ corst:.ct i.er
.o:~ ~nc~rt. Ar, .~.i~: o ti~ Co~~
.a, .s~ ti~ ais, tio.i i~ .a, ia~ to t:a
~ to ti~ ocator o or~ are wat .rt sac~
s aaai~. G~r~:a, ti~ ais a:~ o.re or
a:~ ct,.~cis (rc.er :~ee~:i) o:
or s.a~: .~cis o~:at~e i, ti~ Co~~
are i.t s~cnca, to io.s~ ti~ ais. 1i~,
a:~ awa,s w~ .a:e~e i, o~.s are oti~:
corst:.cts. l.er a corst:.ct r or~ o
ti~ Co~~s ais ~.rat~s ti~ r~~e o: a
corst:.cto: to i.e is owr ai (ro:.a,
t costs oo to i.e ti~ ai r~c~ssa:, o:
corst:.ctor o a o~.). it aso :~e.c~s ti~
cost o ti~ corst:.cts .at~:a co.o
r~rts are aio: ~x~rs~s i, Io.
xIusiv sIIs: 1i~ Co~~ ias e~~
o~e a r..i~: o ~rt:~, r~w s~s wios~
est:i.tor t cort:os. :o.~ a:~ ta.it
or, to corst:.cto:s wio tai~ ti~ :~ \as
~:, ~at so ti~, car ~a~ ro w:tt~r t:ac~
o ti~ co~t~e irow~e~ ti~, ia~ ~a:r~e.
:orcorst:.cto: cia:act~:s .a, rot ~a:r
i~ a:car~ ~:sors o ti~s~ s~s .r~ss
~ti~: ta.it i, a corst:.cto: o: i, acq.:
r ti~ irow~e~ ct,.
ir ti~: a:car~ o:.s, ti~ oowr s~s
a:~ ~xc.s~ to ti~ Co~~ o Corst:.c
o:s: +.+- -+, c!c|a| ca|!-, c--c
!c|a|, -.-+-' +, .c!+c, .c|
c| |c|, +- .., are c+a.| ...
cIokwork aniIiars
1i~ a:tsars o ti~ Co~~ o Corst:.cto:s
i.e rt:cat~, e~ta~e cociwo:i c:~a
.:~s tiat a:~ rt~re~e to s~:~ as a.a:s
o: wza:es. 1i~s~ a:~ aaai~ o: ar,
corst:.cto: to .s~. 1i~ ro:.a :oc~ss o
...orr a a.a: rst~ae ar.at~s ti~
cociwo:i corst:.ctor, wici :o. ti~r
or acts as a .rat.:~ cociwo:i a.a:.
t s .i.~e wti a ~ o:c~ o ts owr, are
~xc~t o: ts si~ o .~ta s ~xact, i~ a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

ro:.a a.a:. it :arts a ti~ .s.a i~r


~nts are .or ts e~ati o: es.ssa ias a
ti~ .s.a e:awiacis. ir aeetor, t ias ti~
oowr q.at~s:
Cac ia..-. As a corst:.ct, ti~
cociwo:i a.a: s ...r~ to .rer.
~rcr ~n~cts, osor, s~~, a:a,ss, st.r
rr, es~as~, e~ati ~n~cts, are r~c:o.ar
tc ~n~cts. it s rot s.i|~ct to c:tca its,
ror~tia ea.a~, ait, ea.a~, ait,
e:ar, o: ~r~:, e:ar. it carrot i~a or ts
owr, i.t t car i~ :~a:~e i, ts c:~ato: at a
cost o z are t~r .r.t~s ~: i.
D+|c... 1i~ cociwo:i a.a: a.to
.atca, ias ea:isor.
X+a+! \. 1i~ cociwo:i a.a: ias
ar ~xt:a +z rat.:a a:.o: ior.s to AC, r
aeetor to ti~ .s.a ior.s o: a.a:s.
-+| a.| Cac. irst~ae o ti~ ait,
to s~ai wti ar.as o ts t,~, ti~ coci
wo:i a.a: car s~ai wti corst:.cts,
:oe~e ti~, ia~ ar irt~~rc~ sco:~ are
ti~ ait, to co...rcat~.
construtor shooI
sII ist
Corst:.cto:s .a, s~~ct ar, s~ tiat wz
a:es are so:c~:~:s ro:.a, s~~ct, as w~
as ti~ oowr s~s. 1i~s~ a:~ corse~:~e
ti~: s~caz~e s~s o: ti~ .:os~ o
~xt:a s~ s~~ctor.
:ot~ tiat ti~ s~s i~ow a ac:oss a
a:~t, o scioos - a i.t r~c:o.arc,, r
act. A corst:.cto: wio s~~cts r~c:o.arc,
as is :oiit~e scioo .a, .s~ a o ti~
s~s i~ow. Cti~:ws~, ti~ corst:.cto:
.a, rot s~~ct s~s :o. ti~ st i~ow tiat
a:~ :o. is :oiit~e scioo.
Ist - cac .-c|., c--c c!c|a|,
-.-+-' +, -+| a.| cac
zre - c!c|a| ---, |!c cac,
+|- a|!-, |.-!c |-
I:e - c! -+, c...| -+, -+ |+-,
.c| c| |c|
+ti - -+ .c-, -|a.!c a!, a. +
ti - +.+- -+, .c!+c, -a a!
oti - +.+- |-c
ti - a! |, +- .., c+a.| ..
ti - c!c|a| ca|!-
vti - 1i~ Co~~ o Corst:.cto:s ias rot
e~~o~e ar, r~w vti~~ s~s. 1i~ s~
cast corst:.cto: .a, cioos~ or~ s~ o
ar, :~o.s ~~ r ac~ o tis sot.
cIokwork Rangr
sII ist
Cociwo:i :ar~:s s~~ct ti~: s~s :o.
tis st.
Ist - +!+, +.+! .-c|., cac .-c
|., c-!+, ., c--c +.+! !+,
c--c c!c|a|, c--c +- +c .,
-.-+-' +, +.c +, + a.|
a +c-, -+c +.c, -. -!--, -+|
a.| +.+!, -+| a.| cac, a
+a-' +!!, i
zre - +.+! ---, c!c|a| ---,
ca- !.| aac, c--c c|+-c.!c!+a,
|!c +.+!, |!c cac, -c.
-!--, !--, +-, -+| a.| !+, a
+a-' +!!, ii
I:e - c! -+, c! !+, ca- c-+-
aac, c...| -+, c...| !+, -+
|+-, -+- +.c +, -a+!.:- ., !+
a|, -c- c.-+-, a +a-' +!!, iii,
-- |+-
+ti - +.+- -+, ca- -.a aac, --
c c--, -+ .c-, c--c.,
!,| -!, a +a-' +!!, i\, --
.c-, a.c a+!!
RitwaIkr sII ist
ltwai~:s s~~ct ti~: s~s :o. tis st.
Ist - c--c -c- c, -ca- -!--,
--c..a --+, -+|- +!!, +. c.|,
|!c +!
zre - +c+- !c|, |c|, !-c.+-, !c+- |-c,
|ca- |-c, -. --,, a|.-. a.c
I:e - |!.|, c.-.+! +c|, c.-.
c, ,, +-a , c--c., |+
--c, -c. --,
+ti - c--c c,., i.' ac, c+-, !--
!++ +!!,, !c+- c-+a-, . c-+.,
+a+!!, !+- |., -!-
ti - c+c |- !+-, c..+!, c-+,
+!- c.., !-- !++ |.c., V.' +.|a!
|ac, V.' .c+- +ca, + c-+.,
.' -!-+|.c |c, -c., |+ca a+!|,
-!-|.-.
oti - c.-c,, -|--+! +a, -+- -!-
, |+- c, !++ +!!,, !++ |.c.,
-!- |-c
ti - |+.|-, c.-.+! !c|, c-c+-
ti - ++! -c., -|--+!-, +-, -+-
!++ +!!,, -+- !++ |.c., +:-, -!-
+. c.c!-, -+! +.
-
Nw cRIc DOMAIN:
NcINs
Ditis: Dot:ai
crantu owr: Crc~ ~: ea,, ,o. car
i~a o: s.t~ ar ~rr~ (,o.: cioc~). vti a
to.ci, ,o. car i~a Ieo orts o ea.a~ ~:
cast~: ~~, o: rct ti~ sa.~. 1is ow~:
an~cts or, corst:.cts, .~cis, are oti~:
s.ci c:~at.:~s.
Aee Krow~e~ (st~a. ~rr~s) to ,o.:
st o cass sis.
Drr~ Do.ar :~s
I Cac .-c|.
z H!c cac
I 1.c| c| |c|
+ a. +
\.+- -+
o \.+- |-c
1+- ..
C!c|a| ca|!-
v \a, cioos~ ar, or~ s~ :o. ti~ :o:
s~ ~~s
-
Nw ss
Aninat cars
Docator
vI: Cor , C: +
cononnts: V, :, \
casting 1in: I actor
Rang: 1o.ci
1argts: Cr~ o: .o:~ ~s o sc:a .~ta
Duration: irstartar~o.s
saving 1hrow: :or~
sII Rsistan: :o
1is s~ t.:rs sc:a .~ta rto ar.at~e
i..aroe c:~at.:~s tiat oow ,o.: co.
.ares. 1i~ .o.~rt ,o. nrsi ti~ rcarta
tor, ti~ ta:~t~e sc:a .~ta :s~s rto ti~
a:, sw:s aio.t, are o:.s a :o.i, i..ar
oe sia~. Krowr as ar :or sia.i~:, tis
.re~ae corst:.ct .re~ss, oi~,s ,o.:
rst:.ctors. it car oow ,o., o: :~.ar
r ar a:~a are attaci ar, c:~at.:~ (o: |.st a
s~cnc t,~ o c:~at.:~) ~rt~:r ti~ ac~.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

i:or sia.i~:s :~.ar ar.at~e .rt ti~,


a:~ e~st:o,~e. A e~st:o,~e :or sia.i~:
cart i~ :~ar.at~e.
Daci castr o ar.at~ ~a:s c:~at~s a
r..i~: o ED wo:ti o :or sia.i~:s ~q.a
to ,o.: cast~: ~~. it tai~s at ~ast zoo
o.res o sc:a .~ta to c:~at~ a ro:.a
I ED :or sia.i~:. 1i~ sc:a .~ta ..st
i~ oos~ are rot i~ attaci~e o: corr~ct~e
to ar, a:~: oi|~ct, src~ ti~ s~ carrot
i:~ai st:or iores. lo: ~xa.~, +.+-
-+ carrot i~ cast or a .rct
tor o a ~a: o:~st - tios~
corr~ct~e to ti~ a:~: ~rr~
cart i~ .ar.at~e i, ti~ s
At~:rat~,, ti~ sc:a .~t
co.e a:~ae, i~ ass~.i~e rto
i..aroe sia~, wici ti~ :or
sia.i~: w ti~r ass..~.
1i~ :or sia.i~:s ,o. c:~
at~ :~.ar .re~: ,o.: cort:o
re~nrt~,. :o .att~: iow
.ar, t.~s ,o. .s~ tis s~
iow~~:, ,o. car cort:o or,
ED wo:ti o :or sia.i~:s ~: c
~~. i ,o. ~xc~~e tis r..i~
r~w, c:~at~e c:~at.:~s are ar,
:~o.s castrs i~co.~ .rcort:o~e.
i:or sia.i~:s a:~ e~sc:i~e r .o:~
e~ta or a~ Iv+.
cIokwork DounI
Cor|.:ator (C:~ator)
vI: Cor
cononnts: V, :, \, l
casting 1in: Io .r.t~s
Rang: o t.
nt:Cr~ cociwo:i eo.i~
Duration: irstartar~o.s
saving 1hrow: :o
sII Rsistan: :o
C!c|a| ca|!- .rctors i~ ti~ r~c
:o.artc s~ c!- ~xc~t tiat t c:~at~s a
.~ciarca cociwo:i eo.i~ :ati~: tiar a
iooca cor~. 1i~ cociwo:i eo.i~ s a
i,sca e.cat~ ~xc~t tiat t s corst:.ct
~e ~rt:~, o .~ta, :o. ts sir to ts ~,~s
to ts i~a:t. urt ti~ o:ra c:~at.:~s so.
~rt~:s, t s r~:t are .rr. its iasc :a.~
wo:i ..st i~ i.t i, ti~ cast~:, a :oc~ss tiat
tai~s ze+ w~~is. 1i~:~at~:, ti~ s~s .ac
ns r ti~ e~tas, wici tai~s aroti~: ze+
w~~is, .rt ti~ cociwo:i eo.i~ s a .~ta
c twr o ti~ o:ra c:~at.:~.
Crc~ ti~ so. ias occ.~e ti~ cociwo:i
eo.i~, t ias ti~ sa.~ ait, sco:~s as ti~
o:ra ioe,, ~xc~t tiat t ro or~: ias
a Cor sco:~. its t,~ ciar~s to corst:.ct,
are t ars a ti~ ...rt~s are .ta
tors o a corst:.ct. it s rot a :oiot, iow
~~:, ti~ corst:.ct ias ti~ sa.~ ~:sorat,,
.~.o:~s, sis, are ~~s o ti~ o:ra at
ti~ t.~ ti~ corst:.ct was i.t.
ir a oti~: :~a:es, ti~ s~ s i~ c!-.
V+-.+! C-. Ea:, ra, sca~, o:
ti~ i~ :o. ti~ o:ra c:~at.:~, a:o.s
aio:ato:, s.~s (cost I,ooo ), are
ti~ :~co.s .~tas to i.e ti~ corst:.cts
ioe, (cost ,ooo ).
ica. :~ca aio:ato:, ~q..~rt (cost
oo ).
construt rinushi
Drciart.~rt (Cia:.)
vI: Cor I, C: I, Drr~ I
cononnts: V, :
casting 1in: I starea:e actor
Rang: Cos~ (z t. + t.z ~~s)
1argt: Cr~ corst:.ct
Duration: I io.:~~
saving 1hrow: v r~at~s
sII Rsistan: \~s
1is cia:. .ai~s a corst:.ct :~a:e ,o.
as ts t:.st~e :~re are a,. it s i~ c|+
+.+!, ~xc~t tiat t an~cts a c:~at.:~ o
ti~ corst:.ct t,~. Corst:.cts ...r~ to
.ac a:~ rot an~ct~e i, tis s~, ro: a:~
tios~ tiat a:~ ot~e o: oti~:ws~ rot s~
:o~~e. 1is rc.e~s .~cis tiat :~q.:~
a ot. Cti~: corst:.cts act as ti~: att
t.e~ s :~re,. \o. a:~ ai~ to co..are
ti~ ta:~t as ,o. w~:~ ts c:~ato:, :oe~e
,o.: rst:.ctors a:~ wtir ti~ sco~ o ts
a i~iao:.
Dtt cIokworks
Drator
I C: I, Cor I
nnts: V, :
ng 1in: I actor
g: Lor (+oo t. + +o t.
~)
ra: .a:t~: c:c~ ~.aratr
:o. ,o. to ti~ ~xt:~.~ o ti~
ar~
Duration: Corc~rt:ator, .
o Io .r.t~s~~ (D)
ving 1hrow: :or~
I Rsistan: :o
car e~t~ct cociwo:i ~. Ar,
cociwo:i c:~at.:~, wi~ti~: a
corst:.ct o: a rat.:a, occ.::r c:~at.:~,
w i~ :~st~:~e i, tis s~. Cr, s~
ar.at~e c:~at.:~s a:~ e~t~ct~e, cociwo:i
co.or~rts o a:~: c:~at.:~s a:~ rot.
Castr tis s~ wtir ar ar.at~e .~ci
:~~as cociwo:i ~ r a e:~ctors.
1i~ a.o.rt o ro:.ator :~~a~e
e~~res or iow or ,o. s~a:ci a a:
tc.a: a:~a:
i ac. l:~s~rc~ o: ais~rc~ o coci
wo:i ~ r tiat q.a:t~:.
!c ac. :..i~: o ree.as r ti~
a:~a are ti~ coretor o ti~ i~ati~st
s~c.~r.
Ic ac. 1i~ coretor are ocator
o ~aci ree.a :~s~rt. i a corst:.ct s
o.tse~ ,o.: r~ o sit, ti~r ,o. esc~:r
ts e:~ctor i.t rot ts ~xact ocator.
conuitions: 1i~ cat~o:~s o core
tor a:~ e~nr~e as wti ti~ s~ c--c
+.+! !+.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

Not: Daci :o.re ,o. car t.:r to e~t~ct


tirs r a r~w a:~a. 1i~ s~ car ~r~t:at~
ia::~:s, i.t I oot o stor~, I rci o co.
.or .~ta, a tir si~~t o ~ae, o: I ~~t o
wooe o: e:t ioci t.
arthris
Docator [Da:ti
vI: C:I
cononnts: V, :, \
casting 1in: I actor
Rang: 1o.ci
1argt: C:~at.:~ to.ci~e
Duration: irstartar~o.s
saving 1hrow: v ia
sII Rsistan: \~s
1is s~ .s~s ti~ ~r~:, o ti~ ~a:ti
to i:~ai a .ra: c:~at.:~s corr~ctor to
ti~ .oor. 1i~ cast~: .tt~:s ti~ r~c~ssa:,
rcartators as i~ to.ci~s ti~ ta:~t wti a
iare. o ~:t~ so. i ti~ ta:~t s a .ra:
c:~at.:~, t ..~eat~, tai~s IeIo orts
o ea.a~ +z orts ~: cast~: ~~ (. to
+Io). 1i~ ta:~t ..st i~ i,sca, to.cir
ti~ :o.re o: tis ea.a~ to tai~ ac~, ,
r .ra: c:~at.:~s a:~ .ran~ct~e.
i ti~ ta:~t s ar ~a:ti ~~.~rta o ar,
ire, t s ..~eat~, i~a~e o: IeIo orts
+z orts ~: cast~: ~~ (. to +Io).
Cti~: ires o c:~at.:~s a:~ rot an~ct~e.
V+-.+! C-. A iare. o ~:t~
so, a :a.~rt o a .ra: .~t~o:t~.
nginnastr's cras
1:ars..tator
vI: C: I, Cor I
cononnts: V, :
casting 1in: I actor
Rang: Lor (+oo t. + +o t.~~)
Ara: \~ta ~rr~ co.or~rts r a +ot.
:ae.s s:~ae
Duration: I .r.t~~~
saving 1hrow: l~~x (s~~ t~xt)
sII Rsistan: :o
G~a:s, cos, s:oci~ts, i~ts, ciars, are
~~r stors :~aci to :ai ar, c:~at.:~s
r ti~ a:~a, ioer ti~. ast. A .~ta
~rr~ a:ts r ti~ a:~a a:~ an~ct~e. C:~a
t.:~s :as~e a:~ corse~:~e ~rtar~e,
wti ti~s~ ~n~cts: -z to attaci :os, -+ to
~n~ct~ D~xt~:t,, are .rai~ to .o~. Ar
~rtar~e cia:act~: wio att~.ts to cast
a s~ ..st .ai~ a Corc~rt:ator ci~ci
(DC I) o: os~ ti~ s~. :i~ car i:~ai :~~
are .o~ ia i~: ro:.a s~~e i, .sr a
.:o.re actor to .ai~ a :t:~rti ci~ci
o: ar Dsca~ A:tst ci~ci (DC zo). A c:~a
t.:~ wio s.cc~~es at a l~~x sar ti:ow
s rot ~rtar~e i.t car st .o~ at or,
ia s~~e ti:o.i ti~ a:~a. Daci :o.re,
ti~ ~a:s orc~ aar att~.t to ~rtar~
a c:~at.:~s wio ia~ aoe~e o: ~sca~e
~rtar~.~rt.
At ti~ ~re o ti~ s~, an~ct~e ~rr~
a:ts :~t.:r to ti~: o:ra ostors are
:~s..~ ti~: o:.~: .otors. la:ts i~rt o:
oti~:ws~ ea.a~e i, ~scar c:~at.:~s
a:~ rot nx~e. l~ca.s~ ti~ ar.at~e ~rr~
co.or~rts .a, i~ a:t o a:~: :oc~ss~s,
tis s~ ias .r:~ectai~ se~ ~n~cts.
Castr tis r ti~ .est o a ~a: o:~st s
q.t~ i~, to ca.s~ ea.a~ to ti~ .~cis
~rr~s - tio.i ti~ ~~::~s~rt cors
.a, nx ti~ ea.a~ i~o:~ ar,or~ rotc~s.
rrous souI
1:ars..tator
vI: Cor , C: , vz:o: o
cononnts: V, :, \
casting 1in: Io .r.t~s
Rang: 1o.ci
1argt: Lr c:~at.:~ are r~w ~ss~
to.ci~e
Duration: irstartar~o.s
saving 1hrow: v r~at~s
sII Rsistan: \~s
i-a a! s a o.rta:, o:. o -|a.!c
a! wi~:~ ti~ cast~: t:ars~:s a r so.
rto a .~ta corst:.ct ioe,. 1i~ ~n~cts a:~
~xact, as -|a.!c a! are rc.e~ ti~ sa.~
costs o: ti~ corst:.ct ioe,. 1i~ ~n~ct s
~:.ar~rt, are ti~ s~ wo:is or, r or~
e:~ctor - t cart i~ cast aar to :~t.:r
ti~ so. to ti~ ~siareiooe ioe,. 1iat
ioe,, wici row ias ro so., ..~eat~,
e:os to -Io it orts are coas~s to ti~
oo:, .tt~:, e~ae.
i ti~ s.i|~ct s .rwr i~ :~c~~s a
sar ti:ow to :~sst. i i~ s wr ti~
~n~ct s a.to.atc. 1is s~ car i~ cast or
or~s~, a wza:e wsi~s to t:ars~: is owr
so. to a corst:.ct.
1i~ :~c~rt corst:.ct o -a a!
.a, i~ i.t as a:t o a a:~: ~ss~. A
iost .~ci or ti~ ~re~ss ars ca~e
ti~ l~e Lot.s was :~o:t~e, tai~r o~:
aarst ti~ ots w i, a .ae corst:.cto:
.sr tis s~.
IronIau
1:ars..tator
vI: C: , Cor
cononnts: :, \
casting 1in: I actor
Rang: 1o.ci
1argt: C:~at.:~ to.ci~e
Duration: Io .r.t~s~~ o: .rt
escia:~e
saving 1hrow: v r~at~s (ia:.~ss)
sII Rsistan: \~s (ia:.~ss)
ic!+c t:arso:.s ti~ ta:~t rto a
r, i:~atir c:~at.:~ o .~ta. its rt~:ra
o:ars i~co.~ cociwo:i aa:at .ae~
o ti~ nr~st atr.. are oe. its sir
i~co.~s a tici, e~rs~ a:.o: o r
:or. its .re i~co.~s a .~ciarca e~c
sor.air .acir~. 1i~ s~ s s.a: to
. |c,, i.t t t:arso:.s ti~ c:~ato: rto
a cociwo:i c:~at.:~ :ati~: tiar ar :or
o~., are s ~ss ow~:..
A ta:~t o .c!+c ars ti~ oowr
i~r~nts:
A rat.:a a:.o: ior.s o +. 1is stacis
wti ar, a:.o: ti~ ta:~t s w~a:r.
Da.a~ :~e.ctor Io.ac.
A ++ ~riarc~.~rt ior.s to :t:~rti.
Corst:.ct ...rt~s: i...r~ to
.rean~ctr ~n~cts, osor, s~~,
a:a,ss, st.rrr, es~as~, e~ati ~n~cts,
r~c:o.artc ~n~cts, are ar, ~n~ct tiat
:~q.:~s a lo:tt.e~ sa~ .r~ss t aso
wo:is or oi|~cts. 1i~ c:~at.:~ s rot
s.i|~ct to c:tca its, ror~tia ea.a~,
ait, ea.a~, ait, e:ar, ~r~:, e:ar,
o: e~ati :o. .ass~ ea.a~.
Corst:.ct .tators: vi~ .re~: ti~
r.~rc~ o ti~ s~, ti~ ta:~t carrot
i~a, i~ :as~e, o: i~ :~s.::~ct~e.
\~tac .r~:ait~s: 1i~ ta:~t s
row a c:~at.:~ o .~ta. it s.n~:s :o.
ti~ ~n~cts o s~s s.ci as |-+ -+!,
a. +, |c|. +, are .c| c|
|c|. A :.st .orst~:s art~rra to.ci
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

e~as +eo ea.a~. A c:..i~ i.s it~


e~as Ieo ea.a~.
Crc~ ti~ s~ ias :~~rt~e a tota o Io
orts o ea.a~ ~: cast~: ~~ (.ax...
Io orts), t s escia:~e.
V+-.+! c-. A ~c~ o .~ta :o.
a corst:.ct.
RnuiIu souI
1:ars..tator
vI: Cor +, C: +, vz:o:
cononnts: V, :, \
casting 1in: Io .r.t~s
Rang: 1o.ci
1argt: D~ae c:~at.:~ are r~w ~ss~
to.ci~e
Duration: irstartar~o.s
saving 1hrow: :or~, s~~ t~xt
sII Rsistan: \~s (ia:.~ss)
ir a wo:e o .ac are .~ta .~r, wi,
i:r ti~ e~ae iaci rto ioe~s o ~si'
-|a.!c a! s a o:. o :~rca:rator r
wici ti~ e~c~as~e so. s s...or~e iaci
:o. ti~ e~ae - rto a .~ta ioe, i.t to
ioe t. 1i~ so. ..st i~ wr to :~t.:r o:
ti~ s~ as. (l.t ~~r a wr so. .a,
a to :~t.:r tis s~ s cast or Ei
ort, s~~ a~ o+.) l.:ti~:.o:~, ti~ e~ati
..st ia~ occ.::~e ro .o:~ tiar or~ w~~i
:o: to ti~ castr o tis s~. A c:~at.:~
tiat ias i~~r t.:r~e .re~ae o: i~e i, a
e~ati ~n~ct cart i~ :~t.:r~e to ~ wti
tis s~. 1i~ .s.a .tators o :~rca:
rat~ a,.
1i~ .~ta ioe, ..st i~ corst:.ct~e o
ti~ r~st st~~, are r o:e~: to :art ti~
:~~e so. so.~ s~.iarc~ o ts o:.~:
i..ar ait~s, t ..st i~ a:tc.at~e are
iaarc~e a: .o:~ ca:~., tiar ti~ t,ca
corst:.ct. it costs zo,ooo to i.e, .s
aroti~: I,ooo o: ~aci ~~ o: ED o
ti~ c:~at.:~ i~r :as~e. 1i~ s~cast~:
..st ac~ ti~ e~ae ioe, i~se~ ti~ .~ta
ioe, are cast ti~ s~ wi~ to.cir
ti~.. A i.:st o it are a cir s~rsa
tor ..ci i~ a r~a:i, st:i~ o itrr
occ.:, are ti~r ti~ .~ta ioe, :s~s wti
r~w ~.
1i~ e~c~as~e awai~rs to nre i.s~ r a
r~w ioe,, a ioe, rot o ~si are iooe i.t
o .~ta are ~a:s. 1i~ cia:act~: s row a
r corst:.ct wti a so.. E~ ias ti~ o
owr t:ats:
E~ s row ...r~ to osor, s~~
~n~cts, a:a,ss, st.rrr, are es~as~.
Atio.i a corst:.ct, i~ eo~s ia~ a
r so. are a wo:ir .re. uri~ .ost
corst:.cts, i~ s s.i|~ct to e~ati ~n~cts
are r~c:o.arc, ~n~cts. E~ s st .r~:
ai~ to .re ~n~cts (cia:., co..sors,
iartas.s, att~:rs, are .o:a~ ~n~cts).
1i~ corst:.ct ioe, :~q.:~s ro s~~ are
ro ooe. it eo~s :~q.:~ a ro:.a a.o.rt
o wat~:. it eo~s rot :~q.:~ .~, .a
ca ar.ator :oe~s ts ~r~:,. it eo~s
rot i:~ati~.
1i~ cia:act~:s .~ta ioe, eo~s rot i~a
rat.:a,. it ..st i~ :~a:~e. l~a:r
or~ ort o ea.a~ tai~s ti:t, .r
.t~s, costs o , are :~q.:~s a :~a:
.ar wti ti~ C:at Corst:.ct ~at o: at
~ast I :aris r C:at (iacis.tir).
Krow~e~ (.~cis), Krow~e~ (st~a.
~rr~s), are C:at (.~cic:at) a:~ o
tt~ i~ r ti~s~ :~a:s i~ca.s~ ti~
corst:.ct ioe, s .aca, ow~:~e.
1i~ cia:act~: .a, :~a: i.s~, :o
e~e i~ ias ti~ sis are ti~ toos.
C~:tar s~s aso :oe~ i~ar.
V-c. i~as I ort. V+|- a|!- i~as
ze orts +I ort ~: cast~: ~~
(.ax... +Io). V+ c-+. co.
~t~, i~as ti~ corst:.ct, i.t ti~ it
orts a:~ t~.o:a:, are arsi at~: zo
.r.t~s ~: cast~: ~~.
1i~ .~ta corst:.ct ioe, s .r~:ai~
to :.st attacis i.t :~c~~s a lo:tt.e~
sa~ to :~sst ti~..
1i~ corst:.ct ioe, s rot s.i|~ct to
c:tca its, ror~tia ea.a~, i,sca
ait, ea.a~ o: ait, e:ar, at.~,
o: ~xia.stor. it s s.i|~ct to .~rta
ait, ea.a~ o: ait, e:ar, are
~r~:, e:ar ~~cts.
1i~ corst:.ct s ...r~ to .ost ~~cts
tiat :~q.:~ a lo:tt.e~ sa~, i.t rot
r~c~ssa:, a. 1is :~q.:~s esc:~tor
or ti~ a:t o ti~ D\. Ar,tir tiat
wo.e a~ct ti~ cia:act~:s so. o:
.~rta :oc~ss~s st a~cts i.. C~:
tar ~~cts, s.ci as :.st ~~cts, :art a
lo:tt.e~ sa~ to :~sst ti~..
1i~ corst:.ct s rot at :si o e~ati :o.
.ass~ ea.a~. vi~r ti~ ioe, its o
i ti~ cia:act~:s so. s ..~eat~,
:~~as~e are ti~ corst:.ct ioe, e~s.
1i~ cia:act~: car orc~ aar i~ :as~e
o: :~s.::~ct~e, :oe~e ti~ :o~:
s~s a:~ at iare.
1i~ corst:.ct ioe, ias ea:isor to oo
~~t are owit sor.
1i~ .~ta ioe, :~tars ti~ cia:act~:s
vseo., irt~~rc~, are Cia:s.a
sco:~s. it ias r~w i,sca sco:~s:
:t:~rti I are D~xt~:t, Iz. it ias ro
Corstt.tor sco:~. 1i~ cia:act~: ro
or~: :~c~~s ait, sco:~ ae|.st.~rts
~~:, o.: ~~s, i.t .aca ~n~cts car
st ae|.st is ait~s.
1i~ cia:act~: :~tars it ec~ ar~e
:o. ~~s o: :ac~, i.t ti~, a:~ row eIo
ec~. 1i~ cia:act~: :~c~~s ~xact, .
it orts :o. ~aci it e~.
1i~ cia:act~: .a, cortr.~ to aearc~
r ~~, .sr eIo it ec~ :~a:e~ss
o cass. Aearc~.~rt r so.~ cass~s
.a, i~ .t~e e.~ to ti~ cia:act~:s
r~w ioe,.
1i~ cia:act~: :~tars a ~ats, sis,
ias~ attaci ior.s~s, sar ti:ows,
cass ait~s, are :aca ait~s, ~xc~t
wi~:~ ti~ .~ta ioe, .a, ciar~ ti~..
Es ar.~rt s .rciar~e.
1is s~ s ~:.ar~rt. 1i~ :~c~rt
corst:.ct o -|a.!c a! .a, i~ i.t as a:t
o a a:~: ~ss~. it s ossi~ to i~stow
corsco.sr~ss to a .~ci i, i.er ti~
:~c~rt corst:.ct ioe, rto ti~ .~ci,
ti~r castr tis s~.
V+-.+! C-. A ~:~ct c:,sta
wo:ti oo , .s ti~ .~ta ioe, e~sc:i~e
aio~. 1i~ ioe, tai~s I w~~i ~: Io,ooo
to i.e.
souI Box
:~c:o.arc,
vI: Cor , C: , vz:o:
cononnts: V, :, \
casting 1in: Io .r.t~s
Rang: 1o.ci
1argt: Lr c:~at.:~ are r~w ~ss~
Duration: irstartar~o.s are ~:.ar~rt
(s~~ i~ow)
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

saving 1hrow: :or~ (s~~ t~xt)


sII Rsistan: :o
a! | s a o.rta:, o:. o a! |.c
e~sr~e to aoe ti~ enc.
:~ctor or Eiort. 1i~ t~
a:~ oati to aow :~rca:r
so.s o ti~: .ost ati.,
:ati~: ia~ ti~ so.s nit ti
or ti~ o.t~: ar~s. 1i.s, r
e~ati ot~r :~s.ts r ti~
i~r .~e to ti~ o.t~: ar
i~o:~ :asr s ossi~.
| :~~rts tis i, t~.o:a
, t:ar ti~ so. r a s.a
cia:. .rt t car i~ :~~e
o: t:ars~::~e to aroti~
ioe,, ~:ias ~~r a corst:.c
o: .~ci.
a! | s cast r aearc~ o
cia:. wo:ti at ~ast ,ooo
a, a a.ai~ ~.). 1i~ cia:.
i~ wo:r a:o.re ti~ r~ci o ti
wi~ ti~ s~ s cast. 1i~ so
wr to acc~t t~.o:a:,
so tis s~ an~cts or, w
urwr ta:~ts a:~ s., rot
Cia:.s are co..sors a:~rt ~ro.i to
~ct coo~:ator, ti~ ta:~ts t:.~ so.
..st i~ wr.
1i~ so. :~.ars t:a~e r ti~ ~. o:
or~ ea, ~: cast~: ~~. At~: tis ~:oe, t
s :~~as~e are t:a~s or to ti~ at~:~. i
ti~ ta:~t s i~e i, e~ati ~n~cts o: r~c
:o.arc, wi~ w~a:r ti~ cia:., is so.
s e~st:o,~e i~o:~ t :~aci~s ti~ cia:.. ir
tiat cas~, ti~ cia:. s r~n~ct~.
1i~ s~ ~n~cts ast re~nrt~, .rt
actat~e o: .rt ti~ cia:. s e~st:o,~e. i
ti~ ta:~t e~s wti ti~ cia:. st a:o.re
is r~ci, is so. s rstart, cat.:~e i,
ti~ cia:.. uri~ a! |.c, ti~ so. car
i~ :as~e ti:o.i -.c++., +.- c-+c,
-|a.!c a!, are oti~: s.ci s~s ~~r wi~
t:a~e r ti~ cia:.. As or as ti~ so.
:~.ars r ti~ cia:., t eo~s rot ~a~ ti~
.at~:a ar~.
sunnon Natur's AIIy IIV
vi~r cast i, a cociwo:i :ar~:, a
+a-' +!!, cas or, tios~ c:~at.:~s rat~
to ti~ ~a: o:~sts, as e~sc:i~e i~:~. :ot
a o ti~s~ a:~ ar.as (o: ~~r ~:.r),
i.t ti~, a:~ a rat.:~s a~s r ti~ ~a:
o:~st ~coo,.
Ist L~~
Cociwo:i .~t (wa:e~:)
D:~ :at
Gart i~~t~, n:~
\orst:o.s c~rt~e~, \~e..
\orst:o.s se~:, :.a
zre L~~
Ar.at~e oi|~ct, :.a (.s.a,
ar ar.at~e ~rr~ co.or~rt)
Gart art, wo:i~:
G:~as~ za:e
i:or sia.i~:
\orst:o.s c~rt~e~, La:~
\orst:o.s se~:, \~e..
1:ai t:ai
I:e L~~
Ar.at~e oi|~ct, \~e.. (.s.a,
ar ar.at~e ~rr~ co.or~rt)
Gart art, soe~:
Gart i~~t~, io.ia:e~:
Gart za:e
\orst:o.s c~rt~e~, i.~
\orst:o.s se~:, a:~
+ti L~~
Ar.at~e oi|~ct, La:~ (.s.a,
ar ar.at~e ~rr~ co.or~rt)
s~ za:e
s c.i~
1ik 1ok Knok
tator
: C: I, Cor I, Dr I
nonnts: :, \
sting 1in: I actor
ang: Cos~ (z t. + t.z
~~s)
1argt: :or.aca corst:.ct
o: ~rr~ o La:~ sz~ o:
.a~:
Duration: I :o.re~~
ving 1hrow: v a:ta (s~~
ow)
II Rsistan: :o
c| |c| s a e~o.s s~
e to co.iat cociwo:i
. 1i~ s~ s ta:~t~e at ar
ror.aca corst:.ct. Ar,
: oi|~ct wti a ror.aca
o: st~a. ~rr~ co.or~rt
car i~ ta:~t~e, s.ci as ar a.to.ator,
a cociwo:i io::o:, o: a cociwo:i .
~t. :.oir e~ae are st~a.io:s a:~
aso .r~:ai~ i~ca.s~ o ti~ st~a.
~rr~s tiat ow~: ti~..
Atio.i ti~ s~ s ta:~t~e at ar re
e.a c:~at.:~, t act.a, an~cts ti~ sac~
..~eat~, a:o.re t, r ar a:~a tiat .o~s
wti ti~ c:~at.:~. 1.c| c| |c| es:.ts ti~
rat.:a :i,ti.s o sac~ are t.~. A aws
o i,scs o~:rr .~ciarca .otor
i~co.~ .r:~ectai~. A s.ooti, swr
r ~re... ac~e wtir ti~ an~ct~e
a:~a wo.e s.ee~r, swr ~::atca, - ast,
sow, ast, ast, sow. ::rs, cos, are ~a:s
os~ ti~: rat.:a :i,ti.s are t.:r at swt,
ciarr :at~s. 1i~ s~ es:.ts ti~ :~.a:
.otor tiat a cociwo:i ~rr~ e~~res or
o: s.ooti .rctorr.
1i~ ~n~ct or corst:.cts are c:~at.:~s
tiat e~~re or st~a. ~rr~s s e~astatr.
1i~, a:~ ..~eat~, st.rr~e. 1is s ar
~xc~tor to ti~ ro:.a corst:.ct ...rt,
to st.rrr. 1i~ st.rr~e ~n~ct asts o: I
:o.re ~: cast~: ~~. A corst:.ct tiat s.c
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

c~~es r a v sa~ s or, cor.s~e :ati~:


tiar st.rr~e.
V+-.+! c-. A .rat.:~ ~re...
.ae~ o ti~ nr~st s~: (a.~ +o ), wici
s cors..~e as ti~ s~ s cast.
1ransos sirit
Ai|.:ator
vI: Cor
cononnts: :, \, V, l
casting 1in: I . :o.re
Rang: Cos~ (z t. + t.z ~~s)
1argt: \aca corst:.ct ar.at~e i, ar
~~.~rta s:t
Duration: I :o.re~~
saving 1hrow: :or~
sII Rsistan: :o
1+- .. s a s~caz~e s~ e~~
o~e o: co.iat aarst o~.s. it :~q.:~s a
oc.s o a s.a eo .ae~ o .:~ ~~.~rta
~r~:, o ti~ sa.~ so:t tiat ar.at~s ti~ ta:
~t. lo: ~xa.~, a ca, o~. s ar.at~e i,
a s:t :o. ti~ ~~.~rta ar~ o ~a:ti, so
ti~ oc.s r attacir a ca, o~. s a s.a
eo o ~~.~rta ~a:ti ~r~:,. C:~atr ti~
eo costs Ioo are :~q.:~s acc~ss to ti~
r~c~ssa:, .at~:as. 1i~ eos t,~ ..st
.atci ti~ ~r~:, o: ~r~:~s tiat ar.at~
ti~ o~., ti~ w:or ire o eo s .s~e,
ti~ s~ ias ro ~n~ct.
1i~ cast~: ..st ioe ti~ oc.s r is
iare as i~ casts ti~ s~. E~ ti~r ta:~ts
or~ o~. wtir :ar~ are orts ti~ eo
at t. 1i~ s:t tiat ar.at~s ti~ o~.
acat~s t are ~rt~:s ti~ eo. 1i~ o~.s
ioe, coas~s, ~~ss are rar.at~. it
.a, i~ :~~, attaci~e o: ti~ e.:ator o
ti~ s~. vi~r ti~ s~ ~res, ti~ s:t s
~x.r~e :o. ti~ eo, are ti~ o~. s
orc~ .o:~ ar.at~e.
1+- .. i,ass~s a o~.s .ac
...rt, i, s~cnca, ta:~tr ti~
t:a~e ~~.~rta s:t :ati~: tiar ti~
o~. ts~. 1i~ s~ eo~s rot o:c~ ti~
s:t to eo ar,tir i.t rst~ae rt~s t to
~sca~ ts .:sor.~rt o: a sio:t ~:oe,
~n~ct~, o~rr a o:ta o: t to :~se~ r
ti~ eo. :~ :~sstarc~ are .ac ...r
t, a:~ ro e~~rs~ aarst tis s~. Eow~~:,
ti~ s~ an~cts !, corst:.cts ar.at~e
wti ~~.~rta s:ts.
1i~ eo cortarr ti~ s:t .a, i~
attaci~e. it car i~ ea.a~e i, w~aors o
+I ~rciart.~rt o: i~tt~:, are ias AC Io
are z it orts. la:t o ti~ s~ rcarta
tor :~q.:~s ti~ cast~: to :o.s~ ti~ s:t
tiat t w i~ :ot~ct~e, iow~~:. Go~.
s:ts a:~ .rwr are w~co.~ ar, ciarc~
to ~sca~ ti~: :sors, ~~r t s or,
aroti~: :sor o: a sio:t wi~. i ti~ cast~:
aows so.~or~ to ea.a~ ti~ eo wi~ t s
wtir is ow~: to e~~re t, ti~ s:t w
..~eat~, ~a~ ti~ eo are :~t.:r to ti~
o~., ~rer ti~ s~ :~.at.:~,.
ica. 1i~ eo e~sc:i~e aio~.
Vanquish sirit
Ai|.:ator
vI: Cor
cononnts: :, \, V
casting 1in: I . :o.re
Rang: 1o.ci
1argt: Corst:.ct ar.at~e i, a so.
Duration: l~:.ar~rt
saving 1hrow: v r~at~s
sII Rsistan: :o
\+a.| .. s a s~caz~e s~ .s~e to
co.iat corst:.cts ar.at~e i, r so.s.
l, s.ci ta:~ts t s :~at, ~a:~e, o: t s
ti~ corst:.ct ~q.a~rt o a e~ati ~n~ct.
\+a.| .. i:~ais ti~ irer i~tw~~r
a so. are ts .~ta corst:.ct, ~n~ct~,
ir ti~ corst:.ct are s~rer ti~ so.
rto ti~ at~:~.
1i~ ta:~t ..st i~ a corst:.ct ar.at~e
i, a r so.. lot~rta ta:~ts rc.e~
:~c~rts o ti~ -|a.!c a! are a! |
s~s, as w~ as ti~ .~cis o ti~~
ass.at~e cia:act~:s. Low~:~~ ass.
at~e cia:act~:s st ia~ ti~: so.s oc.s~e
or ti~: ioe~s, rot ti~ ~rt:~t, o ti~:
.~cis.
Crc~ to.ci~e, ti~ ta:~t :~c~~s a v
sa~ to :~sst ti~ ~n~ct. i ti~ sa~ as, ti~
t~ i~tw~~r ti~ so. are corst:.ct s ..~
eat~, i:oi~r. 1i~ corst:.ct ioe, as
~~ss to ti~ oo: (tio.i t eo~s rot os~
ar, it orts - t s s., .rar.at~e). Ar
ass.at~e .~ci an~ct~e i, tis s~ :res
to a iat i.t car st i~ ot~e ro:.a,
s.ci cort:o .~ciars.s ~xst. 1i~ so.
t:a~s to ti~ at~:~ are car :~t.:r or, a
s~s s.ci as -.c++- are +.- c-+c. it s
ossi~ to ire ti~ ~sca~e so. iaci to ti~
corst:.ct ioe, :oe~e ti~ ioe, s rtact
are -|a.!c a! s cast r t.~.
+
KL=9EHGO=JK
:
t~a. ~rr~s car eo a.azr tirs.
:o.~ car a.rci n:~ias, ar ait, :~
o.s, :~st:ct~e to s~cast~:s. Cti~:s car
~r~:at~ o:c~ n~es o: sioot :o|~ct~s.
G~r ti~ :it a:ts are ti~ :it i.e~:,
a st~a. ~rr~ car acco.si ~ats :~
o.s, .ri~a:e o r Eiort.
1i~ ~n~cts :oe.c~e i, ar rroat~
st~a. ~rr~ a:~ ca~e -+ a-. 1i~
s.~st st~a. ~rr~s ia~ ro st~a.
ow~:s, ti~, .~:~, sr cos, t ~~:s,
are .. c,re~:s r o:e~: to .ai~
so.~tir .o~. \o:~ co.cat~e st~a.
~rr~s co.ir~ s~ca a:ts, :a:~ ci~.
cas, rroat~ e~srs, are r~ro.s
i.er t~cirq.~s to ~r~:at~ a.azr
~~cts. 1i~s~ a:~ ti~ st~a. ow~:s.
Coa,~:s a:~ awa,s ~x~:.~rtr
wti e~:~rt ires o .~tas, stor~s, are
q.es, s~a:cir o: .r.s.a :o~:t~s
wti :actca acators. Atio.i ti~,
~sci~w .ac r ao: o sc~rtc oc,
ti~, e~~. t ~:~ct, acc~tai~ to rco:
o:at~ rat.:a, occ.::r .at~:as rto
ti~: c:~ators. 1i.s, t s rot .r.s.a to
s~~ a st~a. ~rr~ .s~ a:car~ r:~e~rts
co.ir~e wti ror.aca t~cirq.~s to
:oe.c~ s~~.r, .aca ~~cts. 1i~
i~st ~xa.~s a:~ ti~ ~~.~rt ~r~:a
to:s, wici a:~ st~a. ~rr~s caai~ o
:oe.cr :~, wat~:, ~a:ti, o: a:, e.~ to
a it o .:~ ~~.~rta ~r~:, i.t rto
ti~: s,st~.s.
A coa,~:s :as o st~a. ow~:s s
e~t~:.r~e i, is ~~ are rt~~rc~.
:.a: .e~r~s a~ct st~a.io:s are
oti~: cass~s. A ~r st~a. ow~: .it
:~q.:~ soistcat~e corst:.ctor, ~aio
:at~ r, :a:~ .at~:as, are ar rs.
~:ai, co.~x e~sr. Cr, cia:act~:s
wti s.c~rt ~x~:~rc~, t:arr, are
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

rt~~rc~ w i~ ai~ to i.e t.


Coa,~:s :~~rt~ss, .:s.~ ti~ ~:
~ctor o ti~: st~a. ~rr~s, are ti~,
a:~ awa,s or ti~ ooio.t o: r~w st~a.
ow~:s. vi~r G.~: G.ee~r.t :st
:oe.c~e ~~ct:ca sa:is wti is st~a.
~rr~ (ti~ :~e~c~sso: to s.cc~ss. .
tator o ti~ !.|. |! s~), ti~ wo:e
s:~ae i~ we:~. Coa,~:s :o. .~s
awa, ae sts to re o.t iow i~ ee t.
ir ~~:, ct, are or ~~:, .~ci, ro:.a
:o.s o coa,~:s .~~t :o.tr~, to es
c.ss ti~: :~s~a:ci are swa r~rtors.
1i~ or~ :~st:ctor co..or to a st~a.
ow~:s s a st~a. ~rr~. A st~a. ow~:s
e~~re or a st~a. ~rr~ to :.r, are a
st~a. ~rr~s, :~a:e~ss o ow~:s, r~~e
wat~: to o~:at~. \ost o ti~ t.~, tis
s rot a :oi~.. l.t ar, t.~ cia:act~:s
.ai~ ar ~xt~re~e t: rto a:~as wtio.t
:~r~wai~ wat~: so.:c~s, ti~,e i~st i:r
aor ~rt, o ~xt:a wat~:. :o.~ st~a.
~rr~s car i~ s~ca, aeat~e to .rctor
wti oti~: q.es, as e~sc:i~e i~ow.
-
usINc s1AM OwRs
A
cco.si~e coa,~:s are ~a:w:its
car i.e e~c~s wti st~a. ow~:s.
:t~a.io:s car aso eo so, i.t or, as
~xt~rsors o ti~: a:tca a:ts.
:t~a. ow~:s a:~ rot ee~e rto ~~s
as s~s a:~. lati~:, ti~, a:~ ee~e rto
+. Daci a:t s ar ~rr~ co.or~rt
tiat car :oe.c~ a s~cc ~~ct. lo:
~xa.~, or~ a:t .it :oe.c~ a s.a
a.~. 1i~ a.~ aor~ srt ar ~~ct~
w~aor, tio.i. it r~~es aroti~: a:t - a
.. - to s~re t iowr at~: ar ~r~
.,. 1i~ aeetor o ,~t aroti~: a:t - ar
a.~: - .ai~s t ~~r .o:~ ear~:o.s.
lra,, a o.:ti a:t - a iows - car
ciar~ ts sia~ :o. a r~ to a cor~.
As a coa,~: ~a:rs to i.e a:ts, i~
co.ir~s ti~. as i~ s~~s t r o:e~:
to c:~at~ a:o.s ~~cts. iree.a,,
a:ts a:~rt ~s~ca, ow~:.. Co.
ir~e, ti~, car i~ e~ae,. it s . to ti~
coa,~:s r~r.t, to re ti~ :it wa,
to co.ir~ ti~..
Ar, cia:act~: wio irows a st~a. ow~:
wti o~rs~ ot~rta s a.to.atca,
corse~:~e :onc~rt wti ts .s~.
-
BuIDINc s1AM OwRs
C
rc~ a coa,~: o: st~a.io: ars ar
.re~:starer o iow to .s~ a c~:tar
st~a. ow~:, i~ st ..st i.e ti~ ~rr~
to .s~ tiat ow~:. Daci st~a. ow~: ~rt:,
rc.e~s a i.er cost. 1is co~:s .at~:as
or,, t s ass..~e ti~ coa,~: :oe~s ti~
aio:. Laio: t.~ s ~q.a to or~ co.~t~ ea,
(~it io.:s) o: ~~:, I,ooo o a.~ o:
:actor ti~:~o. l.er so.~ st~a. ow~:s
:~q.:~s assstarts, as w~, tis s recat~e r
ti~ ~rt:,. (a+!.-c assstarts, s.ci as iaci
s.tis, a:~rtc~ coa,~:s, o: s~ca,
t:ar~e i~~:s, cost I ~: ea,. Ua+!.-c
assstarts car i~ :~tar~e o: or, I s ~: ea,,
i.t tis ~r~:a, eo.i~s ti~ i.er t.~
are .a, ia~ r~at~ :~~:c.ssors or ti~
.rctorr o ti~ corst:.ct~e st~a. ow~:,
at ti~ D\s esc:~tor.
:o.~ st~a. ow~:s :~q.:~ .rcor~r
tora .at~:as. 1i~s~ a:~ rot rc.e~e r
ti~ cost, rst~ae, ti~, a:~ st~e s~a:at~,.
1i~ st~e .at~:as cost ass..~s ti~ cia:ac
t~: s r ar a:~a wti a :~ae, s., o ro:.a
i.er .at~:as. ir ti~ we~:r~ss o: oti
~: a:~as wi~:~ .~tas are toos a:~ sca:c~,
costs .a, eo.i~ o: ~~r t:~.
Vac+- C|.+.. ir .ar, cas~s,
a a,~: .a, ia~ ar e~a o: co.irr a
st~a. ow~: wti a :~at~, ..rear~ t~..
lo: ~xa.~, a :oto: a:. co.e i~ co.ir~e
wti a ~rti o ciar to .ai~ a st~a.ow
~:~e ciar w~aor. 1i~s~ ..rear~ aee
tors a:~ ~:~ct, acc~tai~. it s or, ti~
aeetor o ar ~riarc~e .rctor o: ait,
tiat q.an~s as a st~a. ow~:.
C:ossiows, s:r a:.s (as e~.orst:at~e
or a cata.t), are ciars a:~ a o.a:
aeetors to st~a.e:~r ~rr~s.
cc- C|.+.. \ar, st~a. ow
~:s a~ct oti~: ow~:s. 1i~ o:e~: r
wici ti~ ow~:s a:~ ass~.i~e e~t~:
.r~s ti~ ra ~~ct.
vi~r a:ts a:~ co.ir~e, ti~ a,~:
..st s~c, ti~ o:e~: are wici a:ts .oe
, wici oti~: a:ts. 1is s ~s~ca, t:.~
wti a.n~:s, wici .:o~ ti~ ow~: o
aroti~: a:t.
lo: ~xa.~, .ar~ a co.irator
ot itit ~r~:ato:, wici :oe.c~s
a s.a a.~ are ..rat~s ar a:~a. i ti~
cia:act~: w~:~ to aee a .. are a.n~:,
i~ wo.e ia~ to s~c, to wici ~c~ ti~,
w~:~ i~r aee~e. i ioti w~:~ aee~e to
ti~ ot it, i~ wo.e ia~ a s.a a.~
ti:ow~: tiat aso ..rat~e ar a:~a. i ioti
w~:~ aee~e to ti~ it ~r~:ato:, i~ wo.e
ia~ a w~ai ot it are a ooe art~:r. i,
or ti~ oti~: iare, ti~ .. w~:~ aee~e to
ti~ it ~r~:ato: are ti~ a.n~: to ti~
ot it, ti~ cia:act~: wo.e ia~ a i.s
~,~ art~:r are a to:cii~ w~aor tiat
ca.s~s Ieo orts o ea.a~.
-c.a. -+ ra-. A cia:act~:
.a, wart to :~a::ar~ is st~a. ow~:s or
ti~ sot r o:e~: to aci~~ a r~w :~s.t.
1is car i~ eor~ at ro cost i.t :~q.:~s
I . .r.t~ o: ~~:, st~a. ow~: to i~
an~ct~e. la:ts tiat ia~ i~~r co.ir~e ~:
ti~ coa,~:s rt~:at~e a:ts ait, carrot
i~ s~a:at~e are :~a::ar~e.
.:-. Daci st~a. ow~: ias a st~e sz~,
sca~e o: a \~e.. .s~:. Co.ir~ ti~ sz~s
to e~t~:.r~ iow a:~ ti~ nra corst:.c
tor w i~. As awa,s, two 1r, co.or~rts
co.ir~ to .ai~ so.~tir o sz~ :.a,
two :.a co.or~rts .ai~ so.~tir
\~e.., are so or.
1o .ai~ tirs ~as,, w~ ia~ aso st~e
a r..~:ca sz~ a.~ o: ~aci a:t. Aeer
to~ti~: a a.~s o ti~ co.or~rt ow~:s
,~es ti~ tota sz~. Co.a:~ ti~ a.~ to
ti~ oowr tai~ to e~t~:.r~ wiat tiat
.~ars r ro:.a sz~ rc:~.~rts:
suu stzt coutv:tnv
i |.-
2- |...:..-
+-c 1.,
9-io a..
i-2 |-c..
-o+ |ag-
o-i2c .g-
i29-2o Gaga:.a
2+ C~.~a.
A st~a. ow~:s sz~ :~at~ to ti~
.s~:s sz~ e~t~:.r~s iow .ar, iares a:~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

:~q.:~e to .s~ t, as .s.a. lo: ~xa.~, a


\~e.. .s~: ..st .s~ two iares to w~e
a La:~ st~a. ow~:, i.t or, or~ o: a
\~e.. o: s.a~: st~a. ow~:.
X-a -+ ra-. A a,~: wio wo.e i~
to c:~at~ a r~w st~a. ow~: rot e~sc:i~e
i~:~ .a, eo so at ti~ esc:~tor o ti~ D\.
:ot~ tiat a st~a. ow~:s a:~ ree.a,
q.t~ s.~, t s or, ti:o.i co.irator
(are, r .ost cas~s, s~~:a st~s o :~co.i
rator) tiat ti~, i~co.~ ow~:..
-
BuIDINc s1AM OwRs
O DIRN1 sIzs
1
i~ st~a. ow~:s i~ow a:~ sca~e o:
a \~e.. .s~:. Gro.~s i.e s.a~:
~:sors, are coa,~:s rt~:~st~e r a,
r ti~. to .~cis :~q.~rt, i.e i~:
~:sors. Ae|.str ti~ sz~ ias ro ~n~ct or
~:o:.arc~, ea.a~, o: ar, oti~: acto:
oti~: tiar ti~ sz~ ts~. Cost are w~it
a:~ ciar~e as oows:
stzt sc:t cosv (cr) wttcnv (:as.)
a.. i +
|-c.. i i
|ag- ii2 2
.g- 2
Gaga:.a +
-
s1AM OwRs Is1
A.n~:
Ar.ato:
A.to.ato:
lows
looe l..
lo~:
Ca.t~:z~:
Cociwo:i l.~t
Da:ir~ss G~r~:ato:
D~i..en~:
D~sc:a.i~:
Dsc:.rato:
D:
lr Aa:at.s
l,wi~~
lo G~r~:ato:
loe~:
lo:c~ G~r~:ato:
ie~rtn~:
i.a~.ai~:
i:or A:.
i:or aci~t
Lit G~r~:ato:
Loii~:
\~ta Da:
\~ta L~s
:os~.ai~:
:ozz~
Ctca C:i
lar~:
lot Lit
l..
loto: A:.
:carr~:
:a:i G~r~:ato:
1a:~t~:
1:arsato:
Voc~ Co..are
va~.ai~:
stan owrs Dsritions
1i~ st~a. ow~:s a:~ e~sc:i~e r aia
i~tca o:e~: i, ti~: tt~s.
8dgc`\i
cost: zoo
Assistants: z
siz: 1r, (o) (i.t s~~ i~ow)
wight: I i.
1i~ a.n~: s a ow~:. co.or~rt
tiat acc~ts ~r~:, as ar r.t. its o.t.t s
ti~ sa.~ ~r~:,, i.t :~at, .arn~e.
Ar, ror.aca so.:c~ o i~at, coe,
it, o: oti~: ~r~:, w wo:i as ar r.t.
1i~ a.n~: rc:~as~s ti~ ow~: o ti~
~r~:, r rc:~.~rts o ts ias~ a.~. lo:
~xa.~, a e~c~ wti a ias~ :ar~ o o t.
wo.e ia~ a :ar~ o Ioo t. wti or~ a.
n~:, Io t. wti two, are zoo t. wti ti:~~.
Dn~cts tiat ca.s~ ea.a~ ia~ ti~: e~
sz~s rc:~as~e i, I (r tis :o:~ssor: Ie+,
Ieo, Ie, IeIo, IeIz, Iezo, zezo, Iezo, ~tc.).
1i~ DC o ar, acai~ sar ti:ows s
rc:~as~e i, z. lo: ~xa.~, ar a.n~:
co.ir~e wti a ot it :oe.c~s a a.~
tiat ca.s~s Ieo ea.a~, ..rat~s a Io oot
i, Io oot a:~a, are car rt~ a n:~ or ar,
ta:~t tiat s statora:, o: or~ :o.re.
A.n~:s ia~ ro ~n~ct or .aca
~r~:,, .r~ss ti~ w~e~: i.es ti~.
wti s~ca :o~:t~s (s~~ ti~ ~rt:, o:
ti~ st~a. .a~ cass). 1i~, a:~ :~csor
rst:..~rts. 1i~, ..st i~ corr~ct~e to ti~
~c~ r q.~stor. \o. cart a.rci a n:~ia
ti:o.i ar a.n~: are or to a ta:~t.
A.n~:s car i~ staci~e. A s~core
a.n~: aee~e to ti~ aio~ ~xa.~
:oe.c~s a a.~ tiat ca.s~s Ie ea.a~,
..rat~s a I oot i, I oot a:~a, are car
rt~ a n:~ or ar, s.cc~ss. attaci. As ,o.
car s~~, so.~ e~:~~ o D\ esc:~tor .a,
i~ :~q.:~e r ae|.ecatr ti~ ~n~cts. 1i~
e~t~:.rator tiat ti~ n:~ s ca.s~e or a
s.cc~ss. attaci, as oos~e to a to.ci
attaci, s o: a.~ iaarc~ :~asors.
8e`dXkfi
cost: +oo
Assistants: o
siz: :.a (Io)
wight: o is.
Ar ar.ato: s a .~ciarca i:ar tiat
:oe~s :.e.~rta:, ir~tc rt~~rc~.
vi~:~ a esc:.rato: ~ts a e~c~ .ai~
e~csors aio.t wiat to eo, ar ar.ato: ~ts
t .ai~ e~csors aio.t |a to eo tirs.
l, ts~, ar ar.ato: s .s~~ss. Co.
ir~e wti a e~c~ tiat car .o~, o: a
statc e~c~ ntt~e wti ar a.to.ato:,
t ~s a e~c~ ti~ ait, to ~:o:. a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

s~cnc o~r~re~e .rctor wti ~r~:a


acc.:ac,. it s, r ~ss~rc~, a s.~ o:. o
a:tnca rt~~rc~.
ir :actca t~:.s, ar ar.ato: car aow
a e~c~ to nit r .~~~, nit wti :ar~e
w~aors, cort:o a .~ci, o: eo so.~ oti~:
:ati~: co.~x i.t sr~.re~e .rctor.
Ar ar.ato: i, ts~ s i~ a i:ar
wtio.t a ioe,, ti~ e~c~ oss~ss~s ti~
corc~t.a irow~e~ o iow to ~:o:.
ts tasi i.t cart i,sca, eo so. ir .ost
cas~s, a esc:.rato: s :~q.:~e r o:e~:
o: ti~ e~c~ to ia~ ar, s~rs~ o |.e.~rt
i~tw~~r :~re are o~.
8lkfdXkfi
cost: zo
Assistants: o
siz: Ea o a.to.at~e oi|~ct
wight: Ea o a.to.at~e oi|~ct
Ar a.to.ato: s a co~ctor o
s:rs, cos, are iots tiat car i~ .s~e
to a.to.at~ aroti~: e~c~, aowr t
to ~:o:. a tasi o . to ti:~~ s.~
st~s. 1i~ oti~: e~c~ ..st i~ so.~
tir tiat acis ti~ a:ts r~~e~e to eo
ti~ tasi at iare. Dxa.~s rc.e~ a.to
.atc :~oaer o a iow o: c:ossiow,
osir a s.t o a:.o:, t.:rr ar ax~,
tr a atci to o~r a eoo:, are ci
r . a e:o~e oi|~ct. A e~c~ tiat
rc.e~s ti~ r~c~ssa:, a:ts to a.to.at~
ts actors - s.ci as a cociwo:i .~t
- eo~srt r~~e ar a.to.ato:.
1i~ a.to.ato:s s~cnc tasi s e~t~:
.r~e e.:r ti~ t.~ o corst:.ctor, are
t car eo rotir ~s~. its corst:.ctor s
s~caz~e to nt ti~ :~cs~ tasi at iare. it
~xc~s at tiat or~ tasi, iow~~:, are car eo
t o~: are o~: aar wtio.t ~::o:.
9`ccfnj
cost:
Assistants: o
siz: :.a (Io)
wight: I is.
A iows .x~s a: wti a ..s o.t.t
to c:~at~ co.es. A iows cor~:ts a ro:.a
attaci rto a cor~ wti a :ar~ ~q.a to ts
:~o.s ~e~. 1i~ cor~s weti at ts .:
ti~st ort s ~q.a to ts :ar~.
lo: ~xa.~, a ot it wti two a.
n~:s ..rat~s ar a:~a o zo ~~t i, zo ~~t.
vti a .., t ias a .ax... :ar~ o o
~~t. vti a iows aee~e, t wo.e attaci r
a cor~ wti a :ar~ o zo ~~t.
9cff[Gldg
cost: I,oo
Assistants: o
siz: \~e.. (zo)
wight: is.
MatriaIs: + aors o iooe o: corst:.c
tor, .s .o:~ iooe to .rctor
1is o. aeetor to a st~a. ~rr~
aows t to :.r or iooe r aeetor to
wat~:. ir ~r~:a, a oti~: .rctors :~.ar
ti~ sa.~, tio.i ti~ iooe i~r .s~e .a,
t:ars~: so.~ :o~:t~s to s~cnc e~c~s.
lo: ~xa.~, a o ~r~:ato: ow~:~e i, ti~
iooe o a osoro.s c:~at.:~ .a, :oe.c~
osoro.s o. 1i~ :~cs~ ~n~ct s at ti~
esc:~tor o ti~ D\.
A e~c~ wti a iooe .. anx~e to a
r c:~at.:~ e~as I i o ea.a~ ~: io.:
as t sow, o.t~s ti~ c:~at.:~s iooe
s.,. l~:~:s~,, ti~ iooe .. car aso
i~ .s~e as ar a:tnca i~a:t, :oe~e ti~
iooe assr ti:o.i t s a:tnca, ox,
~rat~e. ur~:n~e :~o:ts ~xst o zo.
i~i~, s~..re~ae c:~at.:~s ow~:~e i,
iooe ..s.
looe ..s a:~ iarr~e r D.~:oi, ti~
:t~rar Cor~e~:ac,, are .ost oti~: c
z~e ares.
9f`c\i
cost: +o
Assistants: I
siz: \~e.. (z+)
wight: zo is.
A io~: rc:~as~s ti~ o:c~ tiat ti~ st~a.
~rr~ car ~x~:t. it .ai~s i,sca o.t.ts
o ti~ st~a. ~rr~ .o:~ ow~:..
A st~a. ~rr~ wti a io~: car ~r~:
at~ twc~ ti~ o:c~ t :~o.s, co.e. 1is
eo.i~s ti~ w~it t car s.o:t are ti~
o:c~ o ar, attacis. lo: ~xa.~, a io~:
aows ti~ st~a. ~rr~ to t.:r a :oto: a:.
o twc~ ti~ ro:.a ~rti.
lo~:s car i~ staci~e. 1i~: ~n~cts
acc...at~ a:ti.~tca,, rot ~xor~rta
,. lo: ~xa.~, two io~:s aow a st~a.
~rr~ to t.:r a :oto: a:. o ti:~~ t.~s ti~
ro:.a ~rti.
:Xlk\i`q\i
cost: oo
Assistants: z
siz: :.a (Iz)
wight: z is.
MatriaIs: \.rear~ i~ar a~rts wo:ti
zoo , ..st i~ :~n~e at~: ~~:, zo
orts o i~ar
A ca.t~:z~: s a :.e.~rta:, i~ar
e~c~. it .s~s i~at are a a:~t, o rat.:a
i~:is to .x are a, i~ar sa~s.
Eoer a ca.t~:z~: o~: a c:~at.:~s
wo.res ..~eat~, i~as Ie+ it orts. A
c:~at.:~ car i~ i~a~e or, orc~ ~: ea, i, a
ca.t~:z~:, aeetora .s~s ia~ ro ~n~ct or
ti~ sa.~ c:~at.:~.
\.t~ ca.t~:z~:s car i~ co.ir~e to
i.e .o:~ ~n~ct~ i~ar e~c~s. Daci
aeetora ca.t~:z~: i~as ar aeetora Ie+
orts, tio.i ti~ i~ar :oc~ss tai~s ar
~xt:a :o.re o: ~aci ~xt:a e~.
:cfZbnfibGlgg\k
cost: I,ooo
Assistants: +
siz: lr~ (I), D.r.t~ (I), o: 1r, (o)
wight: I i. (lr~), I is. (D.r.t~), o:
o is. (1r,)
A cociwo:i .~t s a nr~, corst:.ct~e
.oe~ o a c:~at.:~ o . to sz~ 1r,. \.
t~ cociwo:i .~ts car i~ co.ir~e
to i.e a:~: .oe~s: 1wo .~ts car i~
.s~e to i.e so.~tir :.a, o.: to i.e
so.~tir \~e.., ~it to i.e so.~
tir La:~, are sxt~~r to i.e so.~tir
E.~. :o irowr coa,~: ias corst:.ct~e a
cociwo:i .~t aio~ sz~ E.~.
l, ts~, ti~ .oe~ .~:~, sts r ac~. it
s .ar.a, o~:at~e .sr a cort:o iox or
ts iaci. it car i~ ar.at~e wti ti~ aeetor
o ar ar.ato:. Crc~ so ~q.~e, ti~ .oe
~ car acc.:at~, ..c ti~ .o~.~rts o
ts .oe~ c:~at.:~, atio.i ts .otors a:~
|~:i, are t s oio.s, :oiotc. vtio.t a
esc:.rato: t car i~ o~:at~e or, a ti~
cort:o iox. vti a esc:.rato: are oc~
co..are t car i~ co..are~e to attaci.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

1i~ cociwo:i .~t ias ti~ statstcs


siowr or 1ai~ III. \ost .oe~s a:~ cor
st:.ct~e wti a i.tr w~aor o so.~ so:t,
r aeetor to ti~ sa. attaci i~ow.
;Xibe\jj>\e\iXkfi
cost: zo
Assistants: I
siz: :.a (Io)
wight: is.
MatriaIs: A it o .:~ ~r~:, :o. ti~
ar~ o siaeow, o: ti~ castr o a tota
o o s~ ~~s o ~r~:, :o. s~s wti
ti~ siaeow e~sc:to:
A ea:ir~ss ~r~:ato: :oe.c~s a ow~:.
ea:ir~ss tiat ~xtr.si~s a it wtir
ar a:~a. it car co.~t~, ~r~o a zo oot
i, zo oot a:~a. Co.ir~e wti a .., t
car :oe.c~ a e~c~ tiat .rctors ..ci
as a i.s~,~ art~:r, i.t t si~es ea:ir~ss
rst~ae o it. :ir~e rto ar ~r~.,s ~,~s,
t ires i. as or as i~ s ~rsi:o.e~e i,
ti~ ea:ir~ss.
1i~ ea:ir~ss :~q.:~s .aca .at~:as
to c:~at~, i.t t s a ror.aca ~n~ct, orc~
corst:.ct~e, t s .ran~ct~e i, c.-! +.c are
s.a: ~n~cts. C:~at.:~s wti ea:isor car
st s~~ r ti~ ea:i. A it ~r~:ato: are ea:i
r~ss ~r~:ato: carc~ ~aci oti~:s ~n~cts.
;\_ld`[`\i
cost: zo
Assistants: o
siz: \~e.. (z+)
wight: Io is.
MatriaIs: Ioo o ~xt:~.~, nr~ si
A e~i..en~: .s .ost.:~ :o. ti~
a:. ir ro:.a coretors, t :oe.c~s ia a
rt o wat~: ~aci io.:. ir :ar, coretors,
tis s eo.i~e, r a:e coretors, tis s
ia~e. ir ~xt:~.~, e:, a:~as, ti~ :at~ .a,
i~ q.a:t~:~e, i.t t st .rctors.
Atio.i a st~a.ow~:~e e~i..e~:
.a, .ai~ tt~ s~rs~, i~~ r .re tiat
.ar, st~a. ~rr~s a:~ ow~:~e i, .at~
:as oti~: tiar wat~:. \o:~o~:, ~~r a
wat~:ow~:~e e~i..e~: :oe.c~s .o:~
.ost.:~ tiar t cors..~s.
;\jZiXdYc\i
cost: Izo
Assistants: o
siz: D.r.t~ (I)
wight: I i.
MatriaIs: Ar ~xt~rs~ s~~ctor o ocis
o a a:~t~s, wo:ti at ~ast I,ooo ,
wici a:~ r~c~ssa:, to .oe ti~ e~sc:a.
i~:s a:ts. 1i~ ocis a:~ rot cors..~e
o: ea.a~e i.t ..st i~ :~s~rt o: cor
st:.ctor. A ii~~ ocis.ti r ar,
a:~ ct, sio.e ia~ ti~ r~c~ssa:, co
~ctor o ocis.
A e~sc:a.i~: cis ocis. it car i~
rs~:t~e rto ar, ..rear~ oci are w
a.to.atca, ci t. it s .s~~ss aarst
.aca ocis. 1i~ t.~ :~q.:~e s or~
:o.re o: ~aci ~~ o DC (-.., a oci o DC
zz w tai~ zz :o.res to ci).
;`jZi`d`eXkfi
cost: Io
Assistants: o
siz: 1r, (o)
wight: + is.
A esc:.rato: s a i~a, .~ta i:ar tiat
aows a .acir~ to .ai~ e~csors. Daci
esc:.rato: car .ai~ or~ s~t o e~csors.
1i~ .ost co..or .oe~ esc:.rat~s
i~tw~~r :~res are ~r~.~s, wici s ti~
so.:c~ o ti~ ra.~, i.t ar, s.a: e~csor
car i~ .ae~.
Ar oi|~ct ntt~e wti a esc:.rato: ias
a ~:, :.e.~rta:, o:. o a:tnca rt~
~rc~ (~n~ct~ irt o I). .st i~ca.s~ t car
esc:.rat~ i~tw~~r :~re are o~ eo~srt
.~ar t w act~, attaci ~r~.~s, .ost
e~c~s st :~q.:~ so.~ so:t o e:~ctor,
wi~ti~: a oc~ co..are o: a cort:o iox.
1i~:~ s ro i~r~nt to aeer a io~:,
a.n~:, o: oti~: ~riarc~.~rto:~rt~e
e~c~ to a esc:.rato:.
;i`cc
cost: Io
Assistants: o
siz: D.r.t~ (z)
wight: z is.
1is s a ro:.a e: wti a st~~ it Iz
or are z we~ at ti~ ias~. it s st~a.
ow~:~e are car e: o ~: :o.re ti:o.i
soe stor~.
i w~e~e as a w~aor, ti~ e: s
\~e.., w~is o.res, are ca.s~s Ie+
ea.a~. i a e: s a~e to a :a~e
o: oti~:ws~ :or~ oor~rt, ea.a~ s
eo.i~e.
Co.irr e:s eo.i~s ti~: sz~, ea.
a~, are s~~e. lo: ~xa.~, co.irr
two e:s c:~at~s a e: z+ or are + at
ti~ ias~ tiat eo~s ze+ ea.a~. Co.irr
ti:~~ e:s c:~at~s a e: Io or are o at
ti~ ias~ tiat eo~s Ie+ ea.a~, are so or.
=`e8ggXiXklj
cost: I
Assistants: I
siz: \~e.. (Iz)
wight: is.
A r aa:at.s ias a a:~t, o .rctors.
it car i~ .s~e to st~~: ar, so:t o a~:a o:
s.i.a:r~ ~ic~. it car aso i~ .s~e to
e:~ct ti~ c.::~rt o ar, o:. o ~r~:,.
lo: ~xa.~, a cia:act~: wio aees a r
aa:at.s to ti~ ~re o a ot it..
co.irator car sioot a.~s at :it
1AsLc I-I1: cLOckwOkk rurrc1
stzt sva Dtx Ac ur Avvcx Duct srtto
|.- + ic 2 i .a -2 -.-- ic2- io |:.
|...:..- o io ic i .a -i -.-- ic2-2 io |:.
1., c i+ io 2 .a +o -.-- ic-i 2o |:.
a.. io i2 i+ + .a +i -.-- ic+ 2o |:.
|-c.. i2 io i+ ii .a + -.-- ico+i o |:.
|ag- io io i io .a + -.-- icc+ +o |:.
.g- 2o c i9 .a +io -.-- 2co+ oo |:.
inc:uots uoottas roa stzt, Dtx, no nvua: consvaucvton.
c:ocxwoax rurrtvs aovt stzt uuct at racvtc::v turossta:t vo aut:o.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

ar~s, attacir c:~at.:~s a:o.re a co:r~:


wtio.t r|.:r i.s~. 1i~ ar~s o
rs wtir :~aci car i~ ae|.st~e orc~ ~:
:o.re as a :~~ actor. \.t~ rs car i~
co.ir~e to c:~at~ w~aors tiat :~ r ar
: sia~. \::o:s car i~ aee~e to ti~ r
.o.rts o: a:o.reti~co:r~: sit,.
=cpn_\\c
cost: zo
Assistants: o
siz: :.a (Iz)
wight: I is.
A ,wi~~ s a s~:~s o cos are ~a:s
wti t~~ti o en~:~rt .~as.:~.~rts. 1i~
,wi~~ car i~ .s~e to s~~e . ti~
.rctorr o ar, oti~: e~c~.
A e~c~ ntt~e wti a ,wi~
o~:at~s twc~ as ast as
ro:.a. 1is eo~srt an~ct
ow~: o.t.t o: ea.a~,
ro: eo~s t ~t ti~ cia:ac
t~: ar ar ~xt:a attaci. it
or, .:o~s ti~ s~~e
o oi|~cts tiat .o~ o:
:~q.:~ a s~cn~e a.o.rt
o t.~ to .rctor.
:o .o:~ tiar or~ ,wi~~
car i~ ntt~e to ~aci e~c~.
=f^>\e\iXkfi
cost: o
Assistants: o
siz: \~e.. (I)
wight: Iz is.
A o ~r~:ato: :oe.c~s a e~rs~, tici
co.e o o. 1i~ o s:~aes r a I t.
:ae.s, Io t. ii, c~rt~:~e or ti~ .s~:. i
o~:at~e cortr.o.s,, ti~ :ae.s ~xares
i, ar aeetora t. ~aci :o.re.
1i~ o oisc.:~s a sit, rc.er
ea:isor, i~,ore ~~t. C:~at.:~s wtir
~~t ia~ or~ia corc~a.~rt, c:~at.:~s
a:ti~: awa, ia~ tota corc~a.~rt. 1i~ o
es~:s~s r Ie++I :o.res r st w~ati~:
are ..ci ast~: ti~:~ s wre.
A o ~r~:ato: car i~ .s~e o.: t.~s
i~o:~ e:arr ts wat~: :~s~:o:. it s
:~n~e wti or~ aor o wat~:.
=fc[\i
cost: z,ooo
Assistants: I
siz: \~e.. (I)
wight: Io o s.i|~ct
1i~ oe~: s a tio:o.i, ~rt~:tarr
e~c~. it s ar aa:at.s o s:rs, ~s,
are |orts tiat car i~ ntt~e or ar, corst:.c
tor. it :~q.:~s a :~at e~a o rstaator
are orc~ ntt~e carrot i~ :~.o~e wtio.t
ts e~st:.ctor.
A oe~: oes ti~ oi|~ct t s attaci~e to
iaci or ts~, i~ a ~c~ o o:a., .rt
t s ..ci s.a~: tiar t sta:t~e o.t. it
~n~ct~, :~e.c~s ti~ sz~ o so.~tir i,
or~ rc:~.~rt. lo: ~xa.~, t
~ a La:~ e~c~
... vi~r
~:.rr sz~s
..~:ca,, s.
, :~e.c~ ti~
sz~ a.~ to
ti~ .ee~ o
ti~ :ar~ o:
ti~ r~xt ow~st
sz~.
1i~ oi|~ct
rot i~ .s~e
oe~e. ir
ti~ .roer
:~q.:~s a ro:.a actor i, ti~
coa,~:, are ti~ oer.roer :oc~ss
tai~s Ieo :o.res.
A sr~ oe~: car an~ct ar oi|~ct o . to
\~e... :tacir two oe~:s an~cts a La:~
oi|~ct, stacir o.: an~cts a E.~ oi|~ct,
are so or. \.t~ oe~:s eo rot aee i~r
~nts, ro: eo a.n~:s an~ct oe~:s.
\~s, .~cis car i~ oe~e r tis asior,
i.t ti~, a:~ .s~~ss are carrot i~ occ.~e
wi~ oe~e.
=fiZ\>\e\iXkfi
cost: z,ooo
Assistants: o
siz: :.a (Io)
wight: is.
A o:c~ ~r~:ato: :oe.c~s o:c~ ~r~:,,
i~ tiat .s~e r .ar, ~ocator s~s. uri~
ti~ s~s, iow~~:, ti~ o:c~ ~r~:ato: .s~s
.~ciarca .~ars to :oe.c~ tis ~r~:,.
A o:c~ ~r~:ato: car :oe.c~ . to t~r
sq.a:~ ~~t o o:c~ ~r~:,. 1iats :o.i,
~q.a~rt to a c:c~ I Iz ~~t ac:oss, o: a
sq.a:~ o a tt~ .o:~ tiar ti:~~ ~~t to a
se~, o: a c.i~ o a tt~ .o:~ tiar two ~~t
to a se~. Ar a.n~: eo.i~s ti~ a:~a tiat
car i~ :oe.c~e.
1i~ o:c~ car i~ a::ar~e r ar, sia~
o: sz~ tiat ti~ o~:ato: wsi~s, tio.i
:~corn.:r ti~ .acir~ o: a r~w sia~
:~q.:~s a .:o.re actor. 1i~ o:c~
n~e car oat . to ti:~~ ~~t on ti~
:o.re. it .rctors r .ost :~s~cts as a
a+!! c-, tio.i t car i~ ~:c~e ~r
~ro.i o:c~ (ia:er~ss Io, AC Io, i zo
to .rct.:~). i .s~e r co.iat, t car i~
ostor~e ~:tca, to :oe~ co~: as a
a:~ st~~ si~e.
1i~ o:c~ n~e s rot s.i|~ct to :at,,
i.t ti~ o:c~ ~r~:ato: s. i s~t .or ts owr
o:c~ n~e, ioti t are ti~ o:c~ n~e w a
to ti~ :o.re.
@[\ek`\i
cost: zoo .s sa.~s are cors.tator
Assistants: :~~ i~ow
siz: \~e.. (z+)
wight: Io is.
MatriaIs: :~ca sa.~s are ~x~:ts
(e~sc:i~e i~ow)
Ar e~rtn~: car e~rt, a.ost ar,
rat.:a, ror.aca s.istarc~ ac~e wtir
t. it car i:~ai eowr ooes are osors to
ti~: co.or~rt r:~e~rts are ort o.t
ti~ so.:c~ o a a:tc.a: ao: o: toxr. its
.ost co..or .s~ s to t~ wi~ti~: a q.e
o: ooe s osoro.s, tio.i t car eo ..ci
.o:~ tiar tiat.
lo: a.~ .:os~s, ti~ e~rtn~: car
e~rt, ar, rat.:a, ror.aca s.istarc~ as
t iae zo :aris r ti~ :~~art Krow~e~
si. ie~rtncator :~q.:~s a s.a sa.~
(aio.t I o.rc~), wici s e~st:o,~e r ti~
:oc~ss. it s .s~~ss r e~rt,r .aca,
~xt:aara:, o: a:tnca .at~:as, atio.i
t c+ e~rt, ar, ..rear~ r:~e~rts r
s.ci corcoctors.
l.er ar e~rtn~: :~q.:~s a . sx
.ortis o wo:i, ar ~re~ss a:~t, o rat.:a
sa.~s, are cors.tator wti a a:~t, o
~x~:ts. :.ci ~x~:ts a:~ .s.a, o.re or,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

r .a|o: .~t:ootar a:~as. A coa,~: wio


c.ts co:r~:s wi~ corst:.ctr ar e~rtn~:
w ~re . wti a e~c~ wti io~s r ts
irow~e~.
@dX^\dXb\i
cost: vo
Assistants: o
siz: La:~ (+)
wight: o is.
Ar .a~.ai~: .s~s st~a. t~cir
o, to t:ars.t are :~c~~ e~o .a
..ci i~ a .oe~:r t~~sor. it eo~s
t:ars.t so.re, a s~a:at~ wa~.ai~:
r~~e~e o: tiat. Daci .a~.ai~: car s~
are :~c~~ .a~s o~: a .~ :ar~,
a c~a: ea, wti ro oist:.ctors. us~ wi
.re~::o.re o: oti~:ws~ .~e~e i, ti
was (rc.er t:ars.ssor wtir a .~
s ot~r .t~e to a .~ o: ~ss.
@ife8id
cost: +o
Assistants: o
siz: :.a (Iz)
wight: is.
Ar :or a:. s ~xact, wiat t so.res
a storow~:~e .~ta a:. wti a iare
ti~ ~re, s..atr a ro:.a i..ar a:.
car eo :~tt, ..ci ar,tir a ro:.a a:
car eo, wti a .rctora :t: o I are
D~x o . i attaci~e, t ias ia:er~ss Io
are zo it orts. i .s~e to attaci, t
.s~s ti~ w~e~:s ias~ attaci ior.s are
owr :t:~rti are D~xt~:t,.
:o:.a, ti~ a:. s wo:r or ti~ sio
e~: are o~:at~e a a iarei~e cort:
~:, wici tai~s a starea:e actor. v
coa,~:s ot~r .t a w~aor r ti~
a:.s iare are wae~ rto co.iat to .t
ts :~at~: st:~rti. vti ti~ aeetor o
oc~ co..are, ti~ a:. car i~ o~:a
o:a, (st a starea:e actor). vti a e
c:.rato: are ar.ato:, t w .rct
or ts owr are ~n~ct~, :arts ar ~x
attaci ~aci :o.re.
@ifeAXZb\k
cost: +oo
Assistants: I
siz: \~e.. (z+)
wight: +o is.
Ar :or |aci~t s a co~ctor o ~s are
s:rs tiat car i~ ntt~e to ti~ sia~ o ar,
\~e.. o: s.a~: c:~at.:~. it s~:~s as ar
~xosi~~tor. Co.irator wti ar aee
tora :or |aci~t aows t to nt a c:~at.:~ o
or~ sz~ a:~:.
l, ts~, ar :or |aci~t acts as a :.e
.~rta:, s.t o a:.o:: a:.o: ior.s +z
.ax... D~x ior.s o +I (ts q.t~
st), a:.o: ci~ci ~rat, o -+. 1i~ :or
|aci~t car i~ oci~e a a swtci or ti~
iaci. 1i~ w~a:~: car :~aci ti~ swtci.
Crc~ oci~e, ti~ w~a:~: carrot .o~ at
a .r~ss i~ s.cc~~es r a :t:~rti ci~ci
(DC Io). Ar :or |aci~t ..st i~ tt~e
e:~ct, o~: ti~ w~a:~:s sir, i.t a:.o:
car i~ wo:r o~: t
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
||
c++.

|aci~t car i~ .s~e to :~tar ar .rwr c:~a


t.:~ ro.rta:,, tio.i t car i~ :~~e at
ti~ cato:s co..are. vti a esc:.rato:
are ar.ato: (wici car .o~ ti~ |aci~ts
.is ~~r wi~ t s oci~e), ti~ c:~at.:~ car
i~ s~rt rto co.iat aarst ts w. (l~sstr
ti~ .otors o ar :or |aci~t :~q.:~s ti~
sa.~ :t:~rti ci~ci o DC Io.) Coa,~:s o
~ ar.~rt ia~ .s~e tis .~tioe to ar
.at~ co:s~s o: s~re ti~: str ~r~.~s
rto iatt~ aarst ti~: :~res.
lttr ar .rcorsco.s, \~e.. c:~at.:~
wti ar :or |aci~t tai~s Io .r.t~s, a La:~
c:~at.:~ tai~s zo .r.t~s, a E.~ c:~at.:~
tai~s +o .r.t~s, are so or. Ar act~,
:~sstr c:~at.:~ ..st i~ iroci~e o.t o:
i~e eowr i, so.~or~ ~s~ o: ti~ :or |aci~t
cart i~ :o~:, rsta~e.
C`^_k>\e\iXkfi
cost: +o
Assistants: o
siz: :.a (Io)
wight: + is.
A it ~r~:ato: :oe.c~s a ow~:.
it. uri~ a ot it, wici :oe.c~s
it as a i,:oe.ct o i~at, a it ~r~:ato:
:oe.c~s !, it.
A it ~r~:ato: :oe.c~s ~ro.i it
to ..rat~ a zo oot i, zo oot a:~a c~a:
,. Co.ir~e wti a .., t car :oe.c~
a e~c~ tiat .rctors ..ci as a i.s~,~
art~:r. A it ~r~:ato: ~q.~e wti
a .. are a.n~: car i~ .s~e to ire
~r~.~s wtir or~ q.a:t~: o ts .ax
... :ar~. \ai~ a ro:.a to.ci attaci to
ta:~t ti~ ~r~.,s ~,~s, s.cc~ss., ti~
~r~., ..st .ai~ a l~~x sa~ (DC Io) o:
i~ ire~e o: Ieo :o.res. :taci~e a.n
~:s .:o~ ti~ :ar~ o ti~ irer attaci,
rot ti~ DC. Aeer a rozz~ to tis e~c~
c:~at~s a art~:r tiat car i~ q.ci, t.:r~e
rto a irer w~aor.
CfYY\i
cost: I
Assistants: o
siz: 1r, ()
wight: + is.
A oii~: s a e~c~ tiat cor~:ts ar
attaci rto ~xos~ oi.~s. lo: ~xa.~,
t co.e cor~:t a a.~ rto a n:~ia, o:
wat~: rto a i.~ sasi. Attacis .ae~
wti oii~:s ~xoe~ r a i.:st ~q.a to ti~
sa.~ a:~a ti~ attaci ro:.a, ias. A oii~:
ias a :ar~ rc:~.~rt o Io ~~t. A e~c~
~q.~e wti a .., iows, oii~:,
are rozz~ car i~ swtci~e i~tw~~r ti:~~
.oe~s o attaci: r~, cor~, are i.:st.
D\kXc<Xi
cost: I
Assistants: o
siz: :.a (Io)
wight: + is.
A .~ta ~a: s ar a:tnca
st~rr e~c~. it car
i~a: |.st as w~ as
ro:.a i..ar ~a:.
Co.ir~e wti
a wa~.ai~:, t
car t:ars.t
ros~s ac:oss
estarc~s, ~:
ias ~~r to a
wa~.ai~: tiat
w s~ai wiat ti~
.~ta ~a: i~a:s.
D\kXcC\^j
cost: Ioo
Assistants: I
siz: \~e.. (I)
wight: o is.
Ar, ..rear~ oi|~ct car i~ ntt~e wti a
a: o .~ciarca ~s. 1i~ ~s w s.o:t
ar, c:~at.:~ . to sz~ La:~ wti a w~it o
I,ooo o.res o: ~ss.
vi~r r :~st, ti~ ~s a:~ co.:~ss~e.
:ior ti~ oi|~ct ca.s~s ti~ ~s to ~xt~re,
:asr ti~ oi|~ct to ar .:it ostor.
l:o. tiat ostor t s ~as, .e~e aio.t.
1i~ ~s car i~ co.:~ss~e aar i, a,
r eowrwa:e :~ss.:~.
vi~r co.ir~e wti a oc~ co..are,
ti~ i~~~e oi|~ct car i~co.~ ~xt:~.~,
.s~.: a cia: tiat oows ts owr~: a:o.re
ti~ io.s~, a too ci~st tiat s awa,s :it at
iare, are so or.
Ef`j\dXb\i
cost: Ioo
Assistants: o
siz: :.a (Iz)
wight: I is.
A ros~.ai~: s :~tt, st:aito:wa:e:
it .ai~s ros~. A ros~.ai~: car :~co:e
. to or~ io.: o ros~s. 1i~ ros~s car
s.is~q.~rt, i~ a,~e acco:er to a:o.s
t:acis, ..ci i~ a .oe~:r CD.
A ros~.ai~: car aso s~ai ar,
ros~s :~c~~e a a wa~.ai~: o: oti~:
so.:c~. Ar ost~ .s~: car .s~ a ros~
.ai~: to .ai~ rar.at~ oi|~cts s~~. to
s~ai. Co.ir~e wti a wa~.ai~: are
oc~ co..are, t car i~ co..are~e
to a, :~:~co:e~e ros~s a :~.ot~.
Co.ir~e wti a esc:.rato:, t
.ai~ ros~ wi~r c~:tar
retors a:~ .~t (wi~r
:~re ass~s, wi~r ar
~r~., ass~s, ~tc.).
Efqqc\
cost: Io
Assistants: o
siz: D.r.t~ (z)
wight: I i.
A rozz~ ~ts ti~ cia:act~:
i ti~ o.t.t ciarr~ o
. it car i~ .s~e to t.:r a
.. or are on. vi~r aee~e to a e~c~
wti .o:~ tiar or~ o.t.t so.:c~, s.ci as
a .. are iows, t ~ts ti~ cia:act~:
swtci i~tw~~r en~:~rt o:.s o attaci
(-.., a cor~ attaci o: r~ attaci). 1i~ swtci
s .ae~ as a :~~ actor, :oe~e ti~ a,~:
e~ca:~s wiat ire o attaci i~ s .air
i~o:~ ~aci :o. i i~ eo~s rot e~ca:~, ti~
attaci s a.to.atca, ti~ sa.~ as wiat~~:
ti~ :~o.s attaci was.
Fgk`ZXcFiY
cost: z
Assistants: o
siz: D.r.t~ (I)
wight: z is.
Ar otca o:i s a ass ~,~ s~t r a .~ta
ias~. it car ~:c~~ ti~ wo:e a:o.re t. it s
s~.ar.at~ are w t.:r r ac~ to watci
.or oi|~cts. it car i~ e~st:o,~e ~as,
- ia:er~ss wti I it orts.
Ar otca o:i co.ir~e wti ar .a~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

.ai~: car t:ars.t ts sits o~: or es


tarc~. 1wo otca o:is co.ir~e wti two
.a~.ai~:s car c:~at~ a twowa, e~o ri.
G`cfkC`^_k
cost: Izo
Assistants: I
siz: 1r, (o)
wight: o is.
1is e~c~ :oe.c~s a s.a a.~. 1i~
a.~ carrot i~ ~xtr.si~e .r~ss t s
s.i.~:~e o: c.t on :o. a s., o ox,
~r. D~r ti~r, t car i~ ..~eat~, :~t
wti ar, sa:i.
1i~ a.~ s too s.a to i~ .s~e as a it
so.:c~, t ..rat~s or, a oot i, oot
a:~a. it car i~ .s~e as a ast:~so:t .~~~
w~aor, iow~~:, i~ a to:ci. it ca.s~s Ie+
orts o n:~ ea.a~ i.t carrot rt~ a n:~
.r~ss ti~ ta:~t s statora:, o: z :o.res.
A ot it :~q.:~s a .~ so.:c~. it car
ioe ~ro.i .~ o: Io siots i~o:~ :~q.:r
:~oaer. i ti~ .~ so.:c~ s :.t.:~e, t w
~xoe~. 1i~ ~xosor ias ti~ sa.~ a:~a as ti~
a.~, c~rt~:~e or ti~ w~a:~:. it ca.s~s eo.i~
ea.a~ to ~~:,tir wtir ti~ a:~a (a i.t
ti~ w~a:~: .a, .ai~ a l~~x sa~ at DC I+
to tai~ ia ea.a~). 1i~ .~ so.:c~ s w~
:ot~ct~e are wort :.t.:~ r ro:.a co.iat.
A or a, a ~:cr attaci :o. i~ire, are
~xt:~.~ i~at .a, :.t.:~ ti~ .~ tari.
Gldg
cost: I
Assistants: I
siz: :.a (Iz)
wight: z is.
Aeer a .. aows ti~ st~a.
~rr~s o.t.t to i~
a.rci~e at a estarc~.
A .. co.ir~e
wti a ot it c:~
at~s a a.~ti:ow~:.
A .. co.ir~e
wti a wat~: so.:c~
c:~at~s a ios~. A ..
co.ir~e wti a it
so.:c~ c:~at~s a sotit.
A .. car acc~t ar,tir as
ar r.t: i~at, it, coe, wat~:, st~a.,
~~ct:ct,, a.~s, o: ar,tir ~s~. 1i~
.. ~ts ti~ cia:act~: sioot tiat ~r~:, at
a estarc~. 1i~ ..s .ax... :ar~ s ti~
a:~a o ti~ r.t ee~e i, .
lo: ~xa.~, a ot it ias a oot i,
oot a:~a. 1iats z sq.a:~ ~~t. i s~rt
ti:o.i a .., ti~ ot it co.e i~
ciarr~~e rto ar attaci wti
a :ar~ o ~~
ar a.n~: w~:
aee~e, ti~ ot
its r~w
a:~a wo.e i~
Io ~~t i, Io
~~t, are ts
:ar~ r ti~
.. wo.e
i~ zo ~~t.
Aeer a s~core
a.n~: ~xt~res
ts :ar~ to o ~~t
A ..s :ar~
.~rt s +o ~~t. its .ax... :ar~
s awa,s .t~e i, ti~ :.~s aio~, :~a:e
~ss o :ar~ rc:~.~rt.
IXe^\i
cost: z+o
Assistants: o
siz: D.r.t~ (I)
wight: z is.
A :ar~: s a co~ctor o s:rs are
i~a:rs ntt~e to a sio:t ia::~. 1i~ :ar~:
acts i~ ar ae|.stai~ sit. D~c~s ntt~e
wti :ar~:s ar a +I ~riarc~.~rt ior.s
to ar, attaci at a :ar~ o zo ~~t o: .o:~.
lor.s~s :o. ..t~ :ar~:s or ti~ sa.~
e~c~ eo rot staci.
Ifkfi8id
ost: oo
Assistants: o
siz: :.a (Iz)
wight: Io is.
A :oto: a:. s a .~ta :oe tiat
:otat~s. A ro:.a st~a. ~rr~ car
s.o:t a st~~ :oe . to ~~t r
~rti. 1i~ :oto: a:. car :otat~ at a:
o.s s~~es.
At ts ii~st s~ttrs, ti~ :oto: a:. ias a
r..i~: o .s~s. E~e r :ort o ti~ cia:ac
t~:, t :otat~s ast ~ro.i to e~~ct rco.
r siots, :artr a +I si~e ior.s to AC.
Aeetora,, t s a ow~:. .~~~ w~a
or (so:t o i~ a st~a..ri w~~ewiaci~:)
tiat ca.s~s Ie ea.a~ or a s.cc~ss.
attaci. l~ca.s~ ti~ :oe :otat~s :o. a nx~e
ort, iow~~:, t ti:~at~rs ti~ two co:r~:
sq.a:~s r :ort o ti~ cia:act~:, i.t rot
:~ e:~ct, r :ort o i..
attaci .ae~ wti a :oto:
. a.to.atca, attacis ioti
o:r~: sq.a:~s r or~ actor
at ro ~rat,. 1is ait,
cart i~ t.:r~e on - a
attacis .ae~ wti ti~ :oto:
a:. an~ct ioti se~s o ti~
cia:act~:, wi~ti~: :~res
o: o~s a:~ ti~:~.
i ort~e at ti~ si,, ti~
o: a:. c:~at~s t. A ro:.a
a:. car t . to +o o.res
o +o ~~t. vti ti~ aeetor
o io~:s, t car t .o:~ w~it. :or,
r cia:act~:s a.to.atca, , at c..s,
.ar~.~:ait,. A cia:act~: car ~x~re a
si ort to .:o~ is ,r ait,, ~aci
si ort rc:~as~s is ,r i, or~ rc:~
.~rt, to a .ax... o ooe.
JZXee\i
cost: oo
Assistants: z
siz: \~e.. (Iz)
wight: zo is.
MatriaIs: At ~ast Ioo s~c.~rs o .at~
:a to i~ e~t~ct~e
A scarr~: car e~t~ct c~:tar i,sca
t,~s r ti~ a:~a a:o.re t: .re~ae, ~~s,
e:aors, .~ta, ~tc. Daci scarr~: e~t~cts
- ire o .at~:a, at a :ar~ o Ioo ~~t.
1i~ scarr~: esa,s ti~ .at~:as a:ox
.at~ ocator, are ar ~x~:~rc~e :~ae~:
car e~t~:.r~ ti~ .at~:as q.artt,, too.
lo: ~xa.~, a scarr~: s~t to e~t~ct ~~s
wo.e siow ti~ ocator o r~a:i, ~~s, are
a si~e :~ae~: co.e t~ iow .ar, ~~s
w~:~ ti~:~.
1i~ .at~:a s e~t~:.r~e wi~r ti~ scar
r~: s corst:.ct~e, i, rc.er at ~ast Ioo
s~c.~rs o ti~ .at~:a to i~ e~t~ct~e r
ti~ scarr~:s corst:.ctor. G~r~:a, ti~
scarr~: w ci . ti~ co..or e~ro.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|.
c++.

rato: o: a :oe~e s~c.~rs. i a Ioo


s~c.~rs a:~ ~c~s o e:aors o a:o.s
ires, ti~ scarr~: w ci . e:aors. i,
or ti~ oti~: iare, ti~, a:~ a oe e:aor
sca~s, ti~ scarr~: w ci . or, oe
e:aors. us.a, tis srt a :oi~., i.t
coa,~:s wio a:~rt ca:~. (o: wio eort
ae~q.at~, sco.: ti~ a:~a to :oe~ ~ro.i
a:~t, r ti~: s~c.~rs) .a, rae~:t~rt,
i.e ti~ w:or ire o scarr~:.
:carr~:s car or, i~ s~t to e~t~ct i,s
ca :o~:t~s. D~s a:~ i,sca, en~:~rt
:o. e:aors, so ioti car i~ e~t~ct~e,
:o.~s a:~ rot i,sca, en~:~rt :o.
nit~:s, so scarr~:s carrot e~t~ct cia:ac
t~: cass~s. \ac are .aca :o~:t~s
a:~ rot corse~:~e i,sca o: ti~s~ .:
os~s, scarr~:s carrot e~t~ct .ac.
JgXib>\e\iXkfi
cost:
Assistants: o
siz: :.a (Iz)
wight: + is.
A sa:i ~r~:ato: :oe.c~s a st~ae,
st:~a. o ~~ct:ca c.::~rt. 1i~ c.::~rt
car i~ ar,wi~:~ :o. tr,, ia:.~ss sa:is
to a tas~:i~ cia:~. At ts ii~st s~ttr,
ti~ ~r~:ato: ca.s~s Ie+ orts o ror~tia
ea.a~ wti a to.ci attaci. Attacis aarst
.~tac c:~at.:~s o: ta:~ts w~a:r .~ta
a:.o: :~c~~ a +z c:c..starc~ ior.s to
ti~ attaci :o.
i a.n~e, ti~ sa:i ~r~:ato: ca.s~s Ie+
orts o ro:.a ea.a~. i a.n~e a s~core
t.~, t ca.s~s ze+ orts o ro:.a ea.a~.
l:o. ti~r or t :s~s r rc:~.~rts o Ie+.
A sa:i ~r~:ato: ntt~e to a .. ias ar
rta :ar~ o ~~t, wici s eo.i~e wti
~aci a.n~:.
KXi^\k\i
cost: Izo
Assistants: o
siz: D.r.t~ (I)
wight: I i.
A ta:~t~: a.to.atca, acq.:~s a ta:~t
o: a w~aor. l, ts~, a ta:~t~: awa,s a.s
at ti~ r~a:~st c:~at.:~, wi~ti~: :~re o:
o~. Co.ir~e wti a esc:.rato:, t w
a. at ti~ r~a:~st ~r~.,. Co.ir~e .:ti~:
wti a scarr~:, t w a. at ti~ r~a:~st
~r~., c:~at.:~ o ti~ t,~ e~t~ct~e i, ti~
scarr~:. l.:ti~: co.ir~e wti a oc~ co.
.are are ar.ato:, ti~ ta:~t~:~q.~e
w~aor car i~ co..are~e to a. are n:~,
are t w awa,s ci ti~ r~a:~st ~r~., o
ti~ t,~ e~t~ct~e i, ti~ scarr~:. vti ar
a.to.ato:, t car ti~r :~oae ts~.
KiXejcXkfi
cost: z
Assistants: o
siz: :.a (Iz)
wight: I is.
MatriaIs: l.e~: ..st irow ioti ar
.a~s to i~ t:arsat~e.
A t:arsato: car t:arsat~ or~ ~:ia
ar.a~ rto aroti~:. it oois i~ ar oe
asior~e t~~ior~: 1i~ .s~: st~rs i,
ioer a s~ai~: to is ~a: are ortr
a :~c~~: at ti~ s~ai~:, ti~r s~ais rto
ti~ s~ai~: to ia~ is s~~ci t:arsat~e.
1:arsato:s a:~ i.t wti a s~cnc ar
.a~ ~xciar~ r .re are car or, t:ars
at~ i~tw~~r two ar.a~s. 1i~ i.e~:
..st irow ioti ar.a~s.
Mf`Z\:fddXe[
cost: Ioo
Assistants: o
siz: 1r, (o)
wight: I i.
A oc~ co..are iox ~ts a e~c~
:~c~~ ts rst:.ctors a ti~ coa,~:s
co..ares, :ati~: tiar .ar.a cort:os. it
car i~a: a ro:.a oc~ at a :ar~ o ~~t
are a sio.t at Io ~~t, are s t:ar~e e.:r
corst:.ctor to :~corz~ ti~ owr~:s oc~.
it w rot :~sore to ar,or~ ~s~s oc~, ro:
w t :~sore ti~ owr~:s oc~ s so.~
iow at~:~e, r s.ci a cas~, t wo.e ia~ to
i~ co.~t~, :~i.t.
NXm\dXb\i
cost: o
Assistants: I
siz: 1r, (o)
wight: I i.
A wa~.ai~: t:ars.ts are :~c~~s
so.res ti:o.i :aeo wa~s. A sr~ wa~
.ai~: s .s~~ss, i.t two r corc~:t car
.ai~ . a wai~tai~ s,st~.. Daci wa~
.ai~: car s~re are :~c~~ so.res o~: a
.~ :ar~, or a c~a: ea, wti ro oist:.c
tors. ure~::o.re .s~ s ot~r .t~e to a
~w eoz~r ,a:es.
A e~c~ ntt~e wti a wa~.ai~: are oc~
co..are car i~ cort:o~e i, ti~ o~:ato: at
a estarc~, :oe~e i~ aso ias a wa~.ai~:.
vti a wa~.ai~:, oc~ co..are, are es
c:.rato:, a e~csor.air e~c~ car i~
actat~e are e~actat~e as r~c~ssa:,.
-
sOM uN cOMBINA1IONs
E
~:~ a:~ so.~ .r co.irators o st~a.
ow~:s tiat car i~ e~:~e :o. tios~
st~e aio~. \ar, oti~: ossit~s ~xst.
1|- \!!,. Cociwo:i l.~t + Ar.ato:
+ Voc~ Co..are + Dsc:.rato: - A
1r, corst:.ct tiat w o rto iatt~ or
,o.: co..are.
1|- H+c|-!c \!!,. Cociwo:i l.~t +
Cociwo:i l.~t + Cociwo:i l.~t
+ Cociwo:i l.~t + Ar.ato: + Voc~
Co..are + Dsc:.rato: + loe~: - A
\~e.. corst:.ct tiat car i~ oe~e to
:.a sz~ o: ~as, t:arso:t.
Ga+c.+ \-!. Dsc:.rato: + Ar.ato:
+ i:or A:. ioer a ro:.a orswo:e - Ar
~xt:a orswo:e attaci r .~~~.
r-+! C|+ \.+. Cr or~ sio.e~:,
a Dsc:.rato: + Ar.ato: + i:or A:.
ioer a ro:.a orswo:e, or ti~ oti~:
sio.e~:, a lo:c~ G~r~:ato: - Ar ~xt:a or
swo:e attaci !a a si~e r .~~~.
.c-a.c- i!+-|a-. loto: A:. + lot
Lit + A.n~: + l.. - A :oto: a:. tiat
sioots a zoootor a.~ to ~ti~: se~ o
ti~ cia:act~: wti ~aci attaci.
1|--a+, i!+-|a-. loto: A:. + lot
Lit + A.n~: + l.., co.ir~e wti
lot Lit + A.n~: + l.. acr o:
wa:e: A a.~ti:ow~: tiat attacis r ti:~~
e:~ctors (ai~ae are to ~aci se~) wti
~aci attaci.
Cc- i.-: :o:.a :~~atr c:ossiow
+ A.to.ato: + 1a:~t~: + Dsc:.rato:
+ Voc~ Co..are, .o.rt~e or ti~ cia:
act~:s sio.e~:: A oc~o~:at~e w~aor
tiat w ta:~t are attaci ti~ r~a:~st ~r~.,,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

ti~r :~oae ts~. lort t i~ire ,o. o: :~a:


:ot~ctor. Aee a :carr~: s~t to ~~s o: ar
~sa,r a.to.atc c:ossiow.
+
J=DA?AGF
w|-- +- |- c -c a a'
1
i~ atis o Eiort a:~ i:oi~r. vti
ti~ catast:oi~ tiat ias o~:wi~.~e
ti~: ar~t, ti~ ~o~ ia~ i~.r to eo.it
ti~ ait~s o ti~: oes. its ~as, o: ar
ree.a to asc:i~ ~:sora :oi~.s to
is aci o ~t,, i.t a cortr~rtsarrr
esast~: tiat an~cts a atis ~q.a, casts
eo.it .or ti~ oes ti~.s~~s. :.:~, ti~
~rt:~ cortr~rt was rot .o.s. :.:~, at
~ast or~ oe co.e ia~ rt~:~r~e. vi~:~
a:~ ti~ oes row tiat w~ r~~e ti~.'
ir act, ti~ oes a:~ st ti~:~, as wt
r~ss~e i, ti~ cortr.~e ~xst~rc~ o er~
.ac (siai, as t s ti~s~ ea,s). C~:cs st
:~c~~ ti~: s~s are aaers st .a:ci
o: ti~: atis. l.t ti~ ow~:s o ti~ oes
ia~ two .tators r :~~r ti~: .ra:
cia~r~:s. 1i~ n:st s i,scs. At~:r ti~
o:it o a .oor s i~,ore ti~: ow~:. Co
~ct~,, w~:~ ti~, a to wo:i to~ti~:, ti~,
co.e ~:ias ia~ :~~rt~e ti~ .ra: :ar
- w~:~ t rot o: ti~ s~core .tator: ti~
.ra: oes ti~.s~~s.
1i~ .ra: e:aors ia~ ti~: owr ar
ti~or, ar asso:t.~rt o iza::~ oti~:wo:e,
e~t~s tiat ias watci~e o~: ti~. o: ~ors.
1i~ e:aors a:~ arc~rt, are ti~: oes a:~
i~,ore t.~. vi~r ti~ ~~s w~:~ ,o.r,
ti~ .ra: e:aors w~:~ a:~ae, oe, are ti~:
oes w~:~ oe~: st.
1i~s~ .ra: oes w~co.~e ti~ rasor
o ti~ wo:e i~ow. lo: ti~., t was ar
~sca~. lo: too or, ti~: r.~rc~ was
.t~e to .oorew~r c:~at.:~s. :ow,
ti~: .rors - rc.er ti~ .ra: e:aors
- car ~xare ti~: r.~rc~ to r~w ares.
1i~ .o.~rt ti~ n:st :a.~rt o ti~
.oor to.ci~e ~a:ti, so, ti~ .ra: oes iae
r~w ow~: r ti~ ana:s o ti~ s.:ac~ wo:e
- are ti~, ia~ rot i~stat~e to .s~ t. Cr
oti~: ar~s, ti~, wa: wti ti~ oe oes are
sow, o~:wi~. ti~.. 1i~ ow~:s o ~a:ti,
c~:cs i~co.~ :o:~ss~, .o:~ .t~e as
ti~ .ra: oes sa ti~: st:~rti. 1i~ ~a:ti,
e~t~s, so .s~e to ti~: owr ici~:r, a:~
.rai~ to ..st~: a corc~:t~e e~~rs~, are
ti~, sow, war~ .re~: ti~ coo~:at~ o:c~
o ti~ .ra: oes. 1is .ts ti~ ow~:s o
c~:cs, as e~sc:i~e or a~ II.
1i~ :~at~st o ti~ .ra: oes s Area
iaiotat, ti~ oe o e:aors. Es ra.~
s awa,s soi~r r a ciart. Areaiaio
tat s wo:si~e i, ti~ .ra: e:aors,
wio s~~ i. as ti~ or, rat.:a o:c~
st:or~: tiar ti~.s~~s.
:~core a.or ti~ .ra: oes a:~ D:~n
asta, oee~ss o it, are :~:onctact,
oe o ciar~. 1o~ti~: ti~, ia~ iatt~e
Areaiaiotat o: t.~ .rtoe, :~sstr
is corq.~st o ti~ .oor. :ow tis arc~rt
e:a.a ias :~aci~e Eiort.
Eiorts t~::~st:a oes a:~ t,ca
o .ost artas, wo:es. 1i~ e:ow wo:si
ti~ :e~: .~~r, ti~ ewa:~s wo:si ti~
:o. lati~:, are so or. l.t two tirs a:~
ciar~e. l:st s ti~ ~~ o ati. l~w oes
:~c~~ ti~ sa.~ t:i.t~ ti~, orc~ ee. 1i~:
~o~s a:~ r tatt~:s. 1i~ oes ia~ ae~e as
i~st ti~, car: C~:cs :~c~~ i~. sors
.o:~ ot~r, are s~:arts o ti~ oes ot~r
a::~ to ae ti~: ati.. l.t tis s rotir
.o:~ tiar iarear a ata wo.re: :o .at
t~: wiat ti~, eo, ti~ oes carrot aee:~ss ti~
:oot ca.s~ o ti~ t:o.i~, are ti~: oow~:s
ia~ ost ati as a :~s.t.
1i~ s~core ciar~ s ti~ :s~ o r~w
:~ors, .ar, o ti~. c.ts. Cr to o
tiat a:~ ti~ .~cis ti~.s~~s. 1i~, a:~ ti~
n:st i:~ati o io~ r e~cae~s, are ti~,
ia~ rs:~e a r~w a:oaci to :~or:
ati~s.. vi, wo:si ti~ oes wi~r :or,
st~a., are ,o.: owr ia:e wo:i car sa~
,o.' \ost .~ci ass~r~:s st a:tcat~
r so.~ ire o wo:si, i.t t s :.a:
, c.t.:a :ati~: tiar s:t.a. 1i~ .~ci
c:~ws a:~ i~co.r :o:~ss~, ~ss are
~ss :~art or ati.
At ti~ oost~ ~re o ti~ s~ct:..
a:~ ti~ c.ts. 1i~ siatt~:~e soc~t~s
r r ti~ :.ii~ o ti~ s.:ac~ wo:e ia~
sawr~e a so:ts o ~:~rt i~~ s,st~.s,
.ost o ti~. ~e i, oo:t.rstc aratcs.
1i~ l~~r~:ato:s a:~ ti~ a:~st o ti~
c.ts, a c:oss:aca :o. tiat as:~s to
:~i.e s.:ac~ soc~t, ti:o.i ar, .~ars
ossi~. Dsearr ti~ a~e :~ors
are .ot~rt a:.~s o ti~ ast, ti~, ia~
|or~e ac:oss :aca iaci:o.res to wa:
aarst ti~ .ra: e:aors.
:ot a c.ts a:~ ~e i, i..aroes, tio.i.
1i~ t:~arts o Lat ia~ i~co.~ co.~t~,
e~:ar~e src~ ti~: o:~sts w~:~ si~a:~e to
ti~ :o.re i, ti~ .ra: :ar. :ow car
ti~.s~~s ti~ o:~st:at, ti~, a:~ aratca
r ti~: e~~rs~ o ti~ ~w :~.arr :o~s.
1i~, ia~ i~co.~ .~at~at~:s, i.r~:r
o: ti~ ~si o ti~ e:aors, are ti~: .ara
ca ~:o: o: co.iat ias :~aci~e ti~ ort
wi~:~ ti~, a.rci on~rs~ assa.ts aarst
+,- sit~e r~a:i,.
:o.~wi~:~ i~tw~~r ti~ ati~s. are
ti~ c.ts a:~ ti~ st~a. oes, as ti~, a:~
i~r ca~e. 1i~ r~~e to ~xar ti~ wo:es
.,st~:~s s e~~s~at~e, are ~~r ti~ .ost
e~ot~e ~a:w:its st nre ti~.s~~s
asir .rarsw~:ai~ q.~stors. vi, a:~ ti~
rat.:a :o~:t~s o wat~: |.st so' Eow ee
st~a. ~rr~s co.~ to i~ r ti~ :it ac~
at ti~ :it t.~ to rs:~ ti~ r~w .~cis'
1i~ t:~ats~s o ti~ t:aetora oes :oe~
ro arsw~:s. \ar, ~a:w:its i~~~ r a
arti~or o oos~, e~nr~e st~a. oes,
~e i, Dot:ai, wici s a sio:tiare o: ti~
ewa:~r i:as~ :~at ~rr~. :o corc.
s~ ~e~rc~ ,~t ~xsts tiat Dot:ai s ~~r
:~a, i.t is i~~s ia~ s:~ae a.or ti~
~a:w:its are .ar, wo:si i. r ti~:
owr wa,s.
E~:~ a:~ so.~ o ti~ ~.~:r e~t~s o
Eiort.
AnuakakiIogitat,
unar cou o Dragons
1i~ .ra: oe o e:aors s ciaotc ~.
E~ s irowr to a .ra: e:aors i, is t:.~
ra.~ o Areaiaiotat, wici s ciart~e
r :~~:~rc~, aor wti a a:~t, o oti~:
ciarts tiat t:arsat~ rto is .ar, tt~s:
Cr~Goe, laci D~ati, are Dr~., vatci~:.
E~ a~a:s as a twst~e, coro.t~e swa:.
o e:acorc .is, wrs, r~cis, are i~aes,
ti~: c~rt:a ioe, .re~rtnai~ wtir
ti~ sq.:.r .ass, wti en~:~rt i~aes
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

s~air is tio.its r t.:r. Es s,.io s


ar as,..~t:ca sw:r att~:r o e:aor
i~aes. Areaiaiotat s cos~ to .ra: e:a
ors are .ra: e:aorir, are so.~ ~a:ti,
e:aors ia~ i~.r wo:sir i. r ti~
io~s tiat t w .:o~ ti~: ciarc~s o
s.:a. lo: .~rra, i~ ias watci~e ti~
wo:e o Eiort wti a co~to.s ~,~, are
i~ ias ro s,.ati, o: ts :~se~rts, ti~, a:~
oee~: to i~ corq.~:~e, rotir .o:~. 1i~
eo.ars i~ s assocat~e wti a:~ Ciaos,
D~st:.ctor, are va:.
Dotrak,
th crat ngin
Dot:ai, ti~ :~at ~rr~, .a, o: .a, rot
i~ a :~a e~t,. E~ ias ro o:.a ci.:ci~s are
ro c~:cs, tio.i is ~ss~s o: .~ssais
a~a: wti :~at~: are :~at~: :~q.~rc,.
Es wo:si~:s a:~ ti~ ~r~:a, arostc
~a:w:its, wio .t Dot:ais :o~ r ti~ cos
.oo,. 1i~, asc:i~ ro c:~ator .,tis to i.,
ro: ar, :~at ~~res, rst~ae, i~ s s., ti~
:ta:t~:, ti~ oe tiat ae ti~ .r~:s~s ~a:s r
ac~ are ti~r ~t ti~. to :.r.
loow~:s o Dot:ai a:~ sco:r~e o: s~~:a
:~asors. l:st, ti~, ia~ ro ~e~rc~ tiat ti~:
oe s :~a. D~t:acto:s ca i. a n.~rt o
ti~ .arator. :~core, Dot:ai srt a oe
r ti~ t:aetora s~rs~. E~ eo~srt wai ti~
~a:ti o: ca.s~ .:ac~s, acco:er to is owr
oow~:s, i~ .~:~, s~t tirs r .otor are
ti~r sat iaci to ois~:~. Cti~: :~ors cor
se~: i. w~ai are ow~:~ss.
ir :~at,, ioti ca.s a:~ :it. Dot:ai
eo~srt ~xst ,~t, i.t i~ soor w. 1i~ st~a.
~rr~ s a r~w o:c~ r ti~ .r~:s~, are ti~
co~ct~ ~r~:~s o ti~ .,:ae ~a:w:its
wio ~:~rt, i~~~ r ts ot~rta, co.
ir~e wti ti~ ow~: o ti~: .re~:stat~e i.t
~:, :~a wo:si, ias coa~sc~e rto a rasc~rt
corsco.sr~ss. Dot:ai s ar rart oe, tt~
.o:~ tiar a s.it~ tio.it wa~, wio s sow,
:owr r ow~:. Es r.~rc~ s a:~ae, s~~r
r ti~ .,st~:o.s ~s o ar.at~e ~a:s ca~e
t:ai t:ais (s~~ a~ zoz) are ti~ ~ss~s o
Dot:ai tiat row wai ti~ ~a:ti (s~~ a~ I).
ir ti~ ,~a:s to co.~ i~ w cortr.~ to ~o~,
are, is oow~:s a:~ s.nc~rt, r..~:o.s
are ti~: w s.nc~rt, st:or, i~ .a, co.~
rto i~r as a e~t, :o~:.
Dot:ai s r~.t:a. E~ eo~s rot ia~ ti~
ow~: to :art s~s to c~:cs ase~ :o. is
.,st~:o.s ~ss~s, wio a:~ assocat~e wti
ti~ eo.ars o Drr~s are Krow~e~.
rnviviasta,
unar couuss o Iight
D:~nasta s ca~e oee~ss i~ca.s~ i~:
.ar~st~e cia:act~: s~~.s .o:~ ~.rr~
tiar tios~ o i~: ~~:s, i.t s~x~s a.or
.ra: c:~at.:~s a:~ oo:, .re~:stooe are
t s rot c~a: at a wi~ti~: si~ s t:.,
~.a~. D:~nasta ~r|o,s a twst~e o
owr a.or ti~ .ra: e:aors, wio w~:~
orc~ i~: .ost e~ot~e s~:arts. E~: :o~
was .s.:~e i, Areaiaiotat, a :~at
e:aor wio :os~ to oeiooe are ati~:~e
ti~ e:aors to i.. D~: src~, D:~nasta
are Areaiaiotat ia~ i~~r itt~: :as.
vi~r ti~ rasor o Eiort i~ar,
iow~~:, ti~, .t ase~ ti~: en~:~rc~s to
s.o:t ti~ .ra: e:aors |ort,.
sronitait,
unar cou o chang
:~:onctact s ti~ .ra: oe o t:arso:.a
tor. it a~a:s as a ., .o.re o ~si tiat
cortr.a, ~r~:at~s a.~, :~corzai~
sia~s or ts sir i~o:~ ti~, esso~ rto
so.~tir ~s~. it ias ro s~x are ro s,.io,
a:o.s oow~:s ot~r c:~at~ ti~: owr s,.
ios, wici ciar~ :o. :o. to :o. are
:o. t.~ to t.~.
:~:onctact ias a :ar~ o wo:si~:s
s:ri~e ti:o.io.t ti~ a:o.s .ra: :ac
~s. its wo:si~:s ia~ ro coi~sor are ro
.rt,, are ti~, co.~ are o as t.~s ciar~.
L.ra: tio.it :oc~ss~s a:~ ia:e, rt~
i~, i.t to ti~ ~xt~rt tiat ti~, a:~ .re~:
stooe, tios~ wio wo:si :~:onctact s~~.
to i~ tios~ oos~e to t:aetor are or
starer :t.a, i~ ti~, t~::~st:a o: .ra: r
o:r. :~:onctact act.a, :ows r ow~:
:o. ti~ c|+- r ts ias~ o wo:si~:s,
:~a:e~ss o ti~ a|- o wo:si~:s, so
t :~wa:es tios~ wio ~a~ ts oe as w~ as
tios~ wio ~rt~:. 1i~ :~at~st :~wa:e s to
.ai~ ti~ wo:si~:s ioe, as .a~ai~ as
tiat o :~:onctact ti:o.i ti~ :~wa:er
o ti~ :~:onctacts Ciar~s ~at.
:rc~ ti~ i~rrr o ti~ .ra: :ar,
:~:onctact ias :owr st~ae, r ow~:.
1i~ :a.ar ciar~s sw~~r ac:oss
ioti ar~t are .oor ia~ or, ~e ts ow
~:. :ow t ias .ar, wo:si~:s, rc.er
so.~ t~::~st:a c:~at.:~s, wio tiri tiat
ti~ t.~ o ciar~ s at iare.
-
RsuRRc1ION ON
uIcuOIN1
1
i~ wa: i~tw~~r ti~ .ra: are t~::~st:a
oes ias w:o.it ar rt~:~str twst or
ti~ rat.:~ o :~s.::~ctor. vi~ ti~ t~:
:~st:a oes ar ow~: :o. ti~: i~~~:s
or ti~ .at~:a ar~, ti~, aso ar soe~:s
wi~r tios~ i~~~:s so.s :~t.:r to ti~
at~:~. 1i~ oes a:~ iattr ast wa:s or
ti~ o.t~: ar~s, are ti~ so.s o ti~ e~ae
.ai~ . ti~ oot soe~:s r ti~s~ corcts.
As a :~s.t, ti~ t~::~st:a oes a:~rt
~a~: to ~t so.s :~t.:r to .o:ta ~,
~s~ca, ti~,:~ ow~:. oow~:s wio
co.e i~ ~~r .o:~ r ti~ o.t~: ar~s.
1i~ e:~ r~~e o: assstarc~ r ti~ ara:
wa:s ias c:~at~e a ~:~:s~ ~n~ct: 1i~ .ost
ati. oow~:s o a oe a:~ row ti~ ~ast
i~, to i~ :~~e i, +.- c-+c are s.a:
s~s. Cor~:s~,, t s ti~ i~ati~rs are es
i~~~:s wio. ti~ oes ia~ tt~ r~~e o:,
so ti~: so.s a:~ :~~ to :~t.:r.
Ar att~.t to .s~ +.- c-+c, -a-c.,
-|a.!c a!, o: a s.a: s~ or Eiort
:~q.:~s a v sa~ i, ti~ cia:act~: i~r
:as~e. 1i~ ias~ DC s Io. i ti~ cia:act~:
ias cass ~~s as a c~:c o: aaer, tios~
~~s a:~ aee~e to ti~ DC. lo: ~xa.~, a
oti c~:c wo.e ia~ a v sa~ DC o Io.
i ti~ cia:act~: .ai~s tis sa~, is so.
:~t.:rs to is ioe, acco:er to ti~ rat.:~ o
ti~ s~ cast are s an~ct~e ro:.a,. i ti~
sa~ s a~e, ti~ so. ias i~~r corsc:t~e
o: s~:c~ r ti~ at~:~. :o att~.t at :~s
to:ator w ~~: s.cc~~e, o: er~ rt~:
~rtor ias ac~e ti~ so. i~,ore ti~ :~aci
o .o:ta s~s. 1is s a :~at ioro: to ti~
so., o: t ias or~ to s~:~ se~ i, se~ wti
ts oe r ti~ at~:~.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239


Roberto Bussetti
ria.r + i c.,-c| c|+ a+!|-,
|- -c| . |- c-. -+a- c+,' H.|..
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

1
is ciat~: ~s :.~s o: ti~ cor
st:.ctor are .s~ o .~cis, as w~ as
.ar, ~xa.~s o ti~ s~caz~e .~cis
tiat ia~ a~a:~e r ti~ ia:si c:c..
starc~s o Eiort. 1i~ oc.s o tis
iooi s or ti~ ae~rt.:~s o ree.a
cia:act~:s, rot .~cis..~ci .ass co.
iat, so ti~ :.~s i~:~r .artar ti~ sca~
o ro:.a ezo iatt~s. 1actca~~ .~ci
co.iat w i~ e~sc:i~e r .t.:~ o
..~s, wi~:~ a e~:~rt s~t o :.~s w
st:~a.r~ s.ci ~rco.rt~:s.
+
GJA?AFK
1
i~ t:.~ o:rs o ti~ .~ci a:~ oisc.:~e
i, ~~re are o:~. 1i~ G~a:w:its
G.e ca.s :o~rarc~ o~: ti~ ~a:~st
.~cis, wici ti~, i.t .ar, tio.sares o
,~a:s ao. A :~at a.t e~~ r ti~ ~a:ti st
sto:~s ti~ :~at~st c:~ators o tis ost A~
o vai~:s, are c~:tar a:cia~ooca oee
t~s, s.ci as ti~ l:~to.rr E~aes, irt at
s.ci e~~ isto:,. C.tse~ ti~ G.e are
ts ewa:~r aei~:~rts, ~w cr to tis ta~,
~s~ca, a.or ti~ ~~s, wio es.ss s.ci
ca.s as co.~t~ oosir~ss. At~: a, ti~
~~s a:~ oe~st o a, are ti~: .~.o:~s
ioe ro :~co:e o ti~ A~ o vai~:s, s.:~,
t r~~: ia~r~e.
ir .oe~:r t.~s, ti~ .~ci :~s.:ac~e
wi~r la:.s, \ast~: G~a:w:it, i:o.it
is irow~e~ o.t o ti~ .re~:e~~. Es
rst:.ctors to D.~:oi ~e to ti~ n:st
o~:atora .~ci are ti~ n:st ct,.~ci,
D.:aroi. (:~~ a~ Io o: ti~ . sto:,.)
it s .res.t~e tiat ti~ ewa:~s o D.~:oi
w~:~ ti~ n:st c:~at.:~s r .oe~:r t.~s to
w~e a .~ci.
:ow .~cis a:~ co..or a.or a
aearc~e s.:ac~ c.t.:~s. 1i~ i..ars o
ti~ ars, ti~ ~~s o ti~ o:~st, are ~~r
ti~ .iq.to.s o:cs ia~ i.t, sto~r, o:
saa~e ti~: owr .~cis. it s sae tiat ~~r
so.~ .re~:e~~ czators ia~ ~x~:
.~rt~e wti .~ciarz~e wai~:s, tio.i
ti~:s a:~ ..ci s.a~: tiar ti~ or~s o.re
or ti~ s.:ac~.
\~cis w~:~ e~sr~e to n two r~~es.
1i~ n:st r~~e was :ot~ctor :o. ti~
.~t~o: :ar are .ra: e:aors. 1i~ .~cis
tici a:.o: :ot~cts :o. ti~ :ar, ti~:
~ro:.o.s sz~ are a:~sca~ w~aors :o
e~ a co.rt~: to ti~ e:aors. vti .~cis,
ti~ ewa:~s (are row a :ac~s) w~:~ ai~ to
:~occ., ti~ s.:ac~ wo:e o: ti~ n:st t.~
r :~c~rt .~.o:,.
1i~ s~core r~~e was .oit,. ir a wo:e
o sca~r~:s, :~.~~s, are ,r .~rac~s,
:ot~ctor aor~ was rot ~ro.i. Cast~s
i.t soe, ~ro.i to wtistare a e:aor
w~:~ s., conrs r wici ti~ riait
arts wo.e sta:~ wi~ ti~, .t~, t:~e to
o.twat ts s~~. 1i~ .oi~ .~cis co.e
e~~at so.~ e:aors, ~~ :o. oti~:s, are
iare to~ti~: o: aeetora :ot~ctor.
1i~ c:.ca co.or~rt r .~ci corst:.c
tor s ti~ st~a.ow~:~e ~rr~. ir a wo:e
o .ac, st~a. ~rr~s w~:~, .rt :~c~rt,,
.r.:~ss~. \.rear~ s~s car i~ .s~e
to c:~at~ ..ci .o:~ ow~:. e~c~s wti
..ci ow~: .art~rarc~ :~q.:~.~rts. 1i~
ewa:~s iae or .s~e st~a. ~rr~s i.t iae
r~~: e~~o~e ti~. or a :are sca~. 1i~,
i.t st~a.ow~:~e t.rr~ ca:s are a ~w
wai~:s wici w~:~ .s~e to at:o .o.rtar
st:orioes. Ase~ :o. tiat, st~a. t~ciro
o, was :.t~ are r~~: s~~r o.tse~ o
ewa:~r ioes.
la:.s ciar~e tiat. E~ e~.orst:at~e
tiat st~a. co.e ~nc~rt, ow~: a:.o:~e
~ic~s tiat w~:~ a:~: tiar ~~r ti~ e:a
ors. Es ~rr~~:r irow~e~ aow~e ti~
ewa:~s rot or, to i.e .oi~ s.ts o
a:.o: tiat co.e .atci ti~ i~st s~c:~at~e
corst:.cts, i.t aso to nit wti ti~. .sr
w~aors tiat w~:~ ti~.s~~s ow~:~e i,
st~a.. vi~r la:.s e~.orst:at~e ti~ n:st
o~:atora .~ci, ti~ ewa:~s ..~eat~,
.re~:stooe ti~ st~a. ~rr~s ot~rta. it
was as ti~, iae iae ti~ :~se.a irow~e~
are r~~e~e or, to i~ siowr iow to .s~ t.
1i~ s.cc~ss o ti~ st~a.ow~:~e .~cis
was ..~eat~. L.ra: e:aors tiat iae
:~o.s, i~~r e~~at~e or, wti .ass~e
o:c~s, c..i~:so.~ s~~ w~aors, o: ii
~~ .a~s w~:~ i~at~r iaci i, ti~ .oi~,
.ar~.~:ai~ .~ciarz~e wai~:s tiat ca:
:~e ti~: s~~ w~aors wti ti~.. D~r at
cos~ :ar~ - wici ti~ .o:~ rt~~rt
e:aors .tz~e wti i:.ta s.cc~ss r ti~
~a:, iatt~s - ti~ .~cis co.e nit iaci
wti a:art.ar iatt~ ax~s are coossa |a
~rs. D~r wi~r a .~ci was ost to a e:aor,
ti~:~ was ro q.~stor as to ti~ .~cis ~n~c
t~r~ss. A sr~ ewa: r a .~ci co.e eo
.o:~ ea.a~ to a e:aor tiar or~ i.re:~e
ewa:~s or oot, are ti~ .~ci co.e i~ i.t
are ts ot t:ar~e r a t~rti o ti~ t.~ t
tooi to t:ar a ii~~ .a~.
E=;@K
1
nr xrcns cr Eicnrcix. arr cr a uxigur .rr. 1nr arr
xcrrirr cx xrrirvai Durcrrax ixacrr, crar.rr ix ax rra
vnrrr xass xaxurac.urr is uxxxcvx, axr ccxs.ruc.rr vi.n
ax.igur xacnixrr, naxr.ccirr rar.s, axr xassivr axcux.s
cr narr rnsicai iarcr. 1nr arvaxcrr xrcna cr araxrsr
axixr navr xc rrarixc cx ;iX^feD\Z_. ixs.rar, ccxsirrr
.nr Gu.rxrrrc rrrss, naxrxarr xusxr.s vi.n cus.cxr..rr
ruiir.s, axr ra Vixcis rixc xacnixrs. 1na. is .nr nis.cricai
ircac ix vnicn .nr Draccx\rcns arr s.rrrrr.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|l
c++.

1i~ ~a:, .~cis w~:~ i.t :.a:, o


wooe are stor~, wti :or r:ast:.ct.:~s
.re~:,r t a. :ow, ti~ i~st .~ci |oci
~,s ~:sora, co..ssor c.sto.i.t
st~~ .~cis wti .ti:a o: aea.artr~
a:.o:. 1i~ i..ars ia~ .ast~:~e iasc
:or corst:.ctor .~tioes, ti~ ~~s ia~
.aca, i~rt str t:~~s rto ti~
sia~s o .~cis, are ti~ o:cs ia~ ~a:r~e
to cio eowr i.~ o:~sts to i.e c:.e~
wooe~r .~cis. :o.~ .a~s ia~ att~.t~e
ti~ corst:.ctor o .ass~, ioow o~.s
wici a:~ ~ss~rta, ar.at~e .~cis. :o.~
:~o:ts ~~r sa, tiat o. r~c:o.arc~:s
:~ar.at~ ti~ ioe~s o ~~e e:aors rto
r~c:o.artc ior~.~cis.
+
KG;A=LQ
\
ost .~cis a:~ .s~e or, o: at:os,
:aes, are oti~: co.iat ~x~:cs~s.
At~: ti~ iatt~ ~res, ti~ c:~w s~~is si~t~:
r ts ro:.a :~.~: a s.:ac~ ct,, ar .re~:
:o.re co.~x, o: ~~r a a:~: ct,.~ci.
1i~ c.t.:~ o .~ci |oci~,s a:~s :o.
:ac~ to :ac~ i.t ra:ai, :~~cts ti~
co.~tt~, a:~ss~ rat.:~ o ti~ .~ci
|oci~,s ti~.s~~s. vi~r o.t o ti~:
.~cis, ti~, wai wti a swa~: r ti~:
st~, are .re~:stareai, so: it tai~s r~:~s
o st~~ are i~ro.~ra :~~x~s to wr a
iatt~ r a .~ci. \~ci |oci~,s o ti~ sa.~
sq.ae o: ~~t w nit i~ i:oti~:s r
iatt~, i.t on ti~ n~e ti~, co.~t~ rc~s
sart,. D~~ eowr, a :o.e .~ci |oci~,
.it :~s~rt ti~ act tiat is ~ was sa~e
i, a coio:ts c:aci siot, s~~r t or, as ar
att~.t to siow on.
Cr ti~ iatt~n~e, tis co.~ttor .ar
~sts ts~ as a ia:~, cortar~e iatt~ .st.
\~ci |oci~,s :o. en~:~rt a:.~s i~a:
orstarer :.e~s aarst ~aci oti~:. A
ewa:~r ot e~~at~e i, ar ~~r .~ci w
:~.~.i~: ~~:, e~ta o is ~r~.,, sto:r
t awa, o: .t.:~ .s~. i i~ sits tiat .~ci
r a .t.:~ iatt~, i~ w o o.t o is wa,
to ~ra~ t. 1is rat~ ~:sorat, t:at
ias :o~r enc.t to cortar, ~s~ca,
a.or ti~ ~r~:a, :~.~rt~e o:c~s o
ti~ :t~rar Cor~e~:ac,. l~:sora :.e~
.atci~s a:~ onca, on.ts to .~ci
|oci~,s o a cz~e :ac~s (o:cs rat.:a,
rot ar rto tiat cat~o:,), i.t orc~ ti~
.~cis a:~ r ti~ n~e, ti~: s.~:o:s ot~r
ooi ti~ oti~: wa,, irowr . w~ tiat
ti~:~s ro ort r :~ttr o~: so.~tir
ti~, cart sto. ir iatt~s ror .~ci
~~ts wti orstarer :a:~s, t s c.s
to.a:, to e~ca:~ sio:tt~:. c~as~n:~s
so ree.a .~cis car a: . are :~so~
ti~: :.e~s + + +.
1i~ a:~st .~cis s.o:t .t.~
o.ators. 1i~ .a|o:t, o a soca~e ct,
.~cis o.ator s c:~w, car s.o:t
~:sorr~, are .ta:,. A s.a i.t :owr
cae:~ o w~ati, a:stoc:ac, ias i:i~e ts
wa, rto ti~ o.ators o s~~:a ct,
.~cis, iiitr a corstart :oi~.:
e~t~:.rr wio s .s~. or a ct,.~ci.
Ct,.~cis a:~ i, a: ti~ sa~st ac~s to
~ or .oe~:rea, Eiort, are r ti~:
~a:, ea,s, .ost iae st:ct :.~s corc~:rr
wio co.e ~ or ioa:e. 1i~ c:~w was .ost
a.ai~, oow~e i, .ta:, ~:sorr~.
Cars co.e n ti~ sots tiat :~.ar~e
i.t or, rsoa: as ti~, w~:~ .s~. to ti~
.~ci. 1i.s, iacis.tis, ~rr~~:s, are
oti~: s.ci :o~ssors w~:~ w~ :~:~
s~rt~e, a:.~:s are t:aetora c:ats.~r
w~:~ :~s~rt or, to ti~ ~xt~rt tiat ti~:
sis co.e i~ ~x~:cs~e are .s~e or ti~
.~ci, are .r~:s, iari~:s, are oti~: s.ci
s~casts w~:~ co.~t~, ais~rt. Vst
r t:ae~:s (a .s~ .re~: wici .ar, ar
ae~rt.:~: ot or ioa:e) w~:~ ~:.tt~e
o: sio:t ~:oes, :oe~e ti~, iae r~~e~e
ooes (o: a iare, i:i~).
l.~s o~:rr r :~q.:~.~rts a:~
st:r~rt, ~s~ca, r ti~ aw. :t~rar
Cor~e~:ac, are ti~ L~or, two o ti~
~a:~st actors to i.e ct,.~cis. \
ta:, aw :.~s or ti~ ct,.~cis, are co.:ts
are a |.e~ a:~ corse~:~e .x.:~s ar
.r:., ctz~r s rt~:~:r wti ti~ .~cis
.rctorr. C:.~ o: a:it:a:, as t .a, i~,
ti~ o.ator s.o:ts t, src~ ti~, irow
~:~ct, w~ tiat ti~: owr sa~t, e~~res
or ti~ ct,.~cis s.ooti .rctorr.
C~: t.~, ~xarer sa~t, zor~s ia~ .ae~
ti~ :~se~rc, :~q.:~.~rts ~ss st:r~rt.
\ost ct,.~cis eort ~:c~~ ti~.s~~s as
i~r r ti~ sa.~ stat~ o s~~ tiat ti~, orc~
w~:~, ar attt.e~ tiat ias i~~r i~~e aor
wti ~xt~rs~ i:i~:,. 1i.s, a o:tor o ~aci
.~cis o.ator s row ror~ss~rta. l.~s
o~:rr s.ci ostors a:, :o. .~ci to
.~ci. Cr .ost .~cis, ror~ss~rta ~:sor
r~ a:~ :~q.:~e to a, .orti, :~rt to ti~
.~cis o~:rr o:c~s are a:~ aso :oii
t~e :o. owrr are or ti~ .~ci. (C~:tar
s~ctors o ti~ .~ci car i~ owr~e, ..ci i~
a .oe~:r coreo.r.. wtir a a:~: co.
~x, wi~ oti~: a:~as a:~ corse~:~e co..or
:o~:t, o: :~st:ct~e a:~as.) \ar, a ti~~s
.e ias a:~ae, ~xot~e tis st.ator to
cort:o iaci.a:i~t are owr~:si are ~t
stowawa,s or ioa:e. v~ati, a:stoc:ats ia~
:~so:t~e to i:i~s are r.~rc~ ~eer to
~t sots, wi~ otcs ia~ s.:ac~e corc~:r
r wici :o~ssors a:~ e~ca:~e ~ss~rta.
Da, ~ or a ct,.~ci s ..ci ti~
sa.~ as t .s~e to i~ or ti~ s.:ac~, tio.i
ts s.istarta, .o:~ c:a.~e. D~r ti~
a:stoc:ats ia~ iae to co.~ to t~:.s wti
s.a~: q.a:t~:s. A soca i~:a:ci, o so:ts
ias ~o~e or ti~ .~cis, wti ti~ .ost
:~sto.s q.a:t~:s i~r tios~ .:ti~st
:o. ti~ :o.re. 1is ~o~e rat.:a,
:o. ti~ ac~.~rt o ti~ .~cis cort:o
c~rt~: r ti~ i~ae o: .~: ci~st, are ti~
s.~ act tiat ti~ ii~: a:~as a:~ sa~:.
1i~ ii~st a:~as a:~ occ.~e i, .ta:,
oc~:s, s~ro: .~.i~:s o ti~ G~a:
w:its G.e (o: oti~: o~:rr o:c~s),
are a:stoc:ats. 1i~ .ee~ a:~as (ti~
.~cis ci~st) a:~ wi~:~ ,o. re ti~
~asarts are ti~: co..or a:~as, rc.e
r .a:i~ts, .is, rrs, are ti~ wo:iac~s
o ti~ .o:~ :~s~ct~e :o~ssors (s.ci as
~rr~~:s are i,scars). 1i~ ow~: ,o.
o, ti~ .o:~ .o~:si~e t i~co.~s.
A ct,.~cis ~s a:~ .s.a, i~ttos
~e wti ti~ .~ra aio:~:s wio i~~
ti~ .~ci :.rrr ea, to ea,. l~ow ti~s~
q.a:t~:s a:~ iot, o:~ss~ o.re:~s are
wo:i:oo.s. \ar, stowawa,s ie~ r ti~s~
a:~as. l~ow ti~. a:~ ti~ ~a: o:~sts, ti~
.ass~ ~~s o ~rr~ :oo.s tiat ow~:
ti~ .~ci.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

1i~ ow~st ~~s o ti~ .~ci - ts


~~t are sirs - a:~ ca~e ti~ e~tis.
viats r ti~ e~tis a:~s :o. .~ci to
.~ci. 1i~ i~tt~:i.t .~cis (s.ci as
tios~ o ti~ :t~rars are L~or) t~re to
ia~ .a:e osts, o: ~~r iara:s wi~:~
s.a~: .~cis a:~ sto:~e. 1i~ G~a:w:its
G.es .ost aearc~e ct,.~cis car
io.s~ ~~ts o s.a~: co.iat .~cis r
ti~: o~:sz~e ~~t.
ir oti~: .~cis, s.ci as tios~ o ti~
i:ortooti Cars are ti~ o:cs, ti~ e~tis
a:~ rt~rtora, ~t o~r to o.tse~
s~tt~.~rt are s~a~e o :o. ti~ :~st o
ti~ .~ci. 1i~, ~re
. ~e wti stow
awa,s wio it
tooti are ra to
i~~ ti~: ac~s.
:o.~ a:~ s~tt~e
i, io::e .orst~:s
o: ~ i..aroes
ooir o: :oosts.
vi~ tis s t~::
,r to tios~ wio
~ or ti~ ~~s
o ti~ .~ci cos
~st to ti~ e~tis,
t s~:~s a :oe.c
t~ .:os~: 1i~
.~ci s ~xt:~.~,
ec.t to ioa:e.
viat~~: ~s r
ti~ e~tis its
ia:e to i~~ o.t
se~:s at ia,. C:c
.~cis r a:tc.a:
a:~ roto:o.s,
~ r tis :~a:e.
C:.~ o:c tasi.as
t~:s .ai~ ~xa.~s
o .r:., sa~s i,
tossr ti~. rto
ti~ e~tis, wi~:~
ti~, a:~ e~o.:~e
i, wiat~~: a:s
ti~:~.
+
AFKA<=9E=;@
D
xc~t o: cocits, n:r o:ts, are
a:~as r~a: o:tio~s, ti~ rse~ o a
.~ci s rat.:a, tciiaci. Dwa:~s eort
.re tis, i.t oti~: :ac~s eo. D~s are
i..ars ..rat~ ti~: .~cis a .ac,
as itr, are s.~ to:ci~s.
Ct,.~cis ~r~:a, ia~ :oo. to wai
a:o.re, i.t oti~: .~cis a:~ rot co.o:t
ai~. 1i~ q.a:t~:s a:~ s.a are c:a.~e.
le~:s ..st sta, r ti~ sa.~ ostors
o: io.:s at a t.~, ti~, ia~ ro :oo. o:
st:~tcir. v~a:r a:.o: oti~: tiar ~ati
~:, st.ee~e ~ati~:, aee~e, o: ie~ s .a:
art~~e to :~s.t r cianr are ist~:s at~:
.o:~ tiar two io.:s o ti~ .~cis i..,,
::~.a: wair. Cia:act~:s att~.tr
to sta, a:.o:~e ..st .ai~ a lo:tt.e~ sa~
~~:, io.: (DC I) o: ~ r to ti~ es
co.o:t are eon ti~: a:.o: - ti~, ia~
:oo. to eo so. 1i~:~s ro :oo. to tai~ on
iaat~ o: . at~. Cia:act~:s wio i~~
.rco.o:tai~ a:.o: or s.n~: I i o ror
~tia ea.a~ ~aci ea,. \~ci |oci~,s w~a:
a s~caz~e o:. o
a:.o: ca~e ots
a:.o: (e~sc:i~e or
a~ II).
\~cis wai r a
|a::r, |~:i, asi
or tiat s a: .o:~
ai:.t tiar ti~
s.it~ swa,r o a
ct,.~ci. 1i~ n:st
t.~ a cia:act~:
ioa:es a .~ci oti~:
tiar a ct,.~ci, i~
..st .ai~ a lo:t
t.e~ sa~ (DC Io) o:
s.n~: :o. .~ci
scir~ss e.~ to ti~
|~:i, .otor. \~ci
scir~ss s ~xact,
i~ s~ascir~ss.
\~cisci cia:act~:s
s~re Ie+ io.:s
ra.s~at~e ti~r s.
~: a -I c:c..starc~
~rat, to a :os
.rt ti~,~ s~rt a
ea, ~ttr .s~e to
ti~ .~cis .otor.
A .~cis cort:os
a:~ st:aito:wa:e.
Daci .s.a, ias two
~~:s, as r a tari.
Daci cort:os or~
~. l.si ti~ :it
~~: o:wa:e are ti~
:it ~ aearc~s,
.si ti~ ~t ~~:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

o:wa:e are ti~ ~t ~ aearc~s. l.si ti~.


o:wa:e r ar at~:ratr s~q.~rc~ are ti~
.~ci wais. l.si a ~~: a ti~ wa, are ti~
.~ci st:e~s as a: as t car, .si t iawa,
are ti~ .~ci tai~s a sio:t~: st:e~.
lotr a .~ci corssts o ~a:rr
iow to t.~ ti~ .otor o ti~ ~~:s. 1i~
ot ..st corr~ct is owr ~:sora ir
~sti~tc s~rs~ to tiat o ti~ .~ci. Aoe
r io.e~:s wi~ wair ac:oss a :oci,
n~e :~q.:~s .or ti~ ~s r en~:~rt
st:e~s wti ~aci st~, wici or, ti~ i~st
.~ci |oci~,s car eo wti ar, so:t o s~~e
o: :~csor. ..r :~q.:~s ..r
ti~ ~s to ti~ .ax... st:e~ at |.st ti~
:it .o.~rt, ti~r .ttr ti~. r ti~
:it ostor wi~r ti~ .~ci ares. 1.:r
r :~q.:~s .or or~ ~ o:wa:e are
ti~ oti~: iaciwa:e at |.st ti~ :it :at~.
A o ti~s~ t~cirq.~s a:~ ia:e to ~a:r
are enc.t to .ast~: (~s~ca, src~ ti~
cors~q.~rc~ o a.:~ car i~ tor o~:
are ea.ar ti~ .~ci).
A oto~:at~e w~aor s ~r~:a,
cort:o~e wti a .~ta st:.t o: a:. tiat
~xt~res :o. ti~ cocits wa. 1i~ ot
.o~s ti~ w~aor i, .or tis o~:sz~e
|o,stci, wios~ .otors a:~ a.n~e
are ..ci~e i, ti~ .~cis a:.. i t s
ar ax~ o: oti~: .~~~ w~aor, ti~ ot
..st swr ti~ |o,stci r ti~ :it .otor
:~at~ to ti~ ostor o ti~ .~cis :~a
a:.. i t s a st~a. carror o: oti~: :ar~e
w~aor, ti~ ot ..st a. ti~ a:., ti~r
.si a i.ttor to n:~.
:rc~ t s r~a:, .ossi~ o: a two
iare~e c:~at.:~ to cort:o two |o,stcis are
two ~~:s at orc~, aearc~e .~ci |oci~,s
.oe, ti~: cort:os to .ai~ ti~. ~as~:.
Cr~ co..or aeatator s ti~ aeetor o
a io:zorta ia: i~tw~~r ti~ two ~ ~~:s.
1i~ ia: ias a ia |ort or ~aci ~re, are ti~
~~:s a:~ ~r a tt~ ~~wa, at ti~: ias~,
ti~ ia: car i~ .s~e to cort:o ioti ~~:s
at orc~. 1i~ ot s., :ass ti~ ia: r
or~ iare are ti~r sits ti~ st:~rti o is
iare to .o~ or~ ~~: o: ti~ oti~:. l.sir
o:wa:e or ti~ c~rt~: o ti~ ia: i:rs ioti
~~:s o:wa:e, .r iaci eo~s ti~ sa.~
tir. its s.a: to .sir a ic,c~ wti
or~ iare or ti~ iare~ia:s.
:t~a.ow~:~e .~cis :~q.:~ a:~
a.o.rts o wat~:, as w~ as .~. us.a,
tis s coa o: wooe. vi~r i.:r~e, tis .~
i~ats ti~ wat~: :~s~:~s to ti~ ior ort,
:oer ti~ st~a. ow~:. 1i~ .~cis a:~
e~sr~e to s.ci wat~: ti:o.i nt~:s r
ti~: ~~t wi~r~~: ti~, ass o~: a :~:
o: st:~a., i.t ti~ .~ car i~ .o:~ enc.t
to co.~ i,. ir ac~s wtio.t a:~ t.i~:
:~s~:~s, wooe are coa ia~ i~co.~ :c~,
co..oet~s. \~cis tiat .tz~ s.ci ow~:
so.:c~s ia~ i.tr .~, s,st~.s o:
tr i.ci~ts o coa rto ti~ .~ci. 1i~
.~,ow~:~e i.ci~t i:ae~s car ~~r
i~ ow~:~e i, ti~ .~cis st~a. ~rr~,
.~ s tiat co..or. :o oti~: ire o
.~ci :~q.:~s .~ ~xc~t o: cociwo:i
.~cis, wici r~~e a sio:t i.:st o .~ orc~
~~:, w~~i. 1i~: r~~es a:~ so .r.a tiat
ti~,:~ rot wo:ti i~~r t:aci o.
Co...rcator i~tw~~r .~cis tai~s
ac~ r a a:~t, o wa,s. A.ost a ~~r
.~cis .s~ .ac t~.s o: s~s tiat aow
t~~atic co...rcator. Dwa:~r ct,
.~cis, as w~ as a:~: .~cis wti :oo.
to sa:~, rco:o:at~ st~a. ow~:s s.ci as
wa~.ai~:s. \~cis wtio.t ti~s~ .x.:~s
.s~ sra as. 1i~ ~xact sras a:, i,
:ac~ are actor i.t car :ar~ :o. s.~
(o:c .~cis .s.a, ia~ or, ti:~~ as:
attaci, :~t:~at, are sto) to co.~x
(ti~ .~cis o ti~ L~or ia~ .o:~ tiar
two eoz~r as tiat ia~ en~:~rt .~ar
rs wi~r co.ir~e wti ~aci oti~:).
\~cis estr.si ti~: a~arc~s r
a r..i~: o wa,s. G~r~:a a~sti~tcs a:~
or~ .~tioe, ts ~:, ~as, to t~ a ewa:~r
.~ci :o. ar ~~r .~ci at a arc~, are
ti~ a~arc~ o ar, .~ci tai~r o~: i,
ti~ i:ortooti cars.~r s oio.s. l~,ore
tiat, a .~ci w , a a recatr ts
.~cieo., o:, or ti~ a:~: .~cis, s.,
art ti~ a o: a coat o a:.s or ts a:.
o: to:so. \ta:, rsra a:~ co..or,
art~e or, as w~ as ~:sora rsras as
ti~ ot :~~:s.
lra,, c~:tar as a:~ .r~:sa. A si,
i.~ a .~ars a .~:ciart o: t:ae~:. \~ci
t:ae~:s .s~ ti~s~ as to nre c.sto.~:s r
t~::to:~s tiat wo.e i~ iost~ to ar,or~
~s~. \~cis wti s.ci as a:~ st s.i|~ct
to sc:.tr,, ~s~ca, ti~, a~a: r
r..i~:s o: r ar, wa, a~a: to i~ .ta:,
.~cis, i.t ti~ i.~ a w i~~ ti~.
:o. i~r iowr awa, at a estarc~ i~o:~
ti~, ~~: ~t to tai.
-
DscRI1ION AND
cONs1Ruc1ION
A
.~ci car i~ i.t i, ar,or~ wti si,
a ot o oe, are a i.~ aio: oo. ir
ti~o:,, ti~ n~e s we~ o~r, r :actc~,
or, w~ o:arz~e (o: ~xt:~.~, r..~:
o.s) soc~t~s car coii~ to~ti~: a iatt~
.~ci, ..ci ~ss a ct,.~ci.
la,~: cia:act~:s car i.e ti~: owr .~cis
to n~e aarst e:aors, ~r~., .~cis, are
oti~: o~s. 1i~, car aso ae~rt.:~ or ioa:e
ti~ a:~: ct,.~cis, ~xo:~ ti~ i.:r~eo.t
i.sis o w:~ci~e o: arc~rt .~cis, iatt~
aarst ~r~., .~cis, are :~s~a:ci r~w wa,s
to .:o~ .~ci t~ciroo,.
1is s~ctor co~:s ti~ e~sc:tor are
corst:.ctor o .~cis. 1i~ two tocs a:~
co~:~e to~ti~: i~ca.s~ i, esc.ssr a
.~cis corst:.ctor, w~ w s..tar~o.s,
e~ta ts e~sc:tor.
-
OwR sOuRc
\
~cis a:~ cassn~e i, ti~: ow~:
so.:c~s. l, tis .~as.:~, n~ t,~s
o .~cis ~xst: st~a.ow~:~e, .arow
~:~e, cociwo:i, ar.at~e, are .re~ae.
:t~a.ow~:~e .~cis a:~ ti~ .ost :~a
~rt. 1i~ n:st .~cis to i~ i.t w~:~ st~a.
ow~:~e, are .ost r~w .~cis cortr.~ to
.s~ st~a. as ti~: ow~: so.:c~. Dwa:~s
are i..ars a:~ ti~ :~eo.rart .s~:s o
st~a.ow~:~e .~cis. 1i~s~ .~cis a:~
e.:ai~ are :.~e, i.t aio:rt~rs~ are
.r~:ai~ to .~ciarca .sia.
\arow~:~e .~cis a:~ :.t~ cor
st:.cts tiat ..c ti~ .~cis i,sca sia~
are ait~s .sr a .o:~ artq.~ ~rr~
- i..ar aio:. 1i~ t,ca .arow~:~e
.~ci :~q.:~s eoz~rs o: i.re:~es o sa~s
tor c~as~~ss, to i~~ t :.rrr. C:cs
a:~ ti~ or, :ac~ to .s~ .arow~:~e .~cis
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

~xt~rs~,. 1i~s~ .~cis a:~ sow, c..i~:


so.~, are .r~:ai~ to sa~ :~ots.
Cociwo:i .~cis a:~ r .ar, :~s~cts
s.a: to st~a. o: .arow~:~e .~cis,
i.t ti~: :~csor c:ats.arsi are
~xt:ao:era:, corst:.ctor s~t ti~. aa:t.
Cociwo:i .~cis a:~ ow~:~e i, s:rs,
~re...s, are oti~: s.ci .~ciars.s.
viat .ai~s ti~. s~ca s ti~ ~xact
t.e~ o ti~: e~sr. A cociwo:i .~ci
s ~:oeca, wo.re i~ a coci. lo:
s~~:a ea,s ti~:~at~:, a ti~ ow~: t
r~~es co.~s :o. ti~ .rwrer o ts
.~ciars.s. D~:, sr~ co.or~rt
o ti~ .~ci s corr~ct~e r ar ~~art,
co.~x s,.ior, o i:ass are st~~. 1i~
wrer :oc~ss :~q.:~s ~xt:~.~ o:c~
- ~r~:a, t ~rtas t.:rr a .ass~
s:r :.rrr ti~ i~it o ti~ .~ci
- are ti~ cociwo:i .~ci rco:o:at~s
st~a. o: .arow~: orc~ ~~:, ~w ea,s to
wre ts~. C.tse~ o tis :~.~r :o
c~ss, iow~~:, t :.rs or ts owr ow~:.
Cociwo:i .~cis a:~ ~xt:~.~, ow~:.
are ~xt:~.~, :a:~, iar i~~r s~~r or,
r ti~ iares o ii~~ ~a:w:its. it s
:..o:~e tiat ti~ \ast~: l~osto:, ioes
~~r .o:~ aearc~e e~srs.
Ar.at~e .~cis a:~ i~ .ass~, io
ow o~.s. lati~: tiar i~ :art~e .
t~e rt~~rc~, as t:aetora o~.s
a:~, ti~, a:~ ~reow~e so~, wti a
:.e.~rta:, ir~sti~tc s~rs~ tiat ~ts
ti~. .o~ ti~: ioe~s r :~sors~ to
ti~: co..are~:s ws. Cr, ti~ ~~s
w~e s.ci .~cis, wici a:~ .aca,
corst:.ct~e. 1i~s~ .~cis a:~ i, a: ti~
ast~st are .ost a~, are ti~: .aca
a:s~ras a:~ e~ae,. l.t ti~, ia~ or~ ata
w~air~ss, wici ti~ ewa:~s a:~ ~a:rr
to ~xot ~x~:t,: 1i~ corc~:t~e .s~
o c.-! +.c s~s car :~re~: ar.at~e
.~cis ro~:ai~.
ure~ae .~cis a:~ a :a:t,. Krowr or,
ti:o.i ar~ceota ~e~rc~, ti~, a:~
:..o:~e to i~ ti~ :~ar.at~e, :~cor
st:.ct~e :~.rarts o e:aor si~~tors.
vio wo.e :~ass~.i~ a e:aor rto a
.~cii~ c:~at.:~ s .rirowr. :~~:ti~
~ss, ~xo:~:s o Eiorts ~sst:a~~e
:~ors cortr.~ to i:r iaci est.:ir
:~o:ts o .re~ae .~cis. Ltt~ s irowr
aio.t ti~..
1i~ a:o.s ow~: so.:c~s ia~ e~:
~rt st:~rtis are w~air~ss~s. 1ai~ zI
s..s ti~. ..
-
ROI
A
.~cis stats a:~ e~nr~e r ti~ t:ae
tora .orst~: o:.at. 1i~, ia~ it
ec~, attacis, ea.a~, are ait, sco:~s,
|.st i~ ar, corst:.ct. A ~w r~w t~:.s
a, to .~cis, iow~~:, are a ~w oe t~:.s
a:~ e~nr~e en~:~rt,, as oows.
uit Di: A .~cis .s~ eIo o: it ec~, are
ti~, awa,s :~c~~ . it orts ~: it e~.
su: \~ci s~~e s st~e r tactca
t~:.s, as wti ro:.a .orst~:s. La:~ .~cis
car .o~ :~at estarc~s q.ci, e.~ to ti~:
.ass~ st:e~s, i.t r ~r~:a .~cis a:~ rot
caai~ o iis~~e .o~.~rt.
1actca s~~e cor~:ts to o~:are s~~e
at ti~ oowr :at~s:
1cvtc: srtto Ovta:no srtto
o |:. ,
+o |:. ,
o |:. o ,
oo |:. ,
o |:. c ,
co |:. 9 ,
ioo |:. ii ,
i2o |:. i+ ,
i+o |:. io ,
ioo |:. ic ,
ico |:. 2o ,
2oo |:. 2 ,
22o |:. 2 ,
Ac: A:.o: Cass srt :~~art r .ost .~ci
co.iat. Daci .~ci ias ar a:.o: cass, i.t e.~
to ti~: sz~ ti~, a:~ ot~r ar., ~as, to it.
\o:~ .o:tart s ti~ .~cis ia:er~ss, wici
s a .rctor o ts sz~ are .at~:a t,~.
uarunss: A .~ci i.t o :or s .o:~
e.:ai~ tiar a .~ci i.t o stor~. 1is
s :~~ct~e r ti~ .~cis ia:er~ss sco:~.
:.a:,, a Coossa sz~ .~ci ias a e~rs~:
s.~:st:.ct.:~ tiar a La:~ .~ci. it aso
ias .o:~ o~r sac~, .~arr a s.cc~ss.
~r~t:ator s ~ss i~, to it so.~tir
.o:tart. A o tis s :~~ct~e r ti~
.~cis ia:er~ss :atr.
critiaI 1hrshoIus: A i~a, ea.a~e
.~ci .a, s.n~: s,st~. a.:~s or i~o:~
t s co.~t~, e~st:o,~e. \~cis ia~ wiat
a:~ irowr as c:tca ti:~sioes. 1i~s~ a:~
esors o ti~: it orts. At ~aci r~w
ti:~sioe, ti~ .~ci s .o:~ i~, to s.
~: c:tca its. C:tca its ca.s~ rot or,
aeetora ea.a~, i.t aso s~cnc s,st~.
a.:~s (s.ci as a oss o ow~: to ti~ :it
a:., o: co~e .r o:ts).
Daci .~ci ias o.: c:tca ti:~si
oes: :~~r, ,~ow, o:ar~, are :~e. A
.~cis ~rt:, w rc.e~ i:~ai orts, as
a ~:c~rta~ o tota it orts, o: ti~s~
c:tca ti:~sioes. lo: ~xa.~, G:~~r,
\~ow o, C:ar~ z, l~e Io .~ars a
.~ci c:oss~s ti~ ti:~sioe to ,~ow wi~r
:~e.c~e to o o ts sta:tr it orts,
o:ar~ at z o ts tota, are :~e at Io o
ts tota.
1i~ ~n~cts o its at ti~ a:o.s c:t
ca ti:~sioes s e~sc:i~e r .o:~ e~ta
or a~ vI. :ot~ tiat a c:tca ea.a~
ro:~s ti~ .~cis ia:er~ss, src~ t tai~s
ac~ rse~ ti~ .~cis si~.
Attacis: A .~cis attacis e~~re or
ts c:~w. 1is s e~sc:i~e r .o:~ e~ta
r ti~ co.iat s~ctor (s~~ a~ o).
lo: row, i~~ r .re tiat ~~r tio.i
a .~ci .a, ia~ .ar, attacis st~e, t
1AsLc z-I: cOurAkisOn Or uccu rOwck sOukccs
uD sva Dtx ktr roav srtto catw nttos untuvtaat:tvv
:-a,~.--c .g .g |~. |~. .g /.g. /.g. /.g.
|a,~.--c /.g. |~. |~. |~. /.g. |~. .g |~.
C.~c.~ .g .g .g .g |~. .g |~. .g
/.a:-c |~. |~. .g .g /.g. .g |~. .g
uc-ac /.g. /.g. /.g. /.g. .g |~. v-, .~. |~.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

r~~es ti~ :~~art c:~w .~.i~:s to i~


a~ are .rctorr r o:e~: to .ai~
tios~ attacis.
sa/Rah: 1i~ i~it o a .~ci s
e~t~:.r~e i, ts sz~, as recat~e or 1ai~
zz. 1i~ i~it .a, a:, i, . to Io o ti~
recat~e .~as.:~.~rt wti ro ciar~ r
statstcs. 1i~ ac~ o a .~ci s ~r~:a,
~q.a to Iz ts i~it, :o.re~e eowr. 1i~
:~aci s Iz ti~ .~cis i~it. Aar, ti~
~xact e.~rsors .a, a:, ias~e or ti~
.~ci.
savs: \~cis ia~ lo:tt.e~ are l~~x
sa~s. 1i~, eo rot ia~ vow~: sa~s.
A .~cis ias~ l~~x sa~ (wici s a.ost
awa,s r~at~) s rc.s~ o D~xt~:t,
.oen~:s.
AniIity sors: \~cis ia~ :t:~rti are
D~xt~:t, sco:~s. loti a:~ cortr~rt or ti~
.~cis sz~ are ow~: so.:c~. :o.~ .~cis
.a, i~ c..s, i.t ow~:., wi~ oti~:s a:~
a~ i.t w~ai.
As wti a corst:.cts, .~cis aci a
Corstt.tor sco:~. \~cis eo rot ia~
irt~~rc~, Cia:s.a, o: vseo. sco:~s.
1i~ .~cis ti~.s~~s a:~ r~~: s.i|~ct to
~n~cts o: ci~cis corc~:rr ti~s~ stats,
s.ci ~n~cts o: ci~cis rst~ae an~ct ti~:
ots are c:~ws.
ayIoau units (u): 1is r~w t~:.
e~sc:i~s iow .ar, ~o~ are w~aors
a .~ci car s.o:t r aeetor to ts
iasc s.~:st:.ct.:~, a:.o:, are ~rr~s.
Cr~ \~e.. c:~at.:~ o: w~aor tai~s
. or~ a,oae .rt, a La:~ c:~at.:~ o:
w~aor tai~s . two a,oae .rts, a E.~
c:~at.:~ o: w~aor tai~s . o.: a,oae
.rts, are ti~ :o:~ssor eo.i~s at ~aci
rc:~.~rt ti~:~at~:.
Lr sac~ (o: ct,.~cis) :~q.:~s aee
tora a,oae .rts. 1i~ aiso.t~ .r... s
r sac~ ~q.a to ti~ c:~at.:~s lu (-..,
a \~e.. c:~at.:~ wo.e :~q.:~ I lu o:
wo:isac~ are I lu o: r sac~). 1is s
sa~i~ io.sr -|.st ~ro.i :oo. to ~
eowr i~se~ a wo:istator. :o:.a .~ci
r coretors :~q.:~ eo.i~ ti~ c:~at.:~s
lu (-.., a \~e.. c:~at.:~ :~q.:~s I lu
o: wo:isac~ are z lu o: r sac~). 1is
s st q.t~ c:a.~e i.t at ~ast rc.e~s
~ro.i :oo. o: a i~e are a ~w oss~ssors.
A:stoc:ats, .~ci |oci~,s, s~ro: ~rr~~:s,
are ii:arir .ta:, onc~:s ~r~:a,
ia~ I o: .o:~ lu o: r sac~.
la,oae :~q.:~.~rts o: co..or
sac~s (itci~rs, .a:i~tac~s, .~ss ias,
:~c:~atora a:~as, ~tc.), a:~ ass..~e to i~
rc.e~e r ti~ ro:.a r sac~ as ar
a~:a~e n.:~. 1is s ar aist:actor, i.t
t .ai~s ti~ .~cie~sr :oc~ss s.~ are
ast. (its c~:tar, a ot ~as~: tiar cac.at
r itci~r are .a:i~tac~ :~q.:~.~rts
o: a ct, o I,ooo :~se~rts .)
la,oae :~q.:~.~rts o: w~aors ~r
~:a, rc.e~ sac~ o: a...rtor are
:~oaer, .r~ss rot~e oti~:ws~.
1i~ .~ci ts~ occ.~s a sac~ ~q.a
to twc~ ts a,oae .rts. lo: ~xa.~, a
E.~ .~ci sto:~e or ioa:e a ct,.~ci
wo.e occ., lu.
la,oae .rts car aso i~ .s~e o: t:arso:t
r :aw .at~:as. ir ~r~:a, I lu s s.nc~rt
to ca::, a o..~ .~as.:r :o.i, oxoxo ~~t
(zIo c.ic ~~t), o: a w~it o I,ooo o.res.
crw: Dn~:~rt ires o .~cis :~q.:~
en~:~rt ires o c:~ws. \arow~:~e .~cis
a:~ ~xt:~.~, aio: rt~rs~, src~ ti~ ~rt:~
.~ci :.rs i, .arow~:. :t~a.ow~:~e
.~cis aso r~~e a ot o iares or ioa:e to
i~~ ti~ n:~s stoi~e are .artar .acir~:,.
Ar.at~e .~cis :~q.:~ s.istarta, ~ss
c:~w (.ost, |.st .rr~:s are tactca stan),
wi~ ar .re~ae .~ci :~q.:~s or, a sr~
r~c:o.arc~: to cort:o t. A .~cis :on~
w recat~ ts c:~w :~q.:~.~rts.
iring orts: ir a s.a .~ci, a ti~
ass~r~:s a:~ r~a: ti~ ~e~s are car n:~
:ar~e w~aors ti:o.i n:r o:ts. 1i~
a:~: a .~ci i~co.~s, ti~ ow~: ti~ :o
o:tor o ts ass~r~:s tiat s r~a: ti~
~e~ are ias acc~ss to n:r o:ts. 1i~ n:r
o:ts ~rt:, s e~t~:.r~e i, a .~cis sz~. it
recat~s wiat ~:c~rta~ o ti~ .~cis
tota a,oae .rts a:~ r~xt to n:r o:ts.
l~.~.i~: to aee ~:tca i~it rto ti~
:ar~ e~t~:.rators o: siots n:~e :o.
ii . or a:~ .~cis.
owr sour: As e~sc:i~e aio~. A
.~cis ~rt:, rc.e~s a e~nrtor o ti~
ow~: so.:c~ tiat :.rs t.
-
sIz
A
.~ci s corst:.ct~e i, e~t~:.rr
ts sz~ are t,~, c.sto.zr a:o.s
co.or~rts, are aeer w~aors. Cor
st:.ctor w i~ e~sc:i~e r .o:~ e~ta
at~:, aor wti ro:.ator or :cr.
lo: row, ~ts ooi at ti~ a:o.s co.o
r~rts o a .~cis :on~.
1i~ n:st corse~:ator r a .~cis :o
n~ s ts sz~. 1is e~t~:.r~s ti~ :ar~
o ts a,oae are i~it. 1i~ t,~ wi~r
co.ir~e wti ti~ sz~ ti~r e~t~:.r~s ti~
1AsLc z-z: 1xricAL uccu 1kAi1s sx sizc
stzt ru uttcnv stzt uoo. uaontss rtatnc roavs unauto Duc.
|ag- io |:. -i +o ioo ico
.g- i |:. -2 +o ioo icc
Gaga:.a io 2 |:. -+ +o ioo icio
C~.~a. io |:. -c +i co ici2
C~.~a. || 2 o |:. -c +2 o co
C~.~a. ||| o+ |:. -c ++ 2ci2
C~.~a. |v i2c iio |:. -c +o +o co
C~.~a. v 2o io |:. -c +c o ci2
C.:,-c / i2 2+o |:. -c +io 2o co
C.:,-c s i,o2c oo |:. -c +i2 ic +ci2
C.:,-c C 2,oo +o |:. -c +i+ io 9co
C.:,-c | +,ii2 cio |:. -c +io i+ ci2
C.:,-c | c,22+ i,2oo |:. -c +ic i2 iico
C.:,-c | io,++c i,coo |:. -c +2o io oci2
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

:ar~ o: ti~ :~st o ti~ att:i.t~s. A .~ci


car ~xc~~e ts ro:.a sz~t,~ :ar~, i.t
tis :as~s ti~ cost.
1i~ sz~ .oen~: a~s to ti~ .~cis
AC are .~~~ attaci ior.s~s.
Daci ree.a .~ci t,~ ias ts owr
:on~ ias~e or ts sz~, as oows. 1i~s~
:on~s rc.e~ c:tca it tai~s o: ~aci
.~ci t,~. 1i~s~ c:tca it tai~s w i~
~xar~e r .o:~ e~ta at~:.
-
MANuVRABII1Y
l
o: ti~ .:os~ o s.ct,, a .~cis
.ar~.~:ait, s ri~e to ts sz~ are
ow~: so.:c~. \o:~ ~xi~ .~cis car i~
i.t i.t ti~, a:~ .o:~ ~x~rs~.
1i~ ias~ .ar~.~:ait, cass~s i, .~ci
sz~ a:~ as oows:
stzt untuvtaat:tvv
|ag- G~~c
.g- G~~c
Gaga:.a /.-ag-
C~.~a. /.-ag-
C~.~a. || /.-ag-
C~.~a. ||| |~~
C~.~a. |v |~~
C~.~a. v |~~
C.:,-c / C..,
C.:,-c s C..,
C.:,-c C C..,
C.:,-c | C..,
C.:,-c | C..,
C.:,-c | C..,
\ar~.~:ait, s ti~r .oen~e i, ti~
.~cis corst:.ctor t,~, as oows. :o
.~ci car i~ wo:s~ tiar c..s, o: i~tt~: tiar
~:~ct wi~r t co.~s to .ar~.~:ait,.
rowta souact untuvtaat:tvv
:-a,~.--c |~ ~c.|-
|a,~.--c -i .c--:
C.~c.~ +i .c--:
/.a:-c +i .c--:
uc-ac -i .c--:
vti :~a:e to .~cis, .ar~.~:ai
t, cass~s a:~ e~nr~e as siowr r 1ai~
zI. :ot~ tiat .~ci .ar~.~:ait, s ~~r
.o:~ c..i~:so.~ tiar ti~ t,ca it
.ar~.~:ait, rc:~.~rts - .ost .~cis
a:~ ia:e, :ac~..
Rvrs: \~cis o ~:~ct .ar~.~:ai
t, car swtci i~tw~~r o:wa:e are :~~:s~
.o~.~rt at ro ~rat,. At ooe cass, ti~
.~ci ..st ~x~re Io t. o .o~.~rt to
swtci to :~~:s~. \~cis o a~:a~ o: wo:s~
.ar~.~:ait, carrot .o~ r :~~:s~.
1urn: 1i~ a.o.rt o o:wa:e .o~.~rt
ti~ .~ci ..st .ai~ to t.:r. \~cis wti
~:~ct .ar~.~:ait, car wi~~ r ac~,
wi~ oti~:s ..st .o~ o:wa:e r o:e~: to
.ai~ a t.:r.
1urn in Ia: 1i~ a.o.rt o s~~e tiat
ti~ .~ci car s~re to t.:r r ac~. \~cis
o oo: o: c..s, .ar~.~:ait, carrot
t.:r r ac~, ti~, ..st .o~ o:wa:e r
o:e~: to t.:r.
Maxinun 1urn: 1i~ .ax... a.o.rt
tiat a .~ci car t.:r r or~ :o.re.
1ri chks: 1i~ .oen~: to ti~ .~cis
t: ci~cis. 1i~ ~ss .ar~.~:ai~ a .~ci s,
ti~ ~ss iaarc~e t s, are ti.s ~as~: to t:.
cIinn: v~ iaarc~e .~cis car c.i
cn ac~s, cast~ was, are oti~: oist:.c
tors. 1is s .ae~ .sr ti~ ots \~ci
lot si, as e~sc:i~e or a~ . \~cis
o ~:~ct .ar~.~:ait, car eo so at ro
~rat,, .~cis o ooe .ar~.~:ait, ia~
a -+ ~rat,, are oti~: .~cis carrot c.i.
un: As wti C.i, tis e~sc:i~s
wi~ti~: a .~ci car |.., are so, wiat
~rat, s a~e. ..r s e~sc:i~e or
a~ .
cIaran: Eow ii ti~ .~ci car st~,
as e~sc:i~e or a~ .
1AsLc z-1: uccu uAncuvckAsiLi1x cLAsscs
rtartcv cooo Avtact rooa c:uusv
|-.-- |-- -io |:. |~ |~ |~
1. /, 9o2o |:. +2o |:. +2o |:. ++o |:.
1. . |.ac- /, +9o-2o |:. ++-2o |:. |~ |~
|a.. 1. /, /, 9o + +
1., C-c ++ +o +o -+ -c
C..: \- -+ |~ |~ |~
j., \- -+ -c |~ |~
C.-aac- + -.g: i2 -.g: i2 -.g: i+ -.g: i+ -.g:
+
KL=9E%HGO=J=<
E=;@K
:
t~a.ow~:~e .~cis .s~ .ass~ st~a.
~rr~s to ow~: ti~: actors. las~e or
ti~: sz~, st~a.ow~:~e .~cis ia~ ti~
oowr ias~ :on~.
owr sour: :t~a..
hysiaI Aaran: :t~a.ow~:~e
.~cis a:~ a:~ are o.e. 1i~: ~rr~s ~r
~:at~ t:~.~reo.s ros~ are i~at. A st~a.
ow~:~e .~cis a:~ eott~e wti ci.r~,s
are s.oi~stacis tiat corstart, :oe.c~
st~a. are s.oi~.
critiaI 1hrshoIus: G:~~r, \~ow o,
C:ar~ z, l~e Io.
crw: z o a st~a.ow~:~e .~cis
lu ..st i~ c:~w. lo: s.a~: .~cis tis
rc.e~s a .~ci |oci~, are .rr~:s. A .~ci
|oci~, wti ti~ \~cie~xt:o.s ~at .a, i~
ai~ to tai~ o~: ti~ :o~ o a .rr~:.
ir a:~: .~cis, c:~w rc.e~s a .~ci
co..are~: (ii~~ .~ci |oci~,),
assstart ots (ow~~ .~ci |oci~,s),
a raato:, are or~ o: .o:~ ~rr~~:s, as
w~ as coa.~r to stoi~ ti~ n:~s. ir ct,
.~cis, tis rc.e~s aio:~:s (wio sio~
coa rto .:rac~s, ai:cat~ sa:~ a:ts,
are c~ar ~rr~ :oo.s), a ~~t o ~r
r~~:s (o: ~~:,tir :o. .a|o: :~a:s
to :o.tr~ .art~rarc~), are a so:ts o
s.o:t ~:sorr~.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

1AsLc z-4: s1cAu-rOwckcD uccus cki1icAL ui1s


ko:: av 1natsno:o (o) catvtc: utv
cattn xt::ow Oanct kto ktsu:v
oi-2 oi-io - - C~,~-: caag-. /::ac ca.- -:a c.:.ca. caag- :.: ~:.g ~-.
2o-+o ii-2 - - |-.- .-a. |-c .~- 2 : ac 2. |:. ~| ,--c -ac ~.c .:.. .-a . -,a.-c.
+i- 2o-+o oi-i - :-a ,.,- caag-. |-c . |~.- . ,.ac- |~ ~- ~.c .:.. :ac., ,.,- :a- ~.-. |: .~- .: -: ac:.~.
1. a,,..- :~ a.. ~:~ac .-a,~ ac -..,-: ,~.--c :, :- a. :-a -g.-.
o- +i- io-2 - / -.a, caag-. |-:-.- a ac~.,. 1a: a . |~.- . ,.ac- .:.. caag- . -,a.-c. v-a,~ ~ :a: a ca~: :- .-c.
o-9 o-o 2o- - C- .-g . caag-c. ,--c . a..-c, a-..-a:...:, c~, :, ~- ca:-g~,.
9o-9c i-co o-+ oi-io G,~c~,- caag-. |-c .: a- a |-|- a.- (|C io) ..: -.-, ~.- ~ |a.. ~.-. |-c .|- a -+ ,-a.:, :~ :., c-c.
99-oo ci-c +o-o ii-o s~..- caag-. |-c .~- ,~.- |~ ic+ ~.c. |: ca :a- ~ ac:.~ c..g :a: :.-.
co-9 oo- i-o C.: ~| c~:~.. 1- ,..~: .~- c~:~.. |~ :- -: ic+ ~.c, c-:-.- :- -c ~.--: ac a::ac ac~.,.
9o-9c o-c i-o -c~ca, :~..- -,.~.~. / -c~ca, :~..- -,.~c-, c-a..g a acc.:.~a. co ,~.: ~| caag- :~ :- -c.
sac., :~..- a- ., |~ :- ,~.- .~.
99-oo co-9 i-c :-a .-a. 1- -:.- -c . .cc-., |~~c-c ..: .a.- ~| ca.c.g :-a. /.. c-a:.- ~ :~ac a.- a o cac-
~| :a.g ic ,~.: ~| :-a caag- -ac ~.c. |-~.. :- o cac- -ac ~.c. 1. c~:..- .:.. :- .-a . -,a.-c.
9o-9c co-9 C~:~. caag-c. 1- -c c~:~. ~~ . caag-c. 1- -c ca~: :- c~:~..-c .:.. :- caag- . -,a.-c.
|: ca~: .a., .- .-a,~, ~ c~ a,:.g -.-.
99-oo 9o-oo |a. :~..- -,.~.~. 1- -c a. :~..- -,.~c-. |: .|- ioco ,~.: ~| caag-. /.. c-a:.- ~ :~ac :- -c
.|- ico ,~.: ~| caag- |~ |a- ac :-a. 1- -c .~- a.. ,~.- .:.. :- a. :~..- . -,a.-c.
C~:...g |- c-a. a acc.:.~a. 2co ,~.: ~| caag- :~ :- -c ,- ~.c |~ :- -: ico+2 ~.c. ||
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

E9F%HGO=J=<
E=;@K
\
arow~:~e .~cis .s~ io:e~s
o tor sa~s to ow~: ti~:
actors. las~e or ti~: sz~, .arow~:~e
.~cis ia~ ti~ oowr ias~ :o~.
owr sour: \arow~:.
hysiaI Aaran: \arow~:~e
.~cis aci ti~ s.oi~i~cir ci.r~,s
o st~a. .~cis i.t ti~, sia:~ ti~ ros~.
ir ti~ cas~ o .arow~:~e .~cis, ti~
ros~ s ti~ :i,ti.c o.rer o e:..s,
ti~ :.rts are sc:~a.s o ti~ sa~s, are
ti~ ar. sq.~ar o st:arr ~a:s.
critiaI 1hrshoIus: G:~~r, \~ow
oo, C:ar~ I, l~e zo.
crw: o o a .arow~:~e .~cis lu
..st i~ aio:~:s. 1i~s~ c:~w .~.i~:s car
eo rotir i.t wo:i to :oe~ ow~:, ti~,
carrot ot, raat~, n:~ w~aors, o: eo
ar,tir ~s~. 1i~ iaarc~ o r~c~ssa:,
c:~w (ots, .rr~:s, are co..are~:s,
as ectat~e i, ti~ .~cis e~sr are ti~
c:~ws caait~s) ..st co.~ :o. ti~
:~.arr lu. Cio.s,, tis .~ars .ost
.arow~:~e .~cis .s~ .o:~ tiar o o
ti~: lu o: c:~w. ir s.a~: .~cis, ti~
.~ci |oci~, are .rr~:s ..st :oe~ so.~
o ti~ .~cis ow~: ti~.s~~s ti:o.i
~eas o: t:~ae.s, r aeetor to ti~
sa~s. La:~: .arow~:~e .~cis rc.e~
so.~ aeetora s~ro:~~ stan (a .~ci
co..are~: o: raato:), i.t .ost o ti~
sac~ s e~ecat~e to sa~ aio:.
+
;DG;COGJCE=;@K
C
ociwo:i .~cis .s~ rt:cat~, co.~x
.~ciars.s to t:ars.t ow~: :o. a
co~e s:r to ti~ :~st o ti~ .~ci. las~e
or ti~: sz~, cociwo:i .~cis ia~ ti~ o
owr ias~ :on~.
owr sour: Cociwo:i aa:at.s.
hysiaI Aaran: Cociwo:i
.~cis a:~ ti~ i~st e~sr~e o a ti~
.~ciarca,ow~:~e .~cis. 1i~, a:~
s.ooti are s~~i. 1i~, eort r~~e as ..ci
c:~w as oti~: .~cis, ro: eo ti~, :~q.:~
ci.r~,s o: sa~ q.a:t~:s. ure~: ro:.a
o~:ator ti~, :oe.c~ ro s.oi~ o: st~a.,
are ti~: or, a.ei~ o.t.t s a corstart
ow i.. o: tcir. Crc~ ~: w~~i, a coci
wo:i .~ci ..st actat~ ts st~a. ~rr~
to wre ti~ c~rt:a s:r, are o: tis sio:t
rt~:a t i~ci~s s.oi~ :o. a sr~ c~r
t:a ci.r~,. 1i~ or, e:awiaci to coci
wo:i .~cis s ti~: :at, (~x:~ss~e as
a ow lo:t sa~) - atio.i ti~, a:~ w~
corst:.ct~e are enc.t to ea.a~, a w~
ac~e iow aarst ti~ c~rt:a s:r car
esai~ ti~ ~rt:~ .~ci.
critiaI 1hrshoIus: G:~~r, \~ow o,
C:ar~ z, l~e Io.
1AsLc z-s: s1cAu-rOwckcD uccus
stzt sva Dtx roav ktr srtto uD
|ag- ic io +2 -2 +o |:. o
.g- 22 io +2 -2 +o |:. i2
Gaga:.a 2o c +2 -2 +o |:. 2+
C~.~a. o c o -+ o |:. +c
C~.~a. || + o o -+ o |:. 9o
C~.~a. ||| c o o -+ oo |:. i++
C~.~a. |v +2 + o -+ oo |:. i92
C~.~a. v +o + o -+ co |:. 2+o
C.:,-c / o 2 -2 -c ioo |:. o
C.:,-c s + 2 -2 -c i2o |:. +2
C.:,-c C c o -2 -c i+o |:. 2c
C.:,-c | o2 o -2 -c ioo |:. o2+
C.:,-c | oo o -2 -c ico |:. ic
C.:,-c | o o -2 -c 2oo |:. ci+
+
1AsLc z-c: uAn-rOwckcD uccus
stzt sva Dtx roav ktr srtto uD
|ag-
.g- i+ io o -2 o |:. io
Gaga:.a ic c o -2 o |:. 2o
C~.~a. 22 c -2 -+ +o |:. +o
C~.~a. || 2o o -2 -+ +o |:. co
C~.~a. ||| o o -2 -+ o |:. i2o
C~.~a. |v + + -2 -+ o |:. ioo
C~.~a. v c + -2 -+ o |:. 2oo
C.:,-c / +2 2 -+ -c co |:. 2co
C.:,-c s +o 2 -+ -c ioo |:. +o
C.:,-c C o o -+ -c i2o |:. +2o
C.:,-c | + o -+ -c i+o |:. oo
C.:,-c | c o -+ -c ioo |:. co
C.:,-c | o2 o -+ -c ico |:. ooo
1nt su::tsv ortaa:t un-rowtato utcn ts or stzt uuct. su::ta uoot:s oon'v nvt srct roa vnt ntctssav :aoatas.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

1AsLc z-z: uAn-rOwckcD uccus cki1icAL ui1s


ko:: av 1natsno:o (o) catvtc: utv
cattn xt::ow Oanct kto ktsu:v
oio oii - - C~,~-: caag-. /::ac ca.- -:a c.:.ca. caag- :.: ~:.g ~-.
i+o io2 - - s~- c~g.--.. |-c .~- 2 : ac 2. |:. ~| ,--c -ac ~.c .:.. c~g.--. . -,a.-c.
+ioo 2o oiio - |,ac: . ~..g ,.:. 1- .a:~- a- ~c-c ~.: ~| :-. -a: :, :- .,ac:. |-c . |~.- . ,.ac- .:.. :-, ca g-:
-~ga..-c ac :a: ~..g aga.. |: .~- ,~.- ac ca~: :a- a, ac:.~ |~ :- -: ic ~.c.
oi o+ ii2o - ... :-ac. 1- a::ac g~- c.-a :~.g :- ... ac .,ac: . :- ~..g ,.:. 1- -c .:-.| c~- ~: :a- caag-, :.: :-
caag- . .:-ac c...c-c :-:.-- ico ac~., c-:-.-c .a:~-. |-c.c: |~ ac- a ..a..
oc +ooo 2io - / -.a, caag-. |-:-.- a ac~.,. 1a: a . |~.- . ,.ac- .:.. caag- . -,a.-c. v-a,~ ~ :a: a ca~: :- .-c.
co9 oi i+o - |-g -.a, caag-. |-:-.- .-g ac~.,. 1a: .-g . |~.- . ,.ac- .:.. caag- . -,a.-c. v-a,~ ~ :a: .-g ca~: :- .-c.
|-c ca~: .a. ac .|- a -+ ,-a.:, :~ :., c-c.
9o9c oco +io oii G,~c~,- caag-. |-c .: a- a |-|- a.- (|C io) ..: -.-, ~.- ~ |a.. ~.-. .|- a -+ ,-a.:, :~ :., c-c.
99ioo cic i io |a. c~g.--. caag-. |-c .~- ,~.- |~ ic+ ~.c. |: ca :a- ~ ac:.~ c..g :a: :.-.
co9o oc o+ C.: ~| c~:~.. 1- ,..~: .~- c~:~.. |~ :- -: ic+ ~.c, c-:-.- :- -c ~.--: ac a::ac ac~.,.
9i9 co9o +ooo |~.-:a. .a..g-c. 1- ,~.- ~.:,.: ~| :- .a:~- . a..-c. a..- :- -c :-g:, |-:-.:,, ac ,--c .:.. :- caag- . |-c.
9o9c 9i9 oico C~:~. caag-c. 1- -c c~:~. ~~ . caag-c. 1- -c ca~: :- c~:~..-c .:.. :- caag- . -,a.-c.
|: ca~: .a., .- .-a,~, ~ c~ a,:.g -.-.
99ioo 9o9c ci9o |~.-:a. c-:~,-c. |~ a::- ~. ac :- .a:~- .~, :-. a,~.- .: ,~,-., c.:.:.:-c :~.g~.: :- -c g-a.
1- -c . c~,.-:-., .~:....-c .:.. -,a.-c. |-,a. :a- |.- :.- :- ~a. a~.: ~| :.-.
99ioo 9iioo G-a ca|~.c.g c-:~,-c. 1- ca|~.c.g :a: .,,~: :- .g- c~g.--. :a: :a|- ,~.- :~.g~.: :- -c c~..a,-.
G-a c~- ca.g c~. . a.. c.-c:.~. 1. ca.- oco ,~.: ~| caag- :~ :- -c ac a~:- ico+ ,~.: ~| caag-
-ac :~ 2cio ac~., c-:-.-c c-. -:-. |-,a. :a- :- :.- :- ~a. a~.: ~| :.-.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

1AsLc z-a: cLOckwOkk uccus cki1icAL ui1s


ko:: av 1natsno:o (o) catvtc: utv
cattn xt::ow Oanct kto ktsu:v
oio oi2 - - C~,~-: caag-. /::ac ca.- -:a c.:.ca. caag- :.: ~:.g ~-.
ioo 2o oiio - s~- g-a. 1- -c .~- c : .:.. -,a.-c.
oio o+ ii2o - s~- g-a. 1- -c .~- + |- ac io |:. ~| ,--c .:.. -,a.-c.
ico +o 2io oiio |a:.c ,.g .c~...g. |-c .|- a -+ ,-a.:, :~ a.. a::ac |~ ic+ ~.c. /cc.:.~a..,, ~ a, ~.--: ac:.~ c..g :.
,-.~c, :- -c -c ., ~..g 2c2o2o |--: |.:- (~ ~:, c-,-c.g ~ :- c.- ~..) :a .-- .: :.-c :~ ~.-.
ci9o oo i+o ii2o / -.a, caag-. |-:-.- a ac~.,. 1a: a . |~.- . ,.ac- .:.. caag- . -,a.-c. v-a,~ ~ :a: a ca~: :- .-c.
9iioo oo +io 2io |-g -.a, caag-. |-:-.- .-g ac~.,. 1a: .-g . |~.- . ,.ac- .:.. caag- . -,a.-c. v-a,~ ~ :a: .-g ca~: :- .-c.
|-c ca~: .a. ac .|- a -+ ,-a.:, :~ :., c-c.
oco i i+o |-g..a:~ caag-, a..- ,.g ...c.g. 1- -c -g..a:~ . :~-, ac :- c-:a. ,.g ...c . a .g.- a..- :.: ~| ,~.-.
1- -c . a|-c:-c a .| :, a |+- ,-.. |~ ic+ ~.c. 1--a|:- .: .~- a.. ,~.- .:.. :- caag- . -,a.-c ac :- c-:a. ,.g -.~.c.
cic ooo +io ja-c g-a. |-c . |~.- . ,.ac- ac ca~: :a- a, ac:.~ |~ ic+ ~.c.
coioo oi io G,~c~,- caag-. |-c .: a- a |-|- a.- (|C io) ..: -.-, ~.- ~ |a.. ~.-. .|- a -+ ,-a.:, :~ :., c-c.
o9o ico |aag- :~ c-:a. ,.g. 1- ,..~: .~- c~:~.. |~ :- -: ic+ ~.c, c-:-.- :- -c ~.--: ac a::ac ac~.,.
9i9 ci9o G-a -,.~.~. ac ~| a, -:a. g-a g~ |,.g :~.g~.: :- -c .:-.~. 2co ac~., c-:-.-c ~cc.,a:
:a- ic++i ,~.: ~| caag-.
9oioo 9iioo C-:a. ,.g -.--c. |-c .~- a.. ,~.- ac . c~,.-:-., |~.- .:.. caag- . -,a.-c. |-,a..g caag- :a- :- :.- ~a. :.-.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

crw: Io o a cociwo:i .~cis lu


..st i~ e~ecat~e to c:~w, wti a .r...
o I. :.a~: .~cis ia~ or, a ot are
or~ o: two .rr~:s. La:~: .~cis r~~e
~rr~~:s to i~~ ti~ cociwo:i aa:at.s
o~e are .rctorr.
+
9FAE9L=<E=;@K
A
r.at~e .~cis a:~ ow~:~e i, .ac,
rot .acir~:,. 1i~, a:~ ~ss~rta,
~ro:.o.s, ioow o~.s tiat ia~ i~~r
~reow~e wti i,sca .oit, are ti~
caact, to oi~, rst:.ctors, i.t ro rt~
~rc~ o: e~csor.air ait,. las~e or
ti~: sz~, ar.at~e .~cis ia~ ti~ oow
r ias~ :on~.
owr sour: \aca ~rciart.~rt.
hysiaI Aaran: ir ti~o:,, ar
.at~e .~cis co.e a:, e:a.atca, r
a~a:arc~. Ar, .at~:a car i~ ~rciart~e,
so ar, a:~t, o o~. co.e i~ t:arso:.~e
rto a .~ci. ir :actc~, or, ti~ ~~s ia~
~x~:.~rt~e wti ar.at~e .~cis, are
ti~, ia~ oc.s~e or ar.atr wooe. 1i~
a:~: ~~r .~cis co.e ~as, i~ .stai~r
o: t:~arts, tio.i ti~ :oo:tors a:~ .o:~
i..aroe are ti~ .~cis ~r~:a, so:t
oio.s w~aors. :.a~: ~~r .~cis ooi
~ss i~ t:~~s, rco:o:atr .ti:a o:
aea.artr~.
critiaI 1hrshoIus: :ot s.i|~ct to
c:tca its.
crw: Io o ar ar.at~e .~cis lu ..st
i~ e~ecat~e to c:~w, wti a .r... o I.
:.a~: .~cis ia~ or, a ot are or~ o:
two .rr~:s. La:~: .~cis r~~e raato:s,
a .~ci co..are~:, assstart ots, are
:~a:.~r.
Aninatu Mhs critiaI uits
:.a: to t:aetora corst:.cts, ar.at~e
.~cis a:~ rot s.sc~ti~ to c:tca its.
1i~, ia~ ro c~rt:a ~rr~s o: .oto:s, as
ti~ .ac tiat ow~:s ti~. co.:s~s ~q.a,
ti:o.io.t ti~: ~rt:~ ioe~s. 1i~, a:~
...r~ to c:tca its.
+
MF<=9<E=;@K
u
re~ae .~cis a:~ ti~ co.ir~e,
:~ar.at~e :~.ars o s~~:a ~ro:
.o.s c:~at.:~s. 1i~, a:~ :ot~sq.~, .,
co.irators o es.~.i~:~e ioe, a:ts,
ior~s, a.~rts, are a:ta, :~ar.at~e
zo.i~s. uri~ oti~: .re~ae c:~at.:~s,
ti~, a:~ e~sr~e as ~ic~s. 1i~, ia~
ioow sac~s wtir ti~.. ir or~ s.ci
sac~, a r~c:o.arc~: cort:os ~~:,
actor o ti~ .~ci, wi~ r oti~: a:~as,
io:e~s o zo.i~s, si~~tors, are oti~:
.re~ae a:~ iaiaza:e, ~e to~ti~:,
awatr ti~ co..are o: ti~ .~ci to
eso:~ ti~.. ure~ae .~cis a:~ a :~c~rt
i~ro.~ror, iar a~a:~e or, src~
ti~ si~~tors o .ra: e:aors i~ar eot
tr ti~ cortr~rt. :o or~ irows wiat
twst~e r~c:o.arc~: tooi ti~ ewa:~s
.~ciarca rroator are t.:r~e t rto
tis e~ias~e a:oe,.
las~e or ti~: sz~, .re~ae .~cis ia~
ti~ oowr ias~ :on~.
owr sour: :~c:o.artc :~ar.ator.
1AsLc z-9: cLOckwOkk uccus
stzt sva Dtx roav ktr srtto uD
|ag- ic ic -2 +2 o |:. o
.g- 22 ic -2 +2 o |:. i2
Gaga:.a 2o io -2 +2 o |:. 2+
C~.~a. o io -+ o oo |:. +c
C~.~a. || + i+ -+ o oo |:. 9o
C~.~a. ||| c i+ -+ o o |:. i++
C~.~a. |v +2 i2 -+ o co |:. i92
C~.~a. v +o i2 -+ o ioo |:. 2+o
C.:,-c / o io -c -2 i2o |:. o
C.:,-c s + io -c -2 i+o |:. +2
C.:,-c C c c -c -2 ioo |:. 2c
C.:,-c | o2 c -c -2 ico |:. o2+
C.:,-c | oo o -c -2 2oo |:. ic
C.:,-c | o o -c -2 22o |:. ci+
1AsLc z-Io: AniuA1cD uccus
stzt sva Dtx roav ktr srtto uD
|ag- io ic o +2 o |:. +
.g- i+ ic o +2 o |:. c
Gaga:.a ic io o +2 o |:. io
C~.~a. 22 io -2 o oo |:. 2
C~.~a. || 2o i+ -2 o oo |:. o+
C~.~a. ||| o i+ -2 o o |:. 9o
C~.~a. |v + i2 -2 o co |:. i2c
C~.~a. v c i2 -2 o ioo |:. ioo
C.:,-c / +2 io -+ -2 i2o |:. 22+
C.:,-c s +o io -+ -2 i+o |:. 2cc
C.:,-c C o c -+ -2 ioo |:. 2
C.:,-c | + c -+ -2 ico |:. +io
C.:,-c | c o -+ -2 2oo |:. co
C.:,-c | o2 o -+ -2 22o |:. o++
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

hysiaI Aaran: l:o. a es


tarc~, .re~ae .~cis :~s~.i~ ttarc
zo.i~s. u cos~, t s ~e~rt tiat ti~,
a:~ .ost, ioow, wti ti~ ~.t, sac~s
~e wti oti~:, re~~re~rt .re~ae.
1i~ .~cis ioe, s co.os~e o ti~
:~ar.at~e ioe, a:ts o oti~: c:~at.:~s,
.aca, s.t.:~e are ass~.i~e rto a
coi~s~ wio~.
ure~ae .~cis a:~ .tt~:, s~rt, i.t ti~,
:~~i o e~ati. 1i~, car i~ s.~~e or
i~o:~ ti~, a:~ s~~r.
critiaI 1hrshoIus: :ot s.i|~ct to
c:tca its.
crw: Ar .re~ae .~ci :~q.:~s or, or~
c:~w .~.i~:: ti~ cort:or r~c:o.arc~:.
E~ car e:~ct ti~ .~ci as t w~:~ ar ~xt~r
sor o i.s~. l~a:s, ~xt:a w~aor:,, are
oti~: s.ci tirs .a, :~q.:~ aeetora
c:~w, i.t ti~, a:~ ~rt:~, otora.
unuau Mhs critiaI uits
:.a: to t:aetora .re~ae, .re~ae .~cis
a:~ rot s.sc~ti~ to c:tca its. 1i~, ia~
ro c~rt:a ~rr~s o: .oto:s, as ti~ r~c
:o.artc ~r~:, tiat ow~:s ti~. co.:s~s
~q.a, ti:o.io.t ti~: ~rt:~ ioe~s. 1i~,
a:~ ...r~ to c:tca its.
-
ARMOR
A
.~ci car i~ ntt~e wti ar, ire o
a:.o:, tio.i corst:.ctor costs :s~
wti i~tt~: a:.o:. G~r ti~ a:.o: e~rst,
are ti~ sz~ o ti~ .~ci, ti~ a:.o:~e at~s
a:~ ra:ai, a:~: tiar ti~ .act a:~a o
a.ost ar, w~aor, so ti~ .o:tart a:t
s ti~ .at~:a, rot ti~ a::ar~.~rt (-..,
iare~e, sca~e, ~tc.).
1AsLc z-II: unDcAD uccus
stzt sva Dtx roav ktr srtto uD
|ag- i+ i+ +2 o o |:.
.g- ic i+ +2 o o |:. io
Gaga:.a 22 i2 +2 o o |:. 2o
C~.~a. 2o i2 o -2 +o |:. +o
C~.~a. || o io o -2 +o |:. co
C~.~a. ||| + io o -2 o |:. i2o
C~.~a. |v c c o -2 o |:. ioo
C~.~a. v +2 c o -2 o |:. 2oo
C.:,-c / +o o -2 -+ co |:. 2co
C.:,-c s o o -2 -+ ioo |:. +o
C.:,-c C + + -2 -+ i2o |:. +2o
C.:,-c | c + -2 -+ i+o |:. oo
C.:,-c | o2 2 -2 -+ ioo |:. co
C.:,-c | oo 2 -2 -+ ico |:. ooo
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l|
c++.

a:.o: cass~s ias~e or


ca.s~ ti~, a:~ ~r~:a,
..s,, ti~: a:.o: s rot
ti a:.o: cass i.t rst~ae
ia:er~ss :atr. At~: a,
a .~ci s i~ ittr ti~
e se~ o a ia:r. Co.iat
t aio.t ittr ti~ .~ci,
aio.t ~:cr t. A:.o:
s s st cac.at~e o:
os~s o attacis, i.t t s
e so~, or sz~.
ca a:.o:s ia~ ia:e
:atrs as oows. :~ca
:s - s.ci as c:,sta, ea
are ~rciart~e , - a:~
e to ~xst, ~s~ca, r
ast~: l~osto:,, i.t ro
r coa,~: ias corst:.ct~e
i s.ci .at~:as. l~.~.
.~cis sz~ e~t~:.r~s a
tiat s aee~e to ti~ ia:e
x o a:.o: - o: ~xa.~,
ti:a - .s~s ti~ w~it~e
t,~s. ir tis cas~, ts ia:e
x Io .s o.z x I).
uaontss
i

o
c
io
i2
i
2o
o utcns.
rovnnts
th Bas ronI
:on~s ~r aio~ a:~ o:
i. C co.:s~, ro s.ci tir
s ree.a, iarei.t.
ss~.i, r~s, or, .ast~:
i~r two ewa:~r coa,~:s
~ e~sr, ti~, w :oe.c~
is, ~aci c.sto.z~e to ti~
a:, :o. ti~ starea:e
aio~. :o.~ .ts ~xst,
:.a:, ectat~e i, ti~ aws o i,scs. As a
:.~ o ti..i, a .~ci carrot ia~ ar, att:
i.t~ :~at~: o: ~ss~: tiar a .~ci or~ sz~
cass a:~: o: s.a~:. lo: ~xa.~, a ro:.a
Coossa cociwo:i .~ci ias a :t:~rti o Io.
A a:art co.ert ia~ a :t:~rti s.a~: tiar
zo (Ga:art.ar) o: :~at~: tiar I+ (Coossa
ii). 1i~ :~asor s s.~: A Coossa coci
wo:i .~ci cart s.o:t ts owr w~it wti
a :t:~rti ow~: tiar zo, are cart ~r~:at~
a :t:~rti o :~at~: tiar I+ wtio.t aeer
aeetora .acir~:, tiat w rc:~as~ ts sz~
ast Coossa. 1i~ sa.~ iasc corc~t a~s
to a o a .~cis att:i.t~s.
A.ost a as~cts o a .~ci .a, i~
.:o~e, rc.er a,oae .rts are c:t
ca ti:~sioe. ti~ or, as~cts tiat cart i~
ciar~e a:~ ia:er~ss (wici s awa,s a
.rctor o .at~:as are sz~), n:r o:ts
(wici s a .rctor o i,sca :oo:
tors), are c:~w (wici s awa,s e~~re~rt
or ti~ ow~: so.:c~).
1i~ .ar corse~:ators r .:or
a .~cis :on~ a:~ cost are enc.t,, as
e~sc:i~e i~ow.
siaIizu
1raits anu ayIoaus
Arnor Iating: A .~ci car i~ ~q.~e
wti ~xt:atici a:.o: at~s tiat .ai~
t .o:~ enc.t to ea.a~. 1is car or,
i~ aee~e to .~cis wti .~ta a:.o:. :.ci
.~cis ia~ ti~: ia:er~ss rc:~as~e i, +z,
i.t ti~: s~~e e:os i, Io t. . to sz~
Ct,\~ci A, are i, zo t. aio~ tiat. 1is
rc:~as~s ti~ .~cis ias~ cost i, zo.
connat siks: \~cis car i~ aeo:r~e
wti .~ta si~s, :azo: ~e~s, ia:is, are
oti~: w~aors to .ai~ ti~. .o:~ ear~:
o.s r .ra:.~e co.iat. \~cis ~q.~e
wti co.iat si~s e~a ar ~xt:a Ieo orts
o ea.a~ r .ra:.~e co.iat. 1is :as~s
ti~ .~cis ias~ :c~ i, Io.
xtra waon Mounts: A s.a co.iat
.~ci ot~r ias ~xt:a w~aor .o.rts or
ti~ .~cis sio.e~:s, iaci, o: i~ae. 1i~s~
~ ti~ .~ci :~at~: ~:satt, r co.iat,
tio.i ti~ .t~e c:~w .a, rot i~ ai~ to
.s~ a ti~ w~aors r ti~ sa.~ :o.re. A
.~cis ~xt:a w~aor .o.rts .a, rot ~xc~~e
o o ts ias~ lu. Dxt:a w~aor .o.rts aee
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

lu r rc:~.~rts o z at a cost o +Io o ti~


.~cis ias~ cost ~: lu.
ast gs: :o.~ .~cis e~~: ~xt:a ow~:
to ti~ ~s so ti~, .o~ ast~:. 1i~ ast ~s
t:at aees Io t. to s~~e o: .~cis i~ow Coos
sa sz~ are zo t. o: .~cis o Coossa sz~ o:
a:~:. 1is stacis wti ti~ :~~e D~.or ~at.
it :as~s ti~ .~cis ias~ cost i, .
carwright Maintnan: \~cis .ar
tar~e to ti~ ii starea:es o ti~ G~a:
w:its G.e a:~ ~ss ai~ to s.n~: c:tca
its. 1i~: c:tca ti:~sioes a:~ :~e.c~e i,
at ~aci ti:~sioe. 1is :~q.:~s ~xt:a
ca:~. i.er are corstart .art~rarc~.
it :as~s ti~ ias~ cost o ti~ .~ci i, zo are
:~q.:~s ar aeetora I o ti~ cost to i~
s~rt ~aci ,~a: r ~xt:a .art~rarc~ costs.
uangars anu Mh Its: A a:~ .~ci
car ioe s.a~: .~cis. 1i~s~ s.a~: .~cis
car i~ .s~e as ~sca~ ~ss~s, s.a~: iatt~
c:at, o: a ~~t o assa.t .~cis. 1i~ s~cncs
a:~ . to ,o. wi~r ,o. e~sc:i~ ti~ .~ci.
A .~ci sto:~e or ioa:e aroti~: .~ci
occ.~s a sac~ ~q.a to twc~ ts a,oae
.rts. lo: ~xa.~, a E.~ .~ci sto:~e or
ioa:e a ct,.~ci wo.e occ., lu.
:., sto:r s.a~: .~cis s or, ia
ti~ :oi~., a i~: corc~:r s ~ttr
ti~. rto iatt~. :~~ a~ v o: ro:.a
tor or e~o,r s.a~: .~cis :o. a:~
.~cis wi~ r .otor. irstar iara:s
:as~s ti~ .~cis ias~ cost i, .
uavy ayIoau: \~cis car i~ cor
st:.ct~e to i~a: ~xt:a w~it. A .~ci wti
ti~ i~a, a,oae t:at car ca::, . to twc~
ts ro:.a a,oae .rts :oe~e ti~, a:~
r ti~ o:. o ca:o :ati~: tiar w~aors
o: ass~r~:s. 1is :~:~s~rts ~xt:ai~a,
s.s~rsor s,st~.s caai~ o s.o:tr
.r.s.a a.o.rts o w~it, tio.i sac~ s
st |.st as .t~e. A i~a, a,oae :as~s
ti~ .~cis ias~ cost i, o. E~a, a,oae
car i~ staci~e wti ~xt:a w~aor .o.rts,
ot~rta, rc:~asr lu i, Io.
inku waons: v~aors wti s.a:
.rctors .a, i~ ri~e. 1is aows ti~.
ioti to i~ n:~e at ti~ sa.~ t.~ wti ti~
sa.~ c:~w. Lri~e w~aors ..st awa,s i~
a.~e at ti~ sa.~ ta:~t.
MagiaI nts: \~cis car i~ .aca,
~rciart~e |.st as ar, oti~: oi|~ct. 1i~ ~~s
a:~ae, eo tis or a :o.tr~ iass. 1i~: .~cis
.s~ n:~ia wares as w~aors are a:~ .s.a,
~rciart~e wti so.~ so:t o :ot~ctor s~s.
vi~r corse~:r s~ ~n~cts or .~cis,
i~~ r .re ti~ .~cis sz~. Castr -c
. -!-- or a ct,.~ci srt or to
wo:i. :~s tiat an~ct a c:~at.:~ carrot
an~ct a c:~at.:~ :~at~: r sz~ tiar twc~
ti~ cast~:s sz~. lo: ~xa.~, a i..ar wza:e
castr -c. -!-- co.e an~ct a
La:~ .~ci, i.t tiats t. ir o:e~: to an~ct a
E.~ .~ci, i~ wo.e ia~ to cast -c.
-!-- twc~. (la:ta :ot~ctor s ro
:ot~ctor at a.) 1i~ r..i~: o castrs
eo.i~s at ~aci aeetora rc:~.~rt. lo:
~xa.~, :ot~ctr a Coossa .~ci :o.
ti~ ~~.~rts :~q.:~s ~it castrs o ti~
s~. 1ios~ castrs ..st i~ .ae~ cors~c.
t~, (o: s..tar~o.s, i, en~:~rt wza:es)
are e~ca:~e as co.irato:, . :ort, i,
s~cast~:s wio ia~ ti~ Co.ir~ :~
.~ta.ac ~at. vi~r ti~ s~s a:~ co.
ir~e ti~, ia~ ti~ ~n~ct o or, or~ s.ci
s~, i.t or a ~:, a:~ ta:~t.
sur crw Quartrs: \~cis .a, i~ i.t
wti s~c.:~ q.a:t~:s o: c:~w (are ass~r~:s,
ti~ .~ci ias ti~.). 1is .~ars :ae~:s ..st
~t ti:o.i a soe :or eoo: to ~t to ti~ c:~w.
1i~ eoo: ias ia:er~ss Io, oo i, are a i:~ai
DC o z. 1i~ eoo: car i~ oci~e i.t or, :o.
ti~ rse~, ti~ o.tse~ ias ro i~,io~ o: oci
r aa:at.s. :~c.:~ c:~w q.a:t~:s cost I lu
are oo o: ti~ eoo: aa:at.s, .s I ~xt:a
lu are aroti~: Ioo o: ~aci \~e.. c:~w
.~.i~: to i~ s~c.:~e. it s ossi~ to s~c.:~
so.~ c:~w .~.i~:s are rot oti~:s. it s aso
ossi~ to r~st ..t~ a,~:s o s~c.:~ c:~w
q.a:t~:s i, a,r ar ~xt:a lu o: ti~ ~xt:a
eoo: are ar aeetora I lu o: ~aci eo.i~
:ot~ct~e c:~w .~.i~:.
stauy t: :o.~ .~cis a:~ s~ca,
e~sr~e o: t:a.r are t:r. 1i~,
a:~ st~ae, or ti~: ~~t are ia:e to esoe~.
\~cis wti st~ae, ~~t :~c~~ a ++ ior.s
to a t: ci~cis. Aeetora,, ti~: sa~
t:a.~ sz~ s rc:~as~e i, or~ rc:~.~rt
(s~~ a~ v o: .o:~ ro:.ator or t:a.
r). lo: ~xa.~, a Ga:art.ar .~ci wti
st~ae, ~~t co.e sa~, t:a.~ c:~at.:~s .
to \~e.. :ati~: tiar :.a. 1is :as~s ti~
.~cis ias~ cost i, +I.
stan owrs: Coa,~:s car are eo
rco:o:at~ ti~: st~a. ow~:s rto ti~
.~cis ti~, i.e. lo: .ost coa,~:s, ti~
tasi o i.er a .~ci s ts~ enc.t
~ro.i, i.t ~a:w:its are ii~:~~
coa,~:s a:~ a.a: ~ro.i wti ti~ :o
c~ss to i.e r st~a. ow~:s.
it s ~:~ct, acc~tai~ to co.ir~
st~a. ow~:s wti a .~ci. \o. co.e ia~
a .~ci w~aor ntt~e wti ar ar.ato: are
esc:.rato:, o: ~~r a .~ci tiat ias ar
a.toot o so:ts cort:o~e i, ar a.to.a
to: are oti~: e~c~s.
l~.~.i~: ti~ .~cis sz~. lttr st~a.
ow~:s to a:~ w~aors o: oi|~cts .a,
:~q.:~ stacir ti~. to :~aci ti~ :it
e.~rsors. l~~: to ti~ ree.a st~a.
ow~: e~sc:tors.
:t~a. ow~:s car i~ a~e or, to st~a.
ow~:~e are cociwo:i .~cis. Cociwo:i
.~cis wti st~a. ow~:s a:~ ass..~e to
ia~ ti~ ow~:s c.sto.z~e to nt ti~ coci
wo:i aa:at.s. 1i~, ti.s cart i~ a~e to
ro:.a st~a. e~c~s wtio.t i~r :~i.t.
\arow~:~e, ar.at~e, are .re~ae .~cis
carrot rco:o:at~ st~a. ow~:s.
Othr siaIizu ayIoaus: \ost
c:~at.:~s are oi|~cts r ti~ ezo :.~s s,st~.
rc.e~ a sz~ e~sc:to:. G~r~:a, tis car
i~ .s~e as a .e~r~ o: ti~ lu o rc.e
r s~caz~e a,oaes. i ti~ a,oae ias
.r.s.a e.~rsors o: w~it, ti~ lu .a,
r~~e to i~ rc:~as~e.
-
cONs1Ruc1ION AND
RIcINc cuIDINs
1
i~ n:st corse~:ator r i.er a
.~ci s tiat ti~ e~sr~: ..st .~~t ti~
e~sr :~:~q.st~s. 1i~ ias~ :~:~q.st~
s ti~ ~at C:at \aca \~ci (o: ar.at~e
are .re~ae .~cis) o: C:at low~:~e \~ci
(o: .~cis ow~:~e i, st~a., .arow~:,
o: cociwo:i aa:at). Daci o ti~s~ ~ats
~rtas c~:tar :~:~q.st~s as w~.
1i~ e~sr~: s rot ti~ or, ~:sor
ro~e r ti~ .~cis corst:.ctor, o
co.:s~. Doz~rs, i.re:~es, o: tio.sares o
aio:~:s w i~ r~c~ssa:, to i~ i.e t.
:.cc~ss r e~srr a .~ci s e~t~:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l.
c++.

.r~e i, a C:at (.~cic:at) ci~ci. A


e~sr~: eo~s rot irow wi~ti~: is e~sr
w .rctor :o~:, .rt at~: a oe are
aio: t.~ ia~ i~~r ~x~re~e to i.e ti~
.~ci (.o:~ or tis i~ow).
Ianning 1in
1i~ n:st st~ s arrr ti~ .~ci - corc~
t.azr, e~t~:.rr .at~:a :~q.:~.~rts,
e:awr i.~:rts, are so o:ti. 1i~ a.o.rt
o arrr t.~ :~q.:~e, r ea,s, s twc~ ti~
.~cis C:at (.~cic:at) ci~ci DC (e~ta~e
i~ow), :~e.c~e i, ti~ e~sr~:s :aris r
C:at (.~cic:at). 1is t.~ occ.~s ti~
e~sr~: are or, ti~ e~sr~:.
larrr t.~ s :~q.:~e o: ~aci ire
o .~ci tiat a a:tc.a: ~rr~~: warts
to i.e, i.t s :~q.:~e or, orc~ o: ~aci
.~ci. 1i.s, ar ~rr~~: w~:~ to c:~at~
ti:~~ .~cis wti e~rtca s~cs, i~ wo.e
or, ia~ to r~st ti~ arrr t.~ orc~.
i aroti~: ~rr~~: w~:~ to .ai~ ti~ ~xact
sa.~ .~ci, tiat oti~: ~rr~~: wo.e aso
ia~ to r~st ti~ arrr t.~ (wici i~
wo.e s~re st.e,r ti~ i.~:rts, .re~:
starer ti~ ~rr~, are so or).
At~: arrr t.~ s o~:, ti~ e~sr~:
..st :~.ar :~s~rt or ti~ corst:.ctor
st~. E~ ..st i~ :~s~rt o: at ~ast io.:s
o act~ corst:.ctor ~~:, ea,. i ar, ea,
ass~s wi~:~ i~ s rot :~s~rt, ti~ ea,s
aio: s wast~e. Es t.~ s n~e o~:s~~r
ti~ corst:.ctor, e:~ctr aio:~:s, arsw~:
r q.~stors, are :~~rtr .stai~s.
anor contrinution
Laio: :~q.:~.~rts are corst:.ctor t.~
o: .~cis s .~as.:~e r .ario.:s. A
sr~ a~:a~ aio:~: car sa~, cort:i.t~
.ario.:s ~: ea,. l~tt~: aio:~:s car cor
t:i.t~ .o:~ aio: i.t ti~, ot~r cost .o:~.
Da, cort:i.tor i, aio:~: t,~ s siowr
or 1ai~ zIz.
Ovrsrs: lo: ~~:, t~r aio:~:s o:
:actor ti~:~o (~xc.er corst:.cts
are .re~ae), ar o~:s~~: s :~q.:~e. 1i~
o~:s~~: eo~srt cort:i.t~ to ti~ .ar
io.: tota i.t s r~c~ssa:, to i~~ tirs
:.rrr s.ooti,. vtio.t a . q.ota o
o~:s~~:s, ~aci :o. o t~r aio:~:s wio
aci ar o~:s~~: ias ts :oe.ctt, e:o i,
z. lo: ~xa.~, a :o. o tw~rt, aio:~:s
r~~es two o~:s~~:s. i ti~, aci~e ioti,
o~:a :oe.ctt, wo.e e:o i, z. i
ti~, aci~e or, or~, :oe.ctt, o ia ti~
:o. wo.e e:o i, z.
it s ass..~e tiat at ~ast or~ o~:s~~: car i~
o.re r ar, ro:.a o.ator o: ar, :o. o
t~r .~r tiat car i~ o.re. ir s~ca c:c..
starc~s, iow~~:, tis .a, rot i~ ti~ cas~.
1i~ o~:s~~:s ~ae~:si sco:~ s ias~e
or ti~ .s.a o:..a: ~~ .s Cia:s.a
.oen~:, .s ar, .oen~:s as ~xar~e r
ti~ DVG.
Ovrworku anorrs: Laio:~:s wio
a:~ o:c~e to wo:i .o:~ io.:s ~~rt.a,
i~co.~ wo:r eowr are ~ss :oe.ct~. lo:
ti:~~ t.~s ti~ .s.a wa~, a aio:~: w
wo:i eo.i~t.~, cort:i.tr eo.i~ is
.s.a .ario.:s. lo: ~aci ea, r ti~ n:st
o.:t~~r ea,s o o~:wo:i, ti~ aio:~: ..st
.ai~ a lo:tt.e~ sa~ (DC Io) o: tai~ I i
o ror~tia ea.a~. lo: ~aci ea, :o. ti~
nt~~rti ea, orwa:e, ti~ aio:~: a.to.at
ca, tai~s z i o ror~tia ea.a~ .rt i~
coas~s. As soor as a aio:~: tai~s ia is
it orts r ror~tia ea.a~, is :oe.c
tt, s c.t r ia (.~arr i~ row ia~ to
wo:i a eo.i~ sit |.st to :oe.c~ a ro:.a
cort:i.tor).
AvaiIaniIity o anor: G~r~:a,, ro
.o:~ tiar Io o a o.ator c~rt~:s aio:
oo w i~ aio~a~:a~ o: i~tt~: r q.a
t,. :o .o:~ tiar I w i~ o ~x~:t stat.s.
1is s.a r..i~: o ~x~:ts .a, st i~
~ro.i to i.e s.a .~cis r :~asorai~
t.~ ~:oes, tio.i.
Bas Rquirnnts
1i~ ias~ aio: are .at~:as costs o: cor
st:.ctr a .~ci, as w~ as ti~ ias~ DC
o: a C:at (.~cic:at) ci~ci, e~~re or
ti~ .~cis t,~ are sz~, as siowr r ti~
oowr tai~s.
1o e~t~:.r~ iow .ar, aio:~:s a:~
:~q.:~e to :oe.c~ a .~ci r a ~r a.o.rt
o t.~, ee~ ti~ .ario.: cost i, ti~
ea, .ario.: cort:i.tor (~r~:a, , as
~r aio~). 1iats iow .ar, ea,s o aio:
a:~ r~~e~e. 1i~r ee~ i, ti~ r..i~: o
aio:~:s aaai~ to s~~ iow or t w tai~,
o: ee~ i, ti~ a.o.rt o t.~ ,o. ia~ to
e~t~:.r~ iow .ar, aio:~:s a:~ r~~e~e to
~t a |oi eor~ r a c~:tar a.o.rt o t.~.
lo: ~xa.~, ~ts sa, D.~:oi r~~e~e to
:oe.c~ a ~~t o E.~ .~cis q.ci,. A E.~
st~a.ow~:~e .~ci :~q.:~s voo .ario.:s.
A sr~ a~:a~ aio:~: car i.e s.ci a .~ci
r Izo ea,s o aio: (voo - Izo). i D.~:oi
r~~es to ia~ a sr~ E.~ .~ci aaai~
wtir Iz ea,s, t r~~es to .t Io aio:~:s to
wo:i (voo Iz - Io). i t r~~es n~ E.~
.~cis wtir Iz ea,s, t r~~es to ia~ o aio:
~:s wo:ir ((voo x ) Iz - o).
Cr ti~ oti~: iare, ~ts sa, D.~:oi ias a
ort~:. ar o i.er aroti~: ct,.~ci o
sz~ D. vti a sr~ a~:a~ aio:~:, tis tai~s
1AsLc z-Iz: LAsOk cOn1kisu1iOn
Laoata sxt:: Ltvt: Dt:v wct Dt:v un-nouas u:tcvtons
/.-ag- i , c /, a:.-:~c.-c .a:~-
/:~.-a.-ag- i g, io + a . |~|-.~ (-g.--) ~ ...a ...
...-c 2 g, i2 io+ a
|,-: g, i+ i+ a
z~:.--.-:~ - i2 /, .c.- .c-ac
C~:.c: - o /, .c.- c~:.c:
C.--- (-- :-.~.) ,io - ,-c.a. |-ac-., c~- +
zouatts, sxt:tvons, no ovnta utno:tss unoto at ratoutnv:v tur:ovto tn vnt consvaucvton or ntcaounvtc utcns. 1ntv vta-
ct n:r vnt raooucvtvtvv or vtact :aoatas, auv cn :tvta::v woax a+ nouas ov.
1nts tnc:uots co:tus oa ovnta catvuats oaotato vo nt:r consvaucv utcn. ctnta::v vntv cn rtaroau on:v stur:t vsxs, auv
vntv cn oo vntu outvt trrtcvtvt:v no roa nta:v tno:tss rtatoos or vtut. no uoat vnn as or utcn's aut:otnc vsxs cn at
rtaroauto av consvaucvs, vnt atsv atoutats otvt:to otctston-uxtnc oa nt otxvtatvv vnv vntv cn'v nno:t. 1nt aovt cuat
ssuuts vntv at woaxtnc a+ nouas ov on vntta utno:tss vsxs.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

Izz,o ea,s o i.er (vI,o+o .ario.:s


ee~e i, o: ar a~:a~ aio:~:). i D.~:oi
aocat~s Ioo .~r to ti~ :o|~ct, ti~, w co.
~t~ ti~ ct,.~ci r I,zzv ea,s (Izz,o Ioo
- I,zzv), o: a tt~ ~ss tiar ti:~~ are a ia
,~a:s. I,ooo .~r co.e co.~t~ ti~ :o|~ct r
IzI ea,s (Izz,o I,ooo - IzI).
Crc~ ,o. irow ti~ aio:~:s si ~~s
are ti~ r..i~: o ea,s ti~, w i~ wo:ir,
,o. car co..t~ ti~ cost o aio: ~: ti~
ea, wa~ o: ~aci aio:~: t,~ (~r or
1ai~ zIz).
\at~:as costs a:~ ias~e :.a:, or .s~
o :or. vooe are stor~ a:~ aso .s~e, i.t
ti~ :.a:, cost e:~: s :or. Cr~ o.re
o :or costs I s, as e~ta~e r ti~ rHi.
ir ~r~:a, ti~ .at~:as cost ..t~e i,
Io recat~s ti~ r..i~: o o.res o :or
:~q.:~e to i.e ti~ .~ci. lo: cociwo:i
.~cis, ..t, i, v o.res. :~c:o.artc
.~cis :~q.:~ ro :or, |.st ar aw. ot o
co:s~s (s~~ i~ow).
\at~:as costs a:~ st:ct, .at~:
as. 1i~, eort rc.e~ aio: o: ti~ cost
o acq.:r ti~ .at~:as. 1:arso:tr
I,Io,ooo o.res o :or to i.e a ct,
.~ci s or to cost q.t~ a it, ~~r
,o.: i.e st~ s ocat~e :it r~xt to
a .r~. \at~:a :~q.:~.~rts o: ct,
.~cis .it aso i~ :~at~: tiar a :~or
car :oe.c~ r a ,~a:, :~q.:r watr
t.~ to acq.:~ ti~ .at~:as ~~r aio:
s aaai~ to i.e ti~. ast~:.
Crc~ cac.at~e, aio: t.~s so.~t.~s
s~~. ii. K~~ r .re tiat i.er a .~ci s
..ci .o:~ co.cat~e tiar i.er a io.s~.
1i~ .~ciars.s a:~ rt:cat~ are e~ta~e, are
.ost aio:~:s ia~ tt~ to ro ~x~:~rc~ r
corst:.ctr s.ci e~srs. l.:ti~:.o:~, ti~
.~cis .~ta r:ast:.ct.:~ ..st i~ s.~t~e,
sia~e, coo~e, :~i~at~e, :~sia~e, are cor
tr.a, wo:i~e .rt t s r ti~ :it ostor.
va:r wooe car i~ |.st as t.~cors..r.
ir a wo:e wi~:~ wo:isios o: ~:o:.r
ti~s~ tasis a:~ st .rco..or, t tai~s or~:
tiar or~ wo.e ~x~ct.
:t~a.ow~:~e .~cis a:~ ~x~rs~ are
t.~cors..r. 1i~, a:~ enc.t to cor
st:.ct at ar, sz~.
\arow~:~e .~cis :~q.:~ ia ti~
.at~:as are aio: o st~a.ow~:~e
1AsLc z-Is: uccu 1xrc: AniuA1cD
stzt Laoa cosv (un-nouas) uvtat:s cosv (cr) utcncarv Dc
|ag- +co oo 2o
.g- 9oo ooo o
Gaga:.a i,92o i,2oo +
C~.~a. ,c+o 2,+oo c
C~.~a. || ,oco +,coo +2
C~.~a. ||| i,oo 9,ooo +o
C~.~a. |v o,2o i9,2oo o
C~.~a. v oi,++o c,+oo +
C.:,-c / i22,cco o,coo c
C.:,-c s 2+,oo i,ooo o2
C.:,-c C +9i,2o o,2oo oo
C.:,-c | 9c,o+o oi+,+oo o
C.:,-c | i,9oo,oco i,22c,coo +
C.:,-c | ,92,ioo 2,+,ooo c
1AsLc z-I4: uccu 1xrc: uAn-rOwckcD
stzt Laoa cosv (un-nouas) uvtat:s cosv (cr) utcncarv Dc
|ag- 2+o io 2+
.g- +co oo 2c
Gaga:.a 9oo ooo 2
C~.~a. i,92o i,2oo o
C~.~a. || ,c+o 2,+oo +i
C~.~a. ||| ,oco +,coo +o
C~.~a. |v i,oo 9,ooo i
C~.~a. v o,2o i9,2oo o
C.:,-c / oi,++o c,+oo oi
C.:,-c s i22,cco o,coo oo
C.:,-c C 2+,oo i,ooo
C.:,-c | +9i,2o o,2oo ci
C.:,-c | 9c,o+o oi+,+oo c9
C.:,-c | i,9oo,oco i,22c,coo 99
1AsLc z-I1: uccu 1xrc: s1cAu-rOwckcD
stzt Laoa cosv (un-nouas) uvtat:s cosv (cr) utcncarv Dc
|ag- +co oo o
.g- 9oo ooo
Gaga:.a i,92o i,2oo o
C~.~a. ,c+o 2,+oo 9
C~.~a. || ,oco +,coo +2
C~.~a. ||| i,oo 9,ooo +
C~.~a. |v o,2o i9,2oo o
C~.~a. v oi,++o c,+oo
C.:,-c / i22,cco o,coo oo
C.:,-c s 2+,oo i,ooo o
C.:,-c C +9i,2o o,2oo o
C.:,-c | 9c,o+o oi+,+oo
C.:,-c | i,9oo,oco i,22c,coo co
C.:,-c | ,92,ioo 2,+,ooo c
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

.~cis. 1i~, a:~ :~at~, ~as, to i.e at


s.a~: sz~s i.t i~co.~ :o:~ss~, .o:~
enc.t as ti~ sz~ rc:~as~s. it tai~s ar
~x~:t ~rr~~: to e~sr a ct,.~ci tiat
car i~ ow~:~e i, i..ar aio:.
Cociwo:i .~cis a:~ ..ci .o:~ aio:
rt~rs~ tiar oti~: .~cis. 1i~, :~q.:~
ca:~., e~ta~e wo:i. \o:~o~:, ti~, a:~
a: .o:~ ~x~rs~, :~q.:r ii~: q.a
t, .at~:as are .o:~ o ti~.. A o ti~s~
acto:s to~ti~: .ai~ ti~. ..ci .o:~ e
nc.t to i.e.
Ar.at~e .~cis a:~ :ati~: s.~ r
corst:.ctor, :~s.tr r a ow \~cic:at
DC, i.t ti~, :~q.:~ :~csor ttr are
torotci .at~:as r o:e~: o: ti~ r~c
~ssa:, ~rciart.~rts to tai~ ioe. 1i.s,
ti~: aio: are .at~:a costs a:~ co.a
:ai~ to st~a.ow~:~e .~cis. 1i~, aso
:~q.:~ c~:tar .aca co.or~rts, as
e~ta~e at~:.
:~c:o.artc .~cis :~q.:~ ~:, tt~
aio: - .ost, |.st to a::ar~ ti~ co:s~s
rto ti~ :o~: ostors o: :~ar.ator -
are ti~: .at~:as a:~ .~as.:~e r \~e..
co:s~s, rot oe. 1i~ \~cic:at DC s aso
:ati~: ow, i.t ti~ s~castr :~q.:~.~rts
(e~ta~e at~:) a:~ rot.
1AsLc z-Ic: uccu 1xrc: cLOckwOkk
stzt Laoa cosv (un-nouas) uvtat:s cosv (cr) utcncarv Dc
|ag- 9oo coo +o
.g- i,92o i,ooo ++
Gaga:.a ,c+o ,2oo +c
C~.~a. ,oco o,+oo 2
C~.~a. || i,oo i2,coo +
C~.~a. ||| o,2o 2,ooo o
C~.~a. |v oi,++o i,2oo oo
C~.~a. v i22,cco io2,+oo o+
C.:,-c / 2+,oo 2o+,coo oc
C.:,-c s +9i,2o +o9,ooo 2
C.:,-c C 9c,o+o ci9,2oo o
C.:,-c | i,9oo,oco i,oc,+oo co
C.:,-c | ,92,ioo ,2o,coo c2
C.:,-c | ,co+,2o o,,ooo co
1AsLc z-Iz: uccu 1xrc: unDcAD
stzt Laoa cosv (un-nouas) uvtat:s cosv (coarsts) utcncarv Dc
|ag- 2+o + 2o
.g- +co c o
Gaga:.a 9oo io +
C~.~a. i,92o 2 c
C~.~a. || ,c+o o+ +2
C~.~a. ||| ,oco i2c +o
C~.~a. |v i,oo 2o o
C~.~a. v o,2o i2 +
C.:,-c / oi,++o i,o2+ c
C.:,-c s i22,cco 2,o+c o2
C.:,-c C 2+,oo +,o9o oo
C.:,-c | +9i,2o c,i92 o
C.:,-c | 9c,o+o io,c+ +
C.:,-c | i,9oo,oco 2,oc c
incatutnv: iuraovtutnvs
|-. -c a.- :acac ,~|.- |~ :-.
..-. |~: a- ..g:., c.|--: . ~-
-gac ~ a~:-. || a -c :, |-, |~:
a.-, |-| a.-, ,--c, ~ | . c.|--:
|~ .: ..- :acac, .- :- |~..~..g
:-, :~ c-:-.- :- acc-c .a:~ ac
a:-.a. c~:. C~,.-:- a.. :-, |~
:~: .a:~ ac a:-.a..
i. |...c- :- .a:~ c~: ac a:-.a. c~:
|~ :- -c ..- ac :,,- :, o. 1. .
:- :a- .c--:a. c~:.
|~ -a,.-, a :acac Gaga:.a
c.~c.~ -c a a :-g: ~| 2o. /
,-c.a. ~c-. :...: :, a:.cc, .gg-
:...c- a a :-g: ~| 29, ..c . c.~-
:~ :a: ~| a C~.~a. -c. |~ :-, i, ,~.
.~..c c...c- :- .a:~ c~: ~| a :acac
Gaga:.a c.~c.~ -c (,c+o) :,
o, |~ a -..: ~| o+o a~..
2. |.c :- c.|--c- :-:.-- :- -c
:acac a::.:.:- .a..- ac :- .a..-
|~ :- ~:acac -c. 1. . :-
~:acac c.|--c-.
a:.cc, .gg-:...c- -c a
a :-g: ~| 29 .-. a :acac
:-g: ~| 2o, |~ a c.|--c- ~| .
. |.c :- c.|--c- :-:.-- :- -c
:acac a::.:.:- .a..- ac :- :acac
.a..- |~ :- -: ..- .c--:. 1. .
:- :acac c.|--c-.
/ :acac Gaga:.a c.~c.~
-c a a :-g: ~| 2o, ...- a
:acac C~.~a. c.~c.~ -c a
a :-g: ~| o, |~ a c.|--c- ~| +.
+. |...c- :- ~:acac c.|--c- :, :- :a
cac c.|--c- :~ g-: a ,-c-:ag- .a..-.
c...c-c :, + . .
. 1- -:a c~: . :a: ,-c-:ag- ~| :-
:a- .c--:a. c~: (|~ :-, i).
1- c~: . ~| o+o a~., ~
+co -:a a~.. 1- a- ,-c-:
ag- a,,..- :~ :- -:a g~.c c~:.
1- |C ~| :...c.g a -c ..: .c-
-:a. .,~.--: . a.:~a:.ca.., :-
a.-ag- ~| :- |C |~ a :acac -c
~| :a: ..- ac :- :acac -c ~| ~-
..- .ag-. 1- |C |~ :...c.g a -c
..: .c--:a. c-|c.-c.- (.g., .~.-
:-g: :a ..a.) . :- a- a :- :a-
|C |~ :a: ..-.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

1AsLc z-Ia: AkuOk cOs1 sx uccu sizc (in cr)


stzt uvtat: r:tsn c:vsont wooo svont iaon svtt:
|ag- o io 2o +o o
.g- o io 2o +o co ioo
Gaga:.a o 2o +o co ioo 2oo
C~.~a. o +o co ioo 2o +oo
C~.~a. || o co ioo 2o o+o coo
C~.~a. ||| o ioo 2o o+o i,2co i,ooo
C~.~a. |v o 2o o+o i,2co 2,oo ,2oo
C~.~a. v o o+o i,2co 2,oo ,i2o o,+oo
C.:,-c / o i,2co 2,oo ,i2o io,2+o i2,coo
C.:,-c s o 2,oo ,i2o io,2+o 2o,+co 2,ooo
C.:,-c C o ,i2o io,2+o 2o,+co +o,9oo i,2oo
C.:,-c | o io,2+o 2o,+co +o,9oo ci,92o io2,+oo
C.:,-c | o 2o,+co +o,9oo ci,92o io,c+o 2o+,coo
C.:,-c | o +o,9oo ci,92o io,c+o 2,oco +o9,ooo
utvna: no ounvtnt at nov :tsvto. utcns at aat:v aut:v tnvtat:v or vntst uvtat:s. utvna: cosvs vwtnvv vtuts svtt:,
wnt:t ounvtnt cosvs rvv vtuts svtt:.
r:tsn no aont auoa at rossta:t on:v on ntcaounvtc utcns.
Arnor
Crc~ a .~cis iasc ciasss s i.t, ti~
a:.o: costs a:~ acto:~e r. A,r a:.o:
s a:t o ti~ iasc aio: :~q.:~.~rts o a
.~ci, i.t t s rot rc.e~e r ti~ .at~:
as cost. A:.o: cost s nx~e acco:er to a
.~cis sz~, as siowr or 1ai~ zI.
Bas cost
A .~cis ias~ cost s e~nr~e as ti~ cost o
aio:, .at~:as, are a:.o:. 1is i~co.~s
:~~art wi~r corse~:r .:o~.~rts to
ts :on~ o: s~caz~e t:ats.
inaI cost
1i~ nra cost o: a .~ci s e~t~:.r~e i,
aeer aio: cost, .at~:as cost, are a:.o:
cost. 1i~ cost o rc:~.~rta .:o~.~rts
are w~aors s ti~r aee~e to ti~ tota, as a:~
ar, s~caz~e a,oaes. 1o a tis s aee~e
a nx~e cost, wici co~:s wo:isac~, toos,
scanoer, .aca co.or~rts (wi~:~
a:o:at~), are oti~: s.ci tirs. 1i~
nx~e cost e~~res or ti~ .~cis t,~, as
oows:
:t~a.ow~:~e z,ooo
\arow~:~e o
Cociwo:i +,ooo
Ar.at~e zo,ooo
ure~ae Io,ooo
1i~ s.. o a o ti~s~ a:ai~s s ti~
.~cis nra cost.
Aninatu Mhs
Ar.at~e .~cis ia~ aeetora :~q.:~
.~rts. 1i~ c:~ato: ..st ia~ ti~ ~at C:at
vore:o.s it~.. i ti~ ar.at~e .~ci w
rco:o:at~ ar, .aca w~aors (as s
ot~r ti~ cas~), ti~ e~sr~: ..st aso
ia~ ti~ :~~art ~ats (C:at vare, C:at
\ac A:.s o: A:.o:, o: oti~:s as a:o
:at~). Aeetora,, ti~ s~s -+a-
are !,| +, |-ct ..st i~ cast. i ti~
.~ci s s.a~: tiar a ct,.~ci, !..-c
a.| s aso :~q.:~e, ct,.~ci sz~e o:
a:~:, a.| s :~q.:~e.
ir aeetor to ti~ corst:.ctor t.~
o.tr~e aio~, ar.at~e .~cis :~q.:~
aeetora t.~ o: .aca :t.as. Cr, ti~
c:~ato: car core.ct ti~s~ :t.as. 1i~ t.~
:~q.:~e a:~s acco:er to ti~ .~cis sz~:
utcn stzt ktvu: csvtnc 1tut
|ag- i ca,
.g- 2 ca,
Gaga:.a ca,
C~.~a. + ca,
C~.~a. || ca,
C~.~a. ||| o ca,
C~.~a. |v ca,
C~.~a. v c ca,
C.:,-c / 9 ca,
C.:,-c s io ca,
C.:,-c C ii ca,
C.:,-c | i2 ca,
C.:,-c | i ca,
C.:,-c | i+ ca,
lra,, ar.at~e .~cis a:~ .r~:ai~ to
c.-! +.c (s~~ a~ vo). 1i~ ~~s ~a:r~e
tis ~ssor ti~ ia:e wa, at~: ewa:~r s~
cast~:s w~:~ e~o,~e or ioa:e :t~rar
co.iat .~cis. 1i~ c.-! ~n~ct s t~.o
:a:,, i.t ti~ wreow o .r~:ait, s ot~r
~ro.i to os~ a .~ci. :o.~ c:~ato:s row
.i.~ ti~: .~cis wti .aca ...rt,,
s.a: to tiat o a o~.. 1is s ossi~
!, wti ar.at~e .~cis are s a i,:oe.ct
o ti~: c:~ator :t.as.
G:artr ar ar.at~e .~ci .ac ...
rt, :as~s ti~ cost i, Io,ooo , eo.i~s ti~
~rti o ti~ r~c~ssa:, :t.as, are :arts
ti~ oowr i~r~nts:
MagiaI Innunity (x): A .~ci wti
tis e~sc:to: s ...r~ to a s~s, s~
i~ ait~s, are s.~:rat.:a ~n~cts.
it s rot ossi~ to corst:.ct ar.at~e
.~cis wti i.tr s~ ait~s (s.ci as
-c. -c.!) are .aca ...rt,.
:ot~ tiat ti~ .aca ...rt, eo~s rot
:~~rt ti~ .~ci :o. .sr .ac t~.s
(s.ci as a -|+!! ware) :oe~e ti~ t~.
eo~s rot an~ct ti~ .~ci.
Nronanti Mhs
:~c:o.artc .~cis ia~ aeetora
:~q.:~.~rts. 1i~ c:~ato: ..st ia~ ti~
~at C:at vore:o.s it~.. i ti~ r~c:o
.artc .~ci w rco:o:at~ ar, .aca
w~aors (as s ot~r ti~ cas~), ti~ e~sr~:
..st aso ia~ ti~ :~~art ~ats (C:at
vare, C:at \ac A:.s o: A:.o:, o: oti
~:s as a:o:at~). Aeetora,, ti~ s~s
+.+- c-+c, +.+- |-c, |+-, -+a-,
are -a-c. ..st i~ cast.
ir aeetor to ti~ corst:.ctor t.~ o.t
r~e aio~, .re~ae .~cis :~q.:~ aeetor
a t.~ o: .aca :t.as. Cr, ti~ c:~ato:
car core.ct ti~s~ :t.as. 1i~ t.~ :~q.:~e
a:~s acco:er to ti~ .~cis sz~, as wti
ar.at~e .~cis.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l|
c++.

Making th Mhrat chk


Crc~ a .~ci ias i~~r corst:.ct~e, are at~:
a aio: ias i~~r co.~t~e are a oe
s~rt, ti~ c:~ato: .ai~s a C:at (.~cic:at)
ci~ci. 1i~ ci~ci to e~t~:.r~ wi~ti~: ti~
.~ci s s.cc~ss., i.t s .ae~ .sr ti~
c:~ato:s C:at (.~cic:at) si. 1is s
s.a: to ar a:cit~ct i.er a si,sc:a~:
o: a .~ciarc i.er a :ac~ ca:: atio.i
eoz~rs o: i.re:~es o aio:~:s a:~ tor
.re~: is e:~ctor, t s ti~ cia:act~:s ar
rr are t~circa rsit tiat .t.at~,
e~t~:.r~ wi~ti~: ti~ e~sr s s.cc~ss..
1i~ aio:~:s a:~ ass..~e to i~ co.~t~rt
~ro.i to oow is rst:.ctors - tiats
wi, ti~ e~sr~: ..st i~ ti~:~ ~~:, ea,,
are wi, i~ ..st ~.o, o~:s~~:s - so ro
.oen~: s r~~e~e o: corst:.ctor ~::o:.
it a co.~s eowr to ti~ e~sr~:s si r
c:atr .~cis.
i ti~ ci~ci s .ae~, ti~ c:~ato:s cor
st:.ctor ias i~~r s.cc~ss..
i tis ci~ci s a~e i, o: ~ss, ti~ .~ci
s ro~:ai~ i.t car i~ :~a:~e. 1i~ c:~ato:
car s~re aroti~: zo o ti~ .~cis cost are
.ai~ aroti~: ci~ci or~ .orti at~:.
i tis ci~ci s a~e i, a .a:r o o o:
.o:~, ti~ .~cis iasc e~sr s ro~:ai~.
A aio: are .at~:as costs a:~ wast~e. 1i~
.at~:as car i~ :~co~:~e i, s~rer or~
ti:e o ti~ aio: costs r~c~ssa:, to i.e
ti~ .~ci, i.t oti~:ws~, ti~ wio~ :o|~ct
s a wast~. A r~w att~.t ..st sta:t at sq.a:~
or~ wti ti~ arrr sta~.
it s ossi~ to tai~ Io o: tai~ zo or tis
ci~ci, i.t eor so e~a,s a as~cts o ti~
.~cis corst:.ctor i, a acto: o Io o: zo,
:o. arrr to aio: costs. ir .ost cas~s,
tis :oe.c~s co.~t~, .r:~asorai~
t.~sars, .r~ss ti~ c:~ato: ias ar ~xt:a Io
to zo t.~s .o:~ aio:~:s tiar i~ r~~es.
-
BuIDINc ON1O AN
XIs1INc Mcu
\
ost .~ci |oci~,s tai~ to .oe,r
ti~: c:~ators, ~s~ca, ae~rt.:
~:s wio :~co~: r~at a:ts :o. e~~at~e
.~cis. l.er orto ar ~xstr .~ci s
a s.~ :oc~ss. 1i~ cost o aeer ar,
r~w t:at, att:i.t~ ciar~ (s.ci as .air
ti~ .~ci st:or~:), o: s~ca a,oae s
cac.at~e acco:er to ti~ starea:e :o
c~ss (~r aio~). i ar aeetor :~q.:~s
:~.or ar ~xstr t:at o: ~c~ o ~q.
.~rt (s.ci as a w~aor occ.,r a c~:tar
sot), or~ ti:e o ti~ o:ra aio: cost o:
tiat ~c~ o ~q..~rt ..st i~ ae. (i
ti~ o:ra ~:t~. ~q..~rt cost s rot
irowr, ti~ G\ car e~ce~ tiat t s , Io,
o: .o:~ o ti~ o~:a aio: cost.) 1is co
~:s :~.oa costs. 1i~r ti~ cost o ti~ r~w
~c~ s aee~e. i r~c~ssa:,, a r~w \~cic:at
ci~ci s .ae~, i.t .s.a, .ro: ciar~s
eort :~q.:~ a ci~ci.
Cr, two ciar~s s., carrot i~ .ae~
to ar ~xstr .~ci, as oows.
l:st, ,o. carrot ciar~ ar ~xstr
.~cis sz~. 1is s e~t~:.r~e i, ti~ iasc
r:ast:.ct.:~, wici carrot i~ at~:~e
wtio.t :~i.er ti~ ~rt:~ .~ci.
:~core, ,o. carrot ciar~ ar ~xstr
.~cis ow~: so.:c~, ~xc~t to eowr:ae~
t to .arow~:~e. 1i~ rat.:~ o ti~ ow~:
so.:c~ an~cts i.er e~csors .ae~ wi~r
ti~ .~ci s n:st corst:.ct~e. 1i~s~ carrot
i~ at~:~e wtio.t :~i.er ti~ .~ci :o.
ti~ :o.re ..
Cti~: tiar tiat, a as~cts o a .~ci .a,
i~ .oen~e o~: t.~.
rsonaIizing Mhs
la,~: cia:act~:s wti .~cis a:~ ~rco.:a~e
to ~:soraz~ ti~.. Ase~ :o. c.sto.z~e
w~aors o: a,oaes, tis car co~: ti~ .
:ar~ o a~a:arc~. lart coo:, att~:r,
are e~ta a:~ ..~eat~ cioc~s. Do ,o.
:~~: ca.o.a~, i~tt~iaci wti ci:o.~
rr, o: :~e i~ca.s~ t .ai~s t o ast~:'
C:ra.~rta ~at.:~s car rc.e~ si~s,
t:oi~s :o. e~~at~e oor~rts, ar.a
sirs, tot~.s, n:r iasi~ts, c.oas, si.s,
ciars, ci:o.~, :acr st:~s, ~xos~e
~rr~s, tici a:.o:, r ~~tator, i
.a:is, art~e rsra, o: c.sto.z~e .a
~:, (s.ci as ti~ sia:is t~~ti or vvz nit~:
|~ts). :rc~ DragonMh s s~t r .~e~a
t.~s, ,o. car aso rc.e~ cia:c i~:aes,
coats o a:.s, iarr~:s, are as.
lra,, ,o. ia~ ti~ .t.at~ ~:soraza
tor: a ra.~. \ost .~ci |oci~,s ra.~ ti~:
.~cis, ~s~ca, tios~ tiat ia~ ~:o:.~e
w~ r iatt~. \~cis .s.a, a:~rt ra.~e
.rt at~: s~~:a ~rco.rt~:s, at wici ort
ti~ .~cis ra.~ w :~~a ts~ r ti~
~~rts o ti~ co.iat.
ir ti~ ~re, ,o.: cia:act~:s sio.e i~ ~t
otr .~cis tiat a:~ irowr a: are we~
as ti~:s are or, ti~:s.
+
E=;@;GE:9L
\
~cis a:~ ~xt:~.~, enc.t to e~st:o,.
1i~: ia:er~ss :atrs sa ti~ ea.a~
o ar, attacis. 1i~: ..~rs~ sz~s are co::~
sorer ii it ec~ :art ti~. :actca,
r~xia.sti~ :~s~:o:s o it orts. L.ci,,
e~st:o,r ti~. srt awa,s ti~ oa. 1i~,
a:~ ~xt:~.~, a.ai~ to ioti se~s o .ost
corcts, so cat.:r ~r~., .~cis s |.st
as .o:tart as e~st:o,r ti~.. 1:r
are ~rtarr .~cis a:~ .o:tart co.iat
tactcs, as a:~ ioa:er actors.
vi~r e~st:.ctor eo~s .att~:, ti~ i~st
.ost ~r~.~s car io~ o: s to o.re, o.re,
are o.re aar .rt ti~ .~ci ias ass~e
ts ,~ow c:tca ti:~sioe, at wici ort
c:tcas i~co.~ a: .o:~ i~,. \~cis tiat a
~r~:a, eo so e.~ to rt~:ra c:tca ea.a~.
\~ci co.iat a:~s tt~ :o. ti~
starea:e co.iat :.~s. 1is iooi s a :o~
a,r a.~, rot a tactca wa:a.~, so t
ass..~s tiat .ost .~ci co.iats rco:o
:at~ ro .o:~ tiar a iare. o co.iatarts.
ir oti~: wo:es, t srt e~sr~e o: .ass
.~ci co.iat. l.t.:~ s.~.~rts w
e~sc:i~ a:~sca~ .~cito.~ci co.
iat at a st:at~c ~~. lo: ti~ t.~ i~r,
tis s~ctor e~sc:i~s iow to rco:o:at~
.~cis rto ti~ starea:e co.iat s~q.~rc~
wtio.t ..ci enc.t,.
-
suMMARY O Mcu
cOMBA1 ROs
\
~ci rtat~ - .~cis D~xt~:t, .oe
n~: + ots D~xt~:t, .oen~: + :~
~art ot ~ats (-.., i.:o~e irtat~).
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

\~ci AC - Io + .~ci sz~ .oen~: (+ ots


D~x .oen~: i~ ias \~ci Darc~: ~at).
\~ci .~~~ attaci .oen~: - .~cis
:t:~rti .oen~: + .~cis sz~ .oen~:
+ .rr~:s D~xt~:t, .oen~: + .rr~:s
.~ci attaci ior.s.
\~ci :ar~e attaci .oen~: - .~cis
D~xt~:t, .oen~: + .rr~:s D~xt~:t,
.oen~: + .rr~:s .~ci attaci ior.s.
-
MOVINc A Mcu
\
or a .~ci srt awa,s as ~as, as t
.it s~~.. lae t~::ar car esai~
~~r ti~ .it~st o .~cis, oist:.ctors
car ioci ti~: assa~, are a s.~ cia:~
car iroci or~ o~:.
uI sours
:t~a.ow~:~e .~cis :~q.:~ .~. A E.~
.~ci :~q.:~s I tor o coa o: ~~:, z+ io.:s
o cortr.o.s o~:ator. Daci sz~ rc:~
.~rt ii~: eo.i~s ti~ :~q.:~.~rt. 1i.s,
o: ro:.a io.: ea,s, a E.~ .~ci .s~s
I tor ~~:, ti:~~ ea,s, wi~ a Ga:art.ar
.~ci .s~s z tors ~~:, ti:~~ ea,s. A tor o
coa costs i~tw~~r zo are zoo , e~~re
r or oca coretors are aaait,.
vooe car aso i~ .s~e, i.t t s ~ss ~n~c
t~. A .~ci :~q.:~s ti:~~ t.~s as ..ci
wooe as coa. vooe costs zo to Ioo ~:
tor (s~~ a~ IIv).
A .~cis .~ irs a:~ e~sr~e to ioe
rr~ ea,s wo:ti o coa (o: ti:~~ ea,s o
wooe). Dxt:a sac~ car i~ cor~:t~e at ti~
:at~ o a iator ~: lu.
DimuIt 1rrain
Dnc.t t~::ar s ~~r .o:~ enc.t o: a
.~ci, i~ca.s~ t as o~: ti~r ts .r~:
ai~. 1~::ar as a: as .~cis s corc~:r~e s
e~nr~e as oows:
r++|!-. D~r ars, it .re~:i:.si,
:oaes, i~e:oci, cntos, oti~: at a:~as.
D.ca!. lo:~sts, tici .re~::owti, it
to .oe~:at~ is, srow, siaow sare.
E--!, c.ca!. :t~~ so~s, |.r~,
e~~ sare o: e~s~:t, :oci, o: .r~~r t~::ar,
..e, swa..
:ot~ tiat ti~ sz~ o ti~ .~ci e~t~:.r~s
ti~ sca~ o ti~ t~::ar tiat co.rts as e
nc.t. lo: ~xa.~, a or~.ar .~ci .it
ia~ t:o.i~ wti a sot, sare, i~aci, i.t t
tai~s a n~e o ~ro:.o.s io.e~:s to c:~at~
enc.t t~::ar o: a ct,.~ci. \ost ct,
.~cis car ro:~ ~~r o:~sts are st~~
so~s, or, .o.rtars, s~as, o: .r.s.a,
1AsLc z-I9: suuuAkx Or uccu-kcLA1cD cuccks
conotvton sxt::Aat:tvv sst Dc rct
|~.- -c :~.g c.|c..: :-a. |-c |..~: io c
|~.- -c :~.g -:--., c.|c..: :-a. |-c |..~: 2o c
C..: . a -c |-c |..~: / C..: ++ cc
j., . a -c |-c |..~: io + :.c- cc
s... . . a -c |-c |..~: |-, :... . -..: cc
|~c -c ~ a c.:,-c |-c |..~: i cc
/.~.c :-.g :a,.-c ~ |a..-c c~c.g |-|- cc
|-,.~, -c |~ a c.:,-c |-c |..~: io c9
|, ~,- a -c ,~:~.- :-g: 2c (:-a) 92
C..: ., a -c .-g C..: i 9
~~ a -c ..: a ga,,..g ~~ |ag-c :~.c a::ac - 9
Ga: ~.c ~| a ,a.g -c |-j., i 9
|.c- a ~..g -c .~.: |-c |.c- |-a: sa.ac- io 9o
/.~.c :-.g :a,.-c a|:- |a...g ~| -c |-|- io 9o
1ag-: a ,-c.|c ...:.- c-. -:- ,a: ioo |:. ,~: i 9
1ag-: ac~., c-:-.-c ...:.- c-. ,~: io 9
/.~.c -c ca..-c ~: :~ c-. c~,a:-: |-|- C,,~-c 9i
1., a -c ..: a~:- -c :acac :., c-c - 9+
|.g: a c~.-c -c |-c |..~: 2o 9+
||a:, ,... c~. a -c C~~,-a:..- :., c-c - 9
|~cg- a -c :a,.- a::ac |-|-|-c |..~: i 9
|-c :a,.- a :ag-: a:~.- .: a|- ag- |-|- io 9
|.,-. a.a:-c -c (a..- :a c.:,-c) |.,-. c-c 2o 9o
|.,-. a.a:-c -c (c.:,-c ~ .ag-) |.,-. c-c 2c 9o
|.,-. .c-ac -c |.,-. c-c 2+ 9o
r:us nv uoottas otscatato tn vnt vtxv.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ll
c++.

a:~ oi|~cts (s.ci as cast~s are :~ewooe


t:~~s) ~t r ti~: wa,.
1i~:~ s ro ~rat, o: or ti:o.i
assai~ t~::ar.
1:a~r ti:o.i enc.t t~::ar :~q.:~s
a \~ci lot si ci~ci ~~:, io.: (DC Io).
la.:~ i, o: ~ss .~ars ti~ .~cis s~~e s
ia~e as t cis ts wa, ti:o.i ti~ t~::ar.
la.:~ i, .o:~ tiar .~ars ti~ .~ci as
o~: (s~~ i~ow .re~: Dowr~e \~cis).
1:a~r ti:o.i ~xt:~.~, enc.t t~:
:ar :~q.:~s a \~ci lot ci~ci ~~:, io.:
(DC zo). r+. ti~ ci~ci .~ars ti~ .~cis
s~~e s ia~e. la.:~ i, o: ~ss .~ars ti~
.~cis s~~e s q.a:t~:~e. la.:~ i, .o:~
tiar .~ars ti~ .~ci as o~:.
l.rrr :as~s ti~ DC i, +. litr r
.~~~ :as~s ti~ DC i, z are r~c~sstat~s a
ci~ci ~~:, :o.re.
sting ovr Onstrutions
A .~cis ~s car c~a: oist:.ctors ..ci
ii~: tiar car ti~ co..or .ar. 1i~ ~xact
i~it e~~res or ts .ar~.~:ait, cass,
as st~e or a~ I. Cist:.ctors . to tis
i~it car t~:a, i~ st~~e o~: at .o~
.~rt cost ~q.a to ti~ i~it i.t ro oti~:
r~c~ssa:, ci~ci. Cist:.ctors ta~: tiar
tis ..st i~ c.i~e.
A .~cis st:e~ s ~q.a to ts :~aci. it car
c~a: tis estarc~ wti a sr~ st~. G:~at~:
estarc~s :~q.:~ a io:zorta |...
Running anu charging
A .~cis to s~~e s eo.i~ ts st~e s~~e.
vti a :.r actor t .o~s at eo.i~ s~~e,
ro ast~:. \~cis .or tis ast s.n~: a -z
~rat, to a :ar~e attaci :os, are ti~:
.ar~.~:ait, cass s corse~:~e or~
wo:s~ wi~ :.rrr.
:t~a.ow~:~e are cociwo:i .~cis car
.o~ at eo.i~ s~~e o: a .ax... e.:a
tor o or~ o.t o ~~:, ti:~~ io.:s. Ar, or
~: w o~:i~at ti~: ~rr~s. \arow~:~e
.~cis car :.r o: or, or~ iaio.: o.t o
~~:, sx io.:s. Ar, ast~: w sta:t ca.sr
ror~tia ea.a~ to ti~ aio:~:s at ti~ :at~
o Ie+ orts ~: ia io.:. ure~ae are ar
.at~e .~cis car :.r re~nrt~,.
\~cis car cia:~ as ro:.a, tio.i ti~
aio~ coretors a,.
cIinning
\~cis wti a:.s are .ar~.~:ait, o
~:~ct o: ooe car c.i. 1is :~q.:~s
a \~ci lot ci~ci aarst ti~ sa.~ DCs
st~e .re~: ti~ C.i si, ~xc~t tiat a ++
~rat, s a~e to ti~ DC to :~~ct ti~
.t~e .oit, o ti~ .~ci, are ti~ .~cis
.ar~.~:ait, ~rat, ( ar,) s a~e to
ti~ :o.
lar a c.ir att~.t car i~ e~as
tatr. 1i~ .~ci as. 1i~ .s.a Ieo ea.a~
~: Io ~~t a~r, . to zoeo, a~s. 1is
ea.a~ ~r~t:at~s ia:er~ss. ir aeetor, o:
~~:, o tiat co.~s ., ti~ .~ci tai~s or~
c:tca it (aarst wiat~~: c:tca ti:~si
oe t was r i~o:~ ti~ a).
uning
\~cis o s.nc~rt .ar~.~:ait, car
|... V~:tca |..s a:~rt ~~r . o:
esc.ssor, ti~:~ s., srt ~ro.i t
r +, ~rr~ o: .~cis to .ai~ :~asorai~
~:tca |..s.
Eo:zorta |..s a:~ ossi~ wti a
\~ci lot si ci~ci. ..s . to eo.i~
ti~ .~cis st:e~ (a .~cis st:e~ s ~q.a
to ts :~aci, wici s ia ts i~it) a:~
DC Io, t:~ ts st:e~ s DC I, q.ae:.~
s DC zo, are q.rt.~ s DC z. :o .~ci
car |.. .o:~ tiar ~ t.~s ts st:e~. A
:.rrr sta:t o at ~ast ~q.a to ti~ es
tarc~ to i~ |..~e s :~q.:~e.
1i~ ot ..st .ai~ a \~ci lot ci~ci,
.r.s ar, .oen~:s o: ti~ .~cis .ar~.
~:ait, cass.
i ti~ ci~ci s.cc~~es, ti~ .~ci |..s
are ares CK.
i ti~ ci~ci as i, o: ~ss, ti~ .~ci
as sio:t i.t eo~s rot a o~:.
i ti~ ci~ci as i, .o:~ tiar , ti~ .~ci
as sio:t are a.to.atca, as o~:. lo
Ieo to e~t~:.r~ ts acr wi~r t ares (s~~
a~ v+). 1i~ ot eo~s rot ~t a ci~ci to
s~~ i~ car ae|.st ts ostor as t as.
BuII Rushing
l. :.sir srt aesai~ r a .~ci .r~ss
,o.:~ :~a:~e to o eowr. At~: ti~ i.
:.si s :~so~e, ioti ti~ attaci~: are
e~~re~: ..st .ai~ \~ci lot ci~cis to
:~tar ti~: iaarc~ .or .act. i ~ti~:
as, tiat .~ci s eowr~e. 1i~ DC o: ~aci
ci~ci s ti~ |- -c|' i. :.si :~s.t.
lo: ~xa.~, ~ts sa, a Ga:art.ar .~ci
wti :t: z+ (:t: ior.s +, sz~ ior.s +Iz)
i. :.si~s a E.~ .~ci wti :t: zo (:t:
ior.s +, sz~ ior.s +). 1i~ Ga:art.ar
.~ci :os I+, wici ~s t a :~s.t o II
at~: ior.s~s. 1i~ E.~ .~ci :os , wici
~s t a :~s.t o zI. 1i~ Ga:art.ar .~ci
.si~s iaci ti~ E.~ .~ci. 1o i~~ i.s~
:o. ar o~:, ti~ Ga:art.ar .~ci ..st
.ai~ a \~ci lot ci~ci aarst DC zI. 1i~
E.~ .~ci ..st .ai~ a \~ci lot ci~ci
aarst DC II.
Cio.s,, s.a~: .~cis t~re to a
o~: .o:~ ~as,. l.t wti a .ci, :o, ti~
s.a~: .~ci car os~ ti~ i. :.si are st
watci ti~ attaci~: a o~:. l. :.sir s a
ear~:o.s .ar~.~: r a ~ic~ as c..s,
as a .~ci.
Doking on a city-nh
Ct,.~cis ia~ eocir ia,s wi~:~ s.a~:
.~cis car arcio: ti~.s~~s. G~ttr orto
or~ o ti~s~ eocir ia,s s a :it~rr tasi.
1i~ ia,s a:~ attaci~e to ti~ ct,.~cis ~~t
o: ari~s, .~arr ti~, swr i.~ ~:tca
estarc~s as ti~ .~ci wais. A ioa:er .~ci
..st t.~ ts .o~.~rt to ti~ ct,.~cis,
ti~r |.. orto ti~ eocir ia, at |.st ti~
:it .o.~rt. Cr~ .sst~ car .~ar i~r
c:.si~e i, ti~ ct,.~cis oot. Cr, ~t~:ar
ots .ai~ ti~s~ eocir att~.ts.
1i~ eocir ia, e:os to wtir Io ~~t o
:o.re ~~. Cr ~~r t~::ar, a .~ci wti
at ~ast a Iooot c~a:arc~ car s., st~
orto ti~ .~ci. ur~~r t~::ar .ai~s a.
r ti~ estarc~ .o:~ enc.t. :ot~ tiat
a .~cis ~:tca c~a:arc~ e~~res or ts
.ar~.~:ait, are ts i~it, as e~sc:i~e
aio~, ~r~:a,, ar, .~ci o Coossa ii sz~
o: a:~: car c~a: Io ~~t ~~r t s c..s,,
wti ti~ c~a:arc~ o s.a~: .~cis a:,r.
A .~ci wtio.t Io ~~t o ~:tca c~a:
arc~ ..st |.. to .ai~ ti~ eocir ia,. 1is
s ~~r .o:~ ear~:o.s, ti~ |.. as, ti~
.~ci carrot ~~r att~.t to eoci are ..st
.ai~ ti~ l~~x sa~ e~sc:i~e i~ow (DC
) o: i~ c:.si~e i, ti~ ct,.~ci.
Crc~ a .~ci ias s.nc~rt ~:tca c~a:
arc~ to eoci (wi~ti~: ti:o.i st~r o:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

|..r), ti~ ot ..st .ai~ a \~ci lot


si ci~ci (DC I, +z or enc.t t~::ar,
++ or ~xt:~.~, enc.t t~::ar). 1is
.~as.:~s is t.r. i ti~ ci~ci s ass~e,
ti~ .~ci :ac~., st~s orto ti~ assr
ct,.~ci.
i ti~ ci~ci s a~e, ti~ .~ci st~s too
soor o: too at~, .ssr ti~ eocir ia,.
1i~ .~ci ..st ..~eat~, .ai~ a l~~x
sa~ (DC ). i ti~ sa~ as, ti~ .~ci as
.re~: ti~ ct,.~cis oot, s.n~:r .
t:a.r ea.a~ :o. ti~ ct,.~ci.
A .~ci tiat .ss~s a eocir att~.t
are s rot c:.si~e ..st ti~r :.r at~: ti~
ct,.~ci, ostor ts~ aar, are t:,
orc~ .o:~ to eoci. Ct,.~cis :a:~, sto
(t tai~s a ot
o ~no:t to
sta:t or~ .o
r aar), i.t
ti~, w wai
r c:c~s to
aow s.a~:
.~cis ..t~
att~.ts to
eoci. 1i~, w
aso a.rci
sra a:~s to
recat~ wi~:~
ti~, ~x~ct
to st~, r
s.a~: .~cis
t.~ to ~t rto
ostor.
:ot~ tiat
so.~ ct,.~cis
ia~ st:e~s tiat
a:~ :~at~: tiar
ti~: s~~es.
lo: ~xa.~,
:~ee~:i s
sz~ Ct,.~ci
D. its i~it s
I,zoo ~~t,
r t a st:e~ o
ooo ~~t, ,~t ts
s~~e s or, Io t. its .ass~ ~~t swr
aio:o.s, ti:o.i ti~ a:, to.cir ti~
:o.re or, orc~ ~~:, o.: :o.res. (Cac.
at~ tis wti st:e~ ee~e i, s~~e, :o.re
r .. l~.~.i~: tiat st:e~ s ~q.a to ia
o i~it.) ir tis cas~, .~cis or ti~ :o.re
co.e eoci or, orc~ ~~:, o.: :o.res (are
ti~r or, ti~, co.e i~~ . wti t).
DIoying a Mh It
Ct,.~cis i~~ ~~ts o s.a~: .~cis r
ti~: iara:s, :~ae, to e~~re ti~ .oti~:
si at a costs. D~o,r a s.a~: .~ci
:o. ti~ eoci o a ct,.~ci srt q.t~ as
ear~:o.s as ioa:er ti~ .~ci r ti~ n:st
ac~ (tio.i tiat s r~c~ssa:, wi~r ti~
iatt~ s o~:), i.t ts |.st as ia::owr.
\~cis e~o,~e :o. a ct,.~ci awa,s
~a~ :o. ti~ :~a: o ti~ eocir ia,, are
awa,s st~ on wi~r ti~ oot ti~,:~ or s
ti~ t:ar oot. 1is .r.z~s ti~ ciarc~
tiat ti~, w i~ c:.si~e or a .sst~.
1i~ e~o,.~rt :oc~ss :~q.:~s |..r
:o. ti~ eocir ia, to ti~ :o.re, .s.a,
a estarc~ o Io ~~t. 1i~ ot ..st .ai~ a
\~ci lot si ci~ci aarst DC Io. (1i~
.~cis |.. .oen~: ias~e or .ar~.~:
ait, eo~s a, to tis :o, ts .o:~
o a a tiar a |...) i ti~ ci~ci s.cc~~es,
ti~ .~ci ares or ts ~~t are car .ai~ ar
..~eat~ attaci actor (tio.i t carrot
.o~ .rt r~xt t.:r).
i ti~ ci~ci as, ti~ .~ci as to are
or ts ~~t. D~t~:.r~ :areo., iow t ares
.sr ti~ :.~s o: eowr~e .~cis (i~ow).
-
BAsIc Mcu cOMBA1
C
rc~ a ot ioa:es is .~ci, ti~,
i~co.~ rt~:twr~e. 1i~: statstcs
rt~:act, ti~: co.iat ait~s .~:~, are
ti~ s.cc~ss o
~aci s a:~,
e~~re~rt or
ti~ oti~:. lasc
.~ci co.iat
ro~s coo:
eratr two
s~a:at~ s~ts o
stats, .s ti~
co.~xt~s o
..t~ c:~w
.~.i~:s actr
r .rsor. 1i~s~
a:~ co.cat~e
ss.~s, i.t wti
s.~ :.~s
ti~, car i~
so~e.
iIoting a
Mh
1i~ n:st st~ s
ti~ .~cis ot.
A ro:.a cia:
act~: car .o~
o: n:~ a .~ci,
i.t rot ioti. 1o
sioot o: nit r
.~~~, i~ car
rot .o~ ti~
.~ci at a (rot ~~r a oot st~). 1is srt
a q.~stor o .or are siootr at a ~r
at,, ti~ cia:act~: s., carrot eo ioti. E~
acis ti~ coo:erator are corc~rt:ator. ir
o:e~: o: ti~ .~ci to ioti .o~ are n:~ r
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

ti~ sa.~ :o.re, a .rr~: ..st i~ cort:o


r ti~ w~aors.
vti ti~ \~ciwai~: ~at, a ot car
o~:at~ or~ w~aor r ti~ sa.~ :o.re i~
.o~s (:oe~e ti~ cocit s i,sca,
e~sr~e to ~ i. acc~ss to ti~ r~c~s
sa:, cort:os). E~ .a, .o~ ti~ .~ci . to
eo.i~ ts ro:.a s~~e (a .~cis :.rrr
s~~e), i.t so i~ s.n~:s a -z ~rat, to
:ar~e attaci :os (ti~ .s.a ~rat, o: a
:.rrr .~ci). i ti~ .~ci s to n:~ .o:~
tiar or~ w~aor ~: :o.re, t r~~es .rr~:s
o: ti~ ~xc~ss w~aors.
vti ti~ \~cie~xt:o.s ~at, a ot car
o~:at~ two w~aors r ti~ sa.~ :o.re
i~ .o~s (:oe~e ti~ cocit s s~t .
to aow tis). A -I ~rat, a~s to ioti
attaci :os. :o ot car o~:at~ .o:~ tiar
two w~aors at orc~, .r~ss ti~, a:~ ri~e
to n:~ as or~.
Initiativ
A .~ci ias a ias~ rtat~ sco:~ e~t~:
.r~e i, ts D~xt~:t,. 1i~ ots .oen~:s
a:~ ti~r aee~e to tis:
\~ci rtat~ - .~cis D~xt~:t, .oe
n~: + ots D~xt~:t, .oen~: + :~~art
ot ~ats (-.., i.:o~e irtat~).
Cr, or~ rtat~ :o s .ae~ o: ~aci
.~ci. A cia:act~:s or ioa:e ti~ .~ci
nit or tiat rtat~ co.rt. i a ioa:er
actor s oror are ti~:~ s co.iat rse~
ti~ .~ci, ,o. .a, :o a s.irtat~ to
e~t~:.r~ o:e~: o .o~.~rt rse~ ti~
.~ci. vtir ti~ :~at~: corct, iow~~:,
a actors r ti~ .~ci a:~ ass..~e to tai~
ac~ at ti~ sa.~ t.~.
Arnor cIass
A .~cis a:.o: cass s e~t~:.r~e so~,
i, ts sz~ .oen~:, .r~ss ti~ ot ias ti~
\~ci Darc~: ~at. 1i~ .~cis D~xt~:t, eo~s
rot .oe, ts a:.o: cass. ir ti~ cort~xt o
.~cis, D~xt~:t, ias .o:~ to eo wti ti~
~as~ o a.r a .ass~ .~ciarca a:. tiar
ti~ ait, to eoe~ attacis. D~r a e~xt~:
o.s .~ci s a i, c.ri, .acir~. 1i.s,
ti~ .~cis D~xt~:t, an~cts ts attaci :os
i.t rot ts AC. :rc~ .ost .~cis ia~ ow
D~xt~:t, to i~r wti, tis aso i~s ons~t
ti~ ~n~cts o :~,r or ia:er~ss rst~ae o
r ti~. ar a:.o: ior.s to AC.
\~ci AC - Io + .~ci sz~ .oe~:
(+ ots D~x .oe~: i~ ias \~ci
Darc~: ~at).
l~ca.s~ .~ci a:.o: s so tici (are ti~
.~ci ts~ s i.t o .~ta), ti~s~ :.~s
:~, .o:~ or ia:er~ss tiar a:.o: cass o:
co.iat wti .~cis. l~se~s, .~cis a:~
~ro:.o.s . ti~, o.it to i~ ~as, to it.
Attak RoIIs
A .~cis attaci ior.s~s a:~ e~t~:.r~e
sit, en~:~rt, tiar wti oti~: c:~a
t.:~s. l:st, a ~w ~r~:a :.~s:
ir .~ci co.iat, ,o. awa,s aee ti~
.rr~:s D~xt~:t, .oen~: to attaci
:os, wi~ti~: ts .~~~ o: :ar~e. 1i~
.rr~:s :t:~rti .oen~:s a:~ r~~:
aee~e (tio.i ti~ .~cis :t:~rti .oe
n~:s a:~).
lo: w~aors wti a c:~w, .s~ ti~ ii~st
D~xt~:t, a.or ti~ c:~w.
ir .~ci co.iat, ,o. eort .s~ ias~ attaci
ior.s. \o. .s~ .~ci attaci ior.s. :o.~
cass~s ia~ a s~a:at~ .~ci attaci ior.s
cia:act~:stc (.~ci |oci~,s, .~ci e~
s, ass.at~e). A oti~: cass~s .s~ ia
ti~: ias~ attaci ior.s, :o.re~e eowr,
o: ti~: .~ci attaci ior.s.
A .rr~: ..st i~ :onc~rt wti is
w~aor o: tai~ ti~ .s.a -+ ~rat,.
:ot~ ti~ estrctor wi~r ti~s~ :.~s es
c.ss ot (o wici ti~:~ s r~~: .o:~
tiar or~ ~: .~ci) are .rr~: (o wici
a .~ci .a, ia~ s~~:a).
MI: A .~cis .~~~ attaci ior.s s
e~t~:.r~e as oows:
\~ci .~~~ attaci .oen~: - .~cis
:t:~rti .oen~: + .~cis sz~ .oen~:
+ .rr~:s D~xt~:t, .oen~: + .rr~:s
.~ci attaci ior.s.
i ti~ .rr~: s a .~ci |oci~,, .~ci e~,
o: ass.at~e cia:act~:, i~ ias a s~a:at~
.~ci attaci ior.s. Cti~:ws~, is .~ci attaci
ior.s s ~q.a to ia is ias~ attaci ior.s,
:o.re~e eowr (~xc~t o: cia:act~:s wti ti~
\~ciarz~e Co.iat l:actc~ ~at). A nit~:
wio t:ars o: e~cae~s wti ~~:, irowr w~a
or s aw~so.~ r a swo:enit, i.t i~s .s~~ss
wti a s~t o ~~:s are a |o,stci. 1i~ ir~s
ti~tc ~~, tactca s~rs~, are :aw si tiat
:~s.t :o. ro:.a co.iat ia~ tt~ aca
tor to .acir~s ti~ i~its o i.ers wti
st:ar~ arato.~s, t.~e~a,~e :~sors~s to
.rr~: r.t, are |~:i, .otors.
:o ias~ attaci ior.s s e~t~:.r~e i,
ti~ .~cis it ec~. 1i~ .rr~:s D~xt~:t,
.oen~: s rc.e~e i~ca.s~ .~cis a:~ ow
~:~e i, |o,stcis, iare~s, are oti~: so:ts o
cort:os. its a ot i~ a,r a e~o a.~.
1i~ .~cis :t:~rti an~cts iow w~ t ~r
~t:at~s ~r~., a:.o:, i.t ti~ .rr~:s D~x
t~:t, an~cts iow acc.:at~, i~ .ar~.~:s
tios~ ow~:. .~ci a:.s.
:ot~ tiat so.~ w~aors eo rot .s~ ti~
.~cis :t:~rti (s.ci as i.zzsaws). 1is s
rot~e r ti~ w~aor e~sc:tors.
Rangu: A .~cis :ar~e attaci ior.s s
e~t~:.r~e as oows:
\~ci :ar~e attaci .oen~: - .~cis
D~xt~:t, .oen~: + .rr~:s D~xt~:t,
.oen~: + .rr~:s .~ci attaci ior.s.
1i~ .~cis D~xt~:t, s .s~e i~ca.s~ t
e~t~:.r~s iow nr~, ti~ .~cis w~aors
car i~ ostor~e are a.~e. 1i~ .rr~:s
ait, to wo:i ti~ cort:os (ias~e or is
D~xt~:t,) .a, ons~t ti~ .~cis iasc
c..sr~ss.
MuItiI Attaks: Cass~s wti .~ci
attaci ior.s~s car :~c~~ ..t~ attacis
wti .~ci w~aors, ~: ti~ .s.a :.~s.
Cass~s wtio.t .~ci ior.s~s r~~: :~c~~
.o:~ tiar or~ attaci ~: :o.re wti ti~:
.~ci w~aors, :~a:e~ss o ias~ attaci
ior.s o: r..i~: o attacis.
Mh ronIs: Daci .~ci :on~ or
a~ v rc.e~s a ias~ .~~~ attaci are
ias~ :ar~e attaci ~rt:,. 1i~s~ rc.e~ a
.oen~:s e.~ to ti~ .~ci. 1i~ ots .oe
n~:s a:~ ti~r aee~e to ti~s~ to e~t~:.r~
ti~ r~t .oen~:.
Attaks o Oortunity
Attacis o oo:t.rt, i~tw~~r .~cis
a:~ ~r~:a, :~so~e ro:.a,, wti a ~w
.o:tart ~xc~tors.
A .~ci :r a :ar~e .~ci w~aor
rto .~~~ eo~s :ooi~ ar attaci o
oo:t.rt,.
A .~ci .a, rot tai~ attacis o oo:
t.rt, aarst c:~at.:~s ioa:er t o:
attacir t. 1i~ .~ci eo~s rot ia~ ti~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

at, to st:i~ ta:~ts or ts~ (are ~~r


t ee, t wo.e :si ea.a~ to ts~),
ro: car t :~act q.ci, ~ro.i.
A .~cis .ra:.~e attacis eo rot :ooi~
attacis o oo:t.rt,.
craIing
\~cis car rot :a~. 1i~, a:~ rot ~x
i~ ~ro.i :~a, to :~st:ar or~ aroti~:.
\o:~o~:, :ar wo.e ra:ai, :~s.t
r ti~. ioti :or~ or ti~ :o.re, wici
roioe, warts.
caIIu shots
it s ossi~ to ta:~t a s~cnc co.or~rt
o a .~ci - ts st~a. carror, ~t a:., :it
ir~~, cocit. l.~s o: ta:~tr a s~cnc
c:~w.~.i~: a:~ e~sc:i~e or a~ vI, r
~r~:a, a :ot ci~ci s r~c~ssa:, to ci o.t
a i..arsz~e c:~at.:~ or a a:~ .or
oi|~ct i~ a .~ci.
1a:~tr a:~: ~~.~rts s ~as~:. Ar,
.a|o: co.or~rt o a .~ci (~q.a to twc~
ti~ sz~ o a i..ar o: a:~:) car i~ ta:~t~e
wti a ca~e siot. :.a~: co.or~rts
:~q.:~ a :ot ci~ci (DC Io-I, e~~rer
or sz~) r o:e~: to ci ti~. o.t o ti~
wi:r .o:ass o ot~rta ta:~ts.
Ca~e siots a:~ a.to.atca, .:o.re
actors. l, a.sr to a. ts r~xt siot
ca:~.,, ti~ attaci~: :ooi~s ar attaci o
oo:t.rt,. lra,, a -+ ~rat, a~s to
ti~ attaci :o.
i ti~ attaci its, ti~ G\ :~so~s ti~
~n~cts. G~r~:a, ar attaci .or a w~aor
.a, ca.s~ ea.a~ to ti~ w~aor, ar attaci
or ar a:. .a, ea.a~ ti~ a:., are so or.
Ca~e siots aarst ti~ io~: ia~ ro aee
tora ~n~ct or .ost .~cis, src~ t s or~
o ti~ i~sta:.o:~e a:ts o ti~ .~ci.
1i~ .ost ~n~ct~ ta:~t o: ca~e siots s
ti~ cocit o: .rr~:s o:ts. ir tis cas~ ti~
attacir .~ci s~cnca, t:~s to ea.a~ ti~
.~cis rt~:o: so tiat t car it c:~w rse~. ir
.ost cas~s, or, ~:cr w~aors a:~ caai~
o :~acir e~~, ~ro.i rto ti~ .~ci to
ea.a~ ti~ c:~w, so.~ sasir w~aors .a,
wo:i e~~rer or ti~ .~cis e~sr.
i a ca~e siot aarst a c:~w a:~a s.c
c~~es, ti~ c:~w r tiat a:~a ..st .ai~
oos~e l~~x sa~s wti ti~ attacir
.~ci. 1is e~t~:.r~s ti~: ait, to eoe~
ti~ .~cis w~aor as t t:~s to n~t ti~..
Daci c:~w .~.i~: wio ass~s ti~ oos~e
sa~ ~sca~s ea.a~. 1ios~ wio a, iow
~~:, st ti~ .~cis ea.a~ :o wti ti~
.~ci. Ea ea.a~ :o. ti~ attaci s ee~e
~q.a, i~tw~~r a an~ct~e c:~w .~.i~:s,
wti ti~ :~st or to ti~ .~ci.
lo: ~xa.~, a e~~rer .~ci ias a coci
t wti ti:~~ c:~w are a s~a:at~ .rr~:s
co.a:t.~rt wti two c:~w. 1i~ attacir
.~ci .s~s a ~:cr w~aor to stai ti~ coci
t. 1i~ attaci s.cc~~es are ti~ a,~: :os
z orts o ea.a~. i ar, o ti~ c:~w .~.
i~:s a ti~: sa~s, I+ orts w i~ ee~e
i~tw~~r ti~.. 1i~ ti:~~ c:~w .~.i~:s ~aci
.ai~ a l~~x sa~, oos~e i, ti~ .~cis
sr~ l~~x sa~. 1wo o ti~ c:~w a. 1i~:~
o:~, ~aci o tios~ two tai~s orts o ea.
a~. 1i~ :~.arr I+ orts o to ti~ .~ci,
~ss ts ia:er~ss o Io. :o ti~ .~ci tai~s +
orts o ea.a~ :o. ti~ st:i~, wi~ two
c:~w .~.i~:s ~aci tai~ orts.
Basi Mh connat sunnary
:o:.a ots car ~ti~: .o~ o: n:~ a .~ci.
vti ti~ \~ciwai~: ~at, a ot car .o~
a .~ci r ti~ sa.~ :o.re i~ n:~s a w~aor.
vti ti~ \~cie~xt:o.s ~at, a ot
car .o~ a .~ci r ti~ sa.~ :o.re i~
:~s two w~aors.
-z ~rat, to :ar~e attacis wi~r :.rrr
o: cia:r r a .~ci.
\~ci rtat~ - .~cis D~xt~:t, .oe
n~: + ots D~xt~:t, .oen~: + :~~art
ot ~ats (-.., i.:o~e irtat~).
\~ci AC - Io + .~ci sz~ .oe~:
(+ ots D~x .oe~: i~ ias \~ci
Darc~: ~at).
\~ci .~~~ attaci .oen~: - .~cis
:t:~rti .oen~: + .~cis sz~ .oen~:
+ .rr~:s D~xt~:t, .oen~: + .rr~:s
.~ci attaci ior.s.
\~ci :ar~e attaci .oen~: - .~cis
D~xt~:t, .oen~: + .rr~:s D~xt~:t,
.oen~: + .rr~:s .~ci attaci ior.s.
Ca~e siots s.n~: a -+ ~rat, are :ooi~
ar attaci o oo:t.rt,, ta:~t~e c:~w a:~as
:~c~~ oos~e l~~x sa~s to ~sca~ ea.a~.
critiaI uits
\ost .~cis a:~ .acir~s. As ti~: e~~rs~s
e~:ae~, ti~: .ost .r~:ai~ co.or~rts
i~co.~ ~xos~e. 1is s ear~:o.s are
rc:~as~s ti~ i~iooe tiat ti~, w s.n~:
c:tca its.
ir ti~ t:aetora :.~s, corst:.cts (a cat~
o:, tiat rc.e~s .~cis) a:~ ...r~ to c:t
ca its. 1is :.~ was e~~o~e r ti~ a:a
e. o .aca corst:.cts s.ci as o~.s,
wici a:~ ar.at~e ..s o :or o: ca, wti
ro rt~:ra arato., o wici to s~ai.
\ost .~cis a:~ en~:~rt. Li~ a ca:, ti~,
ia~ a ~:, s~cnc arato., wti so.~
a:ts tiat a:~ .o:~ .o:tart tiar oti~:s.
\o. car e~taci ti~ iatt~:, :o. a :.rrr
ca: wtio.t sowr t eowr - i.t ,o.
ea.a~ ti~ at~:rato:, ti~r ts a.~ o~:.
\~cis .rctor s.a:,, tio.i ti~ a:ts
ro~e a:~ ow~:~e i, st~a., cociwo:i
co.or~rts, o: .arow~:.
Ar.at~e are .re~ae .~cis a:~ ...r~
to c:tca its. A oti~: .~ci t,~s a:~ s.s
c~ti~. C:tca its to ti~s~ .~cis :~q.:~
c:tca :os (as .s.a). vti st~a.ow~:~e,
cociwo:i, are .arow~:~e .~cis, cor
n:.~e c:tca its tiat ca.s~ at ~ast I i o
ea.a~ (at~: acco.rtr o: ti~ .~cis ia:e
r~ss) +! ca.s~ aeetora co.or~rt ea.
a~, ias~e or ti~ c:tca it tai~ o: ~aci
.~ci ow~: t,~. 1i~s~ tai~s a:~ o.re or
a~s +, o, are . 1is co.or~rt ea.a~
s r aeetor to ti~ c:ts ~xt:a i ea.a~.
:ot~ tiat ea.a~ :o. ti~ c:tca it
tai~s i,ass~s a .~cis ia:er~ss :atr.
1is ea.a~ tai~s ac~ rt~:ra,, a:
i~,ore ti~ .~cis ia:e a:.o:~e si~.
critiaI 1hrshoIus
A .~cis ia~ o.: cat~o:~s o ea.a~:
:~~r, ,~ow, o:ar~, are :~e. 1i~s~ c:tca
ti:~sioes a:~ e~nr~e i, ti~ it ort totas
at wici ti~ .~ci i~co.~s .o:~ .r~:
ai~. 1i:~sioes a:~ e~t~:.r~e i, ~:c~rt
a~ a.o.rts e~~rer or ti~ .~cis ow~:
so.:c~, as e~sc:i~e or a~ I. lo: ~xa.~, a
st~a.ow~:~e .~ci ias ti~ ti:~sioes :~~r,
,~ow o, o:ar~ z, :~e Io. 1iat .~ars
tiat a .~ci wti, sa,, Ioo it orts wo.e
~rt~: ts ,~ow ti:~sioe wi~r :~e.c~e to o
i, o:ar~ at z i, are :~e at Io i.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

Daci ti:~sioe ias a en~:~rt :ar~ o


:~s.ts o: c:tca its. G:~~r s ti~ ~ast
ear~:o.s, wi~ :~e s ~r~:a, ata.
l~a:e~ss o ti:~sioe, ~~:, corn:.~e
c:tca it aarst a .~ci tiat ca.s~s at ~ast
I i ea.a~ at~: acco.rtr o: ia:er~ss
:~s.ts r a :o or ti~ .~cis c:tca it
tai~, acco:er to ts t,~.Aeetora,,
ti~ .~ci i~co.~s :o:~ss~, .o:~ s.s
c~ti~ to c:tca its as t i~co.~s ea.
a~e. vtir ti~ ,~ow ti:~sioe, ti~ ti:~at
:ar~ o a attacis s rc:~as~e i, +I. At ti~
o:ar~ ti:~sioe, ti~ ti:~at :ar~ :s~s i,
+z, are t :s~s i, +I at ti~ :~e ti:~sioe.
Mh critiaI uits sunnary
Ar.at~e are .re~ae .~cis a:~ ...r~ to
c:tca its.
A oti~: .~ci t,~s a:~ s.sc~ti~ to
c:tca its.
1i~:~ a:~ o.: c:tca ti:~sioes: :~~r,
,~ow, o:ar~, are :~e.
Dn~cts o c:tca its a:~ .o:~ s~~:~ at
~aci c:tca ti:~sioe.
1i:~at :ar~ o attacis s rc:~as~e i,
+I at ,~ow ti:~sioe, +z at o:ar~, are
+I at :~e.
A corn:.~e c:tca it ca.sr I i o:
.o:~ ea.a~ +! ca.s~s co.or~rt ea.
a~ acco:er to ~aci .~ci t,~s c:tca
its tai~.
-
cRw
A
.~ci wtio.t a c:~w s .s~~ss. \~cis
AAe~~re or ti~: c:~ws o: o~:ator, are
a c:~w e~~res or ts .~ci o: :ot~ctor.
Dti~: wtio.t ti~ oti~: s .r~:ai~ - a act
tiat .ar, .~ci i.rt~:s s~~i to ~xot.
crw rottion
As a ~r~:a :.~, ti~ c:~w o ar, :~c~rt,
i.t .~ci s w~ :ot~ct~e. lo:tio~s oci
s~c.:~,. 1i~ c:~w wreows a:~ :ot~ct~e i,
:~ro:c~e st~~ .~si o: so:i~ sats tiat
~ ti~ c:~w vIo co~:. (1is :ot~ctor
aso .ts ti~ c:~ws sit,, so a st~ati,
oor~rt wio .ai~s t .re~: ti~ .~ci
.rs~~r car o .re~t~ct~e c.ir ti~
.~ci .rt i~ ~ti~: .ai~s a ros~ o: ass~s
a wreow.) 1i~ i~stcorst:.ct~e .ta:,
.~cis, a:tc.a:, tios~ o ti~ :t~rar
Cor~e~:ac,, ~~r ia~ ~:sco~s are ~w
o:ts so ti~ c:~w car oci eowr co.~t~,
r~~e i~. 1i~:~s ro ~as, wa, to ta:~t s.ci
c:~w wti oriows o: st~a. .rs .r~ss
ti~, ~a~ ti~: co~: o: so.~ :~asor.
Ce~: .~cis, a:tc.a:, tios~ tiat ia~
i~~r saa~e i, ti~ :.st :e~:s, as w~ as
oo:, e~sr~e .~cis i~ tios~ n~e~e i,
ti~ o:cs, .a, ia~ ..ci ~ss :ot~ctor.
Insumint crw
\~ci c:~w a:~ corse~:~e to i~ ..t.rc
tora, so ti~, car c:~w w~aors ~~r wi~
t~rer ti~ ~rr~s. 1i~ ot s ti~ or, or~
wio ..st ia~ ti~ ait, to eo so.~tir
~s~ wi~ attacir. Cti~:ws~, ti~ . .~ci
c:~w car i~ co.rt~e towa:e w~aor .s~.
A .~ci wti ~ss c:~w tiar ts . aot
.~rt w ia~ :oi~.s o~:atr. A .~ci
awa,s r~~es at ~ast or~ c:~w .~.i~: to
ot. i ti~ ot s ai~ to n:~ w~aors,
i~ .a,. :t~a.ow~:~e, cociwo:i, are
.arow~:~e .~cis ti~r r~~e at ~ast ia
ti~: tota c:~w aot.~rt s., to i~~
ti~ ~rr~s :.rrr. 1is rc.e~s tirs
s.ci as stoir ti~ n:~s or st~a.ow~:~e
.~cis, t.:rr ti~ c:aris or .arow~:~e
or~s, are ci~cir ti~ s:r to:q.~ or
cociwo:i .~cis. Ar, ~ss tiar ia o ti~
tota c:~w are ti~ ~rr~s si.t eowr, sto
r ti~ wio~ .~ci r ts t:acis.
Crc~ ti~ ~rr~ stos, ti~ c:~w car
st n:~ w~aors tiat eort e~~re or
ti~ ~rr~, s.ci as cata.ts o: |a~rs,
:oe~e ti~, ia~ s.nc~rt c:~w. \~~~
w~aors .s.a, :~q.:~ ti~ ~rr~s to .o~
ti~ .is ti~,:~ .o.rt~e or, are .~ciar
ca, ow~:~e w~aors (s.ci as io:~ .rci
~:s o: st~a. carrors) oio.s, :~q.:~
ti~ ~rr~. 1i~s~ w~aors carrot i~ n:~e
wtio.t s.nc~rt c:~w.
C:~w .~.i~:s occ.~e r iaretoiare
co.iat eo rot co.rt towa:e ti~ .~cis c:~w
(s~~ i~ow).
-
BOARDINc A Mcu
A
.~ci car i~ ioa:e~e r or~ o s~
~:a wa,s.
l, ~rt~:r ti:o.i o~r assa~s. :o.~
.~cis ia~ o~r tos, ass cocits, o:
oti~: ~as, i,ass~e ~rt:,wa,s.
l, :r a io~ ti:o.i ti~ s.:ac~
wti a s~caz~e w~aor, s.ci as a io:~
a.rci~: o: :.st io.i. 1is aows e:~ct
~rt:, rto ar, a:~a o ti~ e~~rer .~ci
tiat ti~ attacir .~ci car :~aci.
l, e~ar ~ro.i ea.a~ to ti~ .~ci
tiat io~s a~a: r ti~ a:.o:. Dxc~t
wti s~caz~e w~aors e~sr~e to
t~a: io~s, .ost attacis eo rot ~a~ ~rt:,
orts a:~ ~ro.i o: a i..ar. A .it,
st~a. carror it .it ~a~ a io~ or,
or~ oot ac:oss, |.st we~ ~ro.i o: ti~
carroria: A sr~ attaci tiat e~as at
~ast zo orts o ea.a~ c:~at~s a io~
i ~ro.i o: \~e.. c:~at.:~s to
ass (tio.i t .a, i~ zo ~~t :o. ti~
:o.re:). Aeetora,, a .~ci :~e.c~e
to ts o:ar~ c:tca ti:~sioe ias i~~r
ea.a~e ~ro.i tiat ti~ :wss ci~~s~
~n~ct aows ioa:e~:s to nre at ~ast Ie+
io~s s.tai~ o: ~rt:,.
l, ~rt~:r ti:o.i a .~cis o:tio~s.
Ar,or~ wio .ara~s to c.i orto a
.~ci car t:, to ~rt~: ti:o.i a o:tio~.
A .~ci tiat s eowr~e s a:tc.a:, .
r~:ai~ to s.ci ioa:er actors, wi~ti~:
t was t:~e o: o.rta:, sat eowr.
lo:tio~s a:~ ra:ai, oci~e. 1i~, ia~
a i:~ai DC o z, ti~ sa.~ ia:er~ss as
ti~ .~cis a:.o:, are +o it orts. vti
.ost ro:.asz~e o:tio~s, . to o.:
\~e.. c:~at.:~s car coo~:at~ r t:,
r to :, t o~r. 1is .s~s ti~ :.~s o:
coo~:at~ co.ir~e si att~.ts, as
o.tr~e r ti~ rHi: lo: ~aci aeetora
a:tcart wio ass~s a :t:~rti ci~ci
(DC Io), ti~ t~a. ~ae~: aees +z to
is ci~ci. Aeetora,, .sr a c:owia:
aees +z to ti~ :t:~rti ci~ci o ar,or~
eor so (wici aees or, +z to ti~ t~a.
~ae~:s r~t :o i.t .ai~s t ~as~: o: ti~
oti~:s to ass ti~: :t:~rti ci~cis).
l, ~rt~:r ti:o.i n:r o:ts. l:r
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

o:ts car i~ cos~e wti :or si.tt~:s,


r wici cas~ ti~, a:~ t:~at~e i~ o:t
io~s. l.t ti~, a:~ o~r o: i~r .s~e,
a c:~at.:~ car t:, to c.i ti:o.i. 1is
s acco.si~e wti ar Dsca~ A:tst o:
D~xt~:t, ci~ci (DC zo, ++ ior.s o:
~aci sz~ rc:~.~rt s.a~: tiar \~e..
o ti~ attaci~:, -+ ~rat, o: ~aci sz~
~rat, a:~:). i ar ~r~., s a:~ae, n:
r ti:o.i ti~ o:t, ti~ rae~: ..st aso
.ai~ ar oos~e :t:~rti ci~ci to .si
i. o.t o ti~ wa,.
G~ttr orto ti~ .~ci r ti~ n:st ac~
s aroti~: corc~:r
~rt:~,. lo:~
a.rci~:s .ai~ t
~as,, are ts aso
~as, ti~ .~ci s
eowr~e. Cti~:ws~,
c.ir a .~cis
~s :~q.:~s a
C.i ci~ci. 1i~
ias~ DC to c.i
a .~cis ~ s I,
+z ti~ .~ci s
r .otor, ++
ti~ .~cis ~s a:~
o~e. 1i~ ias~ DC
to c.i wti a :o~
s Io wti a irott~e
:o~, o: I wti ar
.rirott~e :o~.
A c:~at.:~ c.i
r a .~ci eo~s
rot r~~e to .ai~ a
laarc~ ci~ci as
t w~:~ :er .r~ss
t att~.ts to attaci, :, o~r a o:tio~, o:
tai~ aroti~: actor (s~~ a~ vo). Crc~ t
attacis, t co.rts as :er :ati~: tiar ioa:e
r ti~ .~ci.
A :ar~e to.ci attaci wti a :ar iooi
aows ti~ cia:act~: to swr or ioa:e are
i,ass ti~ C.i ci~ci. Cti~:ws~, ~ttr
to ti~ C.i ci~ci :~q.:~s ast :~~x~s are
aoer ti~ .~cis t:a.~. i ti~ .~ci s
r .otor, ti~ cia:act~: ..st .ai~ i~ ai~
to :~aci ti~ .~ci wti a starea:e actor o:
cia:~, o: :~ae, ar actor o: wi~r t ass~s
i,. 1i~r a D~xt~:t, ci~ci (DC I) o: a ..
ci~ci (DC I) s r~~e~e to :ai or as ti~ .~ci
o~s i,, wi~:~ a.:~ recat~s a ciarc~ o:
t:a.r ea.a~ (l~ DC Io to aoe).
Crc~ a cia:act~: s or ioa:e a .~ci,
i~ ..st .ai~ laarc~ ci~cis to sta, or
ioa:e (s~~ a~ vo) .rt i~ act.a, i:~ais
ti:o.i a o:tio~ o: oti~: ~rt:,.
C.ir orto o: ioa:er a .~ci eo~s rot
:ooi~ attacis o oo:t.rt, :o. ti~ .~ci.
1argting th crw
Dxos~e c:~w or a .~ci o: tios~ si~
ti:o.i cocits a:~ .r~:ai~ to iar
i~r ci~e on wti :ar~e attacis o:
.ac. 1is s :~so~e as oows.
Attaci~:s wtir Ioo ~~t car :~~, ta:~t
ar,or~ ti~, s~~.
Attaci~:s IoI ~~t awa, o: .:ti~: .a, ia~
enc.t, estr.sir i~tw~~r ti~ c:~w
.~.i~:s ti~, s~~, o: ~~r cir ti~. o.t
aarst ti~ iacie:o o ti~ .or .~ci. 1i~,
..st .ai~ :ot ci~cis to ci o.t a:tc.a:
c:~w .~.i~:s or ti~ .~ci, as oows:
conotvton Dc
1ag-: a ,-c.|c ...:.- c-. -:-
(,..~:, :-a ca~ g.-, -:c.) i
1ag-: a ac~., c-:-.-c
...:.- c-. -:- io
Attaking th crw
atr Boaruing
1i~:~ a:~ two wa,s to :~so~ ioa:er
actors. 1i~ n:st wa, s to :~a:~ a e~ta~e
.a o ti~ .~cis e~ci ars. loa:e~:s ti~r
.o~ ti:o.i ti~ .~ci ~xact, as t w~:~
a e.r~or o: i.er, ~rar c:~w wi~r
ti~, ~rco.rt~: ti~..
1is .~tioe s co.cat~e are t.~
cors..r, iow~~:, are e~ci ars o:
.ost .~ci t,~s a:~ rot :~ae, aaai~.
1i~:~o:~, ar ~as~: wa, s to :~so~ co.
iat aist:act,, wtio.t ti~ .s~ o a .a
o: :e. loa:e~:s
a:~ a.to.atca,
ass..~e to ~rt~: r
a ostor to attaci
ti~ c:~w. 1i~ c:~w
s awa,s a::ar~e
wti ti~ ~ast
.o:tart .~.i~:s
r ti~ .ost .r~:
ai~ ostors, so
.r~ss ..t~
ioa:er a:t~s a:~
attacir s~~:a
a:~as, ti~ ioa:e~:s
a:~ ass..~e to ia~
to nit ti:o.i
a,~:s o .r.o:t
art c:~w i~o:~
:~acir ti~ ot.
(Ctora,, ti~
G\ .a, :.~ tiat
ar att~.t to ioa:e
a .~ci ti:o.i
.~ciarz~e .~ars,
s.ci as wti a io:~ a.rci~:, ,~es a c:tca
it, ti~r ti~ ioa:e~:s a::~ at ti~ c~rt:a
cort:o a:~a.) 1i~ e~~re~: car e~ca:~ iow
is c:~w s a::ar~e (~rr~ :oo. stan at
ti~ o.t~: ~e~s, ti~r w~aor c:~w, ti~r
ti~ ot), i.t orc~ e~ca:~e tis carrot
i~ ciar~e.
1i~ oowr :.~s a, to co.iat rse~
a .~ci:
1i~ tota r..i~: o ioa:e~:s carrot ~xc~~e
ti~ .~cis aaai~ lu o: c:~w are sto:
a~. (lo: ~xa.~, ti~ .~ci ias lu
e~ot~e to c:~w are sto:a~, t carrot
aiso:i .o:~ tiar \~e.. ioa:e~:s.)
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

loa:e~:s c+ occ., ti~ sa.~ lu as c:~w.


i tis ia~rs, ti~r a co.iat or ioa:e
ti~ .~ci s a.to.atca, :ar .rt
.o:~ sac~ o~rs .. Cr a .~ci wti .
lu, ti~ .ax... r..i~: o ioa:e~:s s
ti~ sa.~ as ti~ r..i~: o c:~w (ass..r
ti~ ioa:e~:s are c:~w a:~ ti~ sa.~ sz~),
are a co.iat s :ar.
:o e~~re~: car i~ ari~e, ~~:. 1i~:~
s., srt ~ro.i :oo.. 1i~ rse~s o
.~cis a:~ s.a, c:a.~e q.a:t~:s wi~:~
,o. car ia:~, nt or~ ~:sor rto .ost
cort:o a:~as, ..ci ~ss two. 1i~ or,
~xc~tor to tis s r s~ca, e~sr~e
.~cis wti .x.:o.s q.a:t~:s.
A co.iats a:~ or~ or or~, ~xc~ss attaci
~:s o: e~~re~:s .a, rot a:tcat~ r ti~
co.iat (~~r wti :ar~e w~aors).
lar~e w~aors carrot i~ .s~e to n:~
rto co.iats rse~ a .~ci. 1i~ rt~:o:
q.a:t~:s a:~ twst~e are c:a.~e, wti ro
:oo. o: siots n:~e .o:~ tiar Io ~~t.
:~s o: attacis wti a:~a ~n~cts it
:areo., e~t~:.r~e co.iatarts r ti~
~r~:a a:~a.
\~cis .a, i~ i.t wti s~c.:~ c:~w cai
rs, as recat~e or a~ I. ir s.ci cas~s,
a ioa:er a:t, carrot :~aci ti~ c:~w
.r~ss t i:~ais ti:o.i ti~ eoo:. \ar~t
io.is are :.st io.is a:~ ot~r .s~e r
ti~s~ st.ators.
Attaci~:s .o~ ~:tca, ti:o.i ti~ .~ci
(as r, ti~, a:~ t:,r to :~aci ti~ i~ae) at
a :at~ o Io t. ~:tca, o: ~~:, Io t. o
~x~re~e .o~.~rt. 1is co~:s nrer
are c.ir sta:s, iatci~s, are aee~:s.
V~:, a:~ .~cis (Ct,.~ci A o: i~:)
a:~ a:~ ~ro.i tiat ioa:e~:s .a, r~~e
t.~ |.st to nre ti~ c:~w. 1i~s~ st.ators
sio.e i~ :~so~e wti at ~ast a ~r
~:a e~ci ar tiat s :~a:~e r aearc~.
(At~: a, iow .ar, ct,.~cis a:~ r ,o.:
a.~' l:oiai, ro .o:~ tiar a co.~,
~ro.i to :~a:~ e~ci ars o:.)
-
1RIINc A Mcu
K
rocir a .~ci o~: s or~ o ti~ i~st
KKwa,s to esai~ t. \ar, .~cis ia~ KK
w~aors e~sr~e to t: ti~: ~r~.~s,
as, ciar t~rtac~s, are ciar~:s a:~
a.or ti~ .ost co..or. A ot car aso
att~.t to t: ar ~r~., .~ci as a .~~~
attaci, tio.i tis s ear~:o.s.
A t: attaci wti a .~ci s :~so~e s.
a:, to a ro:.a t: attaci, wti ti~ oow
r .oencators.
i ti~ t: attaci s .ae~ wti a w~aor,
oow ti~ .s.a t:r :.~s. A, .oe
n~:s o: ti~ .~cis .ar~.~:ait,, ti~:
:t:~rti o: D~xt~:t, sco:~s (~: ti~ .s.a
:.~s), are ti~: sz~s. lo: ~as, :~~:~rc~,
ti~ tai~ i~ow s...a:z~s t: ci~ci
ior.s~s ias~e or a c:~at.:~s sz~.
stzt 1atr cntcx sonus
|ag- ++
.g- +c
Gaga:.a +i2
C~.~a. +io
C~.~a. || +2o
C~.~a. ||| +2+
C~.~a. |v +2c
C~.~a. v +2
C.:,-c / +o
C.:,-c s ++o
C.:,-c C +++
C.:,-c | ++c
C.:,-c | +2
C.:,-c | +o
A .~ci tiat as to i~ t:~e car t:, to
t: ts attaci~:, ~: ti~ .s.a :.~s.
\~cis wti e~taciai~ as (o: oti~: s.ci
t:r w~aors) car e:o ti~. to aoe
ti~ t:. \~cis wti i.tr w~aors car
rot e:o ti~., .r~ss ti~ w~aors a:~ s~
ca, e~sr~e o: s.ci (-.., ti~ ciar~:).
1i~ ot .a, ot to .s~ is .oen~: r
ti~ \~ci lot si r ac~ o ti~ .~cis
:t:~rti o: D~xt~:t,, t s ii~:.
i a .~ci s t:~e, t s corse~:~e
eowr~e.
Downu Mhs
A .~ci car i~ eowr~e i, a t:, i, rart:,
.r t eowr, i, a c:tca it, o: i, iae
t~::ar. Ar, or~ o ti~s~ car i~ ~ro.i to
.t t .re~:.
A eowr~e .~ci srt a :~tt, sit. vi~
a i..ar car ~as, :it i.s~, a .~ci s
awiwa:e are r~xi~. \~cis wti ow
.ar~.~:ait, ia~ enc.t, ~ttr .,
oti~:s a:~ e~sr~e s.ci tiat ti~, r~~e
assstarc~ to i~ :as~e.
vi~r a .~ci s eowr~e, e~t~:.r~ ts ac
r i, :or Ieo. 1i~ .~ci ot car ..~
eat~, .ai~ a \~ci lot si ci~ci aarst
DC zo to t:, to a rto a ao:ai~ ostor,
ti~ ci~ci s s.cc~ss., i~ .a, cioos~ to aee
z o: s.it:act z :o. ti~ Ieo :o.
ko:: rctnc
i-2 |ac- .,
|-|: .c-
+ |.g: .c-
-o |ac- c~.
1i~ .~cis acr e~t~:.r~s wici
w~aors t car .s~ are iow ~as, t w i~ to
~t ., as e~sc:i~e i~ow.
G~ttr . s e~t~:.r~e i, a \~ci
lot ci~ci aarst DC zo, .oen~e i, ti~
t: .oen~: o: ts .ar~.~:ait, cass.
As ,o. car s~~, ti~ ci~ci s q.t~ enc.t
- ar r~x~:~rc~e ot s ot~r nrsi~e
orc~ is .~ci s eowr. 1i~ ci~ci car i~
att~.t~e :~~at~e, .rt t s .ae~. Crc~
ti~ ci~ci s s.cc~ss., ti~ :oc~ss o ~t
tr . tai~s Ieo .:o.re actors.
A eowr~e .~ci s corse~:~e :or~,
tio.i ti~ :.~ s sit, en~:~rt tiar
.s.a. Dr~.~s ia~ a ++ ior.s to attaci t
r .~~~, i.t ti~, ia~ ro ~rat, o: ta:
~tr t wti :ar~e w~aors - .~cis a:~
a:~ ~ro.i tiat ti~, a:~ st ai~ ta:~ts
wi~r or ti~: se~s. :ot~ tiat a eowr~e
.~ci r ti~ w:or ostor .a, rot i~ ai~
to co.rt~:attaci r .~~~.
a uown: 1i~ .~ci car .s~ or, w~a
ors or ts :~a:, o: sio.e~: are i~ae.o.rt
~e w~aors tiat car sw~ Ioo e~:~~s. :o
~rat, to ~ttr ..
a u: 1i~ .~ci car .s~ a o:wa:e
.o.rt~e w~aors i.t carrot nit r .~~~
ts attaci~:s a:~ o.tse~ o ts :~aci. lo:
~xa.~, a It.ta .~ci wti a t. :~aci
cart ~~r :~aci ts owr i~ae o: to~s, so
~r~.~s attacir :o. tios~ se~s a:~
o.t o ts :~aci. (Awa,s ass..~ ti~ :~aci
s .~as.:~e :o. ti~ c~rt~: o ti~ .~ci.)
G~ttr . s ~xt:~.~, enc.t - ti~ DC
s :as~e i, ++.
t siu: Ai~ to .s~ a w~aors or ts
:it se~ are ror~ or ts ~t. D~t~:.r~
:areo., wici wa, ti~ .~ci ac~s, a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

o:wa:e.o.rt~e w~aors a:~ a.~e r tiat


e:~ctor. 1i~ DC to ~t . s :as~e i, +z.
1i~ .~ci ot car cioos~ to .t ti~ .~ci
ac~ eowr o: ac~ . rst~ae o t:,r to ~t
. :o. a se~ ostor, ro ci~ci s :~q.:~e
to ciar~ ts ostor r tis wa,.
Right siu: As aio~, i.t or ti~ :it se~.
uIIing Down a Mh
Cr~ o ti~ .ost siocir e~~ats ti~ :t~rar
Cor~e~:ac, ~~: ac~e was wi~r a io:e~ o
o:c :aii~ .r~x~ct~e, .~e eowr ar
~a:,.oe~ .~:ra.t .~ci, :~e o~r ts
o:tio~s, are sa.it~:~e ti~ .r:~a:~e
c:~w rse~. it was at~: tis tiat .~:ra.ts
w~:~ ~q.~e wti a.~ rozz~s.
irart:, car . eowr .~cis .sr ti~s~
:.~s.
l.r eowr a .~ci :~q.:~s a t: ci~ci.
Attaci~:s wio car stare ae|ac~rt to ti~
.~ci (eaoras rc.e~e) .a, t:, to .
t eowr wti ti~: ia:~ iares (~r~:a, i,
:ocir t iaci are o:ti). 1is s a starea:e
actor, ti~ .~ci .o~s, ti~ attaci~:s
w :oiai, ia~ to oow t to .ai~
ti~: att~.t. Attaci~:s r s.ci a ostor
a:~ ~r~:a, .r~:ai~ to t:a.r. lo:
~xa.~, a .~:ra.t ias a ac~ o Io t.
i, Io t., aowr Iz \~e.. (t. ac~)
attaci~:s to :~aci t - a o wio. co.e
i~ t:a.~e or ti~ .~:ra.ts actor.
Attaci~:s .rai~ to stare ae|ac~rt to ti~
.~ci .a, .s~ :o~s o: ciars wti :ar
ioois. 1i~, ..st a i~ .r r ti~ sa.~
e:~ctor o: ti~: ~no:ts carc~ ~aci oti~:
o.t, i.t ti~: aio: car st i~ co.ir~e
wti ti~ :ocir o c:~at.:~s ae|ac~rt to
ti~ .~ci. Latcir or a :ar iooi
:~q.:~s a :ar~e to.ci attaci. 1i~:~at~:
ti~ c:~at.:~ .a, ., |orr r ti~ co.
ir~e si att~.t. 1i~ .~ci .a, |~:i ti~
:o~ o: ciar o.t o ti~ .~:s iares i,
s.cc~~er r ar oos~e :t:~rti ci~ci
are s., wair awa,. (lo: tis ci~ci, .s~
a .oen~: o: ~aci a:tcarts sz~ as w~
as ti~ :t:~rti .oen~:: +I o: La:~, +z
o: E.~, ++ o: Ga:art.ar, ~tc.)
1i~ attaci~:s .ai~ ti~: t: ci~ci as
a coo~:at~ co.ir~e si att~.t,
as o.tr~e r ti~ rHi. 1i~ st:or~st
attaci~: s ti~ t~a. ~ae~:. 1i~ oti~:
attaci~:s .ai~ :t:~rti ci~cis aarst
DC Io. lo: ~aci tiat s.cc~~es, ti~ t~a.
~ae~: :~c~~s a +z to is :o.
1i~ .~ci .ai~s ts ci~ci .sr ts :t:~rti
ior.s, .s ti~ .s.a ++ sz~ ior.s o:
~aci sz~ a:~: tiar \~e.. tiat t s (as
st~e aio~ .re~: ti~ t:r s~ctor).
Aeetora,, ti~ .~ci a~s ar, ior.s~s
to t: ci~cis e.~ to ts .ar~.~:ait,
are corst:.ctor (-.., ++ o: st~ae, ~~t,
as e~sc:i~e or a~ I).
i ti~ io:e~ s.cc~~es r ts co.ir~e t:
ci~ci aarst ti~ .~ci, ti~ .~ci s to
~e. it s row eowr~e, as e~sc:i~e aio~.
-
scIA A11AcKs
\
~cis ia~ .r.s.a st:.ct.:~ are w~a
or:, tiat occasora, e~.are .r.s.a
actors. 1i~ oowr s~ca attacis a:~
aaai~ to .~cis, as w~ as to .r.o.rt~e
c:~at.:~s wti ti~ a:o:at~ w~aor:,.
unarnu Attaks
A .~cis .ra:.~e attacis a:~ .ass~
nsts o .~ta o: stor~ iaci~e i, i,e:a.c
s,st~.s caai~ o :oe.cr s.~:i..ar
st:~rti. 1i~, a:~ q.t~ ear~:o.s.
1i~ iasc .ra:.~e ea.a~ o a .~ci
e~~res or ts sz~. 1is s e~ta~e or a~
z are :~~at~e i~ow o: :~~:~rc~. Aee
ti~ .~cis :t:~rti .oen~: to ti~ ea.a~.
1is s ~tia ea.a~.
A .~ci eo~s rot :ooi~ ar attaci o
oo:t.rt, wi~r .air ar .ra:.~e attaci.
stzt unauto Duc.
|ag- ico
.g- icc
Gaga:.a icio
C~.~a. ici2
C~.~a. || co
C~.~a. ||| 2ci2
C~.~a. |v co
C~.~a. v ci2
C.:,-c / co
C.:,-c s +ci2
C.:,-c C 9co
C.:,-c | ci2
C.:,-c | iico
C.:,-c | oci2
1ranI
irst~ae o .or, ar, .~ci .a, .ai~ a t:a.
~ attaci aarst ar, c:~at.:~ o: .~ci wtir
ts :~aci. 1i~ t:a.~ ca.s~s ea.a~ as i~ow.
Cia:act~:s wtir ti~ t:a.~e a:~a .a,
.ai~ attacis o oo:t.rt,, o: o:~o ti~.
r o:e~: to eoe~ ti~ t:a.~. 1i~, .a,
att~.t to eoe~ wti ~ti~: a l~~x sa~
o: \~ci lot ci~ci, wici~~: s i~tt~:.
1i~ DC o: tis sa~ s I. (:.a~: .~cis a:~
ast~:, i.t a:~: .~cis ia~ i~: ~~t tiat
:~q.:~ .o:~ .o~.~rt to eoe~, so ti~
sa.~ r..i~: s .s~e o: ioti.) lots wti
ti~ \~ciearc~: ~at .a, aee ti~: D~xt~:
t, ior.s to ti~ DC r~c~ssa:, o: ct.s to
aoe ti~ t:a.~.
A t:a.~ ct. tiat s.cc~ss., eoe~s
ti~ t:a.~ .a, ..~eat~, :ai orto ti~
.~cis ~ as a :~~ actor. it st ..st .ai~
a C.i ci~ci to ~t . ti~ ~ (s~~ a~ vI).
1i~ La:~st 1a:~t ~rt:, recat~s
ti~ a:~st sz~ c:~at.:~ tiat ti~ .~ci car
t:a.~. :ot~ tiat, ias~e or ti~s~ sz~s,
ct,.~cis car t:a.~ s.a~: .~cis. 1is
car i~ ear~:o.s, iow~~:. 1:a.r a
a:~ ta:~t car iacin:~ or a ~ic~ wti
.rstai~ ~~t, a cat~o:, rto wici .ar,
.~cis a. A .~ci t:a.r a c:~at.:~ a:
~: tiar ts :a~ 1a:~t sz~ ..st ts~ .ai~
a l~~x sa~ (DC Io). i ti~ sa~ s a~e,
ti~ t:a.r .~ci s t:~e i, ti~ t:a.~
attaci. l~a:e~ss o wi~ti~: ti~ sa~ as
o: s.cc~~es, ti~ ta:~t s st t:a.~e.
utcn stzt Lactsv 1actv srt 1actv Duct
|ag- 1., 1., ico
.g- a.. a.. 2co
Gaga:.a |-c.. a.. co
C~.~a. |ag- |-c.. +co
C~.~a. || .g- |-c.. co
C~.~a. ||| Gaga:.a |ag- oco
C~.~a. |v C~.~a. .g- co
C~.~a. v C~.~a. || Gaga:.a cco
C.:,-c / C~.~a. ||| C~.~a. 9co
C.:,-c s C~.~a. |v C~.~a. || ioco
C.:,-c C C~.~a. v C~.~a. ||| iico
C.:,-c | C.:,-c / C~.~a. |v i2co
C.:,-c | C.:,-c s C~.~a. v ico
C.:,-c | C.:,-c C C.:,-c / i+co
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

DisIIing Aninatu Mhs


Ar.at~e .~cis a:~ ow~:~e i, .ac.
ur~ss ti~ c:~ato: s~res ti~ ~xt:a t.~ are
.or~, to .ai~ ti~. ...r~ to .ac, ti~,
a:~ .r~:ai~ to c.-! +.c ~n~cts. \~cis
wti or:ar~e w~aors (s.ci as ti~ loe
wai~: are ts -|+!! wares) a:~ o.t o ear~:
:o. ti~ .~e..:ar~e c.-! +.c to i~r
wti, i.t tios~ i.t o: cos~ co.iat wo.e
i~ i~tt~: on wti .ac ...rt,. Drco.r
t~:s wti wza:es ow~:. ~ro.i to es~
a .~cis ow~: so.:c~ a:~ :a:~, i.t a sr~
s.ci ~rco.rt~: car i~ ata.
ur~ss ti~ cast~: stat~s oti~:ws~, a
c.-! +.c cast at a .~ci a.to.atca, s
a ta:~t~e es~ c~rt~:~e or ti~ .,stca
~r~:, tiat ar.at~s ti~ .~ci are aso
an~cts a .~ci.o.rt~e .aca w~aors.
1is es:.ts ti~ .~cis ait, to wai, t.:r,
.o~ r ar, wa, (rc.er o~r are cos~
c:~w co.a:t.~rts), a. w~aors, are act
at~ w~aors are t~.s i.t rto ti~ .~ci
- .s t .a, aso es~ ti~ ow~:s o ti~
w~aors ti~.s~~s, a r or~ ~ swoo.
1o nre ti~ es~ DC o: ar ar.at~e
.~ci, .s~ ti~ oowr starea:e cast~:
~~s. :o.~ .~cis .a, ia~ ii~: cast~:
~~s, e~~rer or ti~ c:~ato:s, i.t ror~
w ia~ ow~:. G~r~:a, ti~ DC a~s
ioti to ti~ .~cis ow~: so.:c~ are to a
o ti~ .~cis co.or~rts - -|+!! wares,
c+c. a-+, ~tc. - .r~ss ti~, w~:~ c:~
at~e i, en~:~rt wza:es.
Ar.at~e .~cis s.a~: tiar a ct,.~ci:
cast~: ~~ I (es~ DC zo)
Ar.at~e .~cis ct,.~ci o: a:~::
cast~: ~~ I (es~ DC z)
ure~ae .~cis o ar, sz~: cast~: ~~ II
(es~ DC z+)
\ai~ or~ es~ ci~ci o: ti~ .~cis
c~rt:a s,st~., ti~r .ai~ aeetora ci~cis
o: oti~: .ac t~.s or ioa:e (s.ci as or~
ci~ci o: ~aci o ti~ o.: -|+!! wares or a
:oewai~:). A .~ci wios~ c~rt:a s,st~. s
s.cc~ss., an~ct~e i, a es~ s~ r tis
wa, s.n~:s ti~ oowr cors~q.~rc~s:
1i~ .~ci :res to a iat. it carrot .o~,
t.:r, o: a. w~aors r ar, wa,. Loci~e
co.a:t.~rts, eoo:s, o:tio~s, cocits,
are oti~: assa~s carrot i~ .roci~e.
:o w~aors .a, i~ actat~e :o. wtir
ti~ .~ci. v~aors wios~ ~n~cts w~:~ rot
es~~e .a, st i~ actat~e .ar.a,
~: ti~: .s.a t~:.s - -.., a n:~ia ware
co.e i~ n:~e so.~or~ w~:~ o.tse~ ti~
.~ci :asr ti~ ware are .tt~:r ti~
co..are wo:e (tio.i :~.~.i~: tiat ti~
ware cart i~ a.~e i~ca.s~ ti~ a:. ts
attaci~e to s :oz~r), o: a earcr w~aor
co.e i~ e~o,~e so.~or~ co.e :~aci
t are co..are t to attaci.
Ar, s~s tiat w~:~ cast or ti~ .~ci, s.ci
as :ot~ctor s~s, a:~ aso es~~e.
1i~ .~ci s corse~:~e a starer, ..o
i~ ta:~t. its ~n~ct~ D~x s o (- to AC
are l~~x sa~s).
1i~ .~ci s corse~:~e a i~~ss
e~~re~:. \~~~ attacis aarst t ar
a ++ ior.s. it s .r~:ai~ to co. e~
:ac~ actors, i.t, o co.:s~, tis cor~:s
ro i~r~nt i~ca.s~ ar.at~e .~cis a:~
...r~ to c:tca its.
As wti a c.-! +.c s~s, ti~ ~n~ct
asts o: Ie+ :o.res, at~: wici ti~ .~ci
:~co~:s.
-
RIDINc A Mcu
1
i~ :.st :e~:s a:~ a.o.s o: iar or,
a ~w :ci~t,, oo:, :~a:~e .~cis o:
~rt:~ t:i~s - i.t .arar to nt ~~:,or~
r ti~ t:i~ orto ti~ .~ci. us.a,, ti~ t:i~
.~.i~:s iar on ti~ .~ci, :asr iare
ioes o: ~ati~: st:as, st:ir at ~r~.~s as
ti~ .~ci ass~s i,.
ler a .~ci s i~ :er ar ar.a, i.t
..ci, ..ci ia:e~:. 1i~ .~cis .o~.~rt s
|~:i, are ~::atc, t tai~s .ass~ st~s, are
ti~ o:c~ i~ire ts ~~:, .o~ s t:~.~r
eo.s. Cr to o a tiat, :~.or or~ iare
to .ai~ ar attaci .ai~s t a ti~ .o:~ en
c.t. its air to iarr orto ti~ o.tse~ o
a :o~:coast~: wti or, or~ iare.
Cia:act~:s att~.tr to ioe orto a
.~ci ..st .ai~ a laarc~ ci~ci ~aci
:o.re. 1i~ DC s Io + ti~ .~cis s~~e r
.i (s~~ a~ I) ++ ti~ .~ci s o~e
to :~~rt ioa:e~:s. i ti~ attaci :~q.:~s
tr ioti iares on ti~ .~ci, ti~ DC s
rc:~as~e i, +.
i ti~ ci~ci s s.cc~ss., ti~ cia:act~:
car iar or are :~~as~ or~ iare to .ai~
ar attaci (s~~ ti~ \~ci le~: ~at o: e~tas
or .air s.ci ar attaci). i ti~ ci~ci s
a~e, ti~ cia:act~: as on ti~ .~ci. E~
..st .ai~ ar ..~eat~ l~~x sa~ (DC
Io) o: a .re~: ti~ .~cis ~~t are s.n~:
t:a.r ea.a~. Dti~: wa,, i~s ~t r ti~
e.st as ti~ .~ci i~~s or wair.
K~~ r .re ti~ sz~ o ti~ .~ci tiat ti~
cia:act~:s a:~ :er. its a w~ are ooe to
iar Io ~o~ on o a Coossa ii .~ci, i.t
or, a ~w w i~ at :o.re ~~. 1i~ :~st
w i~ iarr on ts to:so o: a:.s, w~ o.t
o :~aci to st:i~ assr c:~at.:~s.
A .~ci car s.o:t :e~:s acco:er to ts
sz~, as oows. 1is tai~ recat~s ti~ tota
r..i~: o :e~:s are ti~ r..i~: tiat a:~ at
:o.re ~~ (ai~ to st:i~ ro:.a .r.o.rt~e
oor~rts). :ot~ tiat :e~:s a.to.atca,
ioci as .ar, n:r o:ts as ti~, a:~ r r..i~:
(-.., a .~ci ias n~ n:r o:ts, ti~ n:st n~
:e~:s w a.to.atca, ioci ti~.).
stzt 1ov: ktotas caouno-:tvt: ktotas
|ag- i i
.g- 2 2
Gaga:.a + 2
C~.~a. c +
C~.~a. || io o
C~.~a. ||| 2 io
C~.~a. |v o+ i
C~.~a. v i2c 2o
C.:,-c / 2o o
C.:,-c s i2 +
C.:,-c C i,o2c o
C.:,-c | 2,oo iio
C.:,-c | +,ii2 ioo
C.:,-c | c,22+ 2+o
:ot~ tiat :er a .~ci car i~ eor~
-.c-!,. D~r ioa:e~:s carrot :, o~r
a .~cis o:tio~s, ti~, car .s~ ti~: ioe
~s to co~: ~wo:ts, o: car toss :~rae~s
ti:o.i n:r o:ts. A c:~w .~.i~: wti is
~wo:t ioci~e s ~n~ct~, ire~e o:
ti~ .:os~s o .~ci .o~.~rt are attacis.
lrer ti~ ot o a or~.ar .~ci r tis
wa, s a i~:oc tir to ~rco.:a~ ,o.: cia:
act~:s to eo (:oe~e ti~, .re~:stare a
ti~ :sis, o co.:s~).
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

-
RANcINc suO1s
A
r,or~ wti a :ar~e w~aor .a, n:~
AAa :arr siot to a.~ is acc.:ac,.
A :arr siot s e~t~:.r~e wti a ro:.a
attaci :o. i ti~ attaci :o s s.cc~ss., t
ca.s~s ro ea.a~. irst~ae, t :arts a +z c:
c..starc~ ior.s to s.is~q.~rt attacis. 1is
s ca~e ti~ :arr ior.s.
i ti~ rta :arr siot .ss~s, t st :arts
a +I :arr ior.s to s.is~q.~rt attacis. A
s~core :arr siot car ti~r i~ att~.t~e.
l~a:e~ss o it o: .ss, ti~ s~core :arr
siot :as~s ti~ :arr ior.s to +z.
A :arr ior.s car r~~: i~ :~at~: tiar
+z. it s ost ti~ attaci~: .o~s r ar, wa,,
o: i~ s attaci~e r .~~~. l.:ti~:.o:~,
ti~ attaci~: s corse~:~e atoot~e as or
as i~ :~tars is :arr ior.s. Att~.tr
to e.ci o: eoe~ es:.ts is a. are ~.
rat~s ti~ :arr ior.s.
-
INDIRc1 A11AcKs
A
r attaci~: wti ti~ :it ire o :ar~e
AAw~aor car oi a :o|~ct~ at ar oo AA
r~rt i~ carrot s~~, ior to it i. re:~ct
,. 1is so:t o attaci s ae~e ..~as.:ai, i,
a sott~: (so.~or~ wio :~a,s coo:erat~s to
ti~ attaci~:, t~r i. wi~:~ to n:~), i.t
a sott~: srt awa,s r~c~ssa:,. vi~r ,o.
a.rci a cata.t o~: ti~ cast~ was ior
to it so.~tir, o: ,o. oi a st~a. car
ror siot rto a ra::ow e~n~ r ti~ estarc~
i~ca.s~ ,o. saw ar ~r~., .~ci cia:~ ti~:~,
,o. a:~ .air ar re:~ct attaci.
lar~e w~aors tiat car .ai~ re:~ct
attacis rc.e~ :~rae~s, iows, c:ossiows,
are srs, as w~ as tios~ recat~e r 1ai~
II: :~~ v~aors.
Ar re:~ct attaci car i~ a.~e or, at
ar oor~rt wio. ti~ attaci~: ias irow
~e~ o, ~ti~: ti:o.i :o: sitr o: a
a sott~:. 1i~ attaci :o s.n~:s a -+ ~rat,
,o. ia~ a sott~: wti e:~ct r~ o sit
to ti~ ta:~t wio s ai~ to :~a, :~cs~
coo:erat~s, o: - ,o. ia~ ro sott~:.
i ,o. ia~ ro sott~:, ti~ attaci s a.to
.atca, a.~e at ti~ ast ort wi~:~ ,o.
saw ti~ ~r~.,.
i ar re:~ct attaci .ss~s, t w st
are -a|--. vti ~xos~ attacis are
oti~:s tiat ia~ a:~a ~~cts, e~t~:.r~
ti~ ocator o ti~ it r cas~ so.~or~ s
wtir ti~ a:~a. us~ ti~ :.~s r ti~ rHi
o: :~rae~i~ w~aors, ~xc~t tiat ti~
estarc~ o e~ator o: re:~ct attacis s
zeo ~~t ~: :ar~ rc:~.~rt. lo: a::ows,
iots, are oti~: s.ci :o|~ct~s, ti~:~ s
ro r~~e to e~t~:.r~ ti~ ocator o ti~
it, a .ss s a .ss.
K~~ r .re tiat .ost re:~ct attacis a:~
n:~e r ar a:csia~e t:a|~cto:,. \o. cart n:~
a iow re:~ct, at a ta:~t zoo t. estart wi~r
,o.:~ r a ca~:r wti Io t. c~rs:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

1AsLc z-zo: uccus


utcn nut rcvton stzt rowta ratct (cr)
sa:ag..a |~:~~: .g- :-a ,ooo
sa:.~ |.a.- (~:~.-:-) C~.~a. :-a ,o2+
|a.g:-, 1- |~:~~: C~.~a. C.~c.~ i9,io
|.g.:a, .a :ac- C~.~a. || :-a i,9ii
|ag:.:- |~:~~: Gaga:.a :-a +,2o
|c.-a:~ |.a.- (:-.a) C~.~a. || :-a ii,o
|~ |a.c- |~:~~: C~.~a. ||| :-a io,o9
ja.-:- /a..g |~:..-
Ca~, |. | |.a.- (:-.a) C~.~a. ||| :-a +o,9
j.gg-a.: |.a.- (:-.a) Gaga:.a :-a ,cc
|ac- (c.a.-) |.a.- (:-.a) Gaga:.a :-a io,o99
|ac- (-..-) |..- Gaga:.a /.a:-c 2,9o
|~:-, 1- |~:~~: C~.~a. |v C.~c.~ oi,i9c
|~c.a.- |..- .g- /.a:-c ii2,oio
ca.- .:- |.a.- (:-.a) C~.~a. || :-a i9,o2
c~,.~ |.a.- (:-.a) C~.~a. || :-a i,92
... C.- Cc C~.~a. |v |a,~.- ic,oi
.a.g:-g~- u~. (...-) Gaga:.a uc-ac 2o g, + io c~,-
.gg-:~,,-
|-a:..a:~, Cc G~- Gaga:.a C.~c.~ c,o2
1a.~ |.a.- (:ac-) C~.~a. :-a i2,+oo
1~:- |-c :.:- Gaga:.a |a,~.- i,9cc
v-ca: |., |..- (...-) .g- /.a:-c 22,oio
v.,- /.. Gaga:.a C.~c.~ io,o
-
RAIRINc
DAMAcD Mcus
D
a.a~e .~cis car i~ :~a:~e .sr
ti~ C:at (.~cic:at) si, as e~sc:i~e
or a~ +o. l~a:s a:~ .ae~ acco:er to
it orts ost o:, r ti~ cas~ o c:tca its
are s~ca ~n~cts, ti~ cat~o:, o :~a:.
ur~ss rot~e oti~:ws~, c:tca its :~s.tr
:o. ti~ :~~r o: ,~ow ti:~sioe a:~ .ro:
:~a:s, tios~ :~s.tr :o. ti~ o:ar~
ti:~sioe a:~ .a|o: :~a:s, are tios~ :~s.t
r :o. ti~ :~e ti:~sioe a:~ c:tca :~a:s.
+
E=;@?9DD=JQ
9F<L=;@FA;9D
J=9<GMLK
\
~cis a:~ row q.t~ co..or or
Eiort, are a r..i~: o starea:e
.oe~s ia~ ~.~:~e. At ti~ sa.~ t.~,
~rt, o .rq.~ .~cis a:~ c:at~e i, r~
ro.s (o: c:az,) ~a:w:its. 1is s~ctor
e~sc:i~s so.~ o ti~ .ost co..or are
.ost rt~:~str .~cis.
1is s~ctor co.e i~ o:arz~e r a r..
i~: o wa,s: i, ra.~, i, .~ci sz~, o: ~~r
i, ti~ :ac~ o: rator tiat e~o,s ti~ .~ci.
v~~ ot~e o: ti~ s.~st so.tor: aia
i~tca i, ra.~. 1ai~ zzo on~:s aeetora
s...a:~s o: ~as, :~~:~rc~.
xIanation o 1rns
\~ci stats a:~ :~s~rt~e .sr tis o:.at:
siz: 1i~ .~cis sz~.
owr sour: 1i~ .~cis ow~: so.:c~.
ayIoau units: 1i~ .~cis lu.
uight: 1i~ .~cis i~it.
sa/Rah: 1i~ .~cis ac~ are :~aci.
:ot~ tiat a .~cis st:e~ s ~q.a to ts
:~aci (ia ts i~it).
crw: 1is ~rt:, recat~s ti~ c:~w r~c~ssa:,
to i~~ ti~ .~ci .rctora. (ir a:~rti~
s~s s ti~ r..i~: o c:~w .~.i~:s :~q.:~e
to n:~ ~~:, w~aor or ioa:e r or~ :o.re.
i ti~ .~ci ias ~ss c:~w tiar tis r..i~:,
t carrot n:~ ~~:, w~aor, .r~ss t .s~s
s~ca :.~s recat~e r ti~ :on~. \ost
.~cis ia~ .o:~ w~aors tiar ti~, car
n:~ r or~ :o.re, o: ~:satt,.)
iring orts: Eow .ar, .~.i~:s o ti~ c:~w
car n:~ ~:sora w~aors :o. ti~ .~ci.
uit Di: 1i~ .~cis it ec~. 1is s
:a:~, .s~e.
uit oints: 1i~ .~cis .ax... it
orts. \ost .~cis w ia~ so.~ .r:~
a:~e iatt~ ea.a~, act.a, cocir r
at ~ss tiar ti~: it ort ~rt:~s.
critiaI 1hrshoIus: 1i~ it ort totas at
wici ti~ .~ci e:os :o. or~ c:tca
ti:~sioe to aroti~: (-.., G:~~r, \~
ow zo+, C:ar~ IIz, l~e I .~ars ti~
.~ci o~s to ,~ow ti:~sioe at zo+ it
orts, o:ar~ at IIz, are :~e at I). 1is
an~cts ti~ s~~:t, o c:tca its.
Bas Initiativ: 1i~ .~cis ias~ rtat~
.oen~:, wici s .:ti~: .oen~e i,
ti~ ots ior.s~s o: ~rat~s.
su: 1i~ .~cis ias~ s~~e. its .ax
... s~~e s twc~ tis r..i~:. :~~ a~
I o: .~s~:io.: ~q.a~rts.
ManuvraniIity: 1i~ .~cis .ar~.~:
ait, cass. :~~ a~ I o: e~tas or
ti~ a:o.s .ar~.~:ait, cass~s.
Ac: 1i~ .~cis a:.o: cass. i ti~ ot ias
ti~ \~ci Darc~: ~at, is D~xt~:t, .:
ti~: .oen~s ti~ .~cis AC.
uarunss: A r..i~: recatr ti~ .~cis
ia:er~ss are wi~:~ t s e~:~e :o..
1is r..i~: s s.it:act~e :o. ea.a~
rct~e or ti~ .~ci.
Bas nI attak: 1i~ .~cis ias~ .~~~
attaci ior.s, i~o:~ ti~ .rr~: o: ots
.oen~:s a:~ acto:~e r.
Bas rangu attak: 1i~ .~cis ias~
:ar~e attaci ior.s, i~o:~ ti~ .rr~:
o: ots .oen~:s a:~ acto:~e r.
unarnu uanag: Eow ..ci ea.a~ ti~
.~ci eo~s wti ar .ra:.~e iow.
1ranI: D~tas or iow ..ci ea.a~ ti~
.~ci eo~s wti a t:a.~, are wiat sz~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

c:~at.:~s t car t:a.~. :~~ a~ v.


savs: 1i~ .~cis sa~s.
AniIitis: 1i~ .~cis ait~s (:~a, or,
:t: are D~x).
Mhrat Dc: 1i~ enc.t, cass o
ti~ C:at (.~cic:at) ci~ci r~~e~e to
e~sr ti~ .~ci.
Bas Ianning 1in: Eow or t tai~s
to co.~ . wti i.~:rts o: i.er
ti~ .~ci.
Bas cost: 1i~ .~cis ias~ cost (wici s
ti~, w~, ias~ o: ar, .oencators).
1otaI cost: 1i~ tota cost to i.e ti~
.~ci, rc.er w~aors.
sa/Rah: t. i, t. t.
crw: I (w~aors: z)
iring orts:
uit Di: Iz
uit oints: oo
critiaI 1hrshoIus: G:~~r, \~ow II,
C:ar~ I, l~e
Bas Initiativ: o
su: o t. (ast ~s)
ManuvraniIity: Gooe
Ac:
uarunss: (stor~)
Bas nI attak: ++
Bas rangu attak: o
Ie+o
, sa~ :.a, ea.a~ zeo
z, v -
x Io, Cor -,
-
: oo ea,s

ario.:s
: Iz ea,s
.s I o~:s~~:)
or .o.rts (z),
.
~ac .-a,~,
at
s a rast, tt~ .~ci
i cars (are :.st :e~:s,
ti~.). A ia:ia.a ias
t i.e. its :it a:. s
r~: are ts ~t a:. ias
~e to a.i.si soat~e
nit r acis aarst
nc.t ta:~ts. 1i~, a:~
o: s~~e. A si~e
.~ci |oci~, car
~x~c.t~ ~xt:~.~,
~n~ct~ itare:.r
.a. 1i~ arc~ s .s~e r
ow~e . i, a t: attaci
Crc~ ti~ ta:~t s eowr,
o: arc~cia:~e :~~at
.as.
anor Rquirnnts: 1ota .ario.:s
r~~e~e to i.e ti~ .~ci.
constrution 1in: Ar ~st.at~e cor
st:.ctor t.~ ias~e or a :~asorai~
r..i~: o aio:~:s. :io:t~: o: or~:
corst:.ctor t.~s a:~ ossi~ wti
.o:~ o: ~w~: aio:~:s.
-
BARBAcuA
siz: E.~
owr sour: :t~a.
ayIoau units: (~xt:a w~aor .o.rts)
uight: I t.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

||
c++.

:o corsst~rt e~sr s s~~r


a.or ia:ia.as. 1i~ iasc
corc~t was ~:~ct~e i, ti~
i:ortooti cars, wio i.t s~~:a
a:ators.
Co,cat .oe~s ia~ src~
i~~r s~~r a.or oti~: o:c~s,
ot~r wti :or o: st~~ a:.o:.
-
BAs1ION
siz: Coossa
owr sour: :t~a.
ayIoau units: Io
uight: I t.
sa/Rah: I t. i, I t.I t.
crw: + (w~aors: I)
iring orts: II
uit Di: +
uit oints: zo+
critiaI 1hrshoIus: G:~~r, \~
ow IIz, C:ar~ oo, l~e zo
Bas Initiativ: -I
su: oo t.
ManuvraniIity: A~:a~
Ac: z
uarunss: v (stor~, Coossa)
Bas nI attak: +z
Bas rangu attak: -I
unarnu uanag: IeIz +Io
1ranI: a:~st La:~, sa
ea.a~ +eo
savs: lo:t o, l~ -+, v -
AniIitis: :t: Io, D~x , C
irt -, vs -, Cia -
Mhrat Dc: Iv
Bas Ianning 1in: e
Bas cost: z,ozz
1otaI cost: ,oz+
anor Rquirnnts: I+
constrution 1in: + ea
(Io a. aio:~:s .s I o
rv:oo usct
ru ust
+ C-.
i2 C:~ac .-
Ic 1otat
1i~ iastor was or~ o
.oe~s ~~: to i~ corst:.ct
it s ~ss~rta, a wair c
es:oo:torat~, ta are
i~ ti~ cast~ tow~:s t was .oe
~~e or - wti sq.at, i~a, ~s
are sio:t, st.ii, a:.s. it ias ro
i~ae ~: s~. 1i~ rt~:ra :a.~ s
:or i.t ti~ a:.o: s stor~, e~r
tca to tiat .s~e r .ost cast~s.
ir act, ti~ iastor w~:~ to :~st
ts~ aorse~ a cast~ wa, :o.
a estarc~ t wo.e ooi i~ a:t
o ti~ cast~.
-
DAucu1R, 1u
siz: Coossa
owr sour: Cociwo:i
ayIoau units: I (~xt:a
w~aor .o.rts)
uight: I t.
sa/Rah: I t. i, I t.I
t.
crw: z (w~aors: I)
iring orts: I+
uit Di: +
uit oints: zo+
critiaI 1hrshoIus: G:~~r,
\~ow IIz, C:ar~ oo, l~e zo
Bas Initiativ: I
su: oo t.
ManuvraniIity: Gooe
Ac z
ossa)
z
+I
eIz+Io
~, sa~
, v -
~x Io, Cor
ia -
n: Io+ ea,s

w~aors)
nts: ,oo
n: vo ea,s
.s I o~:s~~:)
~aor
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

rv:oo usct
ru ust
2 C-.
io C:~ac .-a,~,
Ia 1otat
1i~ ea.it~: s .s.a, e~o,~e r a:s
i, ti~ .oti~: (s~~ a~ Iov). 1i~ ea.it~:s
ia::, are ia:ass ~r~., .~cis wi~ ti~
.oti~: .s ti~. r. G~r~:a, ti~ ea.i
t~:s a:~ ti~:~ or, to e~~re ti~ .oti~:,
i.t ti~, w ~ra~ on~rs~, r~c~ssa:,.
1i~, ooi i~ wair i.zzsaws - ti~ i.zz
saw tai~s . .o:~ tiar two ti:es o ti~:
i~it, ac~e ~:tca, r ti~: to:so.
-
DIcNI1ARY
siz: Coossa ii
owr sour: :t~a.
ayIoau units: +I
uight: o t.
sa/Rah: z t. i, z t.z t.
crw: (w~aors: I)
iring orts: z
uit Di: vo
uit oints: z
critiaI 1hrshoIus: G:~~r, \~ow zo+,
C:ar~ IIz, l~e I
Bas Initiativ: -z
su: o t. (ast ~s)
ManuvraniIity: A~:a~
Ac: z
uarunss: I+ (st~~, Coossa ii)
Bas nI attak: ++
Bas rangu attak: -z
unarnu uanag: Ieo+Iz
1ranI: a:~st E.~, sa~ \~e..,
ea.a~ e
savs: lo:t o, l~ -+, v -
AniIitis: :t: I+, D~x o, Cor -,
irt -, vs -, Cia -
Mhrat Dc: +z
Bas Ianning 1in: + ea,s
Bas cost: ,z
1otaI cost: II,vII
anor Rquirnnts: ,oo .ario.:s
constrution 1in: vo ea,s
(Io a. aio:~:s .s I o~:s~~:)
siaI: last ~s (+zo t.)
1AsLc z-zI: OnsOAkD wcArOns
Locvton Aac or rtat wtron (ouct, anct tn rv., ovnta) ru catw
saacu: Onaoao wtrons
|-|: a |-.-- |ag- .ac- (2co+o) 2 i
|.g: a |-.-- .g- cag.- (icio+o, ++ :~ :., c-c) + i
1otat c z
ssvton Onaoao wtrons
|.g: a |-.-- .g- a- :.ac- (2c+io) + i
|-|: a ico` |~.ac Gaga:.a :a...:a (cio, 2oo) c 2
1otat Iz 1
1nt Ducnvta Onaoao wtrons
1~~ |-.-- C~.~a. :...a. (ci2i9-2o) io i
1otat Ic I
Dtcntvav Onaoao wtrons
|-|: a ico` |~.ac Gaga:.a :-a ca~ (cio, 9o) c 2
|.g: .-g oo` Gaga:.a |a- ~...- (2cc, o) c i
1otat Ic 1
rncatvta Onaoao wtrons
|-|: a |-.-- .g- .~c :.ac- (2cc+ci92o) + i
|.g: a |-.-- .g- :a:-c .~c :.ac- (2cc+ci9-2o) + i
1otat a z
inctntavoa Onaoao wtrons
|.g: |~~: ico` .-|: .g- |a- ~...- (2cc, o, |-) + i
|.g: |~~: ico` .g: .g- |a- ~...- (2cc, o, |-) + i
1~~ 9o` |~.ac .g- :-a ca~ (2cio, i,ooo |:.) + 2
|-|: |~~: ico` .-|: .g- |a- ~...- (2cc, o, |-) + i
|-|: |~~: ico` .g: .g- |a- ~...- (2cc, o, |-) + i
1otat zo c
iaon utotn Onaoao wtrons
|.g: a |-.-- .g- :~- ,.c- (icio, |:. -ac, .g~- ac-) + i
|.g: a |-.-- .g- ~~-c a- :.ac- (2cc) + i
|-|: a |-.-- Gaga:.a :~- ,.c- (2cc, io |:. -ac) c i
1otat Ic 1
[nztvta's Auztnc uoat:t cnnon, uax i Onaoao wtrons
C-:- :~~ 9o` |~.ac C~.~a. ||| :-a ca~ .-,.~..- -.. (cci2+icio, coo) o+
1otat c4 1
[ucctanuv Onaoao wtrons
|.g: a |-.-- .g- a- :.ac- (2cc+c).~c :.ac- (2cc+ci9-2o) + i
|.g: a ico` |~.ac |-c.. |a- ~...- (2cc, io, |-) i i
|-|: a ico` |~.ac 2 ..-c |-c.. |a- ~...- (2cc, io, |-) 2 i
~..c- oo` .g- :-a ca~ (2cio2, i,ooo) + 2
1otat II c
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

|.
c++.

rv:oo usct
ru ust
c C-.
9 -c.- ,a-g- .a:-
c |~~ |~ ., :~ c
|-c.. ,a-g-
io C:~ac .-a,~,
4I 1otat
1i~ erta:, was e~~o~e i, i..ar
t:ae~:s ias~e o.t o De~. it s e~sr~e
to .:~ss w~ati, t:a~~:s wti ti~ soe
:ot~ctor t ao:es. 1i~ ass~r~:s a:~
s~c.:~e r wiat s
~ss~rta, a a:~
:or a.t. 1i~
.~cis ast ~s
~rs.:~ t car o.t
:.r .ost ~r~.~s,
are ts two s.~
w~aors ~ t
iasc :ot~ctor
aarst .ost ~r~
.~s, wi~ti~: ti~,
attaci r r..i~:s
o: sr,.
D r t a : ~ s
eo rot rc.e~
s~~r q.a:t~:s,
ti~, a:~ e~sr~e
o: sio:t ia.s.
1:s a:~ :c~e
acco:er to t.~
:~q.:~e, ~r~:
a, or ti~ o:e~:
o zo-+o ~:
io.:. vi~r ct,
.~cis co.~ r~a:
De~ o: oti~: t:ae
r towrs, s.a
swa:.s o erta:
~s w a:oaci
ti~., actr as
w~ e~~re~e taxs
o: tios~ wio ~a:
assa.t.
A r..i~: o a:~: erta:, .oe~s
rco:o:at~ s~~r q.a:t~:s o: or~:
~xc.:sors.
-
ANcBI1R
siz: Ga:art.ar
owr sour: :t~a.
ayIoau units: II (~xt:a w~aor .o.rts)
uight: z t.
sa/Rah: Io t. i, Io t.Io t.
crw: I (w~aors: z)
iring orts: II
uit Di: z+
uit oints: IIz
critiaI 1hrshoIus: G:~~r, \~ow oo,
C:ar~ II, l~e II
Bas Initiativ: -I
su: +o t.
ManuvraniIity:
A~:a~
Ac: o
uarunss: (stor~)
Bas nI
attak: ++
Bas rangu
attak: -I
unarnu uanag:
IeIo +
1ranI: a:~st
\~e.., sa~ :.a,
ea.a~ Ieo
savs: lo:t +z,
l~ -z, v -
AniIitis: :t: zo,
D~x , Cor -, irt
-, vs -, Cia -
Mhrat Dc: Io
Bas Ianning
1in: z ea,s
Bas cost: I,III
1otaI cost: +,zo
anor Rquirnnts:
I,vzo .ario.:s
constrution
1in: z+ ea,s
(Io a. aio:~:s
.s I o~:s~~:)
siaI: Dxt:a w~aor .o.rts (I)
rv:oo usct
ru ust
C-.
2 |a-g-
c C:~ac .-a,~,
I1 1otat
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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c++.

critiaI 1hrsh-
oIus: G:~~r, \~
ow zo+, C:ar~
IIz, l~e I
Bas
Initiativ: -z
su: o t.
ManuvraniI-
ity: A~:a~
Ac: z
uarunss: Iz
(:or, Coossa ii)
Bas nI
attak: ++
Bas rangu
attak: -z
unarnu
uanag: Ieo +Iz
1ranI:
a:~st E.~,
sa~ \~e..,
ea.a~ e
savs: lo:t o, l~ -+, v -
AniIitis: :t: I+, D~x o, Cor -,
irt -, vs -, Cia -
Mhrat Dc: +z
Bas Ianning 1in: + ea,s
Bas cost: ,o
o .ario.:s
s
~:s~~:)
ust
C-.
/ g.-
C:~ac .-a,~,
1otat
~ rcr~:ato:
ewa:~r art
:, .~ci. it s
~e to co.~
oti~: .~cis,
e~o,~e or ts
is ti~ w~aor:,
cis. it acts as a
a:~ .r~:ai~
e at~: ti~ o.:
ts ~~t. 1i~, a:~
~, |.st ti~ :it
1i~ arit~: s a
o.a: .~ci t,~
a.or ti~ :.st :e
~:s. vi~r~~: ti~,
cat.:~ a .~ci ti~,
:~q.~rt, st:
on ts oe w~aors
are :~~q. t as a
arit~:.
1i~ arit~:
nits r two sta~s.
l:st, t cos~s o:
.~~~. D~~rer
or ti~ rat.:~ o ti~
~r~., .~ci, tis
.a, ro~ attacis
:o. ti~ ia:i~e
iae~ r o:e~: to
ioe ti~ ~r~.,
.~ci r ostor, o:
.a, i~ a st:aito:
wa:e iatt~ :o. ti~
ro:.a swo:e iae~ or ti~ arit~:s ~t a:..
1i~ s~core sta~ ro~s ti~ ass~r~:s. As
eo .ost :.st :e~:s, ti~, ia~ ti~ \~ci le~:
~at. 1i~, ~.~:~ :o. ti~ .~cis o:tio~s
are i~r attacir. (1i~ o:tio~s oci
i~ire ti~. a.to.atca, are ti~, a ia~
i~,s.) i ti~:~ a:
:.st :e~:s car n
~:ws~, ti~, atta
r to ioa:e t, i
a:~ aaai~, o:
iocir sit
:~a:ators o:
:e~:s .a, i~ a:
i~r ti~ .ax t
.~ci, s~~ a~ v
-
INc
siz: Coossa i
owr sour:
ayIoau units:
uight: o t.
sa/Rah: z
i, z t.z t
crw: (w~ao
iring orts: zI
uit Di: vo
uit oints: z
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i~it o: attacir rart:,. 1i~ rcr~:ato:s


a:.s a:~ es:oo:torat~, a:~, a:tc.a:,
ts iares, wici a:~ r ti~ sia~ o artc
nsts. l:ot:.er :o. ~aci iare a:~ two n:
r o:ts. 1wo ewa:~r .rr~:s st r ~aci nst,
~q.~e wti wiat~~: ti~: .ssor cas o::
c:ossiows, st~a. .rs, o: asis o i.:rr o.
1i~: ii ~~ator ~s ti~. a ooe arta~
ort o: n:r at r~a:i, rart:,, ~s~ca, as
ti~ .~ci ot .ar~.~:s ti~ a:.s rto ti~
i~st ossi~ ostor.
1i~ .~cis nti n:r o:t s r ts to:so,
r~xt to ti~ st~a
1i~ st~a. carr
.s~e o: n:r
r o: estar
ta:~ts :ati~:
oti~: .~cis,
t s aaai~
art.~ci .s~
ti~ r~~e a:s~s.
1i~:~ s
or~ .o:~
e s t r. s i
r ~at.:~ o
ti~ rcr~:a
to:. its ~s a:~
a.ost ~:~ct
s.ooti. 1i
..zz~s o ti
a.~ rozz
~xt~re
tiar I :o.
.~cis ~s,
ti~ s~a.s i~tw
ti~ a:.o:~e
a:~ ~:~ct, s
1is .ai~s ti~
~xt:~.~, en
to c.i, as e~s
i~ow.
s
1i~ ~rt:~ s.:a
as s.ooti are :o.re~e as ossi~, to .r
.z~ ti~ ait, o rart:, to c.i t. C.i
ci~cis aarst ar rcr~:ato: ia~ a -z c:
c..starc~ ~rat,. \o:~o~:, :ar~e to.ci
attacis to atci a :ar iooi o: oti~:
c.ir e~c~ or aso s.n~: a -z ~rat,.
-
IRON MAIDN
siz: Coossa iii
owr sour: :t~a.
ayIoau units: o+
uight: t.
sa/Rah: I t. i, I t.I t.
crw: Io (w~aors: I)
iring orts: I
uit Di: I++
uit oints: vz
~r, \~ow Ivo,
z
ast ~s)
aniIity: loo:
nss: I+ (:or,
ssa iii)
s nI
ak: +o
s rangu
ak: z
arnu uanag:
+Ieo +I+
iat si~s)
I: a:~st
rt.ar, sa~
ea.a~ oeo
o:t o, l~ -+,
:t: I, D~x
t -, vs -,
c: +
1in: vo ea,s

nts: I,Ioo
vo ea,s
o~:s~~:s)
: last ~s, co.iat si~s
rv:oo usct
ru ust
io C-.
2 s~ac.g ,a:,
io C:~ac .-a,~,
c4 1otat
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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1i~ :or .ae~r s or~ o ti~ .ost ~a:~e


.~cis or Eiort, wti ooe :~asor.
:ot or, s t o~:at~e i, ti~ i:ortooti
Cars (wios~ .~ci e~ ots a:~ s.~:o:
to tios~ :o. a oti~: .~cieo.s), i.t t s
i.t :o. ti~ :o.re . o: or~ .:os~:
ioa:er are cat.:r ~r~., .~cis.
:rc~ ~:, ~w .~cis ia~ s~c.:t, c:~ws
or ioa:e, a sr~ ~r~., ioa:e~: car .s.a
, tai~ o.t ~~r ti~ .ost i~a, e~~re~e
.~ci. Cr to o tiat, ti~ :or .ae~r s
i:or .ae~r c:~w a:~ w~ awa:~
o ti~ ~n~ct~r~ss o ti~: tactcs. 1i~,
a:~ awa,s a:.~e are a:.o:~e o: cos~
q.a:t~:s nitr, r cas~ ti~, ti~.s~~s
sio.e i~ ioa:e~e.
-
ANz1R's AMAzINc
MOBI cANNON, MARK I
siz: Coossa iii
owr sour: :t~a.
ayIoau units: o (~xt:a w~aor .o.rts)
uight: +o t.
sa/Rah: I t. i, o t.I t.
crw: Io (w~aors: I .s s~~ i~ow)
iring orts: ++
uit Di: I++
uit oints: vz
critiaI 1hrshoIus: G:~~r, \~ow Ivo,
C:ar~ Iv, l~e v
Bas Initiativ: -z
su: oo t.
ManuvraniIity: loo:
Ac: z
AniIitis: :t: I, D~x o, Cor -,
irt -, vs -, Cia -
Mhrat Dc: +
Bas Ianning 1in: vo ea,s
Bas cost: II,IIo
1otaI cost: +o,vI
anor Rquirnnts: I,Ioo .ario.:s
constrution 1in: vo ea,s
(zo a. aio:~:s .s z o~:s~~:s)
Otions: Dxt:a w~aor .o.rts (Io),
:~csor a.r
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
||
c++.

rv:oo usct
ru ust
io C-.
o+ C:~ac .-a,~,
ao 1otat
arz~t~:s a.azr .oi~ carror was
ti~ n:st iowtz~:i~ e~c~ corst:.ct~e or
Eiort. it s or~ o ti~ oee~stooir
.~cis r ~xst~rc~. 1i~ ciasss s or are
sio:t, .ri~ oti~: .~cis, are s.o:ts a
sr~ ~ro:.o.s st~a. carror o: :act
ca, ts ~rt:~ ~rti. laarc~e r ti~ ~xact
c~rt~: o ti~ ia::~ a:~ two ~s tiat i~re
iaciwa:e, i~ a io:s~s. At ti~ :~a: o ti~
carror :~sts a a:~, c~a: ass eo.~, ac~e
i, :or iares i~ tios~ or a lz io.i~:,
:o. wici ti~ .rr~:s tai~ ti~: a..
1o .ai~ ti~ ct.:~ a ti~ .o:~ iza::~,
a ti:t,ootor z~~r oats :o. ~aci
~re o ti~ .ass~ ia::~. Cr~ c:~w .~.i~:
.ars ~aci z~~r. 1i~ z~~rs i~ s.
o:t ti~ w~it o ti~ carror are ts i.~
a...rtor s.,, wici carrot i~ t~e
i, ti~ ~s aor~. vi~r ti~ .~ci s :~str,
ti~ ~s oci rto a iaciwa:e ostor are
ti~ z~~rs e~sc~re. vi~r t s :~ae, to
.o~ aar, ti~ z~~rs :s~ ., :oer
ti~ ~xt:a t r~c~ssa:, o: ti~ .~cis ~s
to :o~ t. 1i~, aso s~:~ aroti~: c:.ca
.:os~: i~~r ti~ ia::~ st~ae, wi~ ti~
.~ci .o~s. vtio.t ioti z~~rs, ti~
.~ci tts i~ a s~~saw as t wais, r t
ar ~n~ct~ D~x o o are a s~~e o Io t.
arz~t~:s .oe~ ias src~ i~~r :~nr~e
rto a o.:~~e ~:sor tiat eo~s rot
:~q.:~ ti~ z~~rs (.a:i ii), as w~ as
.o:~ :~asorai, :oo:tor~e .oe~s tiat
ca::, w~aors .o:~ s.t~e to ti~: sz~ (.a:i
iii are iV). 1i~ o:ra .a:i i s ti~ cassc
tiat ~staisi~e arz~t~:s :~.tator as a to
rotci coa,~:, iow~~:, are ti.s t s wo:ti
~xa.rator i, ar, st.e~rt o .~cic:at.
1i~ a.azr .oi~ carror s ~r~:a,
.s~e o: .a:er st:orioes, .o.rtar ass
~s, :~: :o.t~s, are oti~: cort:o~e t~::ar
zor~s. arz~t~:s r~rtor s .rw~e, are
ore~:o.s to .ar~.~:, i.t t s ror~ti~~ss
t~r t.~s ~as~: to ostor tiar io:s~e:awr
carrors, are a: .o:~ ow~:..
1AsLc z-zz: OnsOAkD wcArOns
Locvton Aac or rtat wtron (ouct, anct tn rv., ovnta) ru catw
Lncta Onaoao wtrons
|.g: a |-.-- .g- .~c :.ac- (2cc+:i92o) + i
-ac oo` w+c +.c ..!- (.-.-. 9) ( ic++i, i9o) i i
|-|: a |-.-- .g- .ac- (2cc+:) + i
1otat 9 1
1nt uovnta Onaoao wtrons
|.g: a ico` |~.ac Gaga:.a ca. :-:ac.- (2cc, ioo) c
|-|: a ico` |~.ac Gaga:.a ca. :-:ac.- (2cc, ioo) c
1otat Ic c
koow:xta Onaoao wtrons
|-|: a, :~, ico` |~.ac ..-c -|+!! (.... io) .ac (ioco, coo, 2o |:. a-a) i i
|-|: a, :~::~ ico` |~.ac ..-c -|+!! (.... io) .ac (ioco, coo, 2o |:. a-a) i o
|.g: a, :~, ico` |~.ac ..-c -|+!! (.... io) .ac (ioco, coo, 2o |:. a-a) i o
|.g: a, :~::~ ico` |~.ac ..-c -|+!! (.... io) .ac (ioco, coo, 2o |:. a-a) i o
1otat 4 I
sc:t uunvta Onaoao wtrons
|-|: ~..c- oo` Gaga:.a ,a.-.. ac (2cc (), 2o) c 2
|-|: a |-.-- Gaga:.a .~::- c.a. (2ci2i9-2o) c 2
|.g: ~..c- oo` Gaga:.a ca. :-:ac.- (2cc, ioo) c
|.g: a ico` |~.ac .g- :-a ca~ (2cio, i,ooo) + 2
|.g: a |-.-- .g- a- :.ac- (2cc+i2) - i
1otat za Io
scoarton Onaoao wtrons
|-|: a |-.-- .g- .~::- c.a. (2cci9-2o) + 2
|-|: a ico` |~.ac Gaga:.a :-a ca~ (cio, 9o) c 2
|.g: a |-.-- .g- .~::- c.a. (2cci9-2o) + 2
1a.. (-a) oo c-g-- Gaga:.a ca. :-:ac.- (2cc, ioo |:., .g~- ac-) c
1otat z4 9/seiat
sxu:: causnta Onaoao wtrons
|.g: ~..c- oo` C~.~a. :a...:a (+cio, 2oo) io
|.g: a |-.-- C~.~a. a- :.ac- (ci2+i2) io i
|-|: ~..c- ico` |~.ac C~.~a. ca:a,..: (+cc, +oo) io
|-|: a |-.-- C~.~a. a- :.ac- (ci2+i2) io i
1otat c4 a
sutcctnaorrta's rtauau:voav Oac Onaoao wtrons
|~ca:.~ /c ~| |.- v-a,~ (caag-, ag- . |:., ~:-) |u C-.
|.g: a |-.-- .g- a- :.ac- (2cc+c) + i
|.g: a 9o` |~.ac |-c.. |a- ~...- (2cc, io) i i
|-|: a |-.-- .g- :a...:a (2cio, 2oo) + i,-c.a.
1otat 9 1/seiat
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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siaI
rision Aining: arz~t~: e~sr~e is
.oi~ carror o: .s~ as rotir .o:~ tiar
a carror or ~s. As s.ci, i~ rsta~e a
co.cat~e s,st~. o en~:~rtsz~e ~a:s
tiat aows ~xt:~.~, :~cs~ ostorr o
ti~ carror ia::~ wtio.t .or ti~ .~ci
ts~. A a:~ wi~~ aows o: i sits r
ostor (.~as.:~e r ,a:es), a s~core s.a
wi~~ swrs ti~ ia::~ r or~oot rc:~
.~rts, are a ti:e wi~~ sits ts ostor
or~ rci
carror
attacis
ar aeet
wo:is o
io.s~e
z
~rs a
carror
ts :on
i~it o
~~, io
ti~, an
s.::o.r
wi~r ti
tor~e o
assst ti
~ts are
Aeeto
r ti~
carror
r coo:
ti~ :o
carrot
1i~
c:~w
a, ~q.
st~a.
t .s~s
rart:,
.~ci.
criti
tiat wo
to ti~ .~
z~~rs, .rct.:r t are .~er ti~
.~cis .o~.~rt as e~sc:i~e aio~. C:~w
r a e~o,~e z~~r tiat s .rct.:~e a to
ti~ :o.re, tair ea.a~ as .s.a. 1i~ z~
~rs car i~ ta:~t~e re~~re~rt,, ti~,
ia~ AC Iz are ia:er~ss Io (e.~ to ..t~
o~:ar a,~:s o :~ro:c~e caras). i a
z~~r tai~s ~~r a sr~ ort o ea.a~,
t s .rct.:~e.
-
uccRNAu1
siz: Ga:art.ar
owr sour: :t~a.
ayIoau units: I+ (~xt:a w~aor .o.rts)
uight: z t.
sa/Rah: Io t. i, Io t.Io t.
oo,
A~:a~
Io
I
++
ngu
-I
u
: IeIo
I:
., sa~
~ Ieo
lo:t
-z,
s:
D~x ,
irt -,
Cia -
Io
,
1otaI cost: ,
anor Rquirnnts: I,vzo .ario.:s
constrution 1in: z+ ea,s
(Io a. aio:~:s .s I o~:s~~:)
Otions: Dxt:a w~aor .o.rts (+)
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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rv:oo usct
ru ust
t:~at~e as a swo:e. 1i~ a.~ rozz~ or ti~ ~t
a:. carrot i~ .s~e wi~ aso .sr ti~ .~~~
o: ti~
~ st~a.
i~ a:.s
x~s are
w~aor.
o w~a
-
t~a.
nits: Iz
w~aor
.rts)
ght:
Rah:
Io t.
oo,
, ea.
.:s
aio:
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siaI: Dxt:a w~aor .o.rts (z)


rv:oo usct
ru ust
C-.
9 C:~ac .-a,~,
Iz 1otat
8e`dXk\[M\ij`fe
siz:Ga:art.ar
owr sour: Ar.at~e (es~ DC zo)
ayIoau units: Io
uight: z t.
sa/Rah: Io t. i, Io t.Io t.
crw: I (w~aors: I)
iring orts: Io
uit Di: Io
uit oints:
critiaI 1hrshoIus: :ot s.i|~ct to c:t
ca its
Bas Initiativ: +I
su: oo t.
ManuvraniIity: Gooe
Ac: o
uarunss: I (.ti:a)
Bas nI attak: +o
Bas rangu attak: +I
unarnu uanag: IeIo++
1ranI: a:~st \~e.., sa~ :.a, ea.
a~ Ieo
savs: lo:t -, l~ +z, v -
AniIitis: :t: I, D~x Io, Cor -,
irt -, vs -, Cia -
Mhrat Dc: I+
Bas Ianning 1in: o ea,s
Bas cost: ,zII
1otaI cost: Iz,Ivo
anor Rquirnnts: I,vzo .ar
io.:s (.s .ac t~.s)
constrution 1in: z+ ea,s (Io
a. aio:~:s .s I o~:s~~:)
.s :t.as (I ea,s)
siaI: -
rv:oo usct
ru ust
i C-.
9 C:~ac .-a,~,
Io 1otat
1i~ arc~: s ar ~xt:~.~, co..or .
.oe~ a.or ti~ :t~rar .ta:,. 1i~, ee
rot act.a, e~~o ti~ corc~t, t s .oe
~~e at~: ti~ a: ~ss co..or ~~r a:~t,,
o wici or, a ~w ia~ i~~r sit~e. 1i~
ow~: so.:c~ are a:.o: a:, i~tw~~r ti~
two .oe~s, as eo~s a~a:arc~, i.t oti~:
ws~ ti~, a:~ r~a:, e~rtca. loti ~at.:~ a
arc~ are swo:e as w~aors, .s ti~ c:.ca
estr.sir .a:i: a a+c +.c ..!-
~.i~ee~e r a i~ae.o.rt~e t.::~t.
~:s a:~ .s~e aarst ro:.a c:~a
, rot .~cis. 1i~ ow~:. cos~
.iat w~aors car ~a~ e~astatr
wo.res, wi~ ti~ a+c +.c ..!-
s .s~e wi~r attaci~e i, ..t~
oor~rts o: tios~ wio car tai~ a
ot o .rsi.~rt.
1i~ :t~rar ~:sor o ti~ arc~:
rc.e~s or~ c:~w .~.i~: o: ~aci
w~aor, i.t ti~ ~~r ~:sor ias
r, a sr~ ot. E~ ra:ai, ias
~ \~cie~xt:o.s ~at.
t,ca co.iat ~rco.rt~: wti a
i~rs wti +.c ..!- at or
:ar~. Crc~ ti~ ~r~., s r cia:r :ar~,
ti~ .~ci cia:~s r wti ts arc~. 1i~r t
.s~s ts swo:e iae~ to nrsi ti~ ~r~., on.
-
MO1uR, 1u
siz: Coossa iV
owr sour: Cociwo:i
ayIoau units: Iz
uight: IIo t.
sa/Rah: t. i, t. t.
crw: II (w~aors: o)
iring orts: I
uit Di: Ivz
uit oints: I,oo
critiaI 1hrshoIus: G:~~r, \~ow z,
C:ar~ zo+, l~e Ioo
Bas Initiativ: I
su: o t.
ManuvraniIity: A~:a~
Ac: z
uarunss: I (st~~, Coossa iV)
Bas nI attak: +
Bas rangu attak: +I
unarnu uanag: eo +Io
1ranI: a:~st Coossa, sa~ E.~,
ea.a~ eo
savs: lo:t -+, l~ o, v -
AniIitis: :t: +z, D~x Iz, Cor -,
irt -, vs -, Cia -
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Mhrat Dc: oo
Bas Ianning 1in: Izo ea,s
Bas cost: ,Iv
1otaI cost: oI,Iv
anor Rquirnnts: oI,++o .ario.:s
constrution 1in: IIo
(o a. aio:~:s .s o~:s~~:)
rv:oo usct
ru ust
i C-.
o+ aga ,ac-
(~~ |~ :.~ C~.~a. -c ~
~- C~.~a. || -c)
s~ac.g ,a:, ~ ,a-g-
io C:~ac .-a,~,
Iza 1otat
Dw~:e 1.:r
sc:~w s a ro.~
coa,~: o :~at
:~rowr . are
ra.,. E~ o
r~~:~e ti~ a:t o
cociwo:i .~cis,
:oe.cr .ar, o
ti~ ~a:, .oe~s.
1i~s~ i~ soe to
ti~ ii~st iee~:s,
are soor is .~:
c~ra:, rcrators
i~ca.~ c~a:. E~
~t ti~ co.o:t o
is ct,.~ci io.~
o: ti~ i:ortooti
Cars, wi~:~ i~
ir~w is t~cir
ca sis wo.e
~t i. ~ i~ a
ir. :rc~ ti~r
i~ ias re~~e i~~r
t:~at~e i~ :o,at,,
:oe~e i~ cortr.~s to ci.:r o.t torotci
.~ci e~srs o: is iosts. laci r ti~ :t~rar
Cor~e~:ac,, i~ s corse~:~e a t:ato:.
1i~ .oti~: s or~ s.ci torotci .~ci.
it s a a:~, i.io.s c:~ator o :ati~:
co.~ec :oo:tors: a a:~ i~,, sto.t
~s, are sio:t a:.s. it ias or, two w~aors
- a ciar t~rtac~ or ~aci a:. - are was
tio.it a.iai~ i, ti~ n:st i:ortooti
cars.~r to s~~ t, |.st i~o:~ ti~, w~:~
aio.t to o:e~: Dw~:e ~ct~e.
l.t Dw~:e s.::s~e ti~.. 1i~ s~c:~t
o ti~ .oti~: ~s rot r ts w~aors, i.t
r wiat t ~s i:ti to. its i.io.s to:so
ias iara: sac~ o: two Coossa .~cis.
vo:ir to~ti~:, ti~ ti:~~.~ci t~a.
s ri r.r~:ai~. 1i~ two ea.it~:
.~cis (e~sc:i~e or a~ Ioo) ~aci
w~e a sr~ .ass~ i.zzsaw. vi~r r
co.iat to i, ti~ .oti~: arcio:s a ta:~t
are e:as t r, wi~ ti~ ea.it~:s sc~
t to :iiors. vi~r r co.iat to cat.:~,
ti~ ea.it~:s ia:ass ~r~., o~s wi~ ti~
.oti~: arcio:s ti~. are e:aws ti~. rto
i~: iara:, ti~r ia.s ti~. o.
1i~ .oti~:s :~at~st ioor s tiat si~
eo~srt |.st i ~r~., .~cis, si~ cat.:~s
ti~. are i:rs
ti~. io.~. :i~
s awa,s e~o,~e
wti two ea.it~:
.~cis r i~: iar
a:s, i.t i, ti~
t.~ si~ :~t.:rs,
ti~, ra:ai,
wai aorse~ i~:,
src~ i~: iara:s
a:~ n~e wti ca
t.:~e ~r~.~s.
siaI
nguI: 1i~ .oti
~: car ~r. ~r~.,
.~cis. E~: iara:
ia, s e~sr~e to
o~r . are scoo
r attaci~:s. 1is s
eor~ r or~ o two
wa,s.
1i~ n:st wa, s
ti~ s.~st: 1i~
.oti~: .s~s i~: ciar t~rtac~s to e:a ti~
~r~., .~ci rto i~: iara:s. Ar, .~ci
e:a~e rto ti~ .oti~:s sac~ s a.to.at
ca, ~r.~e i, i~: iara:s.
1i~ s~core wa, s .o:~ enc.t. 1i~
.oti~: ..st .ai~ a s.cc~ss. .ra:.~e
.~~~ attaci aarst ar ae|ac~rt .~ci,
oow~e i, a s.cc~ss. oos~e :t:~rti
ci~ci. 1i~ ae|ac~rt .~ci s ti~r ~r.~e
i, i~: iara:s.
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As soor as ar ~r~., .~ci s ~r.~e,


ti~ .oti~:s ioa:er a:t, s.asi~s o~r
ti~ o:tio~s (.s.a, wti :.st o: .ar~t
io.is) are sa.it~:s ti~ c:~w. Ar ~r~.,
.~ci rse~ ti~ .oti~: car ~sca~ or, i,
o:cr o~r ti~ iara: eoo:s (:t:~rti
ci~ci, DC I) o: iastr ti:o.i ti~.
(ia:er~ss Iz, Ioo i). Cat.:~e .~cis
car cortr.~ to sioot at ti~ rt~:o: o
ti~ .oti~: as or as ti~ c:~w s ai~. :.ci
attacis a.to.atca, it (are ia~ a z
A
savs: lo:t o, l~ +z, v -
AniIitis: :t: I+,
D~x I, Cor -,
irt -, vs -, Cia -
Mhrat Dc: Io
Bas Ianning 1in: oo ea,s
Bas cost: z,oIo
1otaI cost: IIz,oIo (rc.er -|+!!
wares), I+z,oIo wti .aca ...rt,
anor Rquirnnts: voo .ario.:s
(.s .ac t~.s)
constrution 1in: I+ ea,s
(Io a. aio:~:s .s I o~:s~~:) .s
-|+!! wares are :t.as (z ea,s)
Othr rrquisits: i.-|+!! wares ia~
s~a:at~ c:~ator :~q.:~.~rts are Xl cost
rv:oo usct
ru ust
,
are ti~ wio~ .~ci s~~.s to ~ar o:wa:e
:~ca:o.s,, i.t t s ror~ti~~ss w~ ia
arc~e. 1i~ .~ci s .aca, ow~:~e, as
~e~rc~e i, ti~ ra::ow ioe, cat, are aci
o ar, si~ .~ciarzator.
1i~ :oewai~: ~ts ts ra.~ :o. ts o.:
a:.s, wici a:~ .~:~, sio:t st:.ts tiat s.
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.
c++.

o:t or c,re:ca :oes. Daci :oe s cor


st:.ct~e o itw~it .~tas are oae~e
wti o cia:~s o ti~ -|+!! s~. 1i~, a:~
act.a, .rr~c~ssa:, a:~ n:~ia wares,
atio.i ti~, :~s~.i~ o~:sz~e :oes
i~ca.s~ ti~, a:~ e~sr~e to i~ .s~e as c.is
ti~ .~ci ~~: ias to nit at cos~ :ar~.
C co.:s~, wti zoo -|+!! cia:~s, ~w
:oewai~:s ~~:
ia~ to ~rt~:
.~~~. 1i~ :oe
wai~: was ti~
n:st ~n~ct~ .s~
o on~rs~ .ac
r a .~ci are s
row a:, co..or
a.or ti~ ~~r
.~ci ~~ts. As
wti a .aca,
ow~:~e .~cis,
t s s.sc~ti~ to
c.-! +.c ~n~cts,
i.t wti ti~ -|+!!
s~s or :ar~,
are ti~ o~:a
r n~es o n:~
c:~at~e i, t~a.s
o :oewai~:s, t s
:a:~, r ear~:.
C~:tar :oe
wai~: a:arts .s~
wares cia:~e wti
s~s oti~: tiar
-|+!!, a:tc.a:,
o: s~ca .ssors.
siaI
1i~ :oewai~:s
a:.s car i~ n:~e ree.a,, r wici cas~
ti~ ot car n:~ a .ax... o or~ ~:
:o.re, o: r .rsor, r wici cas~ a o.: a:~
actat~e at orc~ are ..st a i~ a.~e at ti~
sa.~ ta:~t.
-
scA uuN1R
siz: Coossa ii
owr sour: :t~a.
ayIoau units: Io (~xt:a w~aor .o.rts)
uight: o t.
sa/Rah: z t. i, z t.z t.
crw: (w~aors: Io)
iring orts: zI
uit Di: vo
uit oints: z
critiaI 1hrshoIus: G:~~r, \~ow zo+,
C:ar~ IIz, l~e I
Bas Initiativ: -z
su: o t.
ManuvraniIity:
A~:a~
Ac: z
uarunss: Iz
(:or, Coossa ii)
Bas nI
attak: ++
Bas rangu
attak: -z
unarnu uan-
ag: +eo +Iz
1ranI: a:~st
E.~, sa~ La:~,
ea.a~ e
savs: lo:t o, l~
-+, v -
AniIitis: :t: I+,
D~x o, Cor -,
irt -, vs -,
Cia -
Mhrat Dc:
+z
Bas Ianning
1in: + ea,s
Bas cost:
,o
1otaI cost:
Iv,oz
anor
Rquirnnts:
,oo .ario.:s
constrution 1in: vo ea,s
(Io a. aio:~:s .s I o~:s~~:)
siaI: Dxt:a w~aor .o.rts (+), co.iat
si~s, st~ae, ~~t (++ to t: ci~cis)
rv:oo usct
ru ust
c C-.
2c C:~ac .-a,~,
1z 1otat
1i~ sca~ i.rt~: was e~~o~e i, ti~
ewa:~s s~cnca, o: i.rtr e:aors. it
s i.t to n:~ or a e:aor cortr.o.s, .rt
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c++.

t cos~s, wtistare ts cia:~, ti~r c:.si ti~


e:aor r .~~~. D:aors tiat ~~ct to nit
wti s~s o: orestarc~ w~aors a:~ .~t
wti a ia::a~ o |a~rs are carrorias,
.s a ciar t~rtac~ rt~re~e to e:a ti~.
rto :ar~ o ti~ oist~: caw are ax~ iae~.
siaI
1i~ .~cis :it a:. ~at.:~s a i.~ ax~
iae~ wti a carror ia::~ :ot:.er :o.
ts iat. i ti~ st~a. carror s n:~e, ti~
.~ci .a, rot .ai~ ar ax~ iae~ attaci. i
ti~ ax~ iae~ s .s~e n:st, iow~~:, ti~ .~ci
car n:~ ti~ carror .ra.~e as t swrs ti~
iae~. i ti~ ax~ iae~ its ts ta:~t, ti~:~ s
a o ciarc~ tiat ti~ carror w i~ a.~e
s.ci tiat t s e:~ct~e at ti~ sa.~ ta:~t. ir
s.ci a cas~, ti~ .~ci car .ai~ ar ..~e
at~ attaci wti ti~ carror :it at~: ti~ ax~
iae~ attaci. Cti~:ws~, ti~ carror siot
n:~s we are .ss~s.
-
scORION
siz: Coossa ii
owr sour: :t~a.
ayIoau units: Iz
uight: o t.
sa/Rah: z t. i, z
crw: (w~aors: v i.t
iring orts: zI
uit Di: vo
uit oints: z
critiaI 1hrshoIus: G:
C:ar~ IIz, l~e I
Bas Initiativ: -z
su: o t.
ManuvraniIity: A~:a
Ac: z
uarunss: Iz (:or, Coo
Bas nI attak: ++
Bas rangu attak: -z
unarnu uanag: Ieo
1ranI: a:~st E.~, s
ea.a~ e
savs: lo:t o, l~ -+, v
AniIitis: :t: Io, D~x o,
Cor -, irt -,
vs -, Cia -
Mhrat Dc: +z
Bas Ianning 1in: +
Bas cost: ,o
1otaI cost: I,vIz
anor Rquirnnts: ,oo .ario.:s
constrution 1in: vo ea,s
(Io i I )
1AsLc z-z1: OnsOAkD wcArOns
Locvton Aac or rtat wtron (ouct, anct tn rv., ovnta) ru catw
1:on Onaoao wtrons
|.g: a |-.-- .g- :...a. (2cci9-2o, .g~- ac-) + i
|-|: a |-.-- .g- :...a. (2cci9-2o, .g~- ac-) + i
1otat a z1ato-
1ovtu Onaoao wtrons
~..c- ico` |~.ac .g- ca:a,..: (2cc, oo) + 2
1otat 4 z
vtaonv ruav Onaoao wtrons
1~~ oo` + +i c+c. !ac (icc+ii9-2o, |:.) + o
1otat 4 o
vtrta Onaoao wtrons
|.g: a ico` |~.ac .g- :-a ca~ (2cio, iooo) + i
|-|: a |-.-- .g- .~c :.ac- (2cc+ci9-2o) + i
1otat a z
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c++.

Othr: :tait, (+z laarc~ are t:, s~~


i~ow), aio~ a~:a~ :t:~rti
rv:oo usct
ru ust
o C-.
2 :~ag-
2+ C:~ac .-a,~,
1z 1otat
1i~ sco:or s a co.s ewa:~r .~ci
e~sr~e o: .~cito.~ci co.iat. it s i.t
to e~st:o, oti~: .~cis, rot cat.:~ ti~..
it ias a sq.at, citro.s e~sr st,z~e to
:~s~.i~ a sco:or. 1i~ ~t a:. ~at.:~s a
oist~: caw wti a st~a. carror i.t rto ts
ias~. 1i~ :it a:. ias aroti~: oist~: caw.
A ciar t~rtac~ s i.t rto a sco:ori~
ta t.::~t tiat ias a Iooe~:~~ n~e o n:~.
loti w~aors a:~ e~sr~e to i~ .s~e at ti~
sa.~ t.~ as ti~
acco.ar,r oi
st~: caw.
1i~ sco:or
was n:st e~o,~e
i, ti~ :t~rar
Cor~e~:ac,. :~
~:a .oe~s w~:~
i.t, i.t t was
soor escortr.~e
r ao: o s.~:
.oe~s s.ci as
ti~ |.~:ra.t.
1i~ sco:or s
~:oco.s r co.
iat are a: .o:~
ear~:o.s tiar
ti~ |.~:ra.t,
i.t t s ~x~rs~
are co.cat~e to
i.e. 1i~ :t~rar
.ta:, corse~:s
t ~xc~ss~ o:
~r~:a .s~.
siaI
waon connos:
i ti~ sco:or n:~s
ts st~a. carror, t
.a, rot .s~ ts ~t
oist~: caw, src~
ts a:. s i~r
st~ae~e to a. ti~
carror. i t .s~s ts oist~: caw n:st are
sco:~s a it, iow~~:, t .a, ..~eat~, o
ow . wti a :~~ attaci wti ti~ st~a. car
ror, .sr ti~ sa.~ c:~w. 1is attaci ..st i~
a.~e at ti~ oor~rt it i, ti~ oist~: caw.
staniIity: 1i~ sco:ors ow i.e .ai~s
t .o:~ stai~ tiar oti~: .~cis o ts sz~. ir
aeetor, t s rt~rtora, i.t wti ~s tiat
a:~ r~a:, soe .~ta. it s ~xc~tora, i~a,
o: a .~ci ts sz~ are ti.s ~:, w~ :o.re~e.
A sco:or :~c~~s a +z ior.s to laarc~ are
t: ci~cis. 1is :as~s ti~ ias~ cost i, Io.
-
sKu cRusuR
siz: Coossa iV
owr sour: \arow~:
ayIoau units: Iz
uight: IIo t.
sa/Rah:
t. i, t. t.
crw: o+ (w~a
ors: )
iring orts: I
uit Di: Ioo
uit oints: o
critiaI 1hrsh-
oIus: G:~~r, \~
ow z, C:ar~
Io, l~e Io
Bas Initiativ:
-I
su: o t.
ManuvraniIity:
C..s,
Ac: z
uarunss: Io
(:or, Coossa iV)
Bas nI
attak: ++
Bas rangu
attak: I
unarnu uan-
ag: oeo +Iz (co.
iat si~s)
1ranI: a:
~st Coossa, sa~
E.~,
ea.a~ eo
savs: lo:t -z,
l~ -+, v -
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

AniIitis: :t: I+, D~x +, Cor -,


t -, vs -, Cia -
hrat Dc: I
s Ianning 1in: Ioz ea,s
s cost: Iz,+Io
taI cost: I,IoI
nor Rquirnnts: I,Ioo .ario.:s
onstrution 1in: + ea,s
(+o a. aio:~:s .s + o~:s~~:s)
iaI: Co.iat si~s
:oo usct
ust
C-.
C:~ac .-a,~,
1otat
1i~ si. c:.si~: s a t,ca o:c .~ci.
ost o ts c:~w s sa~s, wio t.:r .as
~ wi~~s r ts to:so r o:e~: to i~~ t
rrr.
D~st~ ts st:aito:wa:e corst:.ctor
e s.~ a:.a.~rt, ts co.iat tactcs
~ a:, soistcat~e. 1i~ si. c:.si~:
~ts ro.ae iares, s.a s~tt~.~rts, are
i~: soat~e co...rt~s. 1i~ .~ci ts~
ti~:~ :.a:, o: rt.eator, t s ti~
o o:c wa::o:s wio acco.ar, t or oot
o eo .ost o ti~ ir are ootr.
:i. c:.si~:s aoe co.iat wti oti~:
~cis as ..ci as ossi~, i.t wi~r o:c~e
~ra~, ti~, s., cia:~ i~aeor rto
~~~, i:rr ti~ ax~s to i~a: as q.ci,
ossi~.
-
sAucu1RcOR
z: Ga:art.ar
wr sour: ure~ae
yIoau units: Io
ight: z t.
a/Rah: Io t. i, Io t.Io t.
w: I (w~aors: o)
ring orts: Io
t Di: zo
t oints: IIo
itiaI 1hrshoIus: :ot s.i|~ct to
c:tca its
s Initiativ: +I
u: Io t.
anuvraniIity: loo:
c: o
arunss: o (ior~)
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

|
c++.

Bas nI attak: +z
Bas rangu attak: +I
unarnu uanag: IeIo +o
1ranI: a:~st \~e.., sa~ :.a,
ea.a~ Ieo
savs: lo:t +z, l~ o, v -
AniIitis: :t: zz, D~x Iz, Cor -,
irt -, vs-, Cia -
Mhrat Dc: I+
Bas Ianning
Bas cost: zo
1otaI cost: Io,
(eo~s rot rc
anor Rquir
constrution
aio:~:s) .
rv:oo usct
ru
i
9
Io
:a.it~:o:
, :~.s~ .re~
ias i~~r sit~e
ti~ ~re~ss
ti~ sit o a .
i~tw~~r o:cs a
ro.aes. it s
tiat a r~c
st~e ti~
sio:t, at~: ti
ar.at~e a wo
are ti~r ass~.
.~ci or ti~ so
: a . i t ~
oois i~ a
:~sttci~e i.
A :ot~sq.~ .
ioe, a:ts co.
wti co.~t~
o: |orts, .ai
a:~ si~. it
rt~res to aee ti~
ee rot ia~ ti~ .at~:as at is .:o.t.
corst:.ctor st~ to i.e ti~..
:a.it~:o:~ ias i~~r :aer c~.~t~:~s
are i.:a st~s ac:oss ti~ ~re~ss ars i.t
ias rot rtat~e ar, e:~ct attacis or r
c:~at.:~s. ir ti~ ~w co.iats r wici t ias
i~~r ois~:~e, t ias o.it wti .ra:.~e
sa.s i~o:~ :~t:~atr. :o or~ irows wiat
ts .ot~s a:~ o: wio c:~at~e t, atio.i t
eo~s s~~. to i~ c.r co:s~s are i~~r
c~:tar or~s - i.t ro or~ irows wiat ts
c:t~:a o: e~csors a:~.
-
sMIccNBOR's
RAMBuA1ORY ORc
siz: Ga:art.ar
\~ow
~
v -
x Io,
-,
+
n:
ia~ at
~ast z st~a. ow~:s to o~:at~ iasta
:~oae~: siaI: : :t~a. ow~:s (a.to.a
to: + ar.ato:) attaci~e to iasta
rv:oo usct
ru ust
i C-.
9 C:~ac .-a,~,
Io 1otat
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

c++.

:.~rio~:s l~:a.i.ato:, C:c s ti~


:~s.t o ar ~a:, ~x~:.~rt r cociwo:i
.~ci t~ciroo,. Atio.i ts rt~:o: s a
ost~, artastc ~xa.~ o cociwo:i
t~ciroo,, ts ~xt~:o: s rt~rtora, .rnr
si~e. it was e~sr~e i, loio, :.~r
io~:, a ro.~ coa,~: wti a :ati~:
.r.s.a s~rs~ o i..o:, as a wa, to :it~r
o:cs. 1i~ ~rt:~ .~ci :~s~.i~s ar o~:sz~e
.~ta o:c, so.~wiat co.ca r a~a:arc~.
its :it a:. ioes a i.~ ax~ (wti a iee~r
a.~ rozz~ o: iaci.), r ts ~t a:. s a
iasta i.t to :~s~.i~ a c:ossiow i~e i,
ti~ .~cis o~:sz~e iares.
1i~ l~:a.i.ato:, C:c was so.~wiat
~n~ct~. it ee re~~e :it~r s~~:a o:c
t:i~s or ti~: n:st ~rco.rt~:s wti t, wi~r
ti~, ra:ai, .stooi t o: a ow~:. o:c
oe. At~: a ~w ~rco.rt~:s, iow~~:, ti~,
.ae~ ti~ corr~ctor to ti~ ro.~ are
ewa: oot soe~:s wio .s.a, oow~e
i~ire, are row ti~, ~a: t or, o: ts .o:
ta ait~s (s.ci as ti~ ~:, a:~ ax~ tiat
i.:ts q.t~ a it wi~r t its).
:.~rio~: are is assocat~s w~rt or
to i.e s~~:a .o:~ ~:a.i.ato:, wai~:s,
st,~e r en~:~rt o:.s (ewa:, ro.~, art,
~tc.). l~ca.s~ ti~ a.to.atca, :~oaer
iasta :~q.:~s a ot si~e r st~a. ow
~:s, iow~~:, ti~, w~:~ r~~: co..ssor~e
~r .ass~ i, ti~ :t~rar Cor~e~:ac, o: oti~:
.~cieo.s, are a:~ row q.t~ :a:~.
siaI
stan owrs: 1i~ iasta ias i~~r .oe
n~e to :~oae a.to.atca,. At~: n:r
~aci :o.re, ti~ a.to.ato: + ar.ato: st~a.
ow~:s :~oae a r~w s~a: as a starea:e
actor. it car ti.s n:~ ~~:, :o.re ~~r wti
or, or~ c:~w .~.i~:.
-
1AON
siz: Coossa
owr sour: :t~a.
ayIoau units: +o (~xt:a w~aor .o.rts,
i~a, a,oae)
uight: I t.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

l
c++.

sa/Rah: I t. i, I t.I t.
crw: + (w~aors: z)
iring orts: Iz
uit Di: +
uit oints: zo+
critiaI 1hrshoIus: G:~~r, \~ow IIz,
C:ar~ oo, l~e zo
Bas Initiativ: -I
su: o t.
ManuvraniIity: A~:a~
Ac: z
uarunss: II (:or, Coossa)
Bas nI attak: +z (+o wti i.zz
)
:o. o re~~re~rt ewa:~r .~ci o~:ato:s
wios~ iaci:oae t:ae~ :o.t~s w~:~ :ontai~
i.t ~xt:~.~, ear~:o.s. l:o: to ti~ taor,
.ost .~cis w~:~ i.t o: ~ti~: co.iat o:
t:arso:t, rot ioti. 1i~ taor co.ir~s tios~
.rctors. it s ~x~rs~ o: ts sz~, i.t tiats
oia, - ti~ t:ae~:s car ano:e t.
A taor s i.t o: t:arso:tr ooes
o: ass~r~:s (wici~~: c.::~rt, a,s
ti~ i~st), are rc.e~s s~~r sac~ o:
ass~r~:s. Aor wti ti~ c:~w, . to o.:
ass~r~:s car s~~ co.o:tai,, o: . to
Iz .rco.o:tai,. vi~r ti~ .~ci ias ro
ass~r~:s, ti~ s~~r a:~a s .t to .s~
:o. co.iat
.ost ~n~ct~
s .raoeai~.
:ar~e w~a
o:ai~ ~sca~,
ias ro ~sca~
~ o ti~ i.zz
ac~ o:arz~e
tor, so ti~,
ia~ to wo::,
t or:ar~
its aarst
r~e ~r~
1i~: co.
~ sota:, o:
cars.~r, o:
~ t~::ar ti~,
-
o t.
~r,
Iv, l~e zz
loo:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

c++.

uarunss: (wooe)
Bas nI attak: +o
Bas rangu attak: -I
unarnu uanag: IeIo ++
1ranI: a:~st \~e.., sa~ :.a,
ea.a~ Ieo
savs: lo:t o, l~ -z, v -
AniIitis: :t: I, D~x , Cor -,
irt -, vs -, Cia -
Mhrat Dc: Iz
Bas Ianning 1in: o+ ea,s
Bas cost: oo
1otaI cost: I,v
anor Rquirnnts: voo .ario.:s
constrution 1in: Iz ea,s
(Io a. aio:~:s .s I o~:s~~:)
rv:oo usct
ru ust
o C-. ( .a:~- + ,..~:)
+ C:~ac .-a,~,
Io 1otat
1i~ tr~:art .~ci t:i~s tai~ ar, .~ci
ti~, car nre, nx t . as i~st ti~, car,
are ti~r ~ o.t o t. (1i~s~ t:i~s a:~
e~sc:i~e r .o:~ e~ta or a~ Iov.)
1i~ tot~. s rot a s~cnc .~ci ~: s~ i.t
co.e i~ corse~:~e :~:~s~rtat~ o wiat
a .~ci t:i~ .it .s~. it was o:ra,
st~a.ow~:~e i.t was esca:e~e at~:
i~r i~a, ea.a~e r iatt~. 1i~ .~ci
t:i~ o.re t r tis coretor. Lacir ti~
act~s are t~circa ~x~:ts~ to :~a:
t, ti~, st:~e o.t ti~ st~a. ~rr~
are .t r ar oa:i~ aa:at.s i, wici a
i..ar c:~w co.e ow~: t. 1i~ o:ra
st~a.ow~:~e w~aors w~:~ ci.ci~e to
.ai~ wa, o: ti~ a:~: c:~w, are ti~ :or
a:.o: (wici was a:~ae, s.istarta,
ea.a~e are :.st~e) was ~~~e on to
:~e.c~ ti~ w~it. lra,, a s.~ w~a
or, or~ tiat ti~ t:i~ co.e .re~:stare,
was rsta~e: a cata.t.
A tot~. .~ci s.ci as tis w rot s.:~
ar ~rco.rt~: wti a i~tt~:.ae~ .~ci. it
car ia:~, ~r~t:at~ ti~ ia:er~ss :atr o
ar, :ora:.o:~e .~ci r ts sz~ cat~o:,.
it s .s~e :.a:, to e~~re ti~ .~ci t:i~
:o. :ae~:s o a ires, are o: i.rtr
a:~ i~asts tiat :oe~ a ooe .ar, .~as.
ir co.iat, ti~ tot~. .~ci ois cata.t
siots o: as or as ossi~, ti~r cos~s
wti .ra:.~e attacis. it s oo:, ~q.~e
o: iatt~, i~ca.s~ t eo~srt ia~ ~ro.i
c:~w to .o~ are n:~ at ti~ sa.~ t.~: At~:
aowr o: ti~ r~c~ssa:, aio:~:s to i~~
ti~ .~ci .or, are ti~ sac~ :~q.:~e
o: ti~ cata.t are ot, ti~:~s ro :oo.
~t o: two .rr~:s or ti~ cata.t. ir o:e~:
to n:~ ti~ cata.t, two o ti~ aio:~:s ..st
~a~ ti~: osts to .ar ti~ w~aor - o:,
ti~ ot ias ti~ \~ciwai~: ~at, or, or~
aio:~: ..st ~a~ is ost to i~ ti~ ot
n:~, i.t i~r or~ aio:~: sio:t st ~a~s
ti~ .~ci wtio.t ~ro.i .arow~: to
.o~. 1i~ tot~. wo.e i~ a: .o:~ ~n~c
t~ r co.iat t iae a w~aor wti a c:~w
:~q.:~.~rt o I, i.t .ost .~ci t:i~s cart
ano:e s.ci ~x~rs~ ~q..~rt.
A tot~. .~ci s .s.a, e~co:at~e
acco:er to ti~ i~~s o ts t:i~, i~rc~
ti~ ra.~. it s st,z~e to :~s~.i~ ar
~a~, i~a:, e:aor, o: wiat~~: oti~: c:~a
t.:~ ti~ t:i~ :~~:~s. it s art~e r c~:
~.ora att~:rs are so.~t.~s ~at.:~s
st:~a.~:s o: as.
-
VRDAN1 uRY
siz: E.~
owr sour: Ar.at~e (es~ DC zo)
ayIoau units:
uight: I t.
sa/Rah: t. i, t. t.
w: I (w~aors: o)
ring orts:
uit Di:
uit oints: ++
critiaI 1hrshoIus: :ot s.i
|~ct to
c:tca its
Bas Initiativ: +
su: o t.
ManuvraniIity: l~:~ct
c:
unss: I (\ti:a)
I attak: +o
(+I+ wti .ra as ot)
Bas rangu attak: ++
unarnu uanag: Ie +z
1ranI: a:~st :.a, sa~ :.a,
ea.a~ zeo
savs: lo:t o, l~ +z, v -
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

.|
c++.

AniIitis: :t: I+, D~x I, Cor -,


irt -, vs -, Cia -
Mhrat Dc: Io
Bas Ianning 1in: oo ea,s
Bas cost: z,oIo
1otaI cost: zIz,oIo (rc.er .ac
t~.s), zoI,o wti .aca ...rt,
anor Rquirnnts: voo .ario.:s
(.s .ac t~.s)
constrution 1in: Iz ea,s (Io a. aio:
~:s .s I o~:s~~:) .s earcr w~a
ors, |- |!-c., are :t.as (z ea,s)
Othr rrquisits: Darcr w~aors
are |- |!-c. ia~ s~a:at~ cor
st:.ctor t.~ are Xl cost.
siaI: Ee~ +zI (++ rat.:a, +I |-
|!-c., ++ D~x, -z sz~)
rv:oo usct
ru ust
i C-.
+ C:~ac .-a,~,
s 1otat
V~:eart l.:, s a .rq.~ ~~r .~ci :~
q.~rt, sit~e r ti~ o:~sts o E~:~a. it s
.arr~e i, .ra Da:iwai~:, ar ~~r :ar~:
(l: Iz, D~x I+) wio watci~e is :o~ i~
e~st:o,~e i, ti~ .ra: :ar. E~ are is o:
.~: ae~rt.:r co.arors corst:.ct~e
o.: .~cis, or~ o: ~aci o ti~., are
:~t.:r~e to ti~: io.~ares to .a:e aarst
ti~ :sr te~ o ciaos.
V~:eart l.:, s a Iootta .~ci o
ti~ .ost ~~art :oo:tors. it s s~re~:
are :ac~., wti a to:so or, ia:~, a:~
~ro.i to cortar .ra. its .ti:a a:.o: s
iee~r i, ar o.t~: a,~: o ia:i .~e :o.
e~ae t:~~s, r t ti~ a~a:arc~ o a ta,
ra::ow, wair t:~~. Crr r~s :ow
:o. so ots i.t e:~ct, rto ti~ .~ci,
w:~atir t r a ca.o.ar :~~r~:,. (ir
act, t ias i~~r .stai~r o: ar .r.s.a t:~
art .o:~ tiar orc~.) it ias ro si~ w~a
ors, i.t ts s~re~: a:.s c~a:, .o~ wti
st:~rti are ow~:.
V~:eart l.:, nits wti o.: .aca,
~rciart~e +i c+c. !ac. 1i~s~ a:~
si~ati~e r iee~r t.i~s r ts to:so are a:~
e~o,~e at .ras co..are. Es :~~::~e
st:at~, s to ie~ .rt ar ~r~., s wtir
st:ir :ar~, ti~r ~ra~ wti ti~ .~cis
.ra:.~e attaci (a s.~ sa.). Cr~ c+c
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

.
c++.

. !ac s ti~r e~o,~e (as a starea:e


actor) or ~aci s.is~q.~rt :o.re wi~ ti~
.~ci cortr.~s to sa.. l, sta~:r ti~
:~~as~ o ti~ c+c. !ac, ti~ .~ci
~rs.:~s tiat at ~ast or~ c+c. w~aor s
aaai~ or .ost :o.res, e~st~ ti~: r~~e
o: :~st. (1is sta~:~e attaci :~s.ts r a
r..i~: o earcr w~aors ~: :o.re r tis
att~:r: IzI+IzI
oIzI+IzIo~tc.)
siaI
Daning wa-
ons: V~:eart l.:,
s e~sr~e to nit
c:~at.:~s, rot .~cis.
it wo.e stare tt~
ciarc~ r a .~cior
.~ci iatt~, i.t s w~
~q.~e o: w~~e
r o.t o:cs, .ra:
.rors, are oti~:
~r~.~s o ti~ o:~st.
its c+c. w~aors
nit at .ras ias~
attaci ior.s .s ti~:
~rciart.~rt ior.s
(+II++I). 1i~,
sta, wtir n~ ~~t o
ti~ .~ci, earcr o:
. to o.: :o.res are
ti~r :~q.:r o.:
:o.res o :~st, ~xact,
i~ ro:.a c+c. w~aors.
uiu: V~:eart l.:, ias or~ oti~: ~rciart
.~rt: 1i~ :o~:t~s o a |- |!-c.
w~:~ i.t rto ts ie~ e.:r corst:.ctor.
Aeetora,, t s e~sr~e wti ia:isir are
r~:, to i~re rto ti~ o:~st, :artr t a
rat.:a ++ ior.s to Ee~ ci~cis wi~r r o:
~st~e t~::ar (wi~:~ t s awa,s o.re).
-
VIR
siz: Ga:art.ar
owr sour: Cociwo:i
ayIoau units: Io
uight: z t.
sa/Rah: Io t. i, Io t.Io t.
crw: I (w~aors: z)
iring orts: Io
uit Di: z+
uit oints: IIz
critiaI 1hrshoIus: G:~~r, \~ow oo,
C:ar~ II, l~e II
Bas Initiativ: I
su: oo t. (ast ~s)
ManuvraniIity: Gooe
Ac: o
uarunss: Iz (st~~)
Bas nI attak:
++
Bas rangu attak:
+I
unarnu uanag:
IeIo +
1ranI: La:~st
\~e.., sa~ :.a,
ea.a~ Ieo
savs: lo:t -z, l~
+z, v -
AniIitis: :t: zo, D~x
Io, Cor -, irt -,
vs -, Cia -
Mhrat Dc: +
Bas Ianning 1in:
vo ea,s
Bas cost: I,+oz
1otaI cost: Io,o
anor Rquir-
nnts:
I,+o .ario.:s
constrution 1in:
+ ea,s
(Io a. aio:~:s .s I o~:s~~:)
siaI: last ~s (+Io t.)
rv:oo usct
ru ust
i C-.
i C,-
c C:~ac .-a,~,
Io 1ota.
1i~ ~: s or~ o ti~ .ost co..or
cociwo:i .~cis. l:st i.t i, ar ~cc~rt:c
ewa:~r coa,~: r De~, t q.ci, ca.it
or as a :~at .~ci o: or~.ar owr~:o~:a
to:s. it s :a:~, s~~r r .ta:, s~:c~, i.t
a r..i~: o a:arts ia~ i~~r i.t to .a:e
t:aer ca:aars are erta:, .~cis. 1i~
~xt:a sac~ aows ti~ ot to s~~ or ioa:e
i~ e~s:~s, wici s .o:~ tiar w~co.~
ti~s~ ea,s.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ria.r + \ -c| |+c- -c!c-c,
|+c- a-+ c-.-c c-, |-.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

KL9JLAF??GD<
1
i~ r~w cass~s :~s~rt~e r tis iooi
:~c~~ sta:tr oe as oows.
c:ss Auounv (vtact)
C.~c.~ ag- oc+ io (io g,)
C~g.a,- ioc+ io (2o g,)
C~:.c:~ oc+ io (io g,)
|-c ,~c-, c+ io (i2 g,)
:a.- c+ io (i2 g,)
:-a:~g oc+ io (io g,)
+
O=9HGFK
1
i~ w~aors st~e i~ow a:~ o:a
rz~e i, ra.~, wti ti~ a:o.s sz~s
st~e .re~: ~aci w~aor ra.~. \ar, o
ti~ w~aors a:~ e~sr~e o: .s~ or, or
.~cis. :z~s e~sr~e o: .s~ i, a ro:.a
i..aroe a:~ :~ac~e i, ~:sora,
tios~ e~sr~e o: s.a~: c:~at.:~s (.s.
a, cors) a:~ e~srat~e as cor.
v~aors a:~: tiar sz~ Coossa iii
a:~ rot i.t or a :~.a: iass. :.ci
w~aors a:~ corse~:~e .rq.~, :~q.:r
ar ~xotc w~aor :oc~rc, a o ti~:
owr. urq.~ w~aors carrot i~ acq.:~e
or ti~ o~r .a:i~t, ti~, ..st i~ c.sto.
i.t. la,~:s car i.e ti~: owr ~:sor
o a .rq.~ w~aor or, i, acq.:r ti~
ars, st.e,r ti~ o:ra, o: e~otr
s.istarta :~s~a:ci t.~ to :~s~a:cir
ti~ e~sr.
1i~ w~aor statstcs tiat oow .s~
sz~ cat~o:, cor~rtors co..or to
ti~ I.o ~etor o ti~ ezo :.~s. l~ca.s~
.~cis co.~ r so .ar, sz~s, t s r~c~s
sa:, to :~s~rt stats o: w~aors r ti~
sa.~ :ar~ o sz~s. 1i~ r..i~: o iares
:~q.:~e to .s~ ti~ w~aor e~~res or
ti~ sz~ o ti~ w~aor are ti~ sz~ o ti~
w~e~:. 1:~at a w~aor as or~iare~e t
s ti~ sa.~ sz~ as ti~ w~e~:. A w~aor
tiat s s.a~: tiar ts w~e~: s it. A
w~aor tiat s or~ sz~ rc:~.~rt a:~:
tiar ti~ w~e~: :~q.:~s two iares.
v~aors two o: .o:~ sz~ rc:~.~rts
a:~: tiar ti~ w~e~: ~r~:a, carrot
i~ .s~e.
A w~aors sz~ cat~o:, srt ti~ sa.~
as ts sz~ as ar oi|~ct, i.t o: .:os~s o
.~ci a,oae .sa~ (.~as.:~e r a,oae
.rts, o: lu), a w~aor occ.~s sac~
ias~e or ts sz~ cat~o:,. lo: ~xa.~, a
\~e.. oist~: caw s sz~e o: \~e..
cia:act~:s, i.t s act.a, a 1r, oi|~ct. i
ac~e or a .~ci, iow~~:, t st tai~s I
lu as t w~:~ a \~e.. oi|~ct. vi,'
l~ca.s~ i.er a w~aor rto a .~ci
.s.a, :~q.:~s .o:~ tiar |.st ti~ w~a
or. it tai~s w~aor .o.rts, aeetora
st~a. ~rr~ caact,, are s~atr are
cort:os o: ti~ c:~w.
-
wAON DscRI1IONs
A
x BIau: \ar, .~cis w~e artc
ax~s, wi~ti~: iat~e are i~e r ti~
iare o: w~e~e e:~ct, orto ti~ a:.. 1i~s~
a:~ ti~ stats o: ax~ iae~s o a:o.s sz~s.
:o.~ ia~ or~ iae~ wi~ oti~:s ia~ two,
so.~ ia~ c.:~e ~e~s wi~ oti~:s a:~
st:ait, are so.~ a:~ iooi~e are oti~:s
a:~ rot. C~:tar s~caz~e ~:sors .a,
ia~ oti~: .s~s, s.ci as iooi~e ax~s tiat car
e:aw ar oor~rt r~a:. :~~ ti~ ~rt:, o: ti~
iooi~e ax~ o: .o:~ ro:.ator.
BaIIista: 1i~ c:~w o a iasta ..st
~:o:. two s~a:at~ tasis: oaer ti~
s~a: are wrer ti~ :o~. it s .os
si~ to ~:o:. ioti at orc~. A iasta
wti . c:~w car :~ ~~:, :o.re. vti
~ss tiar a . c:~w, :~e.c~ ts :r :at~
i, or~ :o.re o: ~~:, .ssr c:~w .~.
i~:. lo: ~xa.~, a E.~ iasta .ssr
or~ c:~w .~.i~: co.e :~ or, orc~
~~:, oti~: :o.re.
Barnu BIau: Ar, swo:e iae~ .a,
i~ ia:i~e at ~xt:a cost. 1is rc:~as~s ts
ea.a~ or c:tca its (wtio.t a~ctr
ti~ ti:~at :ar~) are car i~ .s~e to t:a
oor~rts. lo: ~xa.~, a E.~ ia:i~e
swo:e iae~ wo.e ia~ a c:tca :atr
o Iv-zoxI.
Ar, ta:~t ea.a~e i, a ia:i~e iae~
..st .ai~ a l~~x sa~ (DC I) o: i~
ca.it or ti~ ia:is.
1i~ attaci~: car cioos~ to ~a~ ti~
iae~ r ti~ ia:i~e oor~rt o: iar
or to t. i i~ iars or to t, ti~ ta:~t
carrot .o~ i~,ore ti~ attaci~:s :~aci
.r~ss i~ s.cc~~es r ar oos~e :t:~rti
ci~ci, wici w:~sts ti~ iae~ :o. ti~
attaci~:s iare. \~ci e~s .a, att~.t
=IMAHE=FL
1
nr ccciarrs cr Eicnrcix. rrcrucr a xrvrrrxrixc
varir. cr ix.ricuixc xrv rguirxrx.. 1nis cnar.rr
ix.rcrucrs scxr cr .ncsr i.rxs.
1AsLc 1-I: ckcnADcs
wtron cosv Duct s:sv kotus knct incatutnv wttcnv
|ag-: :~:, io g, +co o |:. io |:. 2 .:.
|-.- :~: o g, 2co io |:. io |:. i .:.
|.: :~: oo g, ,-c.a. |:. io |:. i .:.
1nts wtron tcnoats utcn's naontss avtnc.
1nts wtron cn uxt tnotatcv vvcxs (stt rct sz).
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

Dsca~ A:tst ci~cis (DC I), wici aow


~sca~ wtio.t w:~str ti~ iae~ :o.
ti~ attaci~:s iare.
Crc~ ti~ attaci~: ~ts o, ti~ ta:~t car
: o.t ti~ ia:i~e iae~, ca.sr ea.a~
~q.a to ia ti~ o:ra attaci. 1i~ ta:~t
carrot i~a o: i~ :~a:~e .rt ti~ iae~
s :~e o.t.
Bayont: A ia,or~t ..st i~ x~e to
a :ar~e w~aor wti a ia::~, s.ci as a
a.~ rozz~, st~a. .r, o: st~a.i:~ati
~:. Ar,or~ :oc~rt wti s.ci a :ar~e
w~aor s a.to.atca, :oc~rt wti
ia,or~ts ax~e to ti~.. l~ca.s~ ti~ ia,
or~t s x~e to ti~ w~aors ia::~, t car
i~ w~e~e at ti~ sa.~ t.~ as ti~ :ar~e
w~aor, .:ti~:.o:~, ts lu s rco:o
:at~e rto tiat o ti~ a:~: w~aor. A
ia,or~t .s~e r .~~~ s t:~at~e ~xact, as
ea~:, wti or~ s~ca ~xc~tor: a c:~a
t.:~ staii~e i, a ia,or~t s ~:~ct, os
tor~e o: ti~ attaci~e :ar~e w~aor to
i~ escia:~e sa~,. A cia:act~: wio its
a ta:~t wti is ia,or~t car :oc~~e to
.ai~ :ar~e attacis aarst tiat ta:~t
wtio.t :ooir attacis o oo:t.rt,
:o. tiat ta:~t. 1i~s~ :ar~e attacis st
:ooi~ attacis o oo:t.rt, :o. oti~:
c:~at.:~s wio ti:~at~r ti~ attaci~:. Crc~
ti~ ta:~t s it wti ti~ ia,or~t, ti~ cia:
act~: car cortr.~ to .ai~ :ar~e attacis
wtio.t rc.::r ar attaci o oo:t.
rt, .rt ti~ ta:~t c:~at.:~ .o~s o.t o
.~~~ :ar~.
Bonn aunhr: A io.i a.rci~: s
oae~e wti :~rae~s, wici a:~ a.rci~e
o.t r a we~ s:a, at r~a:i, ta:~ts. it s
~~ct~ aarst io:e~s o attacir rar
t:,, as w~ as .~cis tiat it r .~~~. it
s ~xt:~.~, ~x~rs~, as ti~ :~rae~
a...rtor s cost,.
A io.i a.rci~: n:~s . to n~ :~
rae~s ~: :o.re. 1i~ attaci~: e~t~:.r~s
iow .ar, a:~ n:~e ~aci :o.re. Daci :~
rae~ s n:~e so.~wi~:~ r ti~ o:wa:e
a:c, e~t~:.r~e i, :or Ieo. vti Iz:oo
i~r st:ait ai~ae (as or a coci ac~),
a I recat~s a siot at Io:oo, z s II:oo, I-+
s Iz:oo, s I:oo, are o s z:oo. Daci :~
rae~ ~rco.rt~:s ti~ n:st ta:~t r ts wa,,
o: ~xoe~s at ti~ .ax :ar~ o +o t. i
1AsLc 1-z: uccu wcArOns - ucLcc AnD kAnccD
wtron cosv Duct catvtc: knct wttcnv 1vrt catw ru
/- s.ac-
.g- i2o g, 2cc - +o .:. .a.g i +
Gaga:.a 2o g, 2ci2 - o .:. .a.g i c
C~.~a. 9oo g, ci2 - io .:. .a.g i io
C~.~a. || 2,oo g, ci2 - 2o .:. .a.g i 2
C~.~a. ||| ,ooo g, ci2 - +oo .:. .a.g i o+
sa:-c s.ac- a- + i - a- |.-c.g a- a-
s~: |a.c-
.g- 2o g, va.- va.- +o |:. (a) o .:. va.- i +
s~- |.c-
.g- +oo g, icio 2 |-.--, |:. -ac .:. |.-c.g i +
Gaga:.a i,2oo g, 2cc 2 |-.--, io |:. -ac + .:. |.-c.g i c
C~.~a. ,ooo g, +co 2 |-.--, i |:. -ac oo .:. |.-c.g 2 io
C~.~a. || ,ooo g, ci2 2 |-.--, 2o |:. -ac i2o .:. |.-c.g 2 2
C~.~a. ||| ,ooo g, ci2 2 |-.--, o |:. -ac 2o .:. |.-c.g o+
s...a.
.g- 2,ooo g, 2cc i9-2o - ooo .:. .a.g i +
Gaga:.a +,ooo g, 2ci2 i9-2o - i,2oo .:. .a.g i c
C~.~a. ,ooo g, ci2 i9-2o - 2,+oo .:. .a.g i io
C~.~a. || io,ooo g, ci2 i9-2o - +,coo .:. .a.g i 2
C~.~a. ||| i,ooo g, cci2 i9-2o - 9,ooo .:. .a.g i o+
Ca. 1-:ac.-
Gaga:.a i,+oo g, 2cc 2 ioo |:. i,ooo .:. |.-c.gs..cg-~.g c
Cag.-
.g- (++) i2o g, icio 2 - io .:. s..cg-~.g i +
Gaga:.a (+o) oo g, 2cc 2 - 22 .:. s..cg-~.g i c
C~.~a. (+c) i,ooo g, +co 2 - +2 .:. s..cg-~.g i io
C~.~a. || (+io) ,ooo g, ci2 2 - o .:. s..cg-~.g i 2
C~.~a. ||| (+i2) ,2oo g, ci2 2 - i,oo .:. s..cg-~.g i o+
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

..t~ :~rae~s t:a~ or ti~ sa.~ a:c,


a attacis a:~ corse~:~e to ia~r s..
tar~o.s, (.~arr tiat a ta:~t or tiat
a:c s i~e i, ti~ n:st :~rae~, ti~ r~xt
:~rae~ to t:a~ tiat a:c w aso ~xoe~
wi~:~ t was, ot~rta, wastr ti~ siot).
1i~ sioot~: ias ro cort:o o~: ti~ ar~
o: estarc~ o ~aci :~rae~. 1i~: t:a|~cto
:~s a:~ awa,s e~t~:.r~e :areo.,.
Bor unhr: A io:~ .rci~: s a s.~
acator o st~a.ow~:~e i,e:a.c
t~ciroo,. 1i~ w~aor ts~ s a or
si~ si~ati~e r a c,re:ca cas~, ow~:~e
wti a st~a. ~rr~ at ti~ ias~ o ti~ cas~.
1i~ st~a. ~rr~ i.es . :~ss.:~ to |.st
i~ow ts i:~air ort, ti~r :~~as~s t
a as a .ass~ i,e:a.c i.:st. 1i~ :~~as~
o so ..ci ~rt. :~ss.:~ a.rci~s ti~
si~ eowr ti~ c,re:ca siat. 1i~ sia~
o ti~ si~ ciarr~s ts ow~: ~:~ct,,
s~rer t ti:o.i a:.o: wti s.ci ~as~ tiat
t ro:~s ia:er~ss. it s arcio:~e s.ci tiat
t ~a~s ti~ siat a: ~ro.i to .rci a io~
r wiat~~: s r~a:i,, ti~r s :~t:act~e. A
io:~ .rci~: s t:~at~e as a .~~~ w~aor
wti :~aci, tio.i t car attaci ar, sq.a:~
wtir ts :~aci.
lo:~ .rci~:s a:~ cos~co.iat w~a
ors caai~ o .rcir :~~at~e io~s
r ti~ sa.~ ort or ar ~r~., .~ci. 1i~
i~r~t o~: t:aetora w~aors s tiat
ti~ io:~ .rci~: actat~s ioa:er
~r~., .~cis. A io:~ .rci~: attaci tiat
1AsLc 1-z cOn1inucD: uccu wcArOns - ucLcc AnD kAnccD
wtron cosv Duct catvtc: knct wttcnv 1vrt catw ru
|,.~..- -.. +icio 2 a- a- |.-c.g a- a-
|.a- |~...-
.g- oo g, 2cc 2 o |:. + .:. |.- i +
Gaga:.a ooo g, 2cc 2 o |:. 9o .:. |.- i c
C~.~a. i,oo g, 2cc 2 co |:. io .:. |.- i io
C~.~a. || 2,oo g, 2cc 2 i2o |:. oo .:. |.- i 2
C~.~a. ||| o,ooo g, 2cc 2 ico |:. oo .:. |.- i o+
|.a..
.g- o g, ici2 i9-2o2 - o .:. s..cg-~.g i +
Gaga:.a 9o g, co i9-2o2 - + .:. s..cg-~.g i c
C~.~a. +oo g, co i9-2o2 - c .:. s..cg-~.g i io
C~.~a. || 9oo g, +ci2 i9-2o2 - io .:. s..cg-~.g i 2
C~.~a. ||| i,coo g, oci2 i9-2o2 - 2oo .:. s..cg-~.g i o+
~~-c /- 2 a- a- - a- .a.g a- a-
|ac-
|ag- o g, 2co - o .:. |.-c.g i 2
.g- 9o g, 2cc - o .:. |.-c.g i +
Gaga:.a 2oo g, 2ci2 - c .:. |.-c.g i c
C~.~a. ooo g, ci2 - ioo .:. |.-c.g i io
C~.~a. || i,coo g, ci2 - 2o .:. |.-c.g i 2
C~.~a. ||| +,+oo g, ci2 - +o .:. |.-c.g i o+
|~::- C.a.
.g- i,ooo g, 2cc i9-2o2 - o .:. s..cg-~.g ac |.-c.g 2 +
Gaga:.a 2,ooo g, 2ci2 i9-2o2 - oo .:. s..cg-~.g ac |.-c.g 2 c
C~.~a. ,ooo g, ci2 i9-2o2 - 9o .:. s..cg-~.g ac |.-c.g 2 io
:-a:-a:-
.g- i g, 2cc 2 o |:. oo .:. |.- i +
Gaga:.a ooo g, 2ci2 2 +o |:. i2o .:. |.- 2 c
C~.~a. i,ooo g, co 2 o |:. 2+o .:. |.- 2 io
.~c s.ac-
.g- i2o g, 2cc i9-2o2 - o .:. |.-c.g i +
Gaga:.a 2o g, 2ci2 i9-2o2 - o .:. |.-c.g i c
C~.~a. 9oo g, ci2 i9-2o2 - ioo .:. |.-c.g i io
C~.~a. || 2,oo g, ci2 i9-2o2 - i .:. |.-c.g i 2
C~.~a. ||| ,ooo g, ci2 i9-2o2 - oo .:. |.-c.g i o+
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

~r~t:at~s ti~ ~r~., .~cis ia:er~ss


- :~a:e~ss o ea.a~ rct~e - car
i~ ~t r ac~ to aow ioa:er. loa:e
r car i~r ..~eat~, (are .s.a,
eo~s, src~ ti~ ioa:er a:t, s s~at~e
:it i~ire ti~ io:~). A .ax... o sx
c:~at.:~s car ass ti:o.i a io~ r a .
:o.re, ia as .ar, r ia a :o.re. i ti~
~r~., .~ci eo~s rot .o~ r ts oow
r t.:r (wi~ti~: i, cioc~ o: i~ca.s~
t s t:~e o: i~e r ac~ i, a ia:i~e
iae~, iooi~e ax~, o: oti~: w~aor), ro
attaci :o s r~c~ssa:, to cortr.~ ti~
ioa:er :oc~ss. Cti~:ws~, ti~ io:~
..st i~ a.rci~e aar.
lo:~ .rci~:s a:~ awa,s .o.rt~e
or .~cis. 1i~, car .rci io~s a:~
~ro.i o: c:~at.:~s two sz~s s.a~: to
ass ti:o.i. lo: ~xa.~, a E.~ io:~
.rci~: car c:~at~ a io~ s.tai~ o:
or~ \~e.. c:~at.:~. 1i~ :~ss.:~ tiat
e:~s ti~ io:~ car i~ :~.at~e ca:~.,
i, a t:ar~e o~:ato:, r o:e~: to .r.z~
ea.a~ ca.s~e to ti~ .~ci aio.t to i~
ioa:e~e (are :~s..ai, cat.:~e). 1i~
o~:ato: car cioos~ iow .ar, ec~ to
:o o: ea.a~, i.t tis ..st i~ e~ca:~e
i~o:~ .air ti~ attaci :o.
:ot~ tiat a io:~ .rci~: ~t r ac~
:o. or~ :o.re to ti~ r~xt car aso i~
.s~e o: ti~ :~c~r .~ci to s~re ioa:e
~:s rto ti~ attacir .~ci, :oe~e t
ias t:oos ostor~e :o~:, are ro
ioa:e~:s a:~ iocir ti~: wa, r.
Buzzax: D~~o~e i, ~:oco.s
st~a.io: wa::o:s, ti~ i.zzax~ s a
.oe~e :~atax~. A r~ o i:atr
st~a.ow~:~e t~~ti s s~t a iarci
iaci :o. ti~ :azo:sia: ax~iae~. 1i~
rta wo.re s .ar~e as ti~s~ t~~ti
t~a: rto ti~ ta:~t. 1i~s~ .it, w~aors
eo ~~r .o:~ ea.a~ tiar ti~ starea:e
:~atax~ or wici ti~, a:~ ias~e.
Buzzsaw: 1i~ i.zzsaw s ti~ .ost e~as
tatr acator o st~a. ~rr~ t~ciro
o,. l.zzsaws a:~ e:~r i, .ass~ st~a.
~rr~s tiat a:~ a: .o:~ ow~:. tiar
ti~, r~~e to i~. 1is :~s.ts r ti~ sia:,
tooti~e iae~s srrr at io::nc s~~es,
caai~ o :r ti:o.i ti~ i~a~st
a:.o:. l~q.:r or, a sr~ ~rr~~: to
o~:at~, ti~, a:~ ~nc~rt are e~ae, a:
i~,ore ti~: sz~. 1i~, a:~ aso ~ro:.o.s,
~x~rs~ are ~xt:~.~, i~a,.
l.zzsaws a:~ s~ca, e~sr~e o:
sawr ti:o.i .~ta. 1i~, a.to.atca,
ro:~ ti~ :st Io orts o ia:er~ss or
ar, ta:~t. l~ca.s~ ti~, a:~ ow~:~e re~
~re~rt,, ti~ w~e~: (wi~ti~: .~ci o:
.ar) eo~s rot aee ts :t:~rti ior.s to
ti~: attaci o: ea.a~ :os.
Ar ~r~., tiat s., co.~s rto
cortact wti a .~ci.o.rt~e i.zzsaw
1AsLc 1-1: siccc wcArOns - kAnccD
wtron cosv Duct catvtc: knct wttcnv 1vrt catw ru
sa...:a
.g- oo g, co i2o |:. 2oo .:. |.-c.g 2 +
Gaga:.a o g, co ico |:. 2o .:. |.-c.g 2 c
C~.~a. i,ooo g, co 2o |:. oo .:. |.-c.g io
C~.~a. || i,+oo g, cio oo |:. o .:. |.-c.g 2
C~.~a. ||| i,coo g, ocio o |:. +o .:. |.-c.g o+
Ca:a,..:
.g- o g, co 2 io |:. 2o .:. s..cg-~.g 2 +
Gaga:.a coo g, co 2 2oo |:. oo .:. s..cg-~.g c
C~.~a. i,ioo g, oco 2 2o |:. o .:. s..cg-~.g io
C~.~a. || i,oo g, co 2 oo |:. +o .:. s..cg-~.g o 2
C~.~a. ||| 2,ooo g, cco 2 +oo |:. oo .:. s..cg-~.g o o+
ja.-.. |ac
.g- i,ooo g, 2co () 2 2oo |:. o .:. |.-c.g 2 +
Gaga:.a 2,ooo g, 2cc () 2 2oo |:. +o .:. |.-c.g 2 c
C~.~a. ,ooo g, 2cio (c) 2 2oo |:. oo .:. |.-c.g 2 io
:-a Ca~
.g- ,ooo g, 2cio i,ooo |:. 2oo .:. |.-c.g 2 +
Gaga:.a +,ooo g, cio 9o |:. oo .:. |.-c.g 2 c
C~.~a. ,2oo g, +cio 9oo |:. +oo .:. |.-c.g io
C~.~a. || o,oo g, oci2 co |:. oo .:. |.-c.g 2
C~.~a. ||| c,ooo g, cci2 coo |:. ooo .:. |.-c.g o+
u..- v-a,~
C.:, k...- ioo,ooo g, i2ci2 i,ooo |:. i,2oo .:. |.-c.g o i2c
v.,- |ag oo,ooo g, +c2o + |-.--, 2o |:. -ac 9oo .:. |.-c.g i i2c
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

..st .ai~ a l~~x sa~ (DC I) o: tai~


. ea.a~. i ti~ .~ci s :ar o:
corr~ct~e to ar ~r~.,, t .a, .ai~ ar
oos~e :t:~rti ci~ci to . ti~ ~r~.,
e:~ct, rto ti~ ati o ti~ i.zzsaw, r
wici cas~ ro sa~ s aow~e. 1is attaci
s i:.ta, ~~ct~ wi~r co.ir~e wti
w~aors tiat ~t ti~ .~ci . ~r~.~s
rto cos~ :ar~.
catauIt: 1i~ c:~w o a cata.t ..st
~:o:. two s~a:at~ tasis: oaer ti~
i.ci~t are wrer ti~ :o~. it s .os
si~ to ~:o:. ioti at orc~. A cata.t
wti . c:~w car :~ ~~:, :o.re. vti
~ss tiar a . c:~w, :~e.c~ ts :r :at~
i, or~ :o.re o: ~~:, .ssr c:~w .~.
i~:. lo: ~xa.~, a E.~ cata.t .ssr
or~ c:~w .~.i~: co.e :~ or, orc~
~~:, oti~: :o.re.
\ar, cata.ts r Eiort ia~ i~~r
so.~e . i, a.ito.s coa,~:s. :o.~
~at.:~ s:rias~e t~rsor o: ~~r co.
act, oer ~re...s.
chain 1ntaI: 1i~ ciar t~rtac~ s
a s~caz~e w~aor e~sr~e to ~rtar~
are ..oiz~ s.a .~cis. it s a i~a,,
sto.t ciar oo ~~t or wti a a:~,
ia:i~e s~a: ort at or~ ~re. it car i~
.s~e r two wa,s.
1i~ :st .~tioe .s~s ti~ t~rtac~ as a
s~a:. Cr a it, ti~ attaci~: :~~s r ti~
t~rtac~, e:awr ti~ s.a~: .~ci rto
st:ir :ar~. 1is .~tioe eo~s rot
:~q.:~ ti~ t~rtac~ to ~:c~ ti~ .~ci
.,, or, o: t to ~.i~e a: ~ro.i o:
t to ar a ioe, so t ro:~s ti~ .~cis
ia:er~ss i.t carrot eo .o:~ tiar I ort
o ea.a~. (1i~ ciar t~rtac~ .a, aso
i~ a.rci~e to ca.s~ ro:.a ea.a~, r
wici cas~ t w rot ~.i~e i.t eo~s ac
to: r ar ~r~., .~cis ia:er~ss.)
1i~ s~core .~tioe .s~s ti~ ciar as a a,
r a t: attaci. 1i~ ciar s w:a~e a:o.re
ti~ ta:~ts ~s r ar att~.t to t: t.
1i~ attaci~: ..st e~ca:~ iow i~ s .sr
ti~ ciar t~rtac~ i~o:~ :or is attaci.
Cr a s.cc~ss. s~a: attaci, ti~ ta:~t s
ciar~e to ti~ attaci~:. 1i~ ciar s ..~
eat~, tit~r~e are ti~ ta:~t .a, rot
.o~ o.tse~ ti~ :ae.s o ti~ attaci :ar~
.rt i~ ~sca~s. 1i~ attaci~: car att~.t to
e:a ti~ e~~re~: cos~: (are c~ ~:sa:) as
a .o~.~rt actor. Dscar ti~ ciar are
e:ar ar oor~rt cos~: a:~ :~so~e
wti oos~e :t:~rti ci~cis. D~r ti~
e~~re~: os~s ti~ oos~e :o, is ci~ci
s ii ~ro.i (DC z), i~ i:~ais ti~ ciar
are s :~~. A e:a~e oor~rt s .~e ia
ts ro:.a .o~.~rt towa:e ti~ attaci~:.
Cr a s.cc~ss. a attaci, ti~ attaci~:
.a, att~.t a t:, as wti a a. E~
:~c~~s a +z ior.s to is :t:~rti ci~ci
e.~ to ti~ ~xt:a ~rti o ti~ ciar, wici
w:as a:o.re ar oor~rts ~s s~~:a
t.~s. E~ .a, e:o ti~ ciar i~ os
~s ti~ :t:~rti ci~ci.
:o.~ coa,~:s ia~ ~x~:.~rt~e wti
a:~: ciar t~rtac~s e~sr~e o: .s~
aarst a:~: .~cis, i.t ro ciars a:~
st:or ~ro.i to cortar ti~ st:~rti o
ti~ ct,.~cis.
changIr: A ciar~:, o: ciar tar~:,
1AsLc 1-4: cxO1ic wcArOns - ucLcc AnD kAnccD
wtron cosv Duct catvtc: knct wttcnv 1vrt catw ru
sa,~-:
|-~a. (a..) io g, ic+ i92o2 - i .:. |.-c.g i ,-c.a.
s...a-
C~g..g (|-c..) oo g, ici2 - i2 .:. .a.g i i
|-~a. (|ag-) co g, 2cc - ic .:. .a.g i 2
s...a.
|-~a. (|ag-) +o g, icio i92o - +o .:. .a.g i 2
Ca::-.~c
|-~a. (|ag-) i2o g, 2co+ic - 2o .:. .a.g i 2
|.a- |~...-
C~g..g (|-c..) 2+o g, 2cc 2 io |:. 2o .:. |.- i i
|-~a. (|ag-) 29o g, 2cc 2 i |:. o .:. |.- i 2
|~::- C.a.
|-~a. (|-c..) oo g, icio++ i9-2o2 - i2 .:. s..cg-~.g ac |.-c.g i i
.ga. |.a-
|-c.. 2o g, ico 2 ioo |:. 2 .:. |.- i 2
:-a G.
C~g..g (|-c..) oo g, icc 2 ioo |:. o .:. |.-c.g i i
|-~a. (|ag-) o g, icio 2 2oo |:. c .:. |.-c.g i 2
:-a:-a:-
C~g..g (|-c..) oo g, icio 2 i |:. 2 .:. |.- i i
|-~a. (|ag-) o g, ici2 2 2o |:. +o .:. |.- i 2
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.l
c++.

c++.

s a .ass o t~r or ciars attaci~e to a


.~cis a:.. Daci ciar s as or as ti~
.~ci s ta. 1i~, car i~ :~~~e r a:ta,
so as rot to t: ti~ .~ci. Cr attacis ti~,
a:~ ., ~xt~re~e are a~e aarst ar
oor~rts ~s r a t: attaci.
1i~ r..i~: are ~rti o attacir
ciars :arts a ior.s to ,o.: ci~ci wi~r
.air a t: attaci, as recat~e r ti~
w~aor stats. 1i~ ciars a:~ e~sr~e to
e~taci .re~: s.nc~rt :~ss.:~. i ,o. a:~
t:~e e.:r ,o.: owr t: att~.t, ,o.
car aoe ti~ t: i, e~tacir Ie+ ciars.
As or as at ~ast or~ ciar :~.ars, ti~
w~aor car i~ .s~e as ro:.a.
Ciar~:s car aso i~ .s~e ~~ct~,
i, coo~:at~ attaci~:s. i ,o. a:~ ti~
s~core o: s.is~q.~rt attaci~: to .ai~ a
t: attaci or ,o.: ta:~t tis :o.re, ,o.
:~c~~ a +z ior.s to ,o.: t: ci~ci.
chattrsworu: A ciatt~:swo:e s a :.
t~ ~:sor o ti~ .oe~:r ciarsaw.
s a :~atswo:e ~q.~e wti :ow
o t~~ti tiat saw r a corstart :ota
tor, ow~:~e i, ti~ st~a. ~rr~
at ts ias~. it ca.s~s :.~so.~ wo.res
tiat a:~ ~:, sow to i~a.
Da.a~ :o. a ciatt~:swo:e tai~s
ac~ r two ias~s. 1i~ w~aor ca.s~s
zeo orts o ea.a~ or a s.cc~ss. it.
1i~s~ wo.res a:~ to:r are |a~e, are
o~r ~~r .:ti~: as ti~ ct. .o~s. i a
ct. s.stars ea.a~ are .ai~s ar,
o:o.s .otor (wici rc.e~s :actca,
ar, co.iat actor) wtir ti~ r~xt t~r
:o.res, i~ ..st .ai~ a lo:tt.e~ sa~ (DC
I+) or ti~ :st :o.re r wici i~ .o~s.
Cr a a~e sa~, ti~ :a~e ciatt~:swo:e
wo.res ia~ to:r o~r ~~r .:ti~: are
ca.s~ ar aeetora IeI orts o ea.a~.
city KiIIr: 1is s ti~ a:~st st~a. car
ror irowr to ~xst. l.t i, :ia: 1izecs
o:c~s as a s,.io o ti~: .it, t s row
i~r rsta~e r ti~: n:st ct,.~ci. it
ias i~~r n:~e or, twc~ r t~st siots, are
ti~ rcac.ai~ a.o.rt o st~a. :~ss.:~
r~c~ssa:, to a.rci ts .ass~ carrorias
ias :as~e corc~:rs aio.t wiat .it ia
~r t .sn:~s. it co.e corc~ai,
i:r eowr ti~ ~rt:~ ct,.~ci. 1i~ .~:~
~xst~rc~ o ti~ w~aor s corse~:~e i,
s1cAu cAnnOn
cuA11ckswOkD
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

c++.

.ar, :t~rar ~r~:as to i~ ar act o wa::


vi, i.e s.ci a w~aor ~xc~t to attaci
ti~: ct,.~cis' 1i~ :a.ncators o ts
rst:.ctor :~.ar to i~ s~~r.
xIosiv shIIs: Ar, st~a. carror
.a, i~ ~q.~e wti ~xos~ si~s.
1i~, s:a, si:ar~ r a e:~ctors .or
.act. A c:~at.:~s wtir a :ae.s o zo
t. tai~ IeIo ea.a~, wti a l~~x sa~
(DC zo) o: ia. :ot~ tiat ti~ st~a. car
rors .ar ta:~t tai~s ro:.a st~a. car
ror ea.a~ .s IeIo, wi~ ta:~ts wtir
ti~ iast a:~a tai~ !, IeIo ea.a~.
IaiI: las .a, i~ .s~e to .ai~ t:
attacis aarst oti~: .~cis. As wti
ro:.a as, a .~ci .a, e:o ts a
( ossi~) to aoe i~r t:~e i, ar
oor~rt or ti~: owr t: att~.t.
Ian NozzI: la.~ rozz~s a:~
:.t~ a.~ti:ow~:s. A ear~:
o.s, co.i.sti~ .xt.:~ o .r
s:ts are rat.:a os s i~e r
, wici s wo:r or ti~ iaci r
~ ~:sors. vti ti~ . o a
is .~ s ciarr~~e ti:o.i ar
t.i~ rto ti~ ati o a ot a.~,
ci rt~s t r ar ..oatr iaz~.
1i~ sz~ o ti~ w~aor a~cts ti~ a:~a,
rot ea.a~, src~ ti~ a.~s a:~ ti~ sa.~
t~.~:at.:~ :~a:e~ss o iow ..ci .~
s s~t aiaz~.
A a.~ rozz~ attaci s cor~sia~e.
its :ar~ rc:~.~rt s ts .ax... :ar~.
A c:~at.:~s r ti~ a:~a s.~: ti~ re
cat~e ea.a~ e.~ to ti~ i~at are a.~.
Aeetora,, ti~, .a, catci or :~. 1i~,
car .ai~ a l~~x sa~ (DC I) to aoe
rtr. C:~at.:~s or :~ ..~eat~,
tai~ ar aeetora Ieo orts o ea.a~
are cortr.~ tair ea.a~ ~aci :o.re
.rt ti~, s.cc~~e r aroti~: l~~x sa~
to ~xtr.si ti~ :~. Att~.tr to .t
o.t ti~ :~ s a .:o.re actor.
1i~ carst~: . o oat~ ci~.cas s
a ai~ ta:~t. 1i~ .aro:tai~ ~:sor
ias ia:er~ss Io are car i~ ~:c~e wti Io
it orts o ea.a~. A ~:c~e carst~:
~xoe~s. 1i~ ~:sor w~a:r ti~ carst~:
tai~s oeo ea.a~ are a.to.atca, catci
~s or :~. A c:~at.:~s wtir Io ~~t o
i. tai~ Ieo ea.a~ (l~~x sa~ at DC I
swOkD sLADc
sAkscD swOkD
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

c++.

o: ia) are .a, aso catci or :~ (l~~x


sa~ at DC I to aoe).
A a.~ rozz~ car :~ I siots i~o:~
ti~ carst~: ..st i~ :~.~~e. l~.~r
s ~x~rs~ - t costs or~ q.a:t~: o ti~
a.~ rozz~s o:ra cost.
A a.~ rozz~ ro:.a, :~s a sr~,
ta:~t~e i.:st o ci~.cas, i.t ti~
.~ .. s ~t or t w s~w a.~s
resc:.rat~,. 1is srt aes~e o:
sa~ .s~ i.t s so.~t.~s q.t~ iare,.
i ti~ a,~: ots to ~a~ ti~ .~ ..
or (irowr as .iazr t), ti~ a.~
cors..~s ti ~~ t .~s ti~ ro .a a.o.rt
o .~ (.~arr a ., oae~e carst~:
car s.star a . iaz~ o: or, :o.res)
are :.rs ti~ :si o rtr ti~ carst~:
ts~. Cr ar, attaci :o o a rat.:a I, ti~
.~ carst~: ~xoe~s. 1is e~st:o,s ti~
a.~ rozz~, e~as oe orts o ea.a~
to ti~ .s~: (wi~ti~: .~ci o: .ar), e~as
ze orts o ea.a~ to ~~:,tir wtir
ia ti~ rozz~s :ar~ rc:~.~rt, are +!
ca.s~s ar, oti~: a.~ rozz~s wtir ti~
a~ct~e a:~a to ~xoe~.
l.ttr a a.~ rozz~ or . iaz~
:~q.:~s a starea:e actor, as eo~s tair
a a.~ rozz~ o o . iaz~.
uooku Ax: Ar ax~ o ar, sz~ .a, i~
iooi~e iaciwa:e at ti~ orts. 1is iooi s
.s~e to t:a oor~rts are e:aw ti~. r~a:.
A iooi~e ax~ ias ti~ sa.~ stats as a
:~.a: ax~ o ts sz~. Cr a s.cc~ss.
it, ti~ ta:~t ..st .ai~ a l~~x sa~
(DC I) o: i~ iooi~e. A iooi~e ta:~t
carrot .o~ i~,ore ti~ attaci~:s :~aci.
it .a, st .ai~ attacis as ro:.a. it .a,
t:, to ~sca~ wti a :~~ actor ~aci t.:r,
.ai~ aroti~: l~~x sa~ o: Dsca~ A:tst
ci~ci (DC I) to e~t~:.r~ ti~ s.cc~ss o
s1cAu cun
sicnAL rLAkc kus1 sOus
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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c++.

c++.

~sca~ att~.ts.
1i~ attaci~: .a, t:, to . a iooi~e
e~~re~: cos~: (are c~ ~:sa:). l~so~
tis wti ar oos~e :t:~rti ci~ci. 1i~
e~~re~: .a, aso t. ti~ ax~ o.t o ti~
attaci~:s iare wti a s.cc~ss. oos~e
:t:~rti ci~ci.
Crc~ a ta:~t s iooi~e, ti~ ax~ .a,
rot i~ .s~e aar .rt t s .riooi~e. 1i~
attaci~: ..st i~~ is : or ti~ ax~. i
i~ ~ts o, ti~ ax~ :~.ars iooi~e r ti~
ta:~t are ~a~s is oss~ssor.
avIin Rak: A |a~r :aci s a .ass~
iasta e~sr~e to a.rci ..t~ iots
at orc~. it s .s~e aarst ast.or a~:
ta:~ts, wi~:~ a ia o |a~rs s .o:~
i~, to it tiar a sr~ siot. 1i~ iots
a:~ s.a~: tiar tios~ :~e i, a iasta o
ti~ sa.~ sz~, i.t .o:~ o ti~. a:~ siot.
Daci |a~r :aci :~s a r..i~: o iots
as recat~e r ts :o~ (Ix o: E.~, x
o: Ga:art.ar, ~tc.). A iots ..st i~
a.~e at ti~ sa.~ ta:~t, i.t a s~a:at~
attaci :o s .ae~ o: ~aci.
vi~r :~oaer, ti~ iots car i~ :o~e
orto ti~ iasta :a.~ are w a.to.at
ca, se~ rto ti~ :o~: ocator. 1is
.ai~s ti~. ast are ~as, to :~oae, i.t
,o. st r~~e ~o~ a:o.re to t ti~
t~root or iots.
an: :o.~ .~cis a:~ ~q.~e wti
~ro:.o.s arc~s. A .~ci.o.rt~e arc~
e~as eo.i~ ea.a~ or a cia:~. Larc~s
ia~ :~aci: 1i~, .a, i~ .s~e aarst o~s
at twc~ ti~ .~cis ro:.a :~aci, i.t car
rot i~ .s~e to attaci ae|ac~rt o~s.
onstr cIaw: Loist~: caws a:~ ow
~:. i,e:a.c caws tiat catci a ta:~t r
ti~: rc~:s are c:.si t. 1i~ ~e~ o ti~
rc~: s sia:, i.t ..ci o ti~ ea.a~
co.~s :o. ti~ ~rr~ow~:~e co.:~s
sor o ti~ two rc~:s. Atio.i .s.a,
~:, a:~ w~aors e~sr~e to :~re io~s
r ti~ o.t~: a:.o: o .~cis, ti~, car aso
i~ i.t as ~:sora ~q..~rt.
A ~:sora oist~: caw s wo:r i~ a
o~. A s.a ~rr~ ow~:s ti~ caw. 1i~
.s~: attacis i, catcir ti~ ~r~., wtir
ti~ caws a:c ti~r q.ci, actatr ti~
~rr~ wti a i.ttor rse~ ti~ o~. 1is
ocis ti~ rc~:s to~ti~: a.ost rstart,.
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.
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l~ca.s~ ti~ co.:~ssor o:c~ o ti~


oist~: caw s ow~:~e i, ar ~rr~, ti~
w~a:~:s :t:~rti .oen~: eo~s rot a,
to attacis o: ea.a~. l~:so
caws ia~ ar ~n~ct~ :t:~r
recat~e r ti~: ea.a~. i a
st~: caw s o: so.~ :~asor esa
st i~ sw.r as a c.i. Ar re
w~er a oist~: caw carrot
ar, oti~: w~aor r tiat iare
i.t .~cis a:~ ot~r e~sr~e
wti a s.a :o|~ct~ w~aor
i.t rto ti~ ias~ o ti~ oi
st~: caw.
A ta:~t it i, a oist~:
caw ..st .ai~ a l~~x sa~
(DC Io) o: i~ ca.it i, t.
Crc~ ca.it, ti~ ta:~t s cor
se~:~e :a~e.
Magnt Bonn: A .ar~t
s a :~ss.:~ io.i ~rscorc
~:a ow~:. .ar~ts. 1i~ iast s tit,
oc.s~e to .ax.z~ a:.o: ~r~t:ator.
1i.s, t ias ro ~~ct~ a:~a o ~~ct,
~~r tio.i t s a :~rae~, i.t t a.to.at
ca, ~r~t:at~s .at~:a ia:er~ss wi~r
:o~:, a~e. i ti~ .s~: ti:ows t at
a .~ta oi|~ct are s.cc~~es r a :ar~e
to.ci attaci :o, ti~ .ar~t io.i ias
a o ciarc~ o :o~:, stcir to ti~
ta:~t. Crc~ st.ci, t car i~ :~.o~e or,
wti :~at ~o:t (:t:~rti ci~ci, DC z).
vi~ti~: o: rot t attaci~s, t ~xoe~s
I-Io :o.res at~: ti~ ti:ow. 1i~ e.:ator
s s~t i, ti~ attaci~: as a:t o ti~ ti:ow
actor. \ar~t io.is car aso i~ art~e
e:~ct, orto a ta:~t wti a to.ci attaci,
r wici cas~ ti~, a.to.atca, stci.
A .ar~t io.i eo~s rot a.to.atca,
.ai~ a io~ i ~ro.i o: a i..ar to ass
ti:o.i. :~~ a~ vz o: e~tas or ioa:er.
rssur Bonn: A :~ss.:~ io.i
rc.e~s a .x o ii, a..ai~ ci~.
cas s.::o.re~e i, a a,~: o wat~:, r t.:r
s.::o.re~e i, ras, ia:is, sia: stor~s,
are oti~: e~i:s. 1i~ ci~.cas a:~
rt~e a a wci :o: to i~r ti:owr.
(1is co.rts as a:t o ti~ attaci actor.)
1i~ i.:rr ci~.cas i~at ti~ wat~: to
ts i.:str ort, wi~:~.or t ~xoe~s.
1i~ ~rs.r ~xosor siow~:s ti~ e~ae,
rLAiL
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

c++.

e~i:s o~: a we~ a:~a.


Rust Bonn: A :.st io.i s ar ~xt:~.~
, ec.tto.ar.act.:~ ..rear~ t~.
tiat ias ar~e we~s:~ae .s~ or, wti
ti~ :owr :~a~rc~ o .~cis. it s a
s.~ :~ss.:~ io.i .ae~ o wooe are
~e wti a r~ e.st. 1i~ .ar co.o
r~rt o ti~ e.st s a :.stre.cr a~rt
e~:~e :o. ti~ ares o :.st .orst~:s.
Cti~: co.or~rts i~~ ti~ :.str a~rt
:o. c..r are i~ ca::, t or ti~
wre so t s:~aes we~,.
Attacis wti :.st io.is a:~ to.ci
attacis. vi~r ti~ :.st io.i ~xoe~s,
a .~ta wtir ti~ iast :ae.s s ..~
eat~, a~ct~e as t iae i~~r it i, a
:.st .orst~:. 1is c:~at~s i.~ io~s r a
.~cis a:.o: are s ~xt:~.~, .s~. o:
ioa:er a:t~s.
signaI Iar: 1is srt a w~aor ~: s~,
i.t a .s~. e~c~ o: coo:eratr .~ci
actt~s. its a st~a.ow~:~e .s~ tiat
i.:rs a i:it :~e. it s ..~eat~, oi
o.s :o. a estarc~ o I,ooo t. r ti~ ea:i
are oo t. r ea,it, i~,ore tiat, a :ot
ci~ci (DC Io) w :~~a t. Ct,.~cis
ot~r :~ sra a:~s to recat~ wi~:~
ti~, w i~ st~r, so s.a~: .~cis
car .ai~ eocir att~.ts.
stan cannon: A st~a. carror s
~:, ..ci i~ ti~ t:aetora .~e~a
carrors w~ irow: a sto.t ia::~ o: :
r carrorias. it .s~s st~a. :~ss.:~ to
a.rci ti~ carrorias, iow~~:, are ti~
carrorias ti~.s~~s eo rot ~xoe~,
, a:~ .s~. or, rsoa: as ti~ .act
o ti~: cosor.
La:~: st~a. carrors act.a, ia~ |
- :ar~s tiar ti~: s.a~: co.rt~:a:ts.
1i~ :~asor s s.~: vi~:~as t:aetora
carrors car s., aee .o:~ .rowe~:
to c:~at~ a a:~: iast, st~a. carrors
cart |.st aee .o:~ st~a.. A .t ~xsts
to iow ..ci st~a. :~ss.:~ car i~ sa~,
.artar~e, are ti~ a:~ st~a. carrors
ia~ :~aci~e tis .t. 1i~ sz~ o ti~:
:o|~ct~ rc:~as~s ast~: tiar ti~ a.rci
r ow~: o ti~: st~a. ~rr~.
stan cun: A st~a. .r s a artastc
st~a.ow~:~e :~. it :~s sr i.~ts
wti ar ~xc~~rt :ar~. 1i~ w~aor ts~
Axc
uOO
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

c++.

ias a o.:ootor ia::~ wti a stoci or


ti~ ~re. A s.a st~a. ~rr~ sts i~tw~~r
ti~ stoci are ia::~. 1i~ .s~: :~s t i~ a
ro:.a :~. it ias so.~ q.:is, iow~~:.
1i~ sr i.~t s a.rci~e a a st~a.
:~ss.:~ .~tioe, are t tai~s t.~ to i.e
. ti~ st~a. :~ss.:~. 1i~ st~a. .r car
i~ :~e or, orc~ ~~:, oti~: :o.re.
A st~a. .r car aso n:~ stor~s, wici
ca.s~ Ieo ea.a~, o: iare.s o ~ii~s,
ras, are oti~: oos~ :.ii~, wici ca.s~
Ie+ ea.a~. l:r ar,tir oti~: tiar a ro:
.a sr i.~t rc.:s a -I attaci ~rat,.
stannrathr: A st~a.i:~ati~: :~s
a issr co.e o scaer, wit~iot
st~a.. Ar .r:ot~ct~e c:~at.:~ s io~e
a~ r s~cores.
A st~a.i:~ati~: attaci s cor~sia~e. its
:ar~ rc:~.~rt s ts .ax... :ar~. Attacis
:o. a st~a.i:~ati~: co.rt as n:~ attacis.
\~e.. are La:~ st~a.i:~ati~:s a:~
.aro:tai~. 1i~, corsst o a iaciaci
wat~: :~s~:o: wti a st~a.ow~:~e
.. at ts ias~. A ios~ ~xt~res :o.
ti~ .. to a oria::~~e .o.ti tiat
:~q.:~s two iares to w~e. :t~a.i:~ati~:s
o sz~ E.~, Ga:art.ar, are Coossa
corsst o ti~ sa.~ a:ts i.t ..st i~
.o.rt~e or .~cis.
A st~a.i:~ati~: car n:~ Io t.~s i~o:~
ts wat~: :~s~:o: s ~xia.st~e. :t~a.
i:~ati~:s a:~ ~xt:~.~, i~a, i~ca.s~ ti~,
:~q.:~ so ..ci wat~:. vi~r ts wat~: s.
, s ~xia.st~e, a st~a.i:~ati~: w~is
or~ ti:e o ts sta:tr w~it.
sworu BIau: 1is cat~o:, rc.e~s
ar, a:~ swo:e iae~, wi~ti~: ts sia:
or or~ o: ioti se~s, c.:~e o: st:ait, o:
oti~:ws~ .r.s.a.
Vir ang: V~: lar s a .oe~e
io:~ a.rci~: e~~o~e o: ea.ar
(:ati~: tiar ioa:er) w~ a:.o:~e
.~cis. 1i~ io:~ ts~ s a:~: i.t ..ci
.o:~ st:~a.r~e. it acis ti~ ioow
sac~ o: ioa:e~:s are, r act, car
rot i~ .s~e o: ioa:er. 1i~ siat ias
i~~r sio:t~r~e, :~e.cr ts :~aci i.t
rc:~asr ti~ o:c~ wti wici t st:i~s
oor~rts. it s ti~ ~:~ct w~aor o:
.rct.:r ~r~., i.s, i.t t ias r~~:
i~~r .s~e. 1i~ i.e~:, a ewa:~r ~a:
uAcnc1 sOus
rkcssukc sOus
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

w:it ra.~e E~~, e~e sio:t, at~:


ts co.~tor, are t row sts o:o:r, r
is aio:ato:,, awatr co..ssorr i,
so.~ ct,.~ci tiat car .s~ t.
+
9JEGJ
c
arnaiI: A:.o: .ae~ o tr, ~a:s are
cos s~wr to~ti~:. us.a, ti~ ~a:s
a:~ sc:a a:ts ro or~: .sai~ o: ti~:
o:ra .rctors. l:o. a estarc~, ~a:.a
oois i~ a oo:, .ae~ s.t o sca~ .a
o: ciar.a. u cos~, ts c~a:, a |~::,
1AsLc 1-s: AkuOk
Aauoa cosv Aauoa sonus uxtuuu Dtx sonus Aauoa cntcx rtn:vv Aacnt srt:: rt:uat srtto (st rv.) (at rv.) wttcnv
|.g: a~
|..~: a~ oo g, + + -i io o |:. 2o |:. i .:.
|-c.. a~
G-aa.. +oo g, ++ + -+ 2 2o |:. i |:. .:.
-a., a~
,ca...c a~ ,oo g, +io +o -c o o |:. 2o |:. 2oo .:.
stt otscatrvton.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

c++.

:~e ~no:t. G~a:.a s rot ti~ wo:i o


:o~ssora a:.o:~:s, i.t ti~
:~so.:c~.r~ss a.or ~o~
:o~: a:.o: i.t ia~ ro sio:ta
~rr~ a:ts. it s co..or a.or
:ar~:s are cors.
1i~ sc:a a:ts .s~e to .ai
a:~ ra:ai, coat~e r :~as
t.~s wi~r ti~, w~:~ .s~e
rt~re~e .rctors. 1is .ai~s
s~:,. G:a~ ci~cis aar
w~a:r ~a:.a s.~: a -z ~
tiat tis s a ~rat, s.it:act~
attaci~:s :a~ ci~ci, ro
aee~e to ti~ w~a:~:s :a~
rot ar, ~as~: o: i. to :a
ia:e~: o: oti~:s to ioe orto i
1is :~as, coatr rc:
a:.o:s ci~ci ~rat, i, ar a
-z o: C.i ci~cis, i.t :~e.
ci~ci ~rat, i, z o: Dsca~
ci~cis. i a t:ar~e a:.o:~: w
to .ai~ ~a:.a, i~ co.e c~
t tio:o.i, to :~.o~ ti~
:~as~. l.t tis srt ar otor
o: ti~ ~o~ wio :~.a:,
w~a: tis ire o a:.o:.
G~a:.a s :a:~, io.it
soe. its .s.a, i.t i, sca~
r ~a: o:~sts o: ti~: owr .
st~e cost s ti~ :ar~ tiat ti
e~.are to s~ a s.t.
uyurauIi Arnor: E,e:a.
s ti~ .~e~a ~q.a~rt o
a:.o:. 1i~ .s~: w~a:s a .~ta :
..st i~ c.sto.tt~e to is
wi~r ti~ a:.o: s i.t. (i cia
esca:e~e i,e:a.c a:.o:, ti~
a z ciarc~ tiat ti~ a:.o: w
t.:~ o ti~ sa.~ sz~.) 1.i~s ar
co~e aio.t ti~ :a.~, wici
~rcas~e r a soe :or si~
or ti~ iaci o ti~ si~, :ot~
:or iooe, s a carir st~a.
co.is o:ti iaci s.oi~ rc~s
1i~ :or si~ co.~t~, ~
w~a:~:, ..ci i~ a s.t o .
it rc.e~s a i~.~t, o~s, are
:or si~ s tici are e.:ai~,
are e~rs~: tiar ~~r ti~ st:o
.a, are :oe~s a sta~:r
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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c++.

c++.

Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239


Roberto Bussetti
l
c++.

c++.

(as i~ w~:~ .r.s.a, stai~).


:t~a. ow~:s. 1i~ st~a. ~rr~ o ti~
i,e:a.c a:.o: car aso i~ .s~e to :.r
st~a. ow~:s.
Corc~a.~rt. 1i~ .ass~ i.i o
i,e:a.c a:.o: s ec.t to corc~
As tiat w~:~rt ~ro.i, ti~ st~
~rr~ corstart, o.:s o:ti
s.oi~. 1i~ w~a:~: s.~:s a -
~rat, to Ee~ ci~cis.
..r. 1i~ i,e:a.c a:.
os~ts ts owr w~it r a |.
t:ars~::r ow~: o.t o ti~
a..~rtr ti~ w~a:~:s ~
~~r .o:~. lo: |..r .:
i,e:a.c a:.o: co.rts as or~t~rti
ts w~it, ro a:.o: ci~ci ~rat, s
:o~e, are ti~ w~a:~: .s~s ti~ s.ts
:t:~rti o zo.
L~a:rr to .s~ i,e:a.c a:.o: :~q.:~s
ts owr s~caz~e ~at sot: A:.o: l:o
c~rc, (i,e:a.c). it tai~s I .r.t~s,
wti assstarc~, to eor i,e:a.c a:.o:.
iIot's Arnor: 1i~ rse~ o a .~ci
cocit s ar,tir i.t co.o:tai~, as ~~:,
.~ci |oci~, ias ~a:r~e. 1i~ .~cis |a::r
.otor ca.s~s a:.o: to sta:t cianr ~
q.ci,, :~s.tr r ar ~xt:~.~, .rco
o:tai~ :e~ (are ossi~ r|.:,). Ar,ti
.o:~ e.:ai~ tiar aee~e a:.o: w ci
i.t .~ci c:~w wo::~e aio.t
ioa:e~:s o: (wo:s~ st) .~ci
w~aors ~r~t:atr ti~: i.
r~~e ti~ i~st a:.o: ti~, car ~t.
Drt~: ots a:.o:. :~ca, e~
o~e i, ti~ :t~rar Cor~e~:ac, a
we~s:~ae a.or .~ci |oci~,s,
co.o:t are :ot~ctor aarst ti
.~ci |oci~, .ost co..or, ac~s. 1i~ a:
.ost s.i|~ct to cianr - tiis, aieo.~r,
i.ttocis, are :is - a:~ a aee~e. Cti~:
a:~as a:~ co~:~e r ~ati~:. 1i~ o.t~: a:.s
are ~s, .s ti~ ci~st are aieo.~r, a:~
co~:~e r st~~ st.es (as st.ee~e ~ati~:
a:.o:), i.t ti~ wio~ iaci o ti~ a:.o: s
|.st co.o:tai~ st:s o aee~e are ~ati~:
a:.o: wti ro st.es. :t~~ ia:s |ort~e at ti~
~iows are ir~~s :.r ~rtiws~ eowr ti~
o.tse~ o ti~ ~s are a:.s, on~:r :o
t~ctor :o. a:~ w~aors are ar, ire o
sasir attacis.
sOkc runcucks
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

c++.

C~:a, ti~ a:.o: :oe~s


ooe :ot~ctor :o. ti~
:ort, :~at :ot~ctor
:o. ti~ se~s, are .
t~e i.t co.o:tai~
:ot~ctor :o. ti~
:~a:. it s q.t~ co.
at~e to :oe.c~ i.t, as
, .~ci |oci~, w t~
wo:ti ti~ :c~.
+
DAL=EK
cosv wttcnv
a., i .:. i-io c, i .:.
|..: ac .-g-:a:.- 2o-o :acac -
G-a,..g io g, 2 .:.
|-.:-, i .:. ioo g, i .:.
:-:~c~,- io g, i .:.
v., c.~a c g, i .:.
v~~c, i .:. i- c, i .:.
coaI: Coa s i.:r~e to
ow~: st~a. ~rr~s. 1i~
.~ci ~~ts ia~ c:~at~e
a i.:~orr .a:i~t r
coa. 1i~ :c~ a:~s
acco:er to s., are
e~.are, are ti~ oca
aaait, o wooe.
ruits anu Vg-
tanIs: 1i~ ~es
are o:cia:es o
Eiort ia~
i~~r ae wast~, are
rtr~rts a:c.t.:a
., o ..si:oo.s,
e oti~: .r.s~s, t.i~:s,
e :oots s aaai~, i.t wi~at, co:r,
are ~a, :~~rs a:~ ia:e to co.~ i,. As
ti~ .~cieo.s :~ca. t~::to:,, tis ias
c:~at~e a i.:~orr .a:i~t r a:.r,
wici s row a ~:, .c:at~ ca:~~:. it ias
aso c:~at~e a r~w ire o t:~as.:~: :.ts
are ~~tai~s. D:~e o: :~s~:~e s~c
.~rs car i~ soe o: .wa:e o tw~rt,
t.~s ti~: o:.~: :c~s. l:~si :.t are
:a:~ a:~t~s ~tci ti:t, t.~s. Gooe
wr~ s aso :a:~, as .ar, r~,a:es ia~
i~~r e~st:o,~e. C co.:s~, .ar, a cia:ac
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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|
c++.

c++.

t~: wo.e :ati~: ~r|o, ti~ .x.:, o ~atr


s.ci ooe are e:ri :ati~: tiar s~r t:
carIugs: G~a:.s :~s~.i~ a
t~~ior~ .ae~ o cast :or. Cr~ ~re
ias ar ~a:~c~ are .o.ti~c~, wici
a:~ corr~ct~e to a co.cat~e iox wti
a tici iaci cai~. Co.r o.t o ti~
oti~: ~re o ti~ iox s a s~:~s o .s
wti sia: .~ta ~res. 1i~ .~ta ~res a:~
.~e rto ar, st~a. ~rr~. 1i:o.i
ar aearc~e :oc~ss, ti~ .s~: car ti~r
rst:.ct ti~ ~rr~ or wiat to eo. lo:
.ost ~rr~s, tis s .t~e s., to
sa,r sta:t, ast~:, sto, o: ti~
i~. Eow~~:, wti rt~~rt ~rr~s o:
oti~:s caai~ o tair co..ares, tis
aows o: co...rcator.
Mnsit: \~rst~ s a :a:~ .~ta o.re
r .ra: ast~:oes. it s ~as, to q.a::,
i.t ec.t to ocat~. \~rst~ was :st
es.ss~e as .s~~ss, src~ t s :~at~,
i:tt~ are ias ar ~xt:~.~, ow .~t
r ort. 1i~s~ soor i~ca.~ orts o
~re~a:.~rt, iow~~:, at~: t was ~a:r~e
tiat r ts q.e o:. t w .x wti
wat~: are oias~e so.tors, rc.er
.aca otors. Co.ir~e wti otors
are ao,~e wti oti~: .~tas to .ai~ t
st:or~:, .~rst~ s ~xt:~.~, .s~. o:
i.er corst:.cts wti .aca :o~:
t~s. \ac .s~:s, ~s~ca, ti~ ~~s o
La:~ :ator, w t:ae~ two o.res o
oe o: a o.re o .~rst~.
stthoso: A st~tiosco~ s i.t
wti ti~ r~st c:ats.arsi aaai~.
sOus LAuncuck
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c++.

c++.

1is ~tt~ .~ta st~rr e~c~ .ai~s


t ~as~: to i~a: wiats or or r ar
~rr~, :artr a +I ior.s to ci~cis r
ar, ~rr~~:r o: .~ci si :~at~e to
xr o: esair a e~c~ (rc.er
Dsai~ D~c~, C:at (.~cic:at), are
l:o~ssor (~rr~~:)).
wis cIoak: 1i~s~ ror.aca coais
a:~ wo:r i, ti~ vss, a ro.aec t:i~ o
ti~ ~re~ss ars. 1i~ coai s .ae~ o a
ca.o.a~att~:r~e ai:c are rc.e~s
r..~:o.s e~~ i.t s.a.o.ti~e oci
~ts e~sr~e to ioe e:t. 1i~ w~a:~: arts
or ~s r ti~s~ oci~ts, are orc~ ti~,
a:~ :owr i~ s t~:a, coai~e r r
~~tator. 1is :arts a +z c:c..starc~
ior.s to Ee~ ci~cis r we~:r~ss a:~as.
A ws coai s r~x~rs~ i.t :~q.:~s
ti:~~ .ortis o :owr t.~ i~o:~ t s
~~ct~, at~:rat~,, a ., :owr coai
car i~ .:cias~e o: t:~ ti~ .s.a :c~.
1i~ ~s r a ws coai ..st i~ wat~:~e
are ca:~e o: as ar, art.
woou: 1is s sc:a wooe .s~e to ow~:
a st~a. ~rr~. 1i~ :c~ a:~s acco:er
to oca coretors. G~r~:a, wooe costs
or~ ia o wiat coa eo~s.
-
Mcu-RA1D
MAcIc I1Ms
B
Ioou-owru ngins: Ar ~x~:
.~rta e:ow .~ci cat.:~e i, ti~
ewa:~s o D.~:oi ~at.:~s a iooeow~:~e
~rr~. it t~:a, :.rs on o r c:~at.:~s,
wici a:~ s.ci~e e:, i, ti~ ~rr~. 1is
io::nc :oc~ss s s~..aca r rat.:~,
:~q.:r c~:tar ~rciart.~rts wi~r c:~at
~e as ti~ e:ow ee, i.t so.~ coa,~:s ia~
o.re wa,s to e.cat~ ti~ :oc~ss~s wti a
iooe .. (s~~ a~ o). 1i~s~ e~c~s a:~
iarr~e r ti~ :t~rar Cor~e~:ac,, D.~:oi,
are .ost oti~: cz~e ares.
thraI catauIt: Ar ~ti~:~a
cata.t s e~sr~e to ~r~t:at~ .~ci
a:.o:. it s a ro:.a cata.t tiat ias i~~r
~rciart~e to t:arso:. ts :o|~ct~s
rto ~ti~:~a .att~: wi~r a.rci~e. 1i~
sioot~: e~srat~s a ta:~t, are ti~ :o
|~ct~s ..~eat~, t:arso:. iaci wi~r
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

c++.

ti~, ia~ i:~aci~e ti~ ta:~t. 1i~


~~ct aarst .~cis s e
r: 1i~ cata.t a.rci
~ti~:~a :o|~ct~ tiat
~sts (i~co.~s ia:e) o
ts a:~ae, rse~ ti~ .~
i,assr ts a:.o: are ca.
r s~~:~ ea.a~.
Dti~:~a cata.ts .
attacis - a:.o: ior.s~s
.att~:. 1i~, i,ass a i
i~ca.s~ ti~, .ar~st .
~t, ia~ a ti:~at :ar~
I-zo. Ar, w~aor car i
~rciart~e ti.s, i.t so a
ti~ ~~ct ias i~~r .t~e
to cata.ts.
:t:or t:ars..tator,
CL Izti, C:at \ac A:.s
are A:.o:, C:at vore:o.s
|!.|, l:c~ o,ooo + cost o w~aor.
IntIIignt ngins: l..o:s ~xst o
~cc~rt:c st~a. .a~s wio ia~ .s~e ti~
sa.~ .ac tiat c:~at~s rt~~rt swo:es
to .i.~ ti~: st~a. ~rr~s wti s~rt~rc~.
1i~s~ st~a. ~rr~s a:~ ., s~awa:~,
caai~ o .er are otr .~cis wti
ro i..ar r.t. Cr~ s.ci iost .~ci
wais ti~ ~re~ss ars, s~a:cir o: ti~
o:c i:ares wio i~e ts c:~ato: i~ ar,
oti~: co..or .~ci |oci~,.
Ar rt~~rt ~rr~ ..st i~ ~rciart~e
as a .ac t~., ~: ti~ .s.a :.~s. ir a
:~s~cts t s |.st i~ ar, oti~: rt~~
t~.. it .a, ia~ ti~ ~o to o~:co.~
c:~ato:, o: .a, acq.~sc~ to is e~.ares.
Magntizu Ring cats: 1i~s~ ia~ so
a: rot i~~r .s~e r iatt~, i.t ti~ 1arrar
~ ~~s a:~ ~xt:~.~, ~xct~e aio.t ti~
ot~rta acators. 1i~, a~a: to i~ a
s~t o .r.s.a, a:~ . +- (i~ tios~
e~sc:i~e r ti~ DVG), a.ost ti:~~ ~~t
r ea.~t~:. Cr~ s arcio:~e r ac~ or a
.~ci. 1i~ oti~: s a.rci~e a a cata.t.
1i~ a.rci~e at~ ias i~~r ~rciart~e to
aei~:~ .ar~tca, to ti~ :st .~ta t~.
t to.ci~s (~r~:a, a .~ci, o co.:s~).
Crc~ ti~ s~core :r at~ s s~c.:~e to
ti~ se~ o ar ~r~., .~ci, ti~ w~aors
ow~: i~co.~s c~a:. 1i~ +-.:-c .
+- aow ar oi|~ct .t ti:o.i or~ to
cuAin 1cn1AcLc
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~.~:~ o.t o ti~ oti~:, ti:o.i ar, wa


o: oist:.ctor t s attaci~e to. ir oti~:
wo:es, ti~ ~~s car a.rci ioa:er a:
t~s st:ait rto ti~ rt~:o: o ti~ ~r~.,
.~ci wtio.t so ..ci as ~:cr ts i..
C: ti~, co.e toss iare.s o :~rae~s
rto ts rra:es. Crc~ ti~, ia~ .ast~:~e
ti~ .s~ o ti~s~ w~aors, ti~ rat.:~ o
.~ci co.iat co.e e:astca, ciar~.
L.ci, o: ti~ ewa:~s, +-.:-c . +-
a:~ ia:e to .ai~ are ~~r ia:e~: to .s~.
:t:or cor|.:ator, CL Iti, C:at vor
e:o.s it~., +-, +a+!!, oo,ooo , w-.|.
is. ~aci.
saking ngins: \o:~ tiar or~
.~ci |oci~, ias iae a wza:e :~re cast a
-+- +.c a| or is st~a. ~rr~.
us.a, s~~:a +.c a| s~s a:~ r
~n~ct, ~aci rst:.ct~e to s~ai or a c~:
tar .~ciarca coretor: :~ai wi~r
ti~ io~: s too iot, s~ai wi~r ti~ ~a:s
a:~ o.t o ar.~rt, are so or. 1is .ai~s
earosr ~rr~ :oi~.s a ot ~as~:,
are wa:rs ti~ ~rr~~: i~s too i.s, r
iatt~ to rotc~ so.~tirs w:or.
sII urna: A s~ .:rac~ cor~:ts
.aca ~r~:, rto ir~tc o:c~. it car i~
.s~e to ow~: a .~ci wti s~s. its ~r~:,
:~q.:~.~rts a:~ e~rtca to tios~ re
cat~e o: ti~ st~a. .a~s s,r~:, ait,
(s~~ a~ I), o: ~xa.~, a s~ .:rac~
co.e ow~: a La:~ .~ci wti Io s~ ~
~s o ~r~:, ~aci ea,. Ar, st~a.ow~:~e,
cociwo:i, o: .arow~:~e .~ci s.a~:
tiar ct,.~ci sz~ car ia~ a -!! a+c-
s.istt.t~e o: ts :~.a: ~rr~ at ar aee
tora cost o Ioo,ooo . C:~atr a -!!
a+c- :~q.:~s ti~ C:at vore:o.s it~.
~at are ..st i~ eor~ i, a cast~: o at ~ast
Ioti ~~ wio aso oss~ss~s Io+ :aris r
Krow~e~ (st~a. ~rr~s).
C~:tar c:.~ .re~:e~~ :ac~s ia~ c:~
at~e -!! a+c- tiat s.ci ti~ .aca ~r~:,
o.t o ~xt:aara: are .aca c:~at.:~s. Cr~
a:tc.a: ao:t~ .tz~s ti~ ~r~:, .t on
i, n:~ ~~.~rtas. 1is ar. to:t.:~ ~a~s
ti~ ct. a e~sccat~e i.si. :.ci-!! a+c-
cost twc~ as ..ci to i.e, :~q.:~ act~s
to :~st:ar ti~ ct., are e:ar ~r~:, at ti~
:at~ o Io s~ ~~ ~q.a~rc~s o: ~aci it
ort e:ar~e.
nhanting Mhs
\ar, actors ia~ :actc~e ti~ ~rciart
.~rt o .~cis to a c~:tar e~:~~. 1i~
~~s cast -c. +a wi~r
acr :t~rar st~a. carrors, wi~ ti~
ewa:~s ia~ esco~:~e |.eco.s .s~ o
-c. -!-- s .s~. aarst ti~
.-|+!!a.rcir :oewai~:s. Cr~ a.o.s
~~r a.i.si ro~e castr .c..|.!.,
or a s.a ~~t o .~cis. Aroti~: a.o.s
coa,~: wor a iatt~ aarst a :as
..cia:~: .~ci i, ~:s.aer a cor
st:.cto: :~re to ~rciart is ~rt:~ .~ci
wti a. +.
A~ctr a .~ci wti s~s ~r~:a,
:~q.:~s ..t~ cast~:s are ti~ Co.
ir~ :~ .~ta.ac ~at. Cti~:ws~, ti~
.~ci s .s.a, too a:~ to i~ a~ct~e.
:~~ a~ +I o: .o:~ e~tas.
LAncc
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ria.r s 1|- |+!- H.|.' a+c-
--c + ac| !+- c.c.- c.c.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

+
@A?@HGAFL
E
iort s a cortr~rta are.ass r
ti~ a.~ wo:e ca~e DragonMh.
1i~ .ar, :~se~rts o Eiort :~~: to ti~
wo:e at a:~ i, a r..i~: o ra.~s r s~~:a
en~:~rt ar.a~s, i.t w~ w i~~ t s.~
i, :~~::r to t s., as DragonMh.
Cti~: are.ass~s a:~ to ti~ ~ast are
w~st, i.t Eiort :~.ars ti~ .re~rai~
oc.s. ir a ti~ ares an~ct~e i, ti~ .ra:
:ar are .ra: e:aors, or, ti~ :~se~rts o
Eiort ia~ ~o~e ar ~n~ct~ e~~rs~
.~ciars.: ti~ .~ci. C~: ti~ c~rt.:~s to
co.~, ti~ wo:e w i~ :~sia~e i, wiat
ia~rs or Eiort.
1i~ wo:e o DragonMh s s.i|~ct to
or~ a:tc.a:, .r.s.a ~r:or.~rta ~a
t.:~, r aeetor to ts coasr .oor: we~,
a:,r s~asora wat~: ~~s. 1i~ s~as a:o.re
Eiort (are ti:o.io.t ti~ ~rt:~ wo:e)
:s~ are a i, .o:~ tiar Io ~~t o~: ti~
co.:s~ o ti~ ,~a:. 1is s ca.s~e i, we~ s~a
sora t~.~:at.:~ swrs r~a: ti~ o~s, wici
t:a are ti~r :~~as~ i.~ q.artt~s o a:ctc
c~ or a :~.a: c,c~. it s .o:~ tiar s.~
tea actor, wici o co.:s~ s :~s~rt as w~.
1i~ cos~ :~s~rc~ o ti~ .oor ias .ass~,
at~:~e tea att~:rs, wici or, .:ti~: ~xac
~:iat~s ti~ s~asora wat~: ~~s.
1i~ .cators o ti~ s~asora wat~:
~~s, co.ir~e wti ti~ at~:~e tea r.
~rc~, ia~ sia~e ti~ co.:s~ o ~ or Ei
ort r ti:~~ wa,s. l:st, stai~ s~tt~.~rts
i~se~ wat~:wa,s a:~ .ossi~. Coastr~s
sit i, i.~ estarc~s, iaci are o:ti,
o~: ti~ co.:s~ o ti~ ,~a:. 1is rait,
to ~staisi ~:.ar~rt s~tt~.~rts r rat.
:a, aearta~o.s ac~s cort:i.t~s to ti~
ar~ts rt~rs~, ro.aec ~st,~.
:~core, a.iio.s ~ s .o:~ co..or.
Cr~ i..aroe :ac~, ti~ sati~., ~s r ct
~s tiat a:~ .re~:wat~: o: ia ti~ ,~a: are
aio~ wat~: ti~ oti~: ia. A.or ti~ .o:~
co..or :ac~s a:~ a.iio.s a:arts o
~~s, i..ars, are ewa:~s, as w~ as a r..
i~: o oti~: c:~at.:~s. C ti~ :ac~s tiat ia~
~staisi~e ~:.ar~rt s~tt~.~rts, .ar,
a:~ a.iio.s.
1i:e, are o:.s ciar~ o~: ti~ co.:s~
o ti~ ,~a:. C~:tar are i:e~s a~a:
or, e.:r ti~ owwat~: .ortis. Vast
ooears arsi .re~: ti~ s~a o: sx
.ortis at a t.~. As a :~s.t, t:ae~ :o.t~s
a:~ ii, s~asora.
1i.s ti~ :~asor o: Eiorts ra.~: C
a ti~ cortr~rts, t s, or a~:a~, ti~ :~at
~st estarc~ aio~ iiwat~: s~a ~~. 1i~
cortr~rt ts~ s act.a, a s~:~s o staci~e
at~a.s wti a .o.rtar :ar~ at ti~ to. 1i~
ow~st at~a. si~, to ti~ w~st, s ar ~ro:.o.s
e~s~:t ooear ca~e ti~ v~t D~s~:t. Ea
ti~ ,~a: ts a siaow satwat~: oc~ar, ti~ oti~:
ia, ts a a:ci~e ~xars~ o s.ri~at~e sare.
1i~ ~ast~:r.ost si~ s ii~: tiar ti~ w~st~:r
or~, s.ci tiat ti~ ~ast~:r coastr~ s a sr~,
.ri:oi~r cn st:~tcir o: r~a:, a tio.sare
.~s. Esto:ca,, ti~ cn ias i~~r ta ~ro.i
to :~sst ~~r ti~ ii~st ooewat~:s, ~ar
ti~ ~ast~:r.ost at~a. e:, o: ti~ ~rt:~ ,~a:.
:rc~ ti~ .ra: :ar, iow~~:, ~riarc~e tea
actor ias i:o.it ti~ ~ai wat~: ~~s o~: ti~
cn ~e~s o: ti~ n:st t.~.
1i~ ~ast~:r :~aci~s a:~ ti~ .ost o.
o.s. 1i~ .ost riaitai~ a:~a s ti~ ~re
~ss ars, a ast ~xares o ~rt~ is
co~:r ti~ ~ast~:r.ost at~a.. 1i~
r~xt at~a. to ti~ w~st s ti~ atare,
r cort:ast to ti~ :o.iares wici ai.t
t st .:ti~: w~st. 1i~ :~at lo.rea:,
l~ais ee~ ti~ :o.iares rto two.
v~ati~: att~:rs s~re .ost o ti~ cort
r~rts .ost.:~ to ti~ ~ast o ti~ lo.re
a:, l~ais, .~arr ti~ w~st~:r :~ors a:~
iot are e:,. 1i~, e~sc~re ti:o.i ti:~~
at~a.s o sc:.i, :oci, is, e:, saarra,
are iost~ e~s~:t rto ti~ v~t D~s~:t, ti~
iotto..ost at~a. tiat s e~.~e wti
s~awat~: o: sx .ortis ~aci ,~a:.
Cr~ oti~: t~::ar ~at.:~ ias srncart,
sia~e Eiort, are tiat s ti~ Dre~ss
l~:. 1i~ Dre~ss l~: :~.ars at a a:,
corstart ~~ator :~at~ to s~a ~~ o~:
ti~ z,ooo .~s t :.rs. :rc~ Eiort
ts~ a:~s e:astca, r ~~ator, tis
.~ars ti~ Dre~ss l~: :.rs .re~::o.re
o: .o:~ tiar ia o ts ~rti. D.:r ti~
owwat~: .ortis, ti~ Dre~ss l~: s a ra
ai~ .re~::o.re wat~: :o.t~. D.:r ti~
iiwat~: .ortis, t s a :ar wit~wat~:
tiat or, a oo wo.e ~rt~:. 1i~ I,ooo .~s
o .re~::o.re ciarr~s ts wat~:s ia~
ca:~e i~r~ati ti~ at~a.s o Eiort a:~
ti~ ~rt:, orts o: a ast .re~:e~~ :~a..
-
cIMA1 AND sAsONs
A
s a :.~ o ti..i, ~ast~:r Eiort
s t~.~:at~ to wa:., wi~ w~st~:r
Eiort s wa:.. 1i~ ~ast s .ost, wti
so.~ ~:, w~t t:oca a:~as r ti~ ro:ti~:r
o:~sts are w~t swa.s to ti~ so.ti. 1i~
w~st s corsst~rt, e:,, ~~r e.:r ti~
iiwat~: .ortis, wici i:r or, satwa
t~:, rot :~si wat~:. 1i~ ~:, so.ti~:r.ost
:~aci~s a:~ rotc~ai, coo~: tiar ~s~
wi~:~, tio.i st t~.~:at~ o~:a.
1i~ :~se~rts o Eiort ee~ ti~:
,~a:s rto or, two s~asors: owwat~: are
iiwat~:. 1is s rot ti~ sa.~ as a e:, are
a :ar, s~asor, src~ ti~ so.:c~ o ti~ wat~:
srt :ar. ir ~ast~:r Eiort, ti~ en~:
~rc~ r s~asors s :~at~st o: ti~ c.t.:~s
aor ti~ Dre~ss l~:, ti~ io:e~:s o
wici ~xare i, .o:~ tiar n~ .~s as ti~
ooears a:~ n~e. Lai~s are oti~: :~:s
a:~ aso an~ct~e, tio.i rot as e:a.atca,.
ir w~st~:r Eiort, iiwat~: an~cts
ti~ ~rt:~ :~or, as ti~ v~t D~s~:t s co.
~t~, ooe~e.
ir o.: ~:rac.a:, iiwat~: co::~sores
to s:r are s...~:, wi~ owwat~:
co::~sores to a are wrt~:. 1i~ wrt~:
.ortis irow srow r ~ast~:r Eiort,
a:tc.a:, r ti~ .o:~ so.ti~:r :~ors,
i.t ti~ e:, si~s o ti~ w~st i:r or, c,,
iowr wres.
L@=OGJD<G><J9?GFE=;@
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

-
1IMKINc
1
i~ :t~rar Cor~e~:ac, .s~s ti~ oe
D.~:oi s,st~. o t.~i~~r, wici
ias ts :oots r .re~::o.re s~tt~.~rts
.re~: corstart s~~. 1is s ti~ .ost :~a
~rt s,st~. or Eiort, ~s~ca, src~
.ost o ti~ ro.aec i..ar t:i~s .s~ ro
s,st~. o t.~ wiatso~~:.
1i~ :t~rar s,st~. ias sx w~~is ~:
.orti are sx ea,s ~: w~~i, o~: ti~ co.:s~
o s~~r .ortis, o: a tota o zz ea,s ~:
,~a:. 1i~ ea,s a:~ Dor, Axor, D~t,
:.:or, :.:~t, are :.:o.
Diggon: l:st ea, o ti~ w~~i. A.or
ti~ .re~::o.re ewa:~r st:orioes, t
was t:aetora, ti~ n:st ea, o er r
ti~: r~~:~rer q.~st to ~xare ti~:
ioes. it aso rc.e~e ~r~:a co...ra
actt~s o: tios~ rcaai~ o o: .rr~~e~e
o: er. Cr .~cis row t s .s.a, a ea,
o co...ra actt,, wici car rc.e~
.air :~a:s, sio~r coa, c~arr, o:
oti~: s.ci tirs.
Axon: :~core ea, o ti~ w~~i are t:ae
tora, ti~ ea, o .a:ta t:arr. :t .s~e
or .ar, .~cis to :actc~ nitr e:s.
Diggt: 1i:e ea, o ti~ w~~i are ti~ s~c
ore ea, o er (o: co...ra actt,).
suron: lo.:ti ea, o ti~ w~~i are n:st
ea, o ~:sora wo:i, wici a:~s acco:er
to ti~ t:ae~ o ~aci ~:sor.
surt: lti ea, o ti~ w~~i are s~core
ea, o ~:sora wo:i.
suroI: lra ea, o ti~ w~~i are ti:e
ea, o ~:sora wo:i. ir c~rt.:~s ast,
wi~r D.~:oi was st:or are w~ e~~re
~e, tis ~~rt.a, i~ca.~ a ea, o :~st.
:rc~ ti~ sta:t o ti~ .ra: :ar, iow~~:,
tiat t:aetor ias esa~a:~e. it s orc~
.o:~ a ea, o wo:i.
1i~ s~~r .ortis oow ti~ rat.:a c,c~
o iiwat~: are owwat~:, as oows:
Ari: 1i~ n:st .orti o ti~ ,~a: s wi~r
ti~ wat~:s a:~ at ti~: .eort. it s :o.i,
~q.a~rt to s:r.
cannr: 1i~ wat~:s o ti~ Dre~ss
l~: :s~ as ti~ s~core .orti a~a:s.
:~a: ti~ ~re o ti~ s~core .orti s wi~r
ti~ ~re~ss t:ae~:s t:aetora, a::~ r
D.~:oi. (1i~, :~aci De~ sio:t, ti~:~a
t~:, s~~ a~ IoI.) 1is s a t.~ o ~xct~
.~rt, sto:s, are r~ws :o. aa:.
uighwatr: 1i~ ort at wici ti~ wat~:s
~ai.
Durok: A .orti o ioea,s. 1i~ ia:e
wo:ir ewa:~s o D.~:oi ia~ or, sx io
ea,s, a o wici tai~ ac~ r tis .orti.
l, row, ti~ t:ae~:s ia~ ~t are t s t.~
to :~ax. 1i~ sx ioea,s (or~ ~: w~~i)
ioro: ewa:~r :t.~s: ti:t, escr~,
car, ioro:, st:~rti, are ao:. :owaea,s,
ti~ ioea,s a:~ :~corz~e i.t ro or~ stos
wo:ir. 1.~s a:~ s., too ear~:o.s.
Iro: l, tis t.~ ti~ wat~:s ia~ i~.r
to :~c~e~.
aIo: A t.~ o wart. 1i~ io.rt, o ii
wat~: s sow, i~r cors..~e.
owwatr: 1i~ wat~:s o ti~ Dre~ss
l~: a:~ at ti~: rae:. D~:,or~ oois o:
wa:e to ti~. :sr aar are i:rr ti~
~xct~.~rt o Ca..~:c~.
-
uNAR cYc
1
i~ .oor s t~:a, ti~ a:~st oi|~ct
r ti~ si, at a t.~s. D~~rer or
ti~ aresca~, t occ.~s as ..ci as ti:~~
o.:tis o ti~ si,. Vsi~ ~~r e.:r ti~
ea,, t s ar o:~ss~ :~.re~: o ti~
wo:es :oi~.s.
1i~ .oor st oows a :~.a: c,c~,
i.t src~ t s so cos~ to ti~ ar~t, ti~ .
s.:ac~ s si~ at a t.~s. la:ts o: ~~r
a o ti~ s.:ac~ .a, i~ siae~e, i.t ti~,
a:~ st si~, are or ti~ rit o a .
.oor, ti~ :~~ct~ q.at~s o ti~ .as
s~ sat~t~ .ai~ ti~ rit t~:a, a.ost
as i:it as ti~ ea,.
unar Rain
ir ti~ i.re:~eoee ,~a:s tiat ti~ .ra: :ar
ias o.:~e eowr .or Eiort, ts rat.:~
ias ciar~e corse~:ai,. ir ti~ ~a:, ,~a:s, t
was a ~:tai~ io.ia:e.~rt. E.~ .~t~o:s
c:asi~e to ti~ s.:ac~ ~aci rit, iastr ti~
:o.re rto a nr~ e.st. A.ost rotir co.e
s.star s.ci a i~atr, are tios~ c:~at.:~s
tiat eert s~~i si~t~: w~:~ i~e. 1i~ ~w
tiat w~:~rt att~r~e w~:~ rst~ae ~xco:
at~e i, ti~ tici a:tc.at~ .st o :~eiot
e~i:s tiat ~ wti ti~ a:~ .~t~o:s.
1i~ s.:ac~ wo:e was e~st:o,~e i, ti~
.ra: :ar. \ost ~~tator was :~e.c~e to
.~:~ st..s. Ct~s are towrs w~:~ a:~,
att~r~e, .r~ss ti~, w~:~ i.t .re~: ti~
~~ o a cn, r a ra::ow.o.ti~e car,or, o:
r so.~ oti~: :~at~, :ot~ct~e ocator.
l, iza::~ .ci, a ~w s~tt~.~rts s.:~e r
a stiaitai~ stat~, i.t ti~, a:~ ti~ ~xc~
tor, rot ti~ :.~.
l, ti~ t.~ ti~ .ra: :ar o:c~e ti~ s.:
ac~ wo:e .re~::o.re, t aso i~ar to ~t
.. it wasrt or i~o:~ ..ci o ti~ .oors
s.:ac~ iae i~~r :~e c~ar on, ~ar
or, soe i~e:oci ~xos~e. 1iat i~e:oci
was too st:or o: ti~ ar~ts :at, to t~a:
on. C~: ti~ co.:s~ o a e~cae~, ti~ ac~ o
ti~ :ar sow~e. :oor ti~ a:~ .~t~o:s w~:~
~xt:~.~, :a:~. At~: a wi~, ti~ ~xco:at
r iaz~ was :a:~, too.
:ow ti~ .~t~o: :ar s a:~, s.starai~.
Cr .ost rits t s i~ a i~a, saresto:.
e..~e :o. ti~ si,: a tici, so., a:tc.
at~ .st tiat sc:a~s at ti~ sir. it s ar.
are car i~ e~ae, to ti~ .r:ot~ct~e, i.t
.ost s.:ac~ ew~~:s irow iow to iare~ t.
C co.:s~, ti~ occasora .~t~o: sto:. st
occ.:s, wici s ror~ too ~asart, i.t s.ci
occ.::~rc~s a:~ :a:~: are :a:~:.
vi~r cia:act~:s ~.ia:i or we~:r~ss
t:~is, :areo., ~r~:at~ ti~ rat.:~ o ti~
.ra: :ar ~aci ~~rr, acco:er to 1ai~
+I. Aee ++ or a . .oor.
-
MAOR RcIONs
L
ooir at a s.:ac~ .a o Eiort, t
ias o.: .ar a:~as, :~aer :o. ~ast
to w~st: ti~ ~re~ss ars, ti~ atare, ti~
:o.iares, are ti~ w~st~:r e~s~:ts. l.t ti~
we~ :ar~ o ~~ators r Eiort r~c~s
stat~s e~nrr ts :~ors r ti:~~ e.~r
sors. A c:osss~ctor .a wo.e :~~a n~
~~ators o czator: ti~ .oor, wici
s cos~ ~ro.i to rt~:act wti ti~ ar~ts
s.:ac~, ti~ s.:ac~, wici ~rco.ass~s ti~
o.: .ar a:~as ra.~e aio~, ti~ s.is.:
ac~, wici s ti~ a:~as wtir a ia.~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239


Roberto Bussetti
l
c++.

o ti~ s.:ac~ o: ti~ Dre~ss l~:s .re~:


:o.re io.rea:~s, are rc.e~s ac~s i~
D.~:oi are oti~: ewa:~r st:orioes, ti~
.re~:e~~, wici s ti~ :~or i~ow ti~
s.is.:ac~, are ti~ :t,ar e~tis, e~~,
e~~ eowr, i~r~ati ~~r ti~ .re~:e~~,
ar a~r :~a. tiat ro s.:ac~ ew~~:s ir~w
.rt ti~: it :o. ti~ .ra: :ar o:c~e
ti~. ~~: e~~~: rto ti~ ~a:ti.
l:o: to ti~ .ra: :ar, ti~ s.:ac~ wo:e
rt~:act~e :o.tr~, wti ti~ s.is.:ac~,
wici was i~a, o.at~e wti ewa:~s,
o:cs, are oti~: .re~::o.re czators.
1:ae~ are wa:a:~ occ.::~e at ti~ ~e~s o ti~
at~a.s are aor ti~ io:e~:s o ti~ Dre~ss
l~:. 1i~ .re~:e~~ wo:e :a:~, ~rt.:~e
rto ti~ s.is.:ac~, ..ci ~ss ti~ s.:ac~
wo:e, are ti~ :t,ar e~tis w~:~ .rirowr.
At~: ti~ .ra: :ars i~ar, ..ci o ti~
~rt:~ s.:ac~ wo:e t:~e to c:a. ts~
rto ti~ s.is.:ac~. 1iaris to ti~ at~a.
st:.ct.:~ o Eiort, a ..ci :~at~:
.re~::o.re a:~a was aaai~ to acco.
.oeat~ ti~. tiar or ar, o ti~ ar~ts
oti~: cortr~rts. D~r so, t wasrt ~ro.i
:oo.. 1i~ s.is.:ac~ ew~~:s e~~re~e
ti~: ~rt:, orts aarst ti~ :~.~~s. \ost
w~:~ o~:wi~.~e, are ti~ s.:ac~ wo:e
c:owe~e rto ti~ s.is.:ac~. 1i~ e~~at~e
s.is.:ac~ :ac~s w~:~ ~ti~: ~xt~:.rat~e
o: o:c~e .:ti~: .re~::o.re, wi~:~ ti~,
~rco.rt~:~e are wa::~e wti ti~ e~rz~rs
o ti~ .re~:e~~. 1i~ cto:o.s s.:ac~
ew~~:s soor o.re ti~: cto:~s ioow
as s.cc~ss~ wa~s o s.:ac~ew~r :~.
~~s oow~e i~ire ti~., o.rer ti~:
r~w s.is.:ac~ io.~s. va~ at~: wa~ o
e~~at~e s.:ac~ ew~~:s was s.is~q.~rt,
.si~e rto ti~ .re~:e~~. D~rt.a, ~~r
ti~ .re~:e~~ was at wa:, are t was ti~r
tiat esac~e .re~:e~~ :~se~rts t:a~~e
so a: rto ti~ ~a:ti tiat ti~, ~rco.rt~:~e
ti~ :t,ar e~tis. 1i~s~ i~si :~ors
~~r row :~.ar a ac~ o .,st~:,, o: ~:,
~w sto:s ti~:~ ia~ :~t.:r~e to t~ ti~:
sto:~s. l.t ti~: .~:~ ~xst~rc~ s row
~staisi~e as act, wi~:~ o: ~ors t was
corse~:~e nctor.
+
9@A?@HGAFL
?9R=LL==J
A
az~tt~~: o Eiort s, r act, a ~:,
.~arcio, .re~:tair. 1i~ wo:e ias
ciar~e so e:astca, o~: ti~ :~c~er
iac~rt.:, tiat .ar, o wiat wo.e ia~
orc~ co.:s~e ti~ .ost rotai~ ocators
a:~ row .tt~:, :.r~e. D~r ti~ s.is.:
ac~ are .re~:e~~, wici w~:~ r~~:
e:~ct, ~xos~e to ti~ .ra: :ar, ia~ i~~r
.t.:r~e r ti~ ~rs.r ciaos. viats ~t o
ti~ .~t~o:oci~e s.:ac~ s row ee~e
rto oos~, o:arz~e .~ci:.~e ir
eo.s, o: .~cieo.s, wi~:~r ti~ rotai~
ocators a:~ ti~ ii, .oi~ ct,.~cis
ti~.s~~s. 1i~ ~w :~.arr s.:ac~
s~tt~.~rts a:~ ~:tai~ o:t:~ssct~s,
~rcos~e r .ass~ stor~ was ow~:.
~ro.i to :~sst ti~ .ra: :ar are :~.s~
ti~ .ra: e:aors.
1i.s, tis az~tt~~: w e~sc:i~ ti~ ea.
a~e :~.rarts o cortr~rta Eiort are
ti~ .oi~ .~cieo.s o ti~ r~w s.:ac~
wo:e. \~cis a:~ .rco..or r ti~ ciaotc
.~~~ tiat s st ti~ s.is.:ac~ are .re~:
e~~, so e~sc:tors o tios~ a:~as w i~
~t o: aroti~: t.~ - as w co~:a~ o
ti~ .oor, wici r.~rc~s ti~ wo:e e:a
.atca, i.t s o: row st aroti~: ar~t.
-
1u NOMADIc Os
l
~o:~ e~r rto ti~ e~tas, w~ sio.e
~staisi a c:.ca act tiat w cort:i.t~
to ,o.: .re~:starer o Eiort. Cz~e
~ or Eiort ias awa,s i~~r tr~:art.
1i:~~ acto:s cort:i.t~e to tis. l:st, ti~
~::atc wat~: ~~s .ae~ ~:.ar~rt cza
tors r~a: :.a:, wat~: so.:c~s .ossi~,
are ti~ ~xt:~.~ ciar~s r rat.:a :~so.:c~s
i~tw~~r owwat~: are iiwat~: ~rco.:
1AsLc 4-I: LunAk kAin cOnDi1iOns
ko:: (oat) Luna ktn conotvtons
i |~ ..a a.. .c -.-.g a- -:--., a-. | c.:.-, :-, a- c-.-:a:-c ..: cac.g, c..g, ac g--a. -.-: .c- :- c.-a ,.
2-io |a.|.. a.-. |.a ,a:.c..a:- a::- |a.. |~ :- ,. ~-~- :ac.g ~.:.c- |--. ..- - :-.g ac:.a:-c. |: . a:a..- ac ,a.|.., :.: ..a.., ~: c-ac.,. Caac:-
.-a.g a, a~ ~| +i ~ :-::- ,~:-c:.~, ~ c-a:.- ..: a:.a. a~ ~| +2 ~ :-::-, a- .caag-c. C:- c-a:.- .|- ic+ ,~.: ~| ~.-:a. caag- ,- ~. ~|
-,~.-. /.. c-a:.- a.- a i cac- -ac -.-.g ~| :-.g .: :, a a.. -:-~.:- :a: ca.- ico ,~.: ~| caag-. |,~-c a~, .-.c.-, ac :...c.g .|- c.|g
ac .~ caag- :a: .: :- -,a.-c a: .-a: ~c- -.-, . ~:.
i-ic a.. -:-~ ~.-. 1- , . a:.a.- ..: ~~:.g :a. / :- ,a.|.. a.-, a:~.-, :.: . acc.:.~, a.. -,~-c c-a:.- a.- a 2 cac- ,- -.-.g ~| :-.g :.c :, a
a.. -:-~.:- :a: ca.- ico ,~.: ~| caag-.
i9-2o |ag- -:-~ ~.-. / a:~.-, :.: :- , . ..:-a.., g.~..g ..: ~~:.g :a, ac :-. c~:a: .,ac: c-a:- a -~a: :~~.g ~.c . :- c.:ac-. |.-, ~ ~|:-,
a .g- :~..c- .: :- g~.c. /.. a- c-a:.- :a- c~.-. /.. -,~-c c-a:.- a.- a 2 cac- ,- ~. ~| :-.g :.c :, a -:-~.:-. || :.c, ~.. ico. C i-+, :-,
.|- :a: .c caag-. C -o, ~.. ico aga. ac acc :- -..: :~ c-:-.- caag-. || :- -c~c ~.. . -o, ~.. ,-: aga., ac ~ ~.
2i+ |-:-~ :~. C~.- .: -~.g - ,~. --c :~ :- .c-g~.c :~ :- a|- |: ..- a |-.~ ~. a: c.~- ag-. 1- , . |... ~| |-, :- g~.c . :~~.g, ac :--
. ~ a|-:,. /,~- -,~-c a: a.. :a- ic ,~.: ~| caag- ,- ~. |~ :- c--, ga:.g ,a:.c..a:- a::-. | acc.:.~, - .: a- a |-|- a.- (|C 2o) ~c- -.-,
a.| ~. ~ :- .: :, a -:-~. || .:, - :a- caag- c-:-.-c :, ~...g icio ac .a.g :- -..: (-.g., a ~.. ~| -a 9 ,~.: ~| caag-, ...- a ~.. ~| io -a
ioo ,~.: ~| caag-).
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

a~e .oit,. :~core, ti~ .ass~ i~:es are


io.rt. we art ~ o ti~ :~catast:oi~
~re~ss ars .ae~ i.rtr are ati~:r
|.st as :oe.ct~ as s~tt~e a:c.t.:~.
lra,, ti~ :~ore~:arc~ o i..ars
are o:cs r ti~ ~re~ss ars .ae~
so.~ e~:~~ o ware~:r a.ost
r~tai~, as ioti o ti~s~ :ac~s
a:~ sio:t~e, .at~rt, are cor
start, r .otor.
C a ti~ :ac~s, or, ti~ ~~s are
ewa:~s .artar~e ~xt~rs~ ~:.ar~rt
czators, ti~ ewa:~s tiaris to ti~:
s.is.:ac~ :~ors tiat w~:~ or, .a:ra,
an~ct~e i, ti~ s~asors, are ti~ ~~s e.~ to
ti~: .o:~ s~e~rta:, :oct~s. 1i~ :are
o:~sts o ti~ ro:ti~:r ~re~ss ars a:~
io.~ to a :~at~: s~tt~e o.ator (.ost,
~~r a~s) tiar ti~ :~st o ti~ ~re~ss
ars co.ir~e. :.a:,, ti~ ewa:~r
st:orioes o D.~:oi a:~ io.~ to a :~at~:
s~tt~e o.ator tiar ti~ :~st o ti~
atare are :o.iares co.ir~e. A:o.re
ti~s~ sares o stait,, i..ars, o:cs, are
~~r a :~at r..i~: o ~~r are ewa:~r
ro.aes sw: r corstart .otor.
C:, .o:~ at,, a.!-c (ast t~rs~), src~
ti~s~ s.:ac~ czators ia~ row i~~r
a:~, :~sia~e. :or~ti~~ss, Eiorts
ri~:~rt :~st~ssr~ss .ae~ ti~ t:arstor
to ti~ r~w .~cieo.s s.::sr, rat.:a.
\ar, o ti~ t:i~s tiat orc~ ware~:~e ti~
~re~ss ars wti s~a: r iare row war
e~: ti~ sa.~ a:~as r :orcae .~cis. 1i~
.~cieo.s are oos~, anat~e .~ci t:i~s
a:~, r ti~ .ost iasc otca are soca
s~rs~, ro :~at ciar~ o: .ost riaitarts.
:or~ti~~ss, or tis ro.aec wo:e,
~:.ar~rt s~tt~.~rts c.c ~xst. A.or
s~e~rta:, t:i~s, ti~ iasc .rt o cza
tor was a ct,stat~, :ati~: tiar a ireo..
1i~s~ scatt~:~e ct,stat~s ot~r e~~re~e
i~a, or ti~ ro.aes, r so.~ cas~s .t
zr ro.aec wat~: t:ae~:s to s.:~ ti~
owwat~: .ortis. At ti~ sa.~ t.~, ti~,
:~q.:~e ~xt~rs~ :ot~ctor aarst oti~:
ro.aes are w~:~ ot~r o:arz~e a:o.re
arc~rt, .:~rai~ o:tncators.
vi~ ti~ ro.aes t:arstor~e ~as, to
~ or a .~ci, or, ti~ w~ a:.o:~e ct,
stat~s st :~.ar or ti~ s.:ac~. :~q.~st~:~e
r ti~: ow~:. i.ri~:s are .rassaai~
cast~s, ti~, a:~ :ot~ct~e :o. a i.t ti~
wo:st .~t~o: sto:.s. 1i~ .ra:
aors a:~ a ti:~at, as
awa,s, i.t ~~r ti~, ~
a.s~ wi~r ac~e wti a
w~ e~~re~e cast~.
1i~ i~st ti:~at
to ti~s~ :~.arr ct,
stat~s s wat~:. Atio.i
o.~ a:~ ocat~e r~a:
rat.:a s.~s ,~a::o.re,
ti~ owwat~: s~asor st:ares oti
~:s. 1i~ ct,stat~ o Ci~.ai s a rotai~
~xa.~: :rc~ ti~ esa~a:arc~ o ti~
s.:ac~ roi~s, Ci~.ai ias corst:.ct~e
~ro:.o.s, w~ .a:e~e :~s~:o:s r o:e~:
to s.:~ ti~ owwat~: .ortis.
-
cON1INN1A uIcuOIN1
1h nuIss Iains
1i~ ~re~ss ars w~:~ orc~ ti~ ~c~rt~:
o Eiort. i a wa: was o.it, t was
ti~:~. i ar r~rtor was c:~at~e, t was
ti~:~. i ,o. wart~e ae~rt.:~ are ro~t,,
ciar~ are s.::s~s, ti~ ~re~ss ars w~:~
wi~:~ ,o. w~rt.
1i~ ~re~ss ars w~:~ ee~e rto ti:~~
:rc~ :~ors. 1i~ ro:ti~:r t was
ti~ :~at t~.~:at~ are t:oc
o:~sts, :.a:, s~tt~e i, ~~s
i.t wti ro aci o i..ars, o:cs,
are oirs. l:o. ti~:~ to ti~
Dre~ss l~: w~:~ :or is
are :assares, rt~:s~:s~e
wti ti~ occasora .o.rtar,
o:~st, are ai~. 1is a:~a was
ti~ i~a:t o ti~ ~re~ss ars,
a sw:r .o:ass o ro.aec
c.t.:~s tiat corstart, t:ae~e
are wa::~e. :o.ti o ti~ Dre~
l~:, ti~ :assares a~ wa, :ae.
swa.s are ai~ ares.
:o :~at ireo.s ~xst~e r ti~ ~re~ss
ars. A ~w ct,stat~s :.~e ti~: s.:
:o.rer a:~as, are oos~ t:ia aarc~s
c:~at~e wiat co.e i~ ca~e rators, i.t
ro ~rtt, ~~: a:oaci~e ti~ stat.s o ir
eo., ..ci ~ss ~.:~.
:ow, ti~ ~re~ss ars a:~ a s.oe~:r
wast~are. 1i~ c~rt:a :~or s o:sai~r
are i~ai. viats ~t o ti~ aresca~ ias
i~~r :.r~e i, .ra: e:aors are ti~ i.:
:ows ti~, e. 1i~ swa.s are ai~s o ti~
so.ti~:r :~ors a:~ n~e wti :sr ~~s
o .ra: s.e~ are s~e.~rt. 1i~ ro:ti~:r
o:~sts w~:~ .ost :~sstart to ti~ .ra: :ar
i.t w~:~ ror~ti~~ss ea.a~e i, ti~ .ra:
e:aors. \ar, o ti~ .it, oais are ~.s
ia~ i~~r siatt~:~e o: to~e. 1ios~ st
starer a:~ i~r ~:oe~e rto st..s wti
~~:, ~~rrs .ra: :ar.
C~: ti~ ~rt:~ ~re~ss ars, ti~ ro.ae
c i..ar ~o~s i.t or, a eoz~r a:~,
~:.ar~rt ct~s. \ar, w~:~ e~st:o,~e,
o.: st stare. 1i~ o.: s.:r ct~s a:~
Gat~i, De~, :tt Ct,, are Ci~.ai.
cIatk
Gat~i sts r a si~t~:~e a~, |.st i~ow
ti~ i.ns o ti~ w~st~:r at~a.. it s:ar .
:o. rat.:a t:ae~ ar~s i~tw~~r ti~ sati~.,
i..ars, are ~~s: it s ~q.estart :o. ti~
~~r o:~sts to ti~ ro:ti~ast, ti~ sati~.
ct~s to ti~ w~st, are ti~ i..ar t:i~s to
ti~ so.ti~ast. its ~coro.ca, .o:tart
ostor ~e rat.:a, to a ~:.ar~rt s~tt~
.~rt o t:ae~:s, .ee~.~r, are .~:ciarts.
At ts ~ai t was a ti:r
.~t:oos o .o:~
,ooo ~:.a
rt ctz~rs,
.s tio.
sares .o:~
t:ae~:s are
ro.aes at
ar, ~r
t.~. :ow
t s aio.t
a tiat sz~.
Gat~i s a
ca ct,, i.t
o.: .oe~:r
~:tca ct~s, Gat~i o~s
ca .re~: ti~ ~a:ti. C~: tio.sares o ,~a:s
o t:aer, ti~ a.iio.s sati~. ca:~e o.t
ar .re~::o.re ciarr~ to ti~ ct, i, ~ra:
r a rat.:a, occ.::r ai,:rti o co::eo:s
corr~ctr Gat~i to ti~ s~as to ts ro:ti are
w~st. vi~r co.~t~e, ti~s~ co::eo:s
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

o~r~e rto ti~ oc~ar i~ow s~a ~~ are


w~:~ ooe~e. 1i~ sati~. ti~r .s~e ti~. as
ar .re~::o.re ~x:~sswa, to Gat~i.
1i~s~ co::eo:s a:~ ooe~e ,~a::o.re,
i.t wi~r ti~, :~aci Gat~i ti~, asc~re r a
s~:~s o ast iic~r~e rat.:a ca~s. At
:o.re ~~, Gat~i sts Io ~~t aio~ ii
wat~: s~a ~~ are oo ~~t aio~ owwat~:
s~a ~~, .~arr ti~ ca~s .re~:r~ati t
ia~ :o. Io to oo ~~t o .sai~ a: sac~,
e~~rer or ti~ s~asor.
As a :~s.t, .ost i.ers r Gat~i a:~
or, or~ sto:, |.| i.t a:~ at ~ast ti:~~
sto:~s c--. :o.~ a:~ ..ci e~~~:. 1is
.re~::o.re a:~a s ca~e ti~ iotto.ct,.
1i~ ct,s eocis a:~ oatr ato:.s r ti~
iotto..ost a:~as o ti~ iotto.ct,. :ati~.
sw. e:~ct, to ti~ eocis, eo ti~: t:aer,
are ~a~ wtio.t ~~: s~~r ea,it.
As a t:ae~ c~rt~: are ti.s a ort o cor
c~rt:ator o: w~ati, Gat~i was or .s~e
to e~~rer ts~. its .rq.~ a,o.t st.at~e
ts a.ai~s are wa:~io.s~s r ti~ iotto.c
t,, sa~ :o. :o.re attaci. :or~ti~~ss,
ti~ ct, co.rc corst:.ct~e a s~:~s o ti:~~
ow~:. was. 1i~ n:st, o: oe wa, was
i.t so.~ oo ,~a:s ao. it s tw~rt, ~~t
ii are was orc~ ti~ wa o a cast~ at
ti~ ct,s c~rt~:. it row :oe~s ar rr~:
~:.~t~:, src~ ti~ ct, ias src~ ~xare~e
i~,ore. 1i~ s~core, o: r~w wa, s tw~~
~~t ii are s.::o.res ti~ ~rt:~ ct,. ir
ea,s ast, ti~ a:~as o.tse~ ti~ r~w wa
w~:~ n~e wti ti~ t~rts are ca.:o.res
o ro.aec t:ae~:s.
1i~ ti:e, o: at wa, s +oo ,~a:s oe,
ti~ sa.~ a~ as ti~ r~w wa. it s rot a wa
:o~: i.t a stor~ oo: co~:r a ti~
ct,s tio:o.ia:~s. ir ~n~ct, t s a at,
soe stor~ wa or~ oot e~~, s~a~e i,
ti~ i~st stor~ c:ats.~r ~xact, as a wa
wo.e i~ s~a~e. 1.rr~r rto ti~ iot
to.ct, a:~as :~q.:~s i:~air ti:o.i tis
at wa, o: i:~air rto a i.er wi~:~
ti~ iotto.ct, s oti~:ws~ acc~ssi~.
:rc~ or, :~se~rts ia~ acc~ss to i.ers
~aer rto ti~ iotto.ct, (rc.er ti~
~w .ic sta:cas~s, wici a:~ awa,s w~
.a:e~e), or, :~se~rts are acirow~e~e
.~sts car :~aci ti~ iotto.ct,.
As a :~s.t o ti~ at wa, ar, i.er
oe~: tiar +oo ,~a:s ias a oo: s~t aio.t or~
oot ow~: tiar st:~~t ~~. l.ers r~w~:
tiar +oo ,~a:s - aio.t a ti:e o ti~ ct,,
.ost, o.tse~ ti~ rr~: ~:.~t~: - a:~
i.t or to o ti~ at wa. 1i~ :~s~rc~
o ti~ at wa s ~r~:a irow~e~ i.t s
rot ..~eat~, oio.s, src~ ti~ wa ias
coii~stor~s are ro:.a :oae .at~:as s~t
rto t. ur~ss so.~or~ s~cnca, asis o:
o~:i~a:s oti~: esc.ssor, o: .r~ss or~
s~ts oot r ar oe~: i.er wti a ow~:
oo: ~~, t s rot rotc~ai~.
1i~ ct,s e~sr :o~e ~.r~rt, .s~.
e.:r ti~ .ra: catast:oi~s, o: a r..i~: o
:~asors. 1i~ iotto.ct, :oe~s :ot~ctor
e.:r ti~ .ra: :ars. 1i~ st~~ rr~: ~:.
~t~: wa s a ~:~ct :~.~ :o. wici to
:~~ .ra: e:aors, ~s~ca, src~ ti~ ct,
.t r ac~ a iatt~:, o sw~.o.rt~e ia
sta~. 1i~ .re~::o.re sati~. wat~:wa,s
:oe~ a so.:c~ o wat~:. (:atwat~: tio.i
t s, wti :o~: t:~at.~rt t s e:riai~.)
Are ti~ sati~. ti~.s~~s car :oe~ s~a
ooe o: t:ae~, atio.i :~ators i~tw~~r
ti~ sati~. are ti~ ct,s :.~:s w~:~ ~:.a
r~rt, ea.a~e wi~r ti~ sati~. ~xot~e
ti~ st.ator to cia:~ wiat .ar, corse~:~e
to i~ .tt~:, .r:~asorai~ :c~s.
As a :~s.t, Gat~i st stares. 1i~ a:~as
i~,ore ti~ rr~: ~:.~t~: ia~ i~~r
i~a, ea.a~e i, e:aor :aes are a:~
occ.~e :.a:, i, sca~r~:s are
:~.~~s wio a:~rt ae.tt~e
rto ti~ rr~: ~:.~t
1i~ rr~: ~:.~t~: s
row i~a, .a:e~e at
a t.~s, aarst ioti
e:aors are s.:ac~
:ae~:s. Gat~is
:~.tator o: w~ati
~:ssts are t ias iae
to :~sst rot |.st t:ia
ro.aes i.t ti~ occa
sora .~ci car as w~.
l.t t stares ror~ti~~s
wti ts rr~: ~:.~t~:
are ti~ iotto.ct, .ria:.~e.
1i~ iotto.ct, s ar a::ar~.~rt o a:~
.re~::o.re ca~:rs n~e wti scanoer
o a:o.s .at~:as. 1i~ siaow ca~:rs, as
w~ as ti~ .~: i~its o ti~ e~~~: or~s,
ia~ ..t~~ ias~.~rts e~sc~rer :o.
ti~: c~rs, so.~t.~s i~e r ac~ i,
i.~ wooe~r t.i~:s o: .~ta i:ac~s. 1i~
iotto.s o ti~ a:~: ca~:rs (at ~ast tios~
aio~ iiwat~: s~a ~~) ia~ ..tsto:,
i.ers wici st:~tci . to a.ost to.ci ti~
iotto.s o ti~ ias~.~rts aio~ ti~.. l:e~s
are waiwa,s corr~ct a ~~s o ti~s~ t:.,
ti:~~e.~rsora .:iar a:~as. 1i~ iotto.
.ost a:~as, ooe~e :o. ti~ iiwat~: ooe
r~ to ti~ owwat~: r~, a:~ .ost, oatr
eocis are nx~e sati~. :~se~rc~s, are i~ow
tiat a:~ .o:~ sati~. a:~as.
ir a .r.s.a e~~o.~rt, Gat~is
.re~:ct, s..s a:~, r act, aio~ :o.re.
1i~ iotto.ct, s ti~ w~ati~st a:t o
towr, ~s~ca, ti~ iotto.ct, c~rt~:.ost
.re~: ti~ rr~: ~:.~t~:. 1i~ eocis a:~
cort:o~e i, ti~ w~toeo sati~. .e
e~.~r are i:oi~:s wio est:i.t~ sati~.
t:ae~ ooes rto ti~ .~: a:~as, are ti.s
a:~ ar,tir i.t s~~e,. 1i~ ct,s s..s a:~
ti~ s.:ac~ a:~as, wici i~co.~ :o:~s
s~, wo:s~ as or~ ~ts cos~: to ti~ ~:.
~t~:. l~,ore tiat s ti~ :~.~ o sca~r~:s
are :~.~~s.
1i~ ct, s :.~e i, ti~ sa.~ .~:ciart
co.rc tiat ias awa,s :.~e. A o ti~
co.rc .~.i~:s a:~ i..ar. 1i~ .~:ciart
co.rc s a .:~, co..~:ca o:arza
tor, .~.i~:si s ost~rsi, i~:~eta:,,
i.t .~:cart~ ow~: s a ..ci
.o:~ ow~:. e~cer ac
:~w, w~ati, t:ae
awa,s .ara~ to
~c.:~ a sot (.s.a,
i, ti:~at~rr to
c.t on ti~: s.
~:s o: c.sto.
~:s, e~~rer
or wios or ti~
co.rc), are t:ae
:s :.r~e i, .s
:t.r~ awa,s s~~.
sr (tiaris to ti~
.~.i~:s ti:~ats to
iari:.t wiat tt~ ti~, ia~ ~t
ti~, eort).
A .~.i~:s o ti~ co.rc a:~ w~ati,
:~se~rts ro~e r or~ o ti~ ct,s .a|o:
co..oet~s - o: at ~ast, or~ o ti~ ct,s
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

- .a|o: co..oet~s, src~ .ost a:~ ro


or~: co..~:ca, ai~. E~:is, sc~s,
nr~ ai:cs, are e~cat~ ~~r c:~ators
ro or~: ow :o. ti~ ro:ti~ast o:~sts,
ro: eo :ars, :.ts, ~stoci, are ie~s
ow :o. ti~ ~re~ss ars, ro: s~aooe
are si~s :o. ti~ sati~. to ti~ w~st. 1i~
:rca co..oet~s row a:~ .~ta, sa:~
a:ts, are w~aors :o. ti~ atare, ti~
r~:o: i.t s~:c~ai~ ie~s are :~s~:~e
.~at o s~a c:~at.:~s cat.:~e i, ti~ sati
~., sa~s are .~at :o. ti~ ~re~ss ars,
are t.i~: :o. ti~ i..ars are ~~s. 1.~s
ia~ ciar~e.
Gat~i sts a: i~,ore ti~ io:e~:s o ioti
ti~ :t~rar Cor~e~:ac, are ti~ L~or,
i.t ioti actors corse~: t a :z~. D~r
r toea,s w:~ci~e soc~t,, ti~ ct, s a .a|o:
co..~:ca i.i, are ..ci .or~, stares
to i~ .ae~ i, wio~~: cort:os t. La:~
:ator t:ae~s act~, wti Gat~i are cor
se~:s t ar a,, rot a ot~rta corq.~st.
Ara: 1wo sq.a:~ .~s (io:zorta a:~a)
ouIation: I,ooo ~:.ar~rt :~se~rts,
oo-I,ooo tr~:art t:ae~:s, oo-I,ooo sca
~r~:s are :~.~~s
conosition: l~:.ar~rt :~se~rts: o
i..ar, I ia~, ~, sati~.,
oti~:s, tr~:art t:ae~:s: II i..ar, II ~,
II sati~.
AIignnnt: Law. r~.t:a
ug
De~ s r~st~e at ti~ ias~ o a :~at cn i~se~
ti~ tio.sareootta wat~:a wi~:~ ti~
Dre~ss l~: ~.~:~s :o. ti~ .re~:e~~.
vi~:~as so.~ ct~s a:~ i.t or oost~
iaris o :~:s, De~ s i.t or oost~ iaris
o ti~ wat~:a. 1i~ ct, t~:a, :s~s aor ti~
ac~ o ti~ cn. it ias at a:~as at ts to are
ias~ i.t .ost o ts a:~a s ~:tca.
De~ ~o~e ti:o.i a rat.:a cor~:
~rc~ o ti~ s.:ac~ :ac~s o ti~ ~re~ss
ars are ti~ s.is.:ac~ :ac~s tiat ew~
aor ti~ .re~::o.re st:~tci~s o ti~ Dre
~ss l~:. 1i~ ci~ oist:.ctor to ti~: t:ae~
was ti~ wat~:a ts~, wici was a .a|o:
.~e.~rt to ti~ t:arso:t o ooes. A
a:~t, o so.tors ~o~e: iarecis~~e
sta:cas~s o r~a:, ~:tca e.~rsors, :o~
are.~, s,st~.s, ro.~ r~rto:s wti
co.~x .~ciarca ~~ato:s, are .aca
,r e~c~s. Cr~ oe ~~re ~~r tais
aio.t a ewa: wio i.t a oror~ ~~ato:
ow~:~e i, st~a. sior~e :o. ti~ wat~:a
ts~. 1i~ i~tt~: so.tors w~:~ a .re~e i,
tos, ti~ tos s.star~e ti~ totai~:s are
ti~: a.~s, are o~: t.~ De~ i~ca.~,
~ss~rta,, a ~:tca .~:cart~ iiwa,.
:ow De~ s |.st tiat: a ~:tca .~:car
t~ iiwa,. vtir a .~ o ti~ wat~:a
r ~ti~: e:~ctor a:~ i.re:~es o :o.t~s
. ti~ cn, rc.er a o ti~ otors
e~sc:i~e aio~. 1i~ s.~st a:~ iao:c
o:t~:s, wio w . ooes . are eowr ti~
r~a:, ~:tca sta:cas~s o: a s.a ~~ (.s
ti~ sta:cas~ to, o co.:s~, ae ~aci wa,
. are eowr). 1i~ .ost ~x~rs~ a:~ ti~
ro.si are ewa:~r ~~a
to: cort:ators,
ti~ occasora wz
a:e wti , s~s.
Cr~ a.ito.s
ewa: ~~r s~t
aio.t ca:r a
s~t o ro:.a,
:oo:tor~e
sta:s ..c-
ti~ cn, a ti~
wa, to ti~ to,
ti:o.i wici i~
row ae.ts oot t:an
o: a .oe~st to. A
.a, ia~ s.:.s~e, De~s ci~
re.st:, s ti~ t:arso:t o ooes . are
eowr a I,oooootta cn.
C~: ti~ ,~a:s, ti~ cn ts~ ias i~~r
ioow~e o.t to .ai~ :oo. o: s~tt~:s, are
st:.ts ia~ i~~r ~.i~ee~e r t to s.o:t
iarr io.s~s a:a~ to ti~ cn ac~.
:ow ti~ ~rt:~ cn s ior~,co.i~e wti
ew~rs. \ar, o ti~s~ a:~ occ.~e i,
ti~ o:t~:s, totai~:s, are tri~:~:s wio
t~re to ti~ a:o.s ~:tca t:arso:tator
:o.t~s. 1i~ :~st io.s~ sios, rrs, are a
ti~ a:o.s c:ats.~r are s~casts tiat
wo.e s:r . a:o.re ar, s~tt~.~rt.
1i~ i,sca a,o.t o De~ s ra::ow are
~:tca. Larers eot ti~ :s~ :o. ias~ to
to, are ti~ i.ers ior~,co.ir ti~
cn .artar a corsst~rt e~ti o :o.i,
zo ~~t rto ti~ cn. l~se~rc~s iarr
:o. st:.ts s~t rto ti~ cns a:~ .s.a,
ro .o:~ tiar or~ o: two :oo.s. Co.rt
~ss :o~ i:e~s .ai~ io:zorta t:a~
q.t~ ~as, o: ti~ ocas, i.t ti~, eort
a iar at ti~ sa.~ i~it, t:a~r ar,
srncart io:zorta estarc~ r~c~ssa:,
~rtas a ot o ~:tca .o~.~rt as w~.
1iats o: ocas, .re ,o., toa,~:s a:~
.s.a, :~st:ct~e to ti~ ~:tca assa~
ti~, ae o:.
:o .ic tio:o.ia:~s o :o. to
to iotto.. Locas car awa,s t:a~ :~~,
ti:o.i ti~ :o.t~s o ti~: :~res o: :~a
t~s, i.t a o.tse~:s ia~ to a, ti~: wa,
ti:o.i. C.ir s ar otor, i.t ts a
or, si~~: c.i, .ae~ a ti~ wo:s~ i, ti~
wat~:as .st, wici coats ti~ asc~rt, are o
co.:s~ ar, c.i~:s w i~ :ec.~e
wa, ., to ti~ ort o
s ti:owr ~~tai~s
e :oe.c~ at o.tse~:s
~nsi ~ro.i to e~r,
ti~. ti~: ~iooe.
1i~ ias~ o ti~
wat~:a s io.~ to
a s:awr eoci es
t:ct, wti wa:~io.s~s,
rrs, ta~:rs, are a.c
or io.s~s. Gooes a:~
:~e, io.it, soe, are
~e i~:~, ioti i~o:~
: c:ossr ti~ wat~:
a. 1i~ to o ti~ wat~:a s ar
~ro:.o.s ca~ .o.ti. 1i~ ra::ow rat.:a
iari o ti~ Dre~ss l~: ias i~~r we~r~e
s.istarta, or ioti se~s to .ai~ :oo.
o: ioats .roaer at~: ti~: |o.:r~,s
ti:o.i ti~ .re~:e~~. 1is .~: arer
s rot as a:~ as ti~ or~ at ti~ ias~ o ti~
wat~:a, iow~~:, s., i~ca.s~ ts a:~a
s .t~e i, ca~ was. :o.~ ew~rs
a:~ i~ire ti~ wat~:a ts~, rc.er
ti~ ci.:ci o li.:r, ti~ .ost ow~:.
~rtt, r De~.
De~s ~xst~rc~ s .ae~ ossi~ i, ti~
ta .o:tarc~ o t:ae~ aor ti~ Dre~ss
l~:. 1i~ Dre~ss l~: ows .re~::o.re
o: a tio.sare .~s. C~: tis estarc~ t
corr~cts a ti~ .a|o: s~tt~.~rts o ti~
.re~:e~~, :o. ti~ ewa:~s are oirs to
ti~ e~::o are e:ow. :ot a o tis corr~c
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

tor s ost~, o co.:s~, ti~ :~:


s .s~e as ..ci o: wa: as o: t:ae~.
l.t ..ci o t s .s~e o: t:ae~, are
.ar, o ti~ .re~::o.re soc~t~s
s~re ti~: on~:rs eowrst:~a.
to De~, wi~:~ ti~, n ti~: :~at
e~.are o: ti~ :oe.cts o ti~ ~re
~ss ars. Ee~s, ~stoci, sc~s,
s~~es, ~~tai~s, are .o:~ a:~
i:o.it to De~ :o. ti~ ~re~ss
ars, wi~:~ ti~, a:~ ~xciar~e
o: ti~ :oe.cts o ti~ .re~:e~~:
.r, .~tas, ~.s, are :a:~
stor~s. 1i~s~ s.~s o . are
eowr i~se~ ti~ wat~:a at De~ r
ar ~re~ss c,c~, i, wici ti~ :~s
e~rts o De~ .ai~ ti~: r.
A st to De~ s ar ~x~:~rc~.
:otir co.a:~s to ti~ sit o o
iao:c o:t~:s ia.r ~, sq.~a
r ios two at a t.~ . a sta:cas~
I,ooo ~~t ta, o: a :~ca:o.s, ia
arc~e .~,ow~:~e :o~ ~~ato:
ow~:r iasi~t at~: iasi~t o o:~,
o: a si:~we iar t~r ,o. or,
or~ oe ~c~ .o:~ w ~t ,o. .s~
a se~ at ti~ to o is sta:cas~ tiat
w sa~ ,o. ti~ ~no:t o wair
iaci eowr, o: a st:ar~ ro.~
or s:rw:a~e stts :o.e,
e~sc:ir is r~w r~rtor tiat
w ~t ,o. to ti~ to r a |n,. \o.
car nre oti~: wa,s to ti~ to, o
co.:s~ - ti~ cn ac~ ~xt~res o:
i.re:~es o .~s r ioti e:~c
tors, are ti~:~ a:~ ac~s to ass
- i.t o.tse~ o De~ ts awa,s a
ear~:o.s .i t:, are a,r a
.~:~ or~ s~: ~c~ o: ti~ .s~ o
a sta:cas~ wti iar ~.orae~
~reo:s at arers aor ti~ wa,
s a ooe e~a :o. .ost ~o~s
~:s~ct~.
D~st~ ti~ .ra: catast:oi~s,
t:anc at De~ ias sow~e or, a
.oe~st a.o.rt. 1i~ rta ors~t
o ti~ .ra: :ars s~rt a i.~ ow
o :~.~~s rto ti~ .re~:e~~, are
.ar, ass~e ti:o.i De~ or ti~:
wa,. De~ ts~ ias ia:~, ~ro.i
:oo. to io.s~ ts owr :~se~rts, so
t was sa:~e ti~ iatt~s o.it at
.ost ~rt:arc~s to ti~ .re~:e~~.
irst~ae, ts ci~ .s~:, was a oss o
tos, as wa~ at~: wa~ o :~.~~s
o~:wi~.~e ti~ sta:cas~ .a:es
are s., asc~re~e wi~:~~:
ti~, saw nt. C~: t.~ ti~ ow o
:~.~~s sow~e are ro:.a t:ae~
:~s..~e, are ti~ ct,s :~se~rts
w~:~ orc~ .o:~ ai~ to ~x~:t cor
t:o o~: ti~ sta:cas~s are ~~ato:s
tiat :oe~ ti~: s.st~rarc~.
1i~ .ra: e:aors ia~ rot i~~r
a .a|o: :oi~. r De~. Atio.i
ti~ :~asors a:~rt ~rt:~, c~a:,
ti~ :~se~rts att:i.t~ tis to
ti:~~ ca.s~s: l:st, s~c.:~ r ti~:
cnse~ io.~s, ti~,:~ ia:e to ~t
to. :~core, ti~ :~ore~:arc~ o
ca:aar .a:es a.or ti~ t:ae~:s
str De~ .~ars ti~ e:aors
a:~ .~t wti a a:~ nitr o:c~
wi~r~~: ti~, eo a~a:. lra,,
ti~ :~se~rts o De~ tiri ti~:
oe, li.:r, ias :ot~ct~e ti~..
uri~ ti~ :~st o ti~ ar~t, :~
or :~.ars st:or r De~.
De~ iosts a i.~ ~sta at ti~
~re o ~aci owwat~: s~asor. 1i~
a::a o ti~ ~re~ss t:ae~:s .a:is
ts t:aetora i~rrr. Atio.i
t was es:.t~e o: s~~:a ,~a:s
e.:r ti~ ors~t o ti~ .ra: :ar,
t ias row i~.r aar. :o.aes
:o. ac:oss ti~ ~re~ss ars
|o.:r~, i.re:~es o .~s to .~~t
ti~ t:ae~:s are s~~ wiat ti~, ia~
i:o.it, are row so.~ .~ci t:i~s
.ai~ ti~ t:, too. \~ciarca a:ts
are s.~s a:~ ~rt~:r ti~ t:ae~
~coro., .o:~ are .o:~, are ti~
~re~ss t:ae~:s ot~r a::~ wti
ca:o~s o q.~storai, oitar~e
i.t ii, e~s:ai~ .~ci a:ts.
De~ s o~:r~e i, ti~ ci.:ci
o li.:r, ti~ oe o :oaes are t:a
~. li.:r s irowr i, .ar, oti~:
ra.~s ac:oss ti~ wo:e, rc.er
lia:ar, lia:rir, are la:,r.
Es ci.:cis ait, to o~:r s
.s~e oos~, r tis cas~. De~ ias
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239


Roberto Bussetti

c++.

awa,s iae a :act.:~e, oat~ otca


ias~. As a oca ort o: oo:t.rsts are
wa,a:~:s, are a ac~ tiat a :~at r..i~: o
a:t~s ia~ ar rt~:~st r i~~r o~r o:
t:a~, De~ ias awa,s i~~r :~sstart to ar,
o:arz~e o~:r.~rt. 1i~ totai~:s car
.re ti~: owr :at~ .a:es, are ti~ ct,s
:ox.t, to ti~ wat~:a .ai~s .ost ct,
s~:c~s ~as, to so~ (|.st e.. t o~: ti~
~e~, ~i'). 1i~ .,:ae a:~t, o t:a~~:s
(are, cors~q.~rt,, totai~:s) :o. ac:oss
ti~ .re~:e~~ are s.:ac~ :~a.s :~~rts
ar, so:t o corsst~rt o.tooi or otcs.
At~: ti~ a.:~ o a r..i~: o att~.ts at
o~:r.~rt - :arr :o. co~ct~ co.r
cs to .~:ciart st:ora:.r to .ta:,
tai~o~: - ti~ ci.:ci o li.:r ~.~:~e
a.ost .rrotc~e as ti~ .ost ow~:. o:c~
r ti~ co...rt,. D~st~ a oti~: esa:~~
.~rts, De~s :~se~rts ia~ or~ tir r
co..or: ar anrt, o: ti~ ~ o ti~ t:a~~:
are t:ae~:. :~a:, ti:~~ o.:tis o ti~ o.a
tor wo:sis li.:r r or~ o:. o: aroti~:,
are .ar, tti~ :~.a:,. 1i~ ci.:ci s ti~
co..or ri i~tw~~r :~se~rts, are :o.
ti~. to ass~:si,, are s ~r~:a, :~co
rz~e as ti~ towrs o~:rr a.tio:t,. C~:
ti~ ,~a:s, ts a:si .a:e ias i~co.~ ti~
e~ acto towr .a:e. 1i~ i~ae c~:c o li.:
r s ~n~ct~, ti~ ct,s .a,o:, tio.i is
ow~:s a:~ .t~e to .artarr o:e~: are
s~ttr es.t~s are is .rer s cor
tr~rt or ti~ .r:~ectai~ wi.
o ttir. ir ~n~ct, De~ s a ~:,
e~.oc:atc ct,, o: tio.i ti~
ci.:ci ts~ s~~cts ts i~ae
c~:c, ti~ ct,s :~se~rts
e~t~:.r~ is i.e~t, are
.ro.a: e~csors a:~ .s.
a, ciar~e at~: ti~ ~rs.r
e~cr~ r ttir :~~r.~s.
Ara: Cr~ sq.a:~ .~ (io:
zorta a:~a)
ouIation: I,Ioo ~:.ar~
:~se~rts, zoo-+oo tr~:art t:ae~
conosition: l~:.ar~rt :~se~rts: I
i..ar, Io ewa:, I iar, Io iao:c,
Io ro.~, tr~:art t:ae~:s: +o i..ar,
+o ewa:, I iar, oti~:
AIignnnt: :~.t:a
stiIt city
:tt Ct, s a t~:~e ct, or ti~ ~e~ o ti~
1,:atar l~:. 1o ti~ ocas, ti~ ct, s ca~e
1,:at, i.t o.tse~:s ia~ ca~e t :tt Ct, o:
so .ar, ~r~:ators tiat ti~ ra.~ ias st.ci.
:tt Ct, s i.t or ti~ 1,:atar ooe
ars, so cos~ to ti~ :~: tiat t s co.
~t~, s.i.~:~e wi~r t ooes e.:r ti~
iiwat~: .ortis. 1i~ ct, ias arsw~:~e
tis rat.:a oistac~ wti a .rq.~ so.tor:
a t~:~e e~sr s.o:t~e i, stts. 1i~ ct,s
ow~st ~~, :o.re ~~, s a:.~e e.:r
ti~ owwat~: s~asor. 1i~ s~core ~~, s.
o:t~e i, a s,st~. o stts are attc~wo:i,
s :as~e tw~rt, ~~t aio~ ti~ ow~: ~~.
D.:r owwat~:, ti~ s~core~~ attc~
wo:i s i~t c~a:, to aow s.rit to nt~:
ti:o.i to :o.re ~~.
vi~r iiwat~: co.~s, ti~ a:.~:s o
:tt Ct, ca::, :~~es are ..e to ti~ s~core
~~. 1i~ attc~wo:i s st:~rti~r~e are
wo~r :~~e .ats a:~ a::ar~e to i~ ioe
a oote~~ a,~: o ..e. 1i~r tis a,~:
o ..e s art~e are a:.~e as ti~ ooes
~r. ti~ :o.re i~ow. 1i~ a:.~:s ia~
s~ca, i:~e c~:tar a:~t~s o :c~ to
:oe.c~ ~xc~tora, or :oots, or
~ro.i to iar rto ti~ wat~: i~ow. 1i~
wat~: ~~s sow, :s~, ~~rt.a, :~acir
to |.st aio~ ti~ i~it o ti~ s~core ~~.
At tis t.~ ti~ :c~ s ia:
~st~e. l, ti~ t.~
ooes i~r
s.ise~, ti~
wo~r :~~e
.ats ia~
:ott~e, are
ti~ ..e
:o. ti~
s ~ c o r e
~~ se~s
aci to
.re ~~,
~ t s .x~e
:ci a.a
e~osts are :~art~e o:
ti~ owwat~: s~asor.
1i~ ti:e ~~ o :tt Ct, s ti:t, ~~t
aio~ :o.re ~~. it s ti~ :~se~rta are
i.sr~ss est:ct. \ost a:.s w ia~ or~
o: two ti:e~~ ew~rs, i.t .ost o ti~
ti:e ~~ s corc~rt:at~e at ti~ ct,s co:~,
r a rora:c.t.:a a:~a e~ecat~e to o
~:r.~rt, .ta:,, :~o.s, are co..~:ca
est:cts. l~ca.s~ ti~ ti:e ~~ s r~~:
ooe~e, t s i.t ..ci .o:~ soe, tiar
ti~ itw~it attc~wo:i o ti~ s~core
~~. vi~ .ost a:.~:s .s~ o~s o: os as
ti~ stts to s.o:t ti~: :~se~rc~s, ti~ ct,
c~rt~: s i.t or i.~ stor~ a:s, wici
s.o:t wooe~r, i:ci, o: stor~ i.ers at
ti~ ti:e are so.~t.~s s~core ~~. At ti~
i~a:t o ti~ ct, s ar .osr stor~ i~~,
:as~e to ti~ i~it o ti~ ti:e ~~, :o.
wici ti~ ir :.~s.
1i~ ct,s .rq.~ e~sr ~r~:at~s a
:oeo.s a:c.t.:a o.t.t. its t~:s
aow t to :~.ar :oe.ct~ ,~a::o.re.
G~r tiat ts or~ o or, a ~w statora:,
a:c.t.:a soc~t~s r ti~ ~re~ss ars,
:tt Ct, cort:os ti~ .a:i~t o: .~s
a:o.re. 1wc~ a ,~a:, r~a: ti~ ~re o ~aci
o ts two :owr s~asors, t iosts a i.~
.a:i~t w~~i wi~:~ ro.aes :o. i.re:~es
o .~s a:o.re co.~ to t:ae~ o: ts :.ts,
~~tai~s, :ars, are sc~s. 1i~ :~st o
ti~ ,~a:, a cot~:~ o .ee~.~r ~xares
o.twa:e :o. :tt Ct,, t:aer e:~e are
:~s~:~e ooest.ns.
1i~ or, eowrse~ to ti~ stt e~sr s
tiat t c:~at~s ar .re~:ct,, ioti t~:a,
are n.:at~,. 1i~ a:~as e:~ct, .re~: ti~
ct, c~rt~: a:~ r~~: a:.~e. l~ca.s~ o ti~
rat.:a si~t~: ti~, ano:e, ti~ n:st are so.~
t.~s ~~r s~core ~~s o ti~ ct, c~rt~:
a:~ io.~ to a so:ts o ~:.r are sq.att~:s
e.:r owwat~:. 1i~ ct, .a:e nits a
corstart iatt~ aarst s.ci :n:an, a iatt~
tiat s or, so.~wiat s.cc~ss.. 1i~ ct,
eo~srt ia~ ~ro.i .a:es.~r to att~re to
ti~ ct,s ..rear~ ana:s are cias~ on sq.at
t~:s. \o:~o~:, ar, t.~ a a:. s aiareor~e,
ts s~core~~ attc~wo:i i~co.~s a io.~
o: sq.att~:s .rt ii wat~:s are es:~a:
~~rt.a, wasi t awa,. \ost s.ci sq.att~:s
a:~ .~:~, :o.ir~ci ro.aes, i.t cas~s o
s.a oir t:i~s, e:~ ar.as, are ~~r ar
arii~ eowr ti~:~ ia~ i~~r irowr.
:tt Ct, ias a ~.ea s,st~. i~ae~e i,
Kr Lo:sia,, ar .ra.ito.s .ar t~::o:z~e
i, ti~ cia~r~s o .oe~:r s.:a. \ar,
~r~:ators ao, Kr Lo:sia,s sora:,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

arc~sto:s ca.~e ti~ a:~a, i.t ti~ ct,


c~rt~:, are or~~:~e ti~ stt a:.r s,s
t~.. l, .~e~a starea:es, ti~ act tiat ti~
~rt:~ ct, c~rt~: s s.s~re~e ti:t, ~~t
aio~ :o.re ~~ s a st.rrr aci~~
.~rt, rotir ~s~ s i~ t r ti~ wo:e. 1i~
Kr co..ares a st:or .ta:,, .re~e i,
tax~s or ti~ a:.~:s r is eo.ar, are ti~
ct, c~rt~: s~:~s aso as a i~~ r wici to
io.s~ is o:c~s. A s.a cot~:~ o s~core
a:, roi~s :.~s ti~ a:~as a:o.re :tt Ct,,
so.~ :o. t:aetora ew~rs (ocat~e
or is, o co.:s~), oti~:s :o. ti~: owr
s.a~: stt coor~s.
1oea,, iow~~:, Kr Lo:sia, s ar oe
.ar wios~ iaits o .x.:, ia~ i~~r .t
to ti~ t~st. ure~: assa.t :o. .ra: :ar
are .ra: e:aors, i~ eo~srt irow wiat
to eo. :tt Ct, ias s.n~:~e i~a, at ti~
iares o ti~ e:aors, wici :o.tr~, :
ti:o.i ti~ n~es r s~a:ci o :~,. 1i~ at
tc~wo:i :oe~e so.~ ~a:, ca.o.a~,
i.t ti~ e:aors ia~ ~a:r~e, are row ti~,
:o.tr~, si:~e ti~ attc~wo:i to nre
wiats .re~:r~ati. 1i~ Krs o:c~s ia~
s.cc~ss., i~t ti~. awa, :o. ti~ ct,
c~rt~:, i.t car :~~ ti~. :o. ti~ n~es
or, wti i~a, oss~s. Cr to o tiat s
ti~ .ra: :ar, wici .ai~s .i~~ or ti~
ct,s r:ast:.ct.:~ a ti~ .o:~ enc.t.
:tt Ct,s :oe.ct~, ias e~cr~e
.a:i~e, r ti~ ast ~r~:ator, are t ias
ost ..ci o ts o.ator as :~se~rts ia~
~e to .o:~ si~t~:~e a:~as. 1ios~ wio
sta,~e a:~ .ost, ti~ a:.~:s wti n~es
cos~st to ti~ ct, c~rt~:, wi~:~ ti~, car
s~~i si~t~: wi~r .re~: attaci. it :~.ars to
i~ s~~r iow ..ci or~: ti~ ct, w ast.
Ara: lt~~r sq.a:~ .~s (~rt:~ ia:
or,), or~ ia sq.a:~ .~ (ct, c~rt~:)
ouIation: I,ooo ~:.ar~rt :~se~rts:
oo r ct, c~rt~:, :~.are~: r a:.r
est:cts
conosition: vo i..ar, ~, ia~
AIignnnt: Law. r~.t:a
chnak
Ci~.ai s ar .:~rai~ o:t:~ssct,. it
sts at ti~ a: ~ast~:r ~e~ o Eiort,
i~tw~~r ti~ 1,:atar l~: to ti~ so.ti
are ti~ o:~sts to ti~ ro:ti. 1ios~ rat.:a
io.rea:~s ia~ or .a:i~e ti~ ~e~s o ti~
o:c ~xarsors tiat ti~ rat~ i..ars ia~
cort~re~e wti o: .~rra. 1io.sares o
,~a:s ao, a i..ar wa:o:e ra.~e Ci~.ai
o:arz~e s~~:a t:i~s rto a sr~ nitr
o:c~, wici i~ ~e r ar ~c ca.ar
aarst ti~ o:cs. Ca.r a i.~ a:~a
o: is i..ar oow~:s, i~ i.t is
~:sora cast~ wi~:~ Ci~.ai row
stares. E~ ost~:~e a .ta:stc
soc~t, e~ecat~e to escr~ are
s~e~~rs~, ar attt.e~ rta, cor
t:a:, to ti~ i..ars ro.aec ~st,~
i.t wici i~ca.~ we~, acc~t~e at~:
ts s.cc~ss r :~~r ti~ o:cs was :~~at
~e, e~.orst:at~e.
1.~s ciar~, are tio.i Ci~.ais
eo.ar wtistooe ti~ o:cs o: ~r~:ators,
ti~, ~~rt.a, :~w st:or ~ro.i to eo
iatt~ orc~ .o:~. :ow .ost o ti~ ct,s
isto:, s ost to t.~, wti or, two c~a:
.~.o:~s :~.arr: ti~ ra.~ o Ci~.ai,
are ti~ corstart wa: wti ti~ o:cs. 1i~ ct,
o Ci~.ai ~xare~e or ti~ cast~ at ts
co:~ are ~~rt.a, ca.~ to i~ wiat t s
row: a .ta:stc o:t:~ssct, tiat arsw~:s
a ti:~ats wti c:.sir o:c~.
1i~ ct, o Ci~.ai s ti~ .ost i~a, o:
tn~e ct, or Eiort, ossi, r ti~ wio~
wo:e. At ts c~rt~: s a i.~ cast~ tow~:r
r~a:, Io ~~t rto ti~ si, - ta~: tiar so.~
.~cis. 1i~ cast~ s s.::o.re~e i, sx cor
c~rt:c was at twoi.re:~e,a:e rt~:as,
wti a s~:~s o ~it st:ait axs was
eer ~aci corc~rt:c :r rto ~it s~c
tors. Daci s~ctor o ~aci :r ias or, o.:
~rt:arc~s, a a at~ or ~aci wa o ti~ s~c
tor. ir t.~s o rasor, ti~ e~~re~:s car
.ai~ s.cc~ss~ :~t:~ats ti:o.i ti~ wa~e
ct, s~ctors, c:~atr a :actca, ~re~ss
s~:~s o e~~rsi~ iastors.
ir or~ iatt~ tiat s row ~~re, a a:~ o:c
o:c~ ~e i, ti~ wa:o:e 1i~:. attaci~e ti~
ct, soor at~: ti~ corst:.ctor o ti~ ti:e
corc~rt:c :r. 1i~ Ci~.ai e~~re~:s s~rt
a cars rto ti~ c~rt:a cast~, ti~r ~r~e
a :~t:~at, .:r 1i~:. are is o:cs ti:o.i a
i:~aci r ti~ o.t~: at~. As soor as ti~ o:c
o:c~ was ti:o.i ti~ i:~aci, ti~ e~~re~:s
s~a~e ti~ o.: ~rt:arc~ at~s are s:~ae o.t
or ti~ was o~:ooir tiat s~ctor o ti~
ct,. vti ti~ o:cs t:a~e, ti~ Ci~.ai o:c~s
ti~r i.:r~e tiat s~ctor o ti~: owr ct, to
ti~ :o.re. Ar, o:cs tiat s.:~e ti~ a.~s
w~:~ sa.it~:~e i, a:ci~:s or ti~ was. 1i~
n:~ was ~as, cortar~e i, ti~ was,
are at ti~ cost o a .~:~ IIz
ti~: ct,, ti~ Ci~.ais
w~:~ ai~ to arriat~
ti~ o:c o:c~ co.~t~
,. 1is st:at~, ias
src~ i~co.~ irowr as
a 1i~:. n:~.
1i~ 1i~:. n:~ t~ci
.~ .st:at~s ar .o:
tart as~ct o ti~ Ci~.ai
.res~t, iare~e eowr :o. Ci~.ai i.s~
are i~st ~x:~ss~e r ar oe Ci~.ai aea~:
:ac:nc~ a nr~: to sa~ ti~ ti..i, sac:
nc~ ti~ ti..i to sa~ ti~ iare, sac:nc~
ti~ iare to sa~ ti~ wio~, are sac:nc~ ti~
wio~ to e~st:o, ti~ ~r~.,. 1i~ Ci~.ai
a:~ :.ti~ss wa::o:s wio s.i~:t ree.a
r~~es to ti~ :~at~: ooe. 1i~: soc~t, s
o.re~e or .ta:, coe~s, are ti~: o.tooi
or ti~ wo:e s ~ss~rta, iost~.
it ias tai~r ti~ :~se~rts o Ci~.ai
cos~ to ti:~~ tio.sare ,~a:s to i.e
ti~: ct, to ts c.::~rt o:.. 1i~ a.o.rt
o stor~ :~q.:~e o: ti~ o:tncators
or ao ~xc~~e~e wiats oca, aaai~,
Ci~.ais .ar .o:t o: as or as ar,or~
car :~.~.i~: ias i~~r wo:iai~ stor~. 1i~
ct, s row a: i~,ore wiat s r~c~ssa:, o:
:ot~ctor :o. ti~ o:cs. :o or~ wo.e
~~r c.c- attacir Ci~.ai row. it s ti~
i~st :ot~ct~e ct, r ti~ irowr wo:e, to
ti~ ort wi~:~ ro :~asor ~xsts to cortr.~
i.er t - i.t ti~ :~se~rts ror~ti~~ss
eo so. l~a:r are ~xarer ti~ o:tnca
tors ias i~co.~ a.ost a :~or, ca::~e
or i, ti~ ct,s .ta:, o: ro :~asor oti~:
tiar t s a ti~, irow iow to eo. Dxc~t o:
ti~ oe, ,o.r, are esai~e, ti~ ~rt:~ ct,
s :~q.:~e to s~:~ r ti~ .ta:,, at~:rat
r i~tw~~r act~ are :~s~:~ e.t,, .~ar
r :o.i oo o ti~ ct,s o.ator s or
act~ e.t, at ar, t.~.
:rc~ ti~ ors~t o ti~ .ra: :ar, tis
ois~ssor wti i.er ias ae on. Ci~
.ai stares co.~t~, .ran~ct~e i, ti~
wo:es t:a~e~s. 1i~ soe stor~ corst:.c
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

tor :~ssts ti~ wo:st o ti~ .ra: :ars ai:a


sor, are ti~ ii, cos~s~t was i~~ .ost
o ti~ a:tc.at~ .att~: :o. :~acir ti~
:~se~rta i.ers i~ow. Ci~.ai or
ao s~t . e~~rs~s aarst a~:a assa.t, are
ti~s~ ia~ src~ :o~e .s~. aarst ti~
.ra: e:aors, wici, at~: corstart e~~ats,
ia~ s., sto~e attacir Ci~.ai.
Ci~.ai s o~:r~e i, a i~:~eta:,
ir wio car t:ac~ is r~a~ to ti~
o:ra Ci~.ai i.s~. A co.rc o
~r~:as iare~s ea,toea, o~:rr,
eer ti~ ct, are ts s.::o.rer ares
rto est:cts. 1i~ ~r~:as a:~ t:~at~e as
roit,, i.t t s a .~:toc:atc roit,,
o: aearc~.~rt s a:~, cortr~rt or
s.cc~ss r ti~ .ta:,.
1i~ c.::~rt ir s K:~cia. iX. ir :~a
t,, ti~ r~ to Ci~.ai i.s~ s i.::~e at
a r..i~: o orts wi~:~ ow~:. ~r~:as
ca.r s.:o.s i~:ta~s sa::~e o~:
ti:or~s ~t acart i, irs wtio.t i~:s.
1i~ isto:, o Ci~.ai s n~e wti iooe~ss
.ta:, co.s (are a ~w iooe, or~s, too).
D~st~ ts .:~rai~ was, Ci~.ai
:.~s a a:, .t~e eo.ar. its .ta:,
tactcs ia~ awa,s i~~r e~~rs~, are ts
~r~:as ia~ r~~: s.cc~~e~e r ~xarer
ts zor~ o r.~rc~, i.t rot o: aci o t:,
r. D~:, ~w ~r~:ators, aroti~: ~r~:a
e~ce~s Ci~.ai sio.e :.~ Eiort are
.ts to~ti~: ar a:., to ~ t a o. 1i~s~
rasors :o.tr~, a, ot~r o: ti~ sa.~
two :~asors. l:st, ro oti~: .a|o: o.ator
corc~rt:ators ~xst to i~ tai~r r~a: Ci~
.ai. Ltt~ i~r~nt co.~s :o. corq.~:r
ro.aes, ti~, s., .o~ awa,, are ,o.:~
~t wti ~.t, :o.re are a i.r:, a:.,.
:~core, ~xarsorst ca.ars a:~ .t~e
i, ti~ iiwat~: s~asor are ts ooes. :tt
Ct, ias :o~e tis ort :~~at~e,, as
co.rt~ss raer o:c~s o~: ti~ ,~a:s ia~
:~t:~at~e :ati~: tiar i~ st:are~e ti~:~ o:
sx .ortis at a t.~. At t.~s, Ci~.ais
r.~rc~ ias i~~r ~t as a: as n~ i.re:~e
.~s awa,, i.t ti~s~ ~xarsorst ~:oes
awa,s ~ wa,.
Ara: Cr~ i.re:~e sq.a:~ .~s (c.::~rt
eo.ar), or~ sq.a:~ .~ (ct, ts~)
ouIation: I,oo ~:.ar~rt :~se~rts
(rse~ ti~ ct,)
conosition: i..ar, Io ~, ia
~, iar, oti~: (i.t ro iao:cs)
AIignnnt: Law. r~.t:a
1h Ruinu citis
De~, :tt Ct,, Gat~i, are Ci~.ai a:~
ti~ .ci~st ct~s or ti~ ~re~ss ars,
o: ti~, st ti:~. 1i~ oti~: .a|o: o.
ator c~rt~:s ia~ i~~r e~st:o,~e i, ti~
.ra: e:aors. 1i~: :.rs a:~ row io.~
to .orst~:s, sca~r~:s, oo
t:~as.:~s~~i~:s, ae~rt.:~:
c.ts, .ratcs, are :~.~~s,
wio a:~ st :~,~e .or i,
ti~ e:aors tiat :~t.:r ~:
oeca,.
1i:~~ o ti~ .ost .o:
tart :.r~e ct~s a:~ l~ss~
.~:, looi, are L~i:a.
Bssnr: l~ss~.~:, ti~
t:~~ ct,, was a o:o.s ac~
o s.~:rat.:a i~a.t,. D~s
co.os~e ti~ ct, :o. r t:~
wici w~:~ .e~e o~: tio.sa
,~a:s to :ow rto a r :a.~wo:i. 1i~
e~cat~ rt~:ocir i:arci~s io.s~e
a:tsars, c:ats.~r, ..scars, ~:o:.~:s,
.a~s, are a:tsts. l~ow ti~ t:~~ ct, w~:~
~~r are i..ar a:.~:s wio c.tat~e
s.a ots.
uro:t.rat~,, l~ss~.~: was i.t o:
i~a.t,, rot s~c.:t,. its .a~s sa~e ti~.
s~~s i.t rot ti~ ct,, wici was too e~
cat~ to :~sst ti~ e:aors. l~ss~.~: s row
a tici~t o twst~e, cia::~e t:~~s, so.~
starer, .ost att~r~e. it s occ.~e i,
ti~ wo:st so:t o o:~st ~, rc.er ti~
ia.rt~e o:~st:at, wti so.~ ~~r :~.~~s
st si~t~:~e .re~: ts coas~e i:arci~s.
Rook: looi was a .o.rtar .~t:oos
r~st~e a.or or~ o ti~ ~w .o.rtar :ar
~s or ti~ ~re~ss ars. it was ar arc~rt ct,
tiat iae t:ae~e ~.s, woo, o:~s, are oti~:
.o.rtar i,:oe.cts wti ti~ ro.aes o: as
or as ar,or~ co.e :~.~.i~:.
ir ar .ro:t.rat~ twst o at~, ti~ .o.r
tars a:o.re looi a:~ ti~ ii~st ort r a
ti~ ~re~ss ars, are t was ti~:~ tiat ti~
.ra: e:aors n:st so.it to :oost. looi iae
awa,s :~~e or ti~ ~:tro.s :~cc~s
o ts s.::o.rer t~::ar o: :ot~ctor,
i.t ti~ :ar~s w~:~ ro i~ aarst e:aors
.s~e to s.ci coretors. looi was or~ o ti~
n:st ct~s to i~ ae to wast~ i, ti~ raer
e:aors. :ow ti~ wre wist~s ti:o.i ts
iatt~:~e :.rs are ~.t, .r~s, are .o:~
tiar or~ e:aor r~sts ti~:~.
looi ias or~ oti~: ca. to a.~: :ia:
1izec. 1i~ cia:s.atc ~ae~: o ti~
L~or was io:r r looi to a or r~ o
si~~ i~:e~:s. Es i..i~
s or,
is isto:,
ti~ .o:~
:ac. As
looi ca.~
.re~: :o
:~ss~,
i ~ a ~ :
a s s a . t s
:o. ti~
r a e r
ors, :ia:
c o:arz~e
ow ,~o.~r
to .ai~ a stare wi~ ti~
ct,s a:stoc:ac, .ae~ ars o: it. :ia:s
:ata a:., o a:.~:s, i~:e~:s, .r~:s,
are t:ae~s.~r s.::s~e ar o~:corne~rt
e:aor tiat iae co.~ to :ae ti~ ct,. 1i~,
a.i.si~e t are a.rci~e s~~:a o~,s o
:azo:sia: :ar ioois i~o:~ t co.e
tai~ to ti~ wr. it t~e on i.t was ia.~e
iaci to ~a:ti i, :o~s i~e ast i, i.re:~es
o ~asart wa::o:s, wio ti~r s~t .or ts
ti:asir, io.re o:. wti i~s, iatci
~ts, are tcio:is. 1i~ e:aor was ata,
wo.re~e, are atio.i t ~sca~e or ti~
wr, t was soor o.re e~ae rot a: awa,.
l.t t wo.e :o~ to i~ a ioow c
to:, o: :ia:. 1i~ .o:ta, wo.re~e e:aor
coas~e :o. ti~ si, e:~ct, ato is
a.,s cotta~. A o is a., was c:.si~e
i~r~ati ts e,r w~it. 1i~ r~xt ea,, n~
e:aors a::~e or a :~~r~ .ssor. 1i~,
.tt~:, e~st:o,~e ti~ ct,, tor ts i.e
rs to ti~ ~:, o.reators. :ia: 1izec
was or~ o ti~ ~w s.:o:s. E~ ~e to ti~
~re~ss ars as is io.~, a.,, are co.
..rt, s.oe~:~e i~ire i..
nra: L~i:a was a q.~t ct, r ti~ i~a:t
o ti~ Lat lo:~st. it was io.~ to ti~ ias o
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

ti~ vit~ Cor:~ss, ti~ :~~.r~rt .a~s


assocator o ti~ ~~s. 1i~ vit~ Cor:~ss
i~t ts i:a:, r a .arnc~rt .a:i~ i.e
r r ti~ c~rt~: o L~i:a. ir act, L~i:as
~coro., e~~re~e r a:~ a:t or .ac,
as ti~ vit~ Cor:~ss are ti~ .a~s wio
:~q.~rt~e ts corc~:rs w~:~ ti~ :~asor ti~
:~st o ti~ ct, ~xst~e. la:.s, sios, are
c:ats.~r s~tt~e r L~i:a :.a:, to :o
e~ o: ti~ r~~es o ti~ w~ati, .a~s are
ti~ ae~rt.:~:s wio st~e ti~..
1i~ i:a:, o ti~ vit~ Cor:~ss was
:~.t~e to i~ q.t~ s.a. 1i~ i.er
io.sr ti~ to.~s was ~ro:.o.s, i.t
tios~ :~~e ~ro.i to ia~ s~~r ti~
i:a:, (wici rc.e~e .ar, a ia:i~~,
,o. i~~~e ti~.) att~st~e to ti~ act
tiat t was .~:~, two i.re:~e o..~s o:
so. Daci iooi was at ~ast two ~~t tici,
iow~~:, rot .o:~, are .s.a, iae a~s
.~as.:r ti:~~ o: .o:~ ~~t we~. Ase~
:o. tiat, ti~ .aca ioois iae ti~: owr
a:car~ ~r~:,, wici .ar~st~e as ti~,
w~:~ :~ae. :o.~ ioois wo.e oat, oti~:s
:oe.c~e it, oti~:s esa,~e ar .sor
corc~:rr wiat was i~r :~ae. it was sae
tiat a :oo. was i.t o: ~aci iooi, are so
:~at was ti~ irow~e~ cortar~e r ~aci
:oo. tiat .ost .a~s r ti~ vit~ Cor:~ss
:~ae ro .o:~ tiar ~it o: t~r o ti~ ioois
r ti~: ~s.
L~i:a was w~ :~a:~e o: ti~ co.r o
ti~ e:aors, s~~r iow t was stoci~e to ti~
i:. wti ow~:. wza:es, i.t ti~: ai
t~s iae .ts. 1i~ ct,s rat.:a e~~rs~s
w~:~ e:ar~e, ti~ .ra: :ar iae a:~ae,
w~ai~r~e t :o. aio~, are ti~ e:aors
attaci~e aar are aar. 1i~ e:aors iae
~t Gat~i are Ci~.ai aor~ at~: ti~ ct
~s e~~re~e ti~.s~~s, i.t rot L~i:a. it
s~~.~e as ti~, iae a a:tc.a: rt~:~st
r ti~ i:a:,. 1i~: attacis ~s~wi~:~ w~:~
iaiaza:e, i.t ti~, w~:~ coo:erat~e are
~:sst~rt wi~r t ca.~ to L~i:a.
ir a nra, e~s~:at~ .o~, ti~ s.:
r .~.i~:s o ti~ vit~ Cor:~ss ca~e
eowr so.~ .r.arai~ ~rciart.~rt .
are ti~ :~at i:a:, s.ee~r, esa~a:~e.
1i~r ti~ wza:es ~t L~i:a to i~ e~st:o,~e
i, e:aors.
:o or~ irows wiat ia~r~e to ti~
i:a:,. it s :..o:~e tiat ti~ vit~ Cor
:~ss ts~ eo~s rot irow. ir t:.ti, r o:e~:
to :ot~ct ti~: :~at~st t:~as.:~, ti~,
~rt:.st~e a ow~:. ~xt:aara: c:~at.:~
wti i~~r ti~ i:a:, sa~. 1i~, :~asor~e
t wo.e i~ sa~st rot ~~r ti~, ir~w
wi~:~ t was. 1is .,st~:o.s ~xt:aara:
e~rz~r row :ot~cts ti~ i:a:,, so.~wi~:~
.rirowr to ar,or~. 1i~ sa.~ ia:i~~s wio
orc~ wai~e rse~ ti~ i:a:, sa, ti~ i:a:,
w :~a~a: r L~i:a ~xact, oI ,~a:s at~:
t esa~a:~e . ass..r ti~ c.::~rt are
o:e eo~srt i:~ai is :o.s~, o co.:s~.
1i~ vit~ Cor:~ss ias .rt tiat oIst ,~a:
to :e ti~ ar~t o e:aors are .ai~ t sa~
o: ti~ i:a:,s :~t.:r.
1i~ :.rs o L~i:a a:~ a o.a: ae~rt.:r
st~. 1i~ :~eo.rarc~ o .ac :o: to ti~
ct,s e~st:.ctor .~ars ts :~.ars a:~ tt~:~e
wti .o:~ tiar ti~: a: sia:~ o .ac t~.s.
Are ~:sst~rt :..o:s sa, tiat a se~ ~n~ct o
ti~ i:a:,s arsir act s .,st~:o.s o:tas
tiat, actat~e, w tai~ or~ to ti~ i:a:,s
~xt:ae.~rsora io.~. l.t ti~ o:tas a:~
:..o:~e to i~ ~:,, ~:, s.a ..
Nonaus
o th nuIss Iains
1i~ ct~s w~:~ rot ti~ or, ac~s wi~:~
.ar, ~o~ ~e. 1i~ ~re~ss ars w~:~
irowr o: ti~: t:i~s o ro.aec i..ars,
so.~ o wici :~aci~e :~at r..i~:s.
l~:~t.a, .oi~, ti~, a:~e
w~ aarst ti~ e:aors
o: ti~, iae ro io.~s to
e~st:o,. :o.~ o.t:ar
ti~ e:aors, oti~:s
aoe~e ti~., oti~:s
stooe are o.it.
1i~ .ra: :ar .t
.at~, ee ti~. r,
o: ti~, co.e rot
~sca~ :o. tiat. :o.~
o ti~ ro.aec t:i~s st
ware~:, tio.i ti~: :ar~
a:~ :~st:ct~e to a:~as wti i
e~:s, is, o:~sts, ca~s, are oti~:
ac~s o :ot~ctor :o. ti~ si,. 1i~ :~st
ia~ o.it ti~: wa, .re~::o.re.
l:o: to ti~ catast:oi~s, ti~ n~ a:~st
t:i~s w~:~ ti~s~. A st ia~ s.:ac~se~
:~:~s~rtat~s, as w~ as actors tiat
w~rt .re~::o.re.
stavians: 1i~ :taars a:~ ast :e~:s.
1i~ t:i~ s ee~e rto two co.~tr
cars: tios~ wio :e~ io:s~s are tios~ wio
:e~ e.si e~s, ti~ rs~ctoe c:~at.:~s
i:o.it to Eiort i, ti~ e.si :.rr~:s
(s~~ a~ Ioo). \ar,, .ar, c~rt.:~s ao,
ti~ two :taar cars w~:~ or~ are ti~ sa.~.
vi~r so.~ t:i~s.~r t:~e to eo.~stcat~
ti~ e.si e~s, ti~ oti~:s :~t:~at~e rto
cors~:at~ t:aetor, rsstr tiat io:s~s
w~:~ ti~ .a:i o a t:.~ :taar. :ow ti~ two
cars a:~ itt~: :as, ~aci ca.r ti~:
owr .o.rt s ti~ .a:i o a t:.~ :taar. 1i~
:taars a:~ ti~ a:~st o ti~ ro.ae t:i~s,
wti so.~ o.: tio.sare t:i~s.~r s:~ae
i~tw~~r .ar, iares.
A :taars a:~ rc:~ei~ :e~:s. 1i~,
a:~ :as~e or ti~ iacis o ti~: .o.rts,
t:ar~e to :e~ i~o:~ ti~, car wai. 1:i~s
a:~ awa,s or ti~ .o~, ca.r r ti~
sa.~ ac~ o: r~~: .o:~ tiar a w~~i. 1i~,
s.:~ i, o:ar are i.rtr s.a a.~.
1i~, :~s~ct ro otca io.rea:~s, ~~r
tios~ o ear~:o.s ~r~.~s, ti~, i~~~
ti~ wio~ wo:e i~ors to a ts ~o~,
are ti~ wo:st c:.~ a .ar car co..t s to
ioci ti~ assa~ o is r~iio:.
:taars a:~ .rea.~rta, ~ac~. are
:a:~, ~x:~ss a:~ssor towa:e oti~: c:~a
t.:~s. vi~r o:c~e to iatt~, :ta
s~~e are at,
~s~. 1i~, st:i~
t, :~, or .ar~.
~:ait, to o.t
ari are cor.s~
ti~: oor~rts,
are :~t:~at r ti~
ac~ o ar, cor
c~:t~e e~~rs~.
1i~: co.iat tac
cs awa,s ~.ia
~ ti~: :er ai
iowcasr a.azr
re rco:o:atr
.ar~.~:s ossi~ or, or
io:s~iaci: ast cia:~s, corstart ia::,r,
c:cr .ar~.~:s, are ciarr~~e sta.~e~s
o rat~ ar.as.
:taar c.t.:~ are a:t s ias~e or ti~: is
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

to:, o :er. Ds.t~s a:~ :~so~e i, :ac~s,


oistac~ co.:s~s, are oti~: cort~sts o .o.rt
~e ait,. C:ats :~q.:r nx~e .~.~rts
(s.ci as ott~:, are ts irs, o: iacis.tir
are ts o:~s) a:~ ais~rt a.or ti~.. irst~ae,
ti~, oc.s or c:ats tiat car i~ co.~t~e :o.
ti~ iaci o a io:s~. 1i~, a:~ a.o.s o: ti~:
w~ar are ~ati~:wo:ir, ~s~ca, ti~
cost..~s ti~, c:~at~ o: ti~: .o.rts. 1i~,
t:ae~ wti ~o~s
ac:oss ti~ cort
r~rt are a:~ irowr
~~:,wi~:~.
Daci :taar
iare s ~e i, a sia
.ar (c~:c) are
i~ae.ar (nit~:).
D.~ to t:ia t:ar
r are .ar, ,~a:s
o i.rtr :actc~,
a r..i~: o ti~
t:i~s .a~s w i~
ow~~ nit~:s.
A:car~ .ac .s~:s
a:~ :a:~.
E..ar cia:
act~:s o :taar
o:r t:~at le~ as
a cass si, :~a:e
~ss o ti~: :o~s
sors. Aeetora,,
ti~, :~c~~ a +z
ior.s to a le~
ci~cis. 1i~:
cassias~e w~aor
:onc~rc~s a:~
.t~e to w~aors
tiat car i~ .s~e
:o. ti~ iaci o a
.o.rt, :~a:e~ss
o ti~: cass ro:
.a i~r~nts. 1is
~xc.e~s a La:~
w~aors. Aeetora :onc~rc~s ..st i~
.:cias~e as ~ats.
1huru: 1i~ 1i.:e a:~ o~rt, s.~
.re~e c:ossi:~~es. 1i~ ~re~ss ars
ia~ awa,s io.s~e ~ors o o:cs, are t
was r~tai~ tiat so.~ wo.e .at~ wti
ti~: i..ar r~iio:s. :.::sr,, +,
s.ci .atrs occ.::~e, i.t ti~ ons:r
w~:~ .s.a, :~|~ct~e i, ti~ t:i~s o ioti
a:~rts. C~: .ar, ~r~:ators w~:~ ti.s
io:r ti~ 1i.:e.
1i~ 1i.:e a:~ a t:i~ o s~:oaat
r iao:cs. \ost a:~ s~core, ti:e,
o: o.:ti~r~:ator c:ossi:~~es, wios~
arc~sto:s a:~ iao:c o: tiat .ar, ~r~:a
tors iaci i~o:~ a .:~i:~e i..ar o: o:c
car i~ o.re. 1i~, ia~ :~aci~e ti~ ort
wi~:~ ti~, ro or~: corse~: ti~.s~~s
c:ossi:~~es. lo: a :actca .:os~s,
ti~, a:~ ti~: owr :ac~ o c:~at.:~. 1i~,
acirow~e~ tis wti ti~ wo:e 1i.:e
ts~, wici s a ro.r e~sc:ir ti~ :ac~ o
~o~ wios~ +c- a:~ o:cs are i..ars,
so.~or~ wios~ e:~ct a:~rts a:~ o:c
are i..ar. 1i~ 1i.:e st :~tar ti~ wo:e
iao:c, wici ti~, a, or, to n:st~r
~:ator c:ossi:~~es.
uro:t.rat~,, ti~ 1i.:e ia~ eor~ tt~
to ~sca~ ti~: i~:ta~, are ti~, ~ as o:cs
eo. 1i~, a:~ i.rt~:s are :ae~:s, :~,r
or ioti i..ar are o:c t:i~s |.st as ti~,
ti~.s~~s a:~ :~,~e .or i, ti~: o:c
o:~i~a:s.
1i~ 1i.:e ia~ a c.t.:~ o :~t~ wo:
si. :o or~
:~.~.i~:s iow
tis o:rat~e,
i.t t s row e~~,
r:ar~e. 1i~:
oes ia~ :~t
ar sia~s are
ti~: tot~.s a:~
awa,s :~tar.
1i~, :~~: to w~a:
:~tar ie~s, are
ti~: ci~tars a:~
awa,s coai~e r
~:oco.s srai~
i~ae~e coais.
Daci 1i.:e iare
s ~e i, a ci~tar
(.e~~ ia:ia:
ar). \ar, .~.
i~:s o ti~ iare
w i~ ow~~
ia:ia:ars. 1i~,
a:~ .s.a, acco.
ar~e i, so.~
.:~i:~e i..ars
are o:cs, wio .a,
i~ s,.atiz~:s,
o~:s, o: sa~s.
wiss: 1i~
vss a:~ a t:i~ o
i..ar ware~:~:s,
wti so.~ ia~
: ~: ~s ~rt at or.
Awa,s or oot,
ti~, a:~ .ast~:s o ca.o.a~, corc~a.~rt,
are s~rc~. 1i~, t:a~ r we~, es~:s~e
:o.s, co...rcatr wti iare sras are
.::o:s. 1i~, awa,s sot oti~:s i~o:~ ti~,
ti~.s~~s a:~ sott~e. 1i~ w~a: coti~s tiat
i~re r to ti~ t~::ar. 1i~: coais rco:o
:at~ s~ca oci~ts e~sr~e to ioe e:t are
soe, rto wici a:~ art~e or ~s so ti~,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

a:~ t~:a, coti~e r r ~~tator. 1i~,


s.:~ i, ati~:r are so.~ i.rtr, i.t
ti~: .act or ti~ oca ~r:or.~rt s so
r~i~ tiat ti~, a:~ ~:, enc.t to t:aci.
vss ia~ a :~.tator o: a~a:r
o.t o rowi~:~. 1i~, .~t o.t o
ti~ .re~:i:.si to t:ae~ o:
wa:r on rt:.e~:s, ti~r
esa~a: |.st as ast.
l~o~ :o. ti~ at
are corse~: ti~.
s.~:rat.:a, i.t ti~
t:i~s o ti~ ~re~ss
ars irow ti~, a:~
rotir .o:~ tiar ~xc~
tora, si~e :ar~:s.
1i~ vss a:~ ti~ s.a~st o ti~ .a|o:
t:i~s, i.t ti~: :~.tator s irowr to ~~:,
or~. 1i~, a:~ :z~e as t:aer a:tr~:s, o:
ti~, awa,s i:r ti~ :a:~st ooes to swa:
.rco..or sc~s, :a:~ .r, oisc.:~ ~.s,
are ~xc~tora art s~c.~rs. :o.~t.~s
t s~~.s as ti~, ia~ ro ..rear~ t~.s.
l.t ti~, cioos~ ti~: t:aer a:tr~:s ca:~
., are ~r~:a, i~~ to ti~.s~~s, a si
wici ti~,:~ ~:, ooe at.
vss a:~ o.re .ost ot~r r ti~ ro:ti
~:r o:~sts are ti~ ars |.st i~ow ti~..
A.ost ~~:, ae.t r a ws iare w ia~ at
~ast or~ cass ~~ as a :ar~:. \o:~ ~x~
:~rc~e wss w aso ia~ or~ o: two ~~s
as :o.~s. A vs iare s ~e i, ti~ .ost
~x~:~rc~e .~.i~:.
E..ar cia:act~:s o vs o:rs awa,s
t:~at Ee~ are \o~ :~rt, as cass sis,
:~a:e~ss o ti~ :o~ssors ti~, cioos~.
Aeetora,, ti~, :~c~~ a +I ior.s to a
:ot ci~cis. 1i~, eo rot :~c~~ ti~ + ~xt:a
si orts .s.a, awa:e~e to i..ars at
n:st ~~. 1i~, eo :~c~~ ti~ aeetora
si ort at ~aci s.is~q.~rt ~~.
cur: 1i~ G.: a:~ s~asora a:.~:s. vi~
a.ost a oti~: ro.aes a:~ i.rt~:ati~:
~:s, ti~ G.: a:~ ar a:c.t.:a ~o~. :o.~
t~re rat.:a, occ.::r :.t o: ~~tai~
:o~s, wici ti~, ia:~st i~o:~ .or
or. Cti~:s a:. ast:owr c:os, .s.a,
r two c,c~s. D.:r owwat~:, ti~, sow
e:, c:os or ti~ iaris o ~:t~ wat~:wa,s.
vi~r iiwat~: co.~s, ti~, :ae, t:a~
to e:, :o.re, ti~r a:. w~t c:os at ti~
:r~s o ti~ ooe~e a:~as. l~ca.s~ ti~,
:oe.c~ ti~: owr ooe, ti~, a:~ ra:ai,
ti~ i~st~e o a ro.aes.
1i~ G.: a:~ ii, a.~e a.or ti~
ro.ae t:i~s o: ti~ a:~t, o ooe ti~, car
on~:. \ost oti~: t:i~s ia~ ~:, .t~e
ooe cioc~s, i.t ti~ G.: awa,s ia~ ar
i.rearc~ o eo.~stc c:os. Daci
G.: t:i~ w s~caz~ r or~ o: two
s~asora c:os, i.t i, t:aer wti
s~~:a t:i~s o G.:, ar, ro.ae car
s~c.:~ a ooe a:~t, o: is .~as.
A:car~ .ac :.rs ii a.or
ti~ G.:, ~:ias e.~ to ti~: ooe
:.s~s, wici ~t ti~. s.o:t t:i~
.~.i~:s wio eo rotir i.t st.e, .ac
(.s.a, oc.s~e or .:o~e ooe :oe.c
tor). 1i~ G.: ia~ e~~o~e a wio~
scioo o a:c.t.:a .ac, rc.er s~s
tiat .:o~ ti~ ,~e o s~~es, ~.rat~
~sts, are ~xt~:.rat~ w~~es.
1i~ G.: a:~ a.ost a i..ar, wti a ~w
~~s r a.or ti~.. 1i~, a:~ a ~:,
o.o.s t:i~ corc~rt:at~e r ti~ :~ors
i~se~ ti~ 1,:atar l~:, Dre~ss l~:, are
so.ti~:r swa.s.
uysis: 1i~ i,s~s a:~ a t:i~ o ia
r t:ae~:s are ~:o:.~:s. Daci i,s, iare
s a ros,, coo:. waor t:ar tiat i:rs
~xct~.~rt wi~:~~: t o~s. E,s~s t:a~
wti a .arr~: o ~xotc c:~at.:~s, rc.e
r ta.~e i~asts are ~rsa~e o: c|+-c
.orst:o.s i..aroes. iree.a a.~s
s~caz~ r .r.s.a sis - ac:o
iatcs, n:~~atr, ar.a
iarer, ir~ti:ow
r - are ti~, .t or
siows wi~:~~: ti~,
o. Carr, i,s, t:ae
~:s ~:sor, c+c-+
-, o: ti~, ia:t~:
~re~ss, o: ti~ i~st
e~a are a:~ irowr to ass
ai~ .ac t~.s as :~a or~s.
Nw oI
ir ~~:, catast:oi~, so.~ ~o~ w
ciar~ ti~: wa,s to s.:~. Eiort ias
s~~r a r..i~: o s.ci s.:o:s.
worn arnrs: 1i~ wo:. a:.~:s a:~
ti~ st:ar~st o ti~. a. l~o:~ ti~ catas
t:oi~, ti~ s~~:a a:~t~s o art wo:.s
re~ro.s to Eiort w~:~ corse~:~e
arro,r ~:.r. 1i~, w~:~ attaci~e wi~r
s~~r, o: ti~, iae ti~ ot~rta to e~st:o,
a a:.~:s n~es co.~t~, r .~:~ io.:s,
i.t w~:~ oti~:ws~ ro:~e. 1i~ wo:.s,
wici :~s~.i~ ti~ ~a:tiwo:.s w~ irow
i.t a:~ as or as o:t, ~~t, t:a~ r acis
|.st i~ow ti~ s.:ac~. As ti~, e~o.: ti~
:oots o arts, ti~, so.~t.~s ~a~ s.:ac~
.::ows, ..ci i~ oi~:s, are t s i, ti~s~
.::ows tiat ti~, w~:~ i.rt~e.
At~: ti~ .ra: :ars i~ar, e~s~:at~ a:.
~:s tooi si~t~: r ti~ t.rr~s ~t i~ire i,
ti~ wo:.s. 1iaris to tis cos~ :ox.t,, ti~
a:.~:s ~a:r~e .o:~ aio.t ti~ wo:.s tiar
~~: i~o:~, rc.er ti~ sta:tr esco~:,
tiat ti~ wo:.s eort act.a, e~o.: :oots.
1i~, e~o.: |- -+| .-!, rc.er :oots
o: ar,tir ~s~ tiat ia~rs to i~ wtir t.
1i~, ~xc:~t~ ar, art are .r~:a :~se.~, as
w~ as .ost o ti~ sos r.t:~rts, :~tarr
ti~ e:t ts~ are a a:~t, o r.t:~rts ~c.
a: to ti~: owr st:ar~ arato.,. 1i~, act.
a, .~taioz~ ti~ e:t. ir oti~: wo:es, ti~
wo:.s eert co.~t~ wti i..ars o: art
.att~:, ti~, co.~t~e wti ti~ arts o: ti~
e:t ts~. :t:ar~st o a, ti~ wo:.s ~xc:~
.~rt was s.tai~ o: a a:~t, o .:os~s,
e~~rer or ti~ so: so.~t.~s .~tawo:i
r, r a:~as wti ii o:~ corc~rt:ators,
so.~t.~s ~~r i..ar cors..tor, r a:~as
wti ots o :oots, src~ t corsst~e :.a:,
o e~st~e art .att~: r a so. o ii,
corc~rt:at~e r.t:~rts.
1i.s w~:~ io:r ti~ wo:. a:.~:s.
irta, ti~s~ ro.aes s., oow~e
ti~ wo:.s r ti~: t.rr~s, r on
ti~: i,:oe.cts. 1i~ wo:.s, wici
a:~ .rrt~~rt are a:, oio.s,
w~:~rt ioti~:~e r ti~ sit~st. 1i~
a:.~:s w~:~ :.a:, i..ars are ia
rs, i.t rc.e~e so.~ o:cs, ewa:~s,
are ~~s (wios~ ~~r ~os w~:~ q.t~
est:~ss~e wti ti~: r~wo.re occ.a
tor). :ow, at~: s~~:a ~r~:ators, wo:.
a:.~:s ia~ i~.r to i~:e ti~: wo:.s
are i:~~e ti~. o: aeatators .ost .s~.
to ti~ a:.~:s: s~cnca,, e~~e~:s,
wici sta, awa, :o. ti~ s.:ac~ are eort
~a~ .::ows, are siai~:s, wios~ rat.:a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
||
c++.

s~e~~rs~ .~ciars. s a sorc attaci. As


wo:. a:.~:s ia~ :o~:at~e, ti~, ia~
c:~at~e ar ~rt:~ ~coro., r t~r to ti:
t, ~~t i~r~ati ti~ so. 1~::to:a wo:.
wa:s ia~ occ.::~e, are so.~ i..ar wo:.
a:.~:s a:~ ~~r osr .~rtator are
e~~or ea:isor as ti~, aeat to ti~:
.ost, ea:i, e:t, io.~s.
1ortogs. 1i~ to:tos a:~ a :ac~ o sto.t,
stoe i..aroes wios~ t.~ ias co.~.
1o:tos stare aio.t n~ ~~t ta i.t a:~ ~:,,
~:, i:oae. 1i~: ~s a:~ as we~ a:o.re as
a .ars ci~st. 1i~: i:oae, sr.iros~e ac~s
aci r~cis are r .ar, wa, :~s~.i~ ti~ ac~
o a to:tos~. 1i~, ia~ a rat.:a ioe, a:.o:
o tici, o~:ar iares, i~ tiat o ar
a:.aeo, wici co~:s ti~: ~rt:~ ioe,.
1o:tos a:~ sow are .rw~e,, tio.i t:~
.~reo.s, st:or. :rc~ ti~ .ra: :ar ti~,
ia~ o.re ti~.s~~s to i~ r ii e~.are,
o: or~ s.~ :~asor: 1i~, a:~ ~n~ct~,
...r~ to ti~ :ars ~n~cts. :io:t o a .
iowr .~t~o: sto:., ti~ .ra: :ar s., cart
~r~t:at~ ti~: tici ioe, a:.o:. 1i~, a:~ st
.r~:ai~ to ti~ .ra: e:aors, so ti~,~
aeat~e to occ., a .rq.~ rci~: 1i~, t:a~
at rit, wi~r ti~ .ra: :ars a:~ st:or~st are
ti~ e:aors a:~ ~r~:a, s~e~rta:,.
Crc~ cornr~e to ti~ w~st~:r e~s~:ts, to:
tos a:~ row :o~:atr. :o.~ act as .~s
s~r~:s are t:ae~:s, i.t .ost a:~ sca~r~:s
are :ae~:s. :.:ac~ ew~~:s ~t ti~: .a:e
eowr at rit - t~:a, so r .ar, cas~s,
src~ ti~ .a:es co.~ reoo:s - are ti~ to:
tos co.rt or tis act. 1i~, a:~ row e~ss~e
as i:ares i, .ost s.:ac~ s~tt~:s.
Dusk Runnrs. ir t.~s ast, ti~ wo:e
o DragonMh was io.~ to rr..~:ai~
ro.ae c.t.:~s, so.~ o wici ware~:~e
ti~ ~rt:~ wo:e. 1i~s~ wo:ewai~:s w~:~
s~~r or, orc~ r a ~r~:ator, wi~r ti~,
i:o.it a.azr ooes are artastc ta~s
:o. a:.r ares. :ow ti~s~ ro.aes ia~
i~~r a:~, e~st:o,~e.
1i~ e.si :.rr~:s a:~ ti~ ast o ti~ t:.~
wo:ewai~:s. 1i~, t:a~ ti~ oi~ r a
~:~t.a w~stwa:e t:a|~cto:,, :sr at
eawr are i~eer eowr at e.si to wat o.t
ti~ .ra: :ar. 1i~: st~~es a:~ ti~ ~:oco.s
e.si e~s, ..t.i~e rs~ctoes rat~ to
ti~ oti~: se~ o ti~ oi~. D.si e~s a:~
t:~.~reo.s, ast are t:~.~reo.s, st:or,
ti~, car .o~ at twc~ a io:s~s :.rrr
s~~e o: ea,s at a t.~ are car t . to t~r
t.~s ti~: owr ioe, w~it. 1i~, ia~ i~~r
irowr to o.t:.r ~~r e:aors.
D.si :.rr~:s a:~ ca~e s.ci i~ca.s~ ti~,
o~ to :.r ti~ e.si. 1is .:~ss~ sit
s s~~r or, :a:~, r Eiort, wi~r~~:
ti~ e.si :.rr~:s ia~r to co.~ ti:o.i.
vti ti~ .ra: :ar at ti~: i~~s, ti~, s.:
ti~: e.si e~s to .ax... s~~e are
:ac~ ac:oss ti~ o~r ars, cia~rr
ti~ .~t~o:ae~r twit to catci . wti
ti~.. C co.:s~, t awa,s eo~s, i.t ti~:
.ae, i~aeor cia:~s i~o:~ ti~ .ra: :ar
a:~ a sit to i~ioe.
1i~s~ ea,s, e.si :.rr~:s a:~ :a:~ as awa,s.
vi~r ti~, co.~ ti:o.i, ~rt:~ ct~s :re
to a iat o: a:t~s are t:aer. D.si :.r
r~:s a:~ r~~: t:.st~e i.t awa,s w~co.~,
o: ti~, i:r ro~t, are a.az~.~rt to a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

wo:e so:~, acir s.ci e~:sors.


nuIss 1raurs. 1i~ ~re~ss t:ae~:s a:~
ra.~e at~: ti~ Dre~ss l~:, wici ti~,
t:a~:s~ orc~ a ,~a:. 1i~, sta:t at iiwat~:
r De~ o: ~~r .:ti~: ~ast, :o. wi~rc~
ti~, t:a~ o~:are to ti~ w~st, c:ossr ti~
lo.rea:, l~ais are e~sc~rer so.tiwa:e
to ti~ w~st~:r.ost .o.ti o ti~ Dre~ss
l~:, wi~:~ t n:st ~rt~:s ti~ s.is.:ac~.
Cr a ro:.a |o.:r~,, ti~, :~aci tis ort
|.st as owwat~: i~rs. 1i~:~ ti~, i.,
ioats are sat :o. sati~. o ti~ v~t D~s
~:t, wios~ ~coro.~s ia~ co.~ to e~~re
or s.,r ti~s~ t:ae~:s.
1i~ t:ae~:s ti~r sa ti~ ~rt:~ estarc~
o ti~ Dre~ss l~:, :~t:acr ti~: st~s
.re~::o.re are r ti~ oost~ e:~ctor.
Aor ti~ wa, ti~, t:ae~ ti~ ooes acc...
at~e or ti~: s.:ac~ |o.:r~, o: ti~ :oe
.cts o ti~ s.is.:ac~. 1i~, awa,s t:ae~ at
a :ont, o co.:s~. l, ti~ t.~ ti~, ~.~:~
at De~ r~a: ti~ ~re o owwat~:, ti~, a:~
ae~r wti oi|~cts are ooest.ns aaai~
or, .re~::o.re. 1i~r ti~, s~ ti~: ioats
are i~r ti~ c,c~ aar.
1i~ ~re~ss t:ae~:s a:~ as oe as Eiort
czator ts~. D~: src~ ti~ iaris o ti~
Dre~ss l~: w~:~ coorz~e, so.~or~ ias
s.~e ti~: t:ae~ r~~es, are ti~ ~re~ss
t:ae~:s t:ac~ ti~: o:rs iaci to ti~ ~a:~st
s.ci t:ae~:s. :~~:a t:i~s o ~re~ss t:ae~:s
act.a, ~xst, i.t o.tse~:s .ai~ tt~ att~.t
at estr.sir ti~.. 1i~, a:~ a c.t.:~ .rto
ti~.s~~s, wti ti~: owr er t:ae~ ar
.a~ are s~c:~t~ .aca :t.as c~rt~:~e
a:o.re s~r. l, .ost acco.rts, tis .ac
s rotir .o:~ tiar .sors to .ai~ ooes
s~~. .o:~ a.ai~ tiar ti~, :~a, a:~. l.t
ti~ ~w o.tse~:s ae.tt~e to ti~:
i~a:tis t~st, oti~:ws~. 1i~,~
wtr~ss~e ti~ cor|.:ator o
saai~ t~.s o.t o rowi~:~,
ti~ t:ars..tator (rot .
sor) o e~~ct~ ooes rto
~:~ct coretor, are, or
so.~ occasors, cors.tator
wti oti~:ara: o:c~s or .at
t~:s s.:~, corse~:~e ..rear~ i,
ar, oti~: soc~t,, s.ci as ti~ ii~st :c~ at
wici a ~~tai~ car i~ soe i~o:~ i.,~:s
w t.:r awa,.
1h Or uorus
1i~ ~re~ss ars ia~ i~~r io.~ to
ro.aec o:c io:e~s o: as or as ar,or~ car
:~.~.i~:. Dso:arz~e, ciaotc, o~rt,
are st.e, ti~s~ i:.t~s ia~ i~~r ti~ ci~
.~e.~rt to ti~ :o:~ss o czator.
vi~ ti~ i..ars aearc~e :o. t:i~s to
ct~s, ti~ ewa:~s i.t .or..~rta st:or
ioes, are ti~ ~~s c:at~e t:~~ ct~s o~:
tio.sares o ,~a:s, ti~ o:cs :~.ar~e . s.
, o:cs. :o aearc~.~rt r o:c soc~t, ias
co.~ o: as or as ar,or~ car :~.~.i~:.
urt row. \~cis .~ar en~:~rt tirs
to en~:~rt ~o~, are to o:cs ti~, .~ar
i:.t~ o:c~, .:~ are s.~. uri~ ~~r
.ac o: ewa:~r stor~wo:i, .~cis ia~
ar ..~eat~, oio.s .s~ are eort :~q.:~
a~e ~x~:ts to .ast~:. Ar,ioe, car st~a a
.~ci, are, as ti~ o:cs ia~ :o~r, a.ost
ar,ioe, car i.e a .~ci, tio.i ti~ c:ats
.arsi s a en~:~rt .att~: ~rt:~,.
i.:~ss~e i, ti~ ow~: o ti~ .~cis,
ti~ o:c io:e~s o ti~ ~re~ss ars ia~
~.ia:i~e or a ar to i.e ti~: owr ~~ts.
1i~ rta ias~ corsst~e ~rt:~, o ca
t.:r ~r~., .~cis. 1i~r ti~ o:cs t:~e to
i.e ti~: owr. A.azr as t .a, s~~.,
o:c ~rr~~:s ~xst, tio.i ti~, a:~ r~~:
as si~e as ti~: ewa:~r o: i..ar co.r
t~:a:ts. Lacir aearc~e .~tawo:ir,
stor~c.rrr, o: .ac wti wici to i.e
ti~: .~cis, ti~ o:c ~rr~~:s :~so:t~e to ar
oe starei,: sa~s.
1i~ o:c .~cis a:~ i.~, c.ri, ana:s
ow~:~e i, sa~s. 1i~ sa~s t.:r wi~~s,
:ow oa:s, c:ari ~~:s, are eo a .arr~:
o oti~: aio:o.s tasis r o:e~: to :oe~
ti~ .~cis ow~:. D~~rer or ti~ sz~ o
ti~ .~ci, .~:~, a eoz~r sa~s .a,
c:arir ~~:s r a a~,, o:
tio.sares tor to t.:r .as
s~ cos r ti~ iow~s o a
ct,.~ci.
1is :~.ctart, r~nc~rt
ow~: so.:c~, co.ir~e wti
ti~ ow stat~ o o:c ~rr~~:
r, .~ars o:c .~cis a:~ sow,
s.si, are .re~:ow~:~e. l.t
ti~,:~ st .~cis. Ar o:c .~ci .a, rot
i~ a .atci o: ar ~q.asz~e ewa: .~ci,
i.t t car tai~ o.t .ost o:arc c:~at.:~s,
are c~:tar, cart i~ i~at i, a t:i~ o
:taars. C:c .~cis a:~ corse~:~e ~as, ta:
~ts i, ti~ i:ortooti Cars are L~or, i.t
ti~,:~ st aoe~e, src~ o:c .~ci |oci~,s
a:~ :or~ to ear~:o.s i~iao: - s.ci as
:a..r attacis are ~~r s.ce~ cosors.
l:o. ti~ o:cs ~:s~ct~, ts w~ wo:ti
e~st:o,r is owr .~ci i~ car cat.:~ a
i~tt~: or~ r ~xciar~. As a :~s.t, ..ci o
ti~ o:c .~ci tactcs :~o~ a:o.re i:~air
rto ar ~r~., .~ci are s~rer swa:.s o
o:cs to i ti~ c:~w :o. ti~ rse~, ~a
r ti~ .~ci rtact o: tai~o~:. 1i.s, ti~
:a..r attacis. C:c .~cis a:~ .s.a,
~q.~e wti .ass~ si~e nsts tiat a:~
ioow are n~e to ti~ i:. wti o:c wa:
:o:s. Cr a s.cc~ss. :a., ti~ si~ ~r
~t:at~s ti~ ~r~., .~ci are ti~ o:cs rse~
ioa:e t, nitr ti~: wa, ti:o.i ti~
.re~:e~~re~e .~ci rra:es to ti~ i~ae,
wi~:~ ti~, sa, ti~ .~ci |oci~, are tai~
o~: ti~ .~ci.
1i~ o:c io:e~s os~ a .rq.~ ti:~at to
Eiort. 1i~,~ awa,s i~~r t:o.i~,
n:st as ro.aec :ae~:s, ti~r as ti~ rast
~st c:~at.:~s t:,r to s~~i si~t~: .re~:
:o.re. :ow ti~,~ aeat~e to s.:ac~
~ are e~~o~e .~cis tiat .ai~ ti~.
.rq.~, ear~:o.s. L.ci,, ti~ io:e~s
:~.ar eso:arz~e, ciaotc, are st.e.
Cr, a eoz~r o: so .rctorr o:c .~cis
~xst, are ti~, eort coo~:at~. l.t ~~:
a :~at ~ae~: w~:~ to .rt~ ti~., a o ti~
~re~ss ars wo.e i~ r ear~:.
1h IatIanu
1i~ atare s a :~at swati o :oci, t~::ar
i~tw~~r ti~ ~re~ss ars are ti~ :o.i
ares. \~cis w~:~ n:st e~~o~e or ti~
atare, are t was ti~:~ tiat ti~ ~a:~st
ewa:~r .~ci |oci~,s t~st~e ti~: .~tt~
aarst .ra: e:aors. 1i~ arc~rt ewa:~r
st:orioe o D.~:oi st stares, are ts
ons:r, ti~ :t~rar Cor~e~:ac,, cort:os
.ost o ti~ atare. l.t ti~ :~a ac~ o:
ae~rt.:~ :~.ars ti~ ~re~ss ars, o:
ti~:~ ti~ ~r~.~s o ti~ ewa:~s ar ow~:
are ot ti~: owr .~ciarz~e rasors.
1i~ atare s s~a:at~e :o. r~iio:
r :~ors i, tow~:r cns are ~ro:.o.s
.o.rtars. 1o ~t to ti~ ~re~ss ars, or~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|.
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..st r~otat~ ~:tca ac~s as ..ci as


I,ooo ~~t ii. 1i~, a:~ a .a|o: .~e
.~rt to t:ae~ are t:arso:tator tiat ia~
i~~r sow, corq.~:~e o~: .ar,, .ar,
c~rt.:~s. \ar, t:as row t:a~:s~ ti~
cns, a o ti~. ac~e wti swtciiacis are
st~~ asc~rts. :or~ s ~as,, i.t ti~, aow
o: t:a~ - at ~ast or oot.
G~ttr a .~ci ac:oss ti~ cns s aroti~:
.att~: ~rt:~,. 1i~ :t~rar Cor~e~:ac,
s cort~rt wti tiat :~.arr ti~ stat.s
q.o, src~ ti~ cns :oe~ a s.istarta
rat.:a ia::~:. Cti~: actors a:~ rot. 1i~
i:ortooti Cars are :.st :e~:s wart r~w t~:
:to:~s o: :aes, ~s~ca, a:~as rot .re~:
ti~ :ot~ctor o ti~ :t~rars. 1i~ L~or s
:~.t~e to i~ e~~or :o.t~s to ti~ at
are o: ti~ .t.at~ .:os~ o rasor.
As a :~s.t o ti~s~ actors, t s row os
si~ to ~t a .~ci . o: eowr ti~ cns. :~
~:a sta:cas~s car i~ r~otat~e i, ~x~:t
.~ci |oci~,s (\~ci lot, DC Io, a.:~
.~ars a a o IeIoxIoo ~~t). 1i~ :t~rar
Cor~e~:ac, e~ot~s s~ca att~rtor to
.a:er ti~s~ assa~s i.t eo~s rot catci
~~:, .~ci to o ti:o.i.
\ost o ti~ atare s row eo.rat~e
i, ti~ .~cieo.s: ti~ :t~rar Cor~e
~:ac,, i:ortooti Cars, :.st :e~:s, are
.~ci t:i~s a:~ co..or i~:~. 1i~, a:~
e~sc:i~e i~ow. viat :~.ars o ti~ oe,
s~e~rta:, c.t.:~ s ~w are a: i~tw~~r.
:o.~ rotai~ ocators a:~ ti~s~:
Durok: 1i~ oe~st are :~at~st o ti~
ewa: s~tt~.~rts, ocat~e aorse~ ti~
Dre~ss l~: r ti~ w~st~:r atares r~a:
ti~ i~rrr o ti~ :o.iares. it s a .as
s~ st:orioe, io.sr .o:~ tiar Ioo,ooo
ewa:~s o~: ti~ co.:s~ o a s~~.r, ~re
~ss .re~::o.re ai,:rti. :.a~: :ot~c
to:at~s orc~ st:~tci~e o.t r a e:~ctors,
i.t .ost ~ e.:r ti~ wa:s oowr ti~
.ra: :ar. D.~:oi ts~ ias s~~r ioti are
a:~a are o.ator si:ri i, a.ost ia
o~: ti~ ast e~cae~, as ti~ car ~ae~:s
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

:~t:~at~e to .o:~ e~~rsi~ ostors are


att:tor cost ti~. ~ at~: ~. 1io.i
D.~:ois :~ators wti ti~ :t~rar Cor~e
~:ac, a:~ ot~r .s~t i, en~:r attt.e~s
or t:aetora car :.~, ~~r a oo :~co
rz~s tiat ti~ :t~rars a:~ D.~:ois i~st
io~ o: s.:a.
VrniI: V~:. s ti~ c~rt~: o wo:.
a:.r or ti~ atare, are ti~ a:~st wo:.
a:.~: s~tt~.~rt ar,wi~:~. 1is iza::~
ct, s ar ~re~ss .az~ o wo:.i.t t.r
r~s, wti ro o:arzator wiatso~~:. :o
t.rr~ s at, ti~, rt~:s~ct r so.~ ac~s
wi~ assr o~: are .re~: ~aci oti~: r
oti~:s. V~:. ias ro c~rt:a .a:i~t, ro:
ar, oti~: c~rt:az~e a:~a. 1i~ .,:ae oca
wo:.s t~re to i~:e to~ti~: (ocatr ~aci
oti~: ti:o.i so.~ so:t o wo:. :aea: o:
s~caz~e t:~.o:s~rs~), are ti~ ocator
o ti~ a:~st i~:e t~res to i~ wi~:~ ti~
~e~:s, .~:c~ra:~s, .~:ciarts, are t:ae~:s
a:~. V~:. s rotai~ rot |.st o: ts st:ar~
r~ss i.t o: ts .it, ti~ wo:. a:.~:s
ia~ esco~:~e tiat ti~, car st:are a .~ci
i, er t.rr~s a:o.re t, are V~:. s
ti~: n:st att~.t to ~~:a~ ti~: :owr
ow~:. \ost .~cis a:~ i~start to co.~ ar,
wi~:~ r~a: tis ac~ e.~ to ti~ tir, :a~
rat.:~ o ti~ :o.re c:.st, c:ssc:oss~e as t
s i, ~re~ss t.rr~s.
crat stanuing Dwar: D~~rer or
wio. ,o. st~r to, tis oeet, s a t :o.
Dot:ai o: s., ar arc~rt c.:ost,. ir
or~ s~ctor o ti~ cn i~tw~~r ti~ atare
are ti~ ~re~ss ars, a tio.sareootta
ewa: ias i~~r ca:~e :o. ti~ :oci. 1i~
ewa:~r n.:~ s st,z~e wti sia: ~e~s
are at s.:ac~s. As a: iaci as ar,or~ car
:~.~.i~:, t ias i~~r a st:ar~ :~c wti
ro :~.~.i~:~e .:os~. 1i~ ~~res o
D.~:oi sa, t s a :~c o arc~rt t.~s,
ca:~e as a :~.re~: tiat a ewa:~s co.~
:o. ti~ ~a:ti. l.t src~ ti~ :~core A~
o vai~:s ias i~.r, a r~w rt~::~tator
ias a:s~r: it s a ca:r o a .~ci, ~t to
:~.re ti~ wo:e o wiat ass~e or ao.
:o.~ :oor~rts o Dot:ai ~~r ca. t s
a .~ci, .aca, t:arso:.~e to stor~ are
.~e~e wti ti~ :oci. A r..i~: o ae~r
t.:~:s ia~ |o.:r~,~e to ti~ G:~at :tarer
Dwa: rt~rt or nrer ti~ s~c:~t ~rt:arc~s
to ts rt~:o:, i.t ror~ ias :~t.:r~e wti
ar,tir :o.sr.
ug: De~ s ti~ ort wi~:~ ti~ atare
.~~ts ti~ ~re~ss ars. it ias a:~ae, i~~r
esc.ss~e r e~ta, i.t t s wo:ti ortr
o.t tiat ~xt~rs~ s~tt~.~rts ~xst or De~s
ii se~, arrr o.t rto ti~ atare.
1h RoughIanus
anu Bounuary aks
1i~ lo.rea:, l~ais a:~ ta .o.rtars
tiat c.t Eiort r two. 1o ti~ ~ast a:~
aearc~e c.t.:~s occ.,r ti~ atare are
~re~ss ars. 1o ti~ w~st a:~ ~.t, ia:ia:
ar ares. 1i~ a:~a ..~eat~, s.::o.rer
ti~ lo.rea:, l~ais s ca~e ti~ :o.iares,
o: oio.s :~asor: it s a .ass~, .ri:oi~r
st:~tci o ::~.a:, io.e~:st:~wr :o.re.
:o t:ae~ :o.t~s o: ~as, t:as o ti:o.i
ti~ :o.iares. 1i~ t~::ar s too ::~.a:
o: .~cis to t:a~:s~. 1i~ or, o.tse~:s to
c:oss ti~ :o.iares a:~ ti~ ~re~ss t:ae~:s,
wio .ai~ ar arr.a t:arscortr~rta t:~i.
1i~, ..st a:, ti~: :o.t~s ~aci ,~a:, tiaris
to ti~ :~ai asi ooes tiat o:rat~ r ti~
lo.rea:, l~ais are ciar~ ti~ aresca~
~~:, ~w .ortis. it s ar a:e.o.s |o.:r~,,
i.t ti~ ~re~ss t:ae~:s cortr.~ to .ai~ t.
:o.~ ~o~ wis~: tiat ti~, irow so.~
tir ro or~ ~s~ eo~s - tiat ti~ lo.rea:,
l~ais io.s~ ar aearc~e czator tiat
ie~s ts~ :o. ti~ wo:e - i.t .ost
~o~ scon at s.ci rors~rs~.
1h wt Dsrt
1i~ v~t D~s~:t s ti~ w~st~:r.ost ~rrs.a
o Eiort, irowr to ti~ :~st o ti~ cort
r~rt as .~:~, a estart c.:ost,. Dxc~t
o: ti~ e~s~:ts owr :~se~rts, ti~ ~re~ss
t:ae~:s a:~ ti~ or, s~rt~rt c:~at.:~s to s~~
ti~ a:~a. l~w a:~ ti~ .~r wio ia~ :~asor to
~rt.:~ ti~:~, tio.i ti~ l:~to.rr E~aes
.a, ciar~ tiat.
1i~ ra.~ o ti~ v~t D~s~:t o:rat~s
r ts .r.s.a c:c..starc~s. it s ti~ ow
~st ort or Eiort, ti~ or, a:~a o
ti~ cortr~rt to st i~ow ti~ iiwat~:
r~. lo: ia o ti~ ,~a:, ti~ ~rt:~ w~st~:r
~rrs.a s .re~:wat~:. lo: ia o ti~ ,~a:,
ti~ ~rrs.a s a sco:ci~e, ~~ss e~s~:t.
D~r .re~: ro:.a c:c..starc~s, ti~ c
.at~ wo.e :~re~: t a e~s~:t, i.t ti~ ia::~r
owwat~: .ortis a:~ .:ti~: ~xac~:iat~e
i, ti~ ~xt~rs~ sat e~osts ~t i~ire i,
ti~ :~t:~atr s~a. :ot or, eo~s t ia~ ro
wat~:, i.t ti~ :o.re ts~ ~~ci~s .ost.:~
:o. tios~ wio wai t. 1i.s ti~ wast~are
ias ~a:r~e ts a~ator.
1ios~ s~asora, e~ost~e sat e~osts
a:~ a.ai~, ~:, a.ai~. :at s so ~rt.
r ti~ n:st .ortis o owwat~: tiat or~ car
t~:a, sc:a~ t :o. ti~ :ocis o ti~ e~s
~:t. 1i~ ~re~ss t:ae~:s sta:t ~aci ,~a:s r~w
|o.:r~, i, i.,r i.~ q.artt~s o sat :o.
ti~ e~rz~rs o ti~ v~t D~s~:t. 1i~r ti~, s~t
sa or ti~ Dre~ss l~:, ,r tiat sat o: a
tio.sare .~s r ea:i~r~e :~a.s wi~:~ t s
a :~co.s co..oet,.
:o .~cis a:~ r ti~ v~t D~s~:t, o: t
ias ro czator caai~ o i.er ti~..
D~r ti~ ware~:r ro.aes o ti~ ~re~ss
ars a:~ .o:~ aearc~e tiar ti~ :it.
c:~at.:~s o.atr ti~ v~t D~s~:t. 1i~
.ost o.o.s o ti~ e~s~:t t:i~s a:~ ti~
z.~s, a s~c~s o i..aroe erosa.: tiat
ias a ia:ia:c, wa:i~ c.t.:~. 1i~ z.~s
a:~ so o~rt ti~, wo.e cioos~ c wa:
o~: ~ac~ |.st to ia~ so.~tir to eo.
Aorse~ ti~ z.~s ~ a a:~t, o oti~:
:.t~ c:~at.:~s, rc.er rs~ctoes,
io::e :~tar c:~at.:~s, are ~:oco.s,
sota:, e:aors.
i ,o. i~~~ ti~ ~ast~:r o:~.ast~:s,
r~c:o.arc~:s a:s are orost :.rs a:~
i.:~e aorse~ ti~ z.~ ca.s, i.t ro
or~ ias ~rt.:~e o.t to ooi o: ti~ t:.ti.
Aris~, a :~rowr~e ~re~ss t:ae~:, :oi
ai, s...~e t . i~st: v~:~ t rot o: ti~
sat, ro sar~ c:~at.:~ wo.e ~rt.:~ to tiat
sco:ci~e, a:ci~e, o~rt t:act o ~~ss
r~ss. Are ~~r wti ti~ sat, ro ~re~ss
t:ae~: w t:a~ o.t o sit o ti~ :~at
cns. :otir i.t .s~:, s to i~ o.re r
ti~ v~t D~s~:t. :.nc~ t to sa,, ro i..ar,
ewa:, o: ~ ias ~~: s~t oot r ti~ w~st~:r
.ost ~xars~s o ti~ v~t D~s~:t - at ~ast,
ro or~ ias eor~ so are :~t.:r~e to t~ o t.
1i~ v~t D~s~:t .a, :~c~~ r~w s
to:s soor. Ar arc~rt :~c irowr .ost,
to ~re~ss t:ae~:s are ~ast~:r o:~.as
t~:s s ~ttr :~r~w~e att~rtor src~
ti~ ae~rt o ti~ .~ci. 1is :~c s ti~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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c++.

l:~to.rr E~aes, ra.~e o: ti~ t:i~


o z.~s tiat ~s r ts :~ors. 1i~
l:~to.rr E~aes a:~ a s~:~s o .ass~
sc.t.:~s o ewa:~r i~aes. 1i~, a:, r
sz~, i.t ti~ s.a~st s .o:~ tiar ti:t,
~~t we~. l.:~e .re~: sare are :.ii~
at ti~ ~e~ o ti~ v~t D~s~:t, ti~, ia~
or i~~r corse~:~e rotir .o:~ tiar
c.:ost~s. l.t ti~ ~a:w:its ca. ti~,
a:~ ti~ i~aes o i.:~e .~cis :o. ti~
orost A~ o vai~:s.
1i~ n:st i~ae sts |.st at ti~ ias~ o ti~
cn i~se~ ti~ v~t D~s~:t. 1i~ r~xt or~
s a ia.~ w~st, are ti~, cortr.~ at
s.ci sacr w~ rto ti~ e~s~:t. Cr, o.:
ia~ i~~r s~~r i, w~st~:r t:a~~:s, i.t ti~
z.~s sa, .o:~ .a, i~ o.re .:ti~: rto
ti~ e~s~:t. 1ios~ wtir ti~ iiwat~:
.a:i a:~ cai~e r :.st i.t a:~, rtact - ar
~xt:ao:era:, ~at o: :or tiat ias s~rt ia
o ~~:, ,~a: soai~e r satwat~:.
\ar, ar ae~rt.:~: row s~ais o t:a
~r to ti~ l:~to.rr E~aes are t:,r
to ~rt~: or~, ~:ias to esco~: a i.:~e
.~ci i~r~ati. vi, wo.e a .~ci i~ i.:
~e r ti~ sare' Eow wo.e or~ ~~r i.:,
a .~ci' Eow ee ti~ .~cis t:a~ so a:
w~st' viat arc~rt t~circa s~c:~ts a:~
iee~r rse~' .~stors aio.re. 1i~
G~a:w:its G.e ias tai~e :~q.~rt, o
ti~ i~aes i.t ias ro rt~:~st r sorso:r
ar ~x~etor. vi, sio.e w~ :o~ wiat
w~ a:~ae, irow' ti~, asi.
Aris~, ti~ ~re~ss t:ae~:, ca.s to ia~
s~~r ti~ l:~to.rr E~aes . cos~. 1i~
z.~s sta, awa, :o. ti~., i~ sa,s, i.t
ti~,:~ q.t~ :ot~ct~ - t tooi a i~ati,
i:i~ to ~t cos~. v~ |.st ee t o: c.:os
t,s sai~, .ar, ,~a:s ao. A:~ ti~, .~cis' i
eort irow. l.t i eo irow t s ~as, to sc:a~
ti~ sat :o. ti~: s.ooti .~ta se~s.
-
McuDOMs
A
r~w ire o otca ~rtt, ias a:s~r
r Eiort: ti~ .~cieo.. vi~:~as
t:aetora ireo.s a:~ e~nr~e i, nx~e
otca io.rea:~s, .~cieo.s a:~ .e
t~::to:~s e~nr~e so~, i, a .~cis ai
t, to i~~ o:e~:. 1i~ a:~st .~cieo.s
a:~ oc~e i, ..t~ ct,.~cis caai~
o i~~r ~~r .ra: e:aors at ia,. Daci
ct,.~ci o~:rs a a:~ swati o t~::to:,,
wici t at:os are :ot~cts r ~xciar~ o:
t:i.t~ :o. ti~ ocas.
A s.a~: .~cieo. .a, t~:a, i~ roti
r .o:~ tiar ti~ a:~a r ti~ ..~eat~
crt, o a iare. o .~cis. 1i~ s.a~st
.~cieo.s a:~ .r:., ro.aes wio stci
cos~ to a or~ .~ci o: ti~ :ot~ctor t
:oe~s. :o.~ .~cis w~co.~ tis o: ti~
t:ae~ are :ot~ctor :o. :o.re o:c~s
tiat t :oe~s, oti~:s corse~: ti~ ro.aes
to i~ a:ast~s are ~~ci~s ~ttr a :~~ :e~
:o. ti~ ia:e wo:i o ti~ .~ciew~~:s.
1i~ a:~st .~cieo. s ti~ :t~rar Cor
~e~:ac,, a co~ctor o n~ ct,.~cis are
a ~:tai~ ~~t o s.a~: .~cis e~ecat~e
to ~staisir o:e~: r ti~ atare. 1i~ i:or
tooti Cars co.~t~ wti ti~ :t~rars o:
eo.rarc~ o ti~ atare are ia~ ~xare~e
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

rto ti~ ~re~ss ars as w~. 1i~ La:~


:ator .rt~s .ar, o ti~ ~~r .~cis r ti~
ro:ti~:r o:~sts. lo.re a.ost ~~:,wi~:~
a:~ ti~ .r:~ectai~ :.st :e~:s.
-
1u s1NIAN
cONDRAcY
w.| c- +c +|.!., c-
-+c- +c +a.!.,.
1
i~ :t~rar Cor~e~:ac, s ar aarc~
o .~ciarz~e wai~:s e~ecat~e to
i:rr o:e~: to ti~ atare, ti:o.i o:c~
r~c~ssa:,. lo.re~e i, ewa:~s o D.~:oi
i~:ta~, :t~rars a:~ corrc~e tiat ti~
or, wa, to w~ati~: ti~ catast:oi~s s wti
ar o:arz~e soc~t, wo:ir as or~. vi~
.ost i..ars s~~ ti~ coas~ o soca
rstt.tors as a :~s.t o ti~ ar~ts catas
t:oi~s, :t~rars s~~ t as or~ o ti~ c+a-.
ir ti~: .res, ti~ :~~:c.ssors o ti~ .ra:
:ar wo.e ia~ i~~r a: ~ss t:a..atc a
st:or, o:arz~e o~:r.~rt iae ~xst~e to
ar are actat~ .:ators rto ti~ .re~:
e~~ (o:, as ti~, tact, acirow~e~ or,
a.or ti~.s~~s, o:arz~ a corc~:t~e
e~~rs~ aarst ti~ s.:ac~ ew~~:s).
1i~ e:r o:c~ o ti~ Cor~e~:ac, s to
i:r o:e~: to ar ~~:a:~: t~::to:,. 1i~
n~ ct,.~cis a:~ corstart, ~ra:r ti~
~~ts o .~cis tiat s~:~ .re~: ti~., so as
to s~c.:~ are at:o a:~: eo.ars. :o.~
~o~ ~~r tai o i.er a sxti ct,
.~ci. 1io.i :t~rars ~w ti~: actors as
roi~, ti~, a:~ .rea.~rta, e:~r i, ar
.:~ o: s~:~s~:ator, o: ti~, i~~~
o:e~: w :~~rt .t.:~ catast:oi~s.
1i~ :t~rar Cor~e~:ac, was o:.~e i,
a st:or aarc~ i~tw~~r n~ i~.re~e
ct,.~cis. 1i~, s~:~ as io.~ ias~ o: a ast
~~t o s.a~: .~cis. A :t~rar .~cis a:~
st:ct, :~.~rt~e, are .~ci c:~ws ~ i~
.ta:, onc~:s. :rc~ a ct,.~ci car t:a~
.o:~ tiar +oo .~s r a ea, o soe .o~
.~rt, ti~ n~ ct,.~cis at:o a:~ swatis
o t~::to:,. Daci ias .o:~ tiar +o,ooo sq.a:~
.~s to ts ra.~. 1i~s~ sa~ zor~s a:~
rc:~ei, sa~ i, c.::~rt starea:es. 1i~, a:~
st.at~e r a :o.i ~rtaora sia~ wici s
e~~re~e i, ti~ s.a~: .~ci a:.~s. 1i~
tota a:~a at:o~e i, ti~ :t~rars s .o:~
tiar zoo,ooo sq.a:~ .~s, a ast t~::to:, i,
ar, .~e~a starea:e.
C.tse~ ti~ sa~ zor~s, ti~ :t~rar
ares a:~rt a:tc.a:, sa~. Ase~ :o. ti~
r~scaai~ .ra: :ars are occasora rc.:
sors i, .ra: e:aors, ro sio:ta~ ~xsts o
ti~ .s.a artas, .orst~:s :~ae, to w:~ai
iaoc. \o:~o~:, ti~ ~r~:a eso:e~: are
i:~aieowr oowr ti~ catast:oi~s ia~
~e to iaret ars, .a:a.e~:s, are ~tt,
wa:o:es ac:oss ti~ cortr~rt, rot to .~r
tor :.st :e~:s, ti~ i:ortooti Cars, are
oti~: .~ciias~e :ae~:s.
:or~ti~~ss, ti~ :t~rar ares a:~ sa~:
tiar a.ost ar,wi~:~ ~s~. .st as a oc~.ar
r a i~tto e~t~:s c:.~ wi~r i~ s :~s~rt, so
eo~s a :t~rar .~ci at:o. :w~~r ti:o.i
ti~: t~::to:~s or a :~.a: iass, ti~ it
at:os act as .oi~ oc~, .a:e, |.e~, |.:,,
are ~x~c.tor~:. 1ios~ wio nre e~~s~at~e
:oi~.s, s.ci as a a:tc.a:, rt:actai~
wa:o:e o: o:c t:i~, w :~q.~st i~a, a:.~e
:~ro:c~.~rts wio a:~ ~t i~ire to nit a
:oor~e iatt~ wi~ ti~ at:o cortr.~s or
ts :o.t~. D~rt.a,, a at:os :~o:t iaci to
or~ o ti~ ct,.~cis, wici act as ti~ r~:~
c~rt~:s o ti~ ~rt:~ cor~e~:ac,.
1i~ ct,.~cis ti~.s~~s ia~ i~co.~
.o:~ tiar s.~ .ta:, i~aeq.a:t~:s.
1i~, a:~ row soca are otca c~rt~:s,
as w~. As ti~ s.:ac~ wo:e ti:~ats s.ise~,
ti~, a:~ sow, i~co.r ~ss .ta:z~e.
Crioa:e a:.~:s are c:ats.~r a:~ i~r
:~ac~e i, w~ati, .~:ciarts are otca
ats~s, wio eo wiat~~: ti~, car to s~c.:~
ti~ :~sto.s (are sa~) io.sr or a ct,
.~ci. ir a st:ar~ twst o at~, ti~ :t~rar
Cor~e~:ac, s act.a, att:actr r~w ct
z~rs o.t o ti~ s.is.:ac~ are .re~:e~~.
1i~s~ :~.~~s a:~ a .x o co..or~:s
ooir o: so.~ :ot~ctor are a:stoc:ats
s~~ir to s~re ti~: w~ati or sa~t,.
uro:t.rat~,, ti~ o:e~: are :~at~ sta
it, o ti~ :t~rar Cor~e~:ac, co.~ wti
a :c~. 1i~ :t~rars :.~ ti~: t~::to:, wti
ar :or nst. 1i~: at:os a:~ ioti o~e are
~a:~e. vi~r r ti~ n~e, ti~ .~ci at:os
ia~ nra sa, r a .att~:s o |.stc~. 1i~,
car ~x~c.t~ a ~tt, ti~ o: st~ar or~
co~: ~c~ ti~, e~~. t r~c~ssa:, to
.artar o:e~:. 1o .ai~ .att~:s wo:s~, ti~
at:os a:~ rot ...r~ to co::.tor, are
ti~ :aca en~:~rc~s i~tw~~r ti~ at:os
(wici a:~ :.a:, ewa:~r) are ti~ s.:
ac~ o.ator (wici ias .o:~ i..ars
tiar ewa:~s) so.~t.~s ~ae to t~rsor.
1i~ ct,.~cis sw~a: a~arc~ to ti~
Cor~e~:ac,, r wici a n~ a:~ s.os~e,
~q.a. l.t ti~, a:~ rot, are ti~ ici~:r
i~tw~~r ti~., tio.i awa,s o:e~:,, s rot
awa,s cornr~e to .~:~, otca ciarr~s.
A ti~ .a|o: :.r ow~:s a:~ .rea.~rta
, aw., so ti~: .~ars a:~ r~~: e~staiz
r, i.t ti~, a:~ rot r~c~ssa:, ooe. lo:
~xa.~, or~ ct,.~ci .a, cioos~ rot to
~.rat~ :ae~:s i.t rst~ae to cias~ ti~.
rto ti~ t~::to:, o ts r~iio:. D~csors
to ~xare ti~ t~::to:, o~:r~e i, ti~
ct,.~cis a:~ awa,s cort~rto.s. Atio.i
ti~ :.a:, corse~:ator s .ta:, .it
(~x:~ss~e r t~:.s o aaai~ .~ci
at:os), s~corea:, corse~:ators awa,s
rc.e~ ici~:r o~: wici ct,.~ci ~ts
ti~ a:~: t~::to:,.
1i~ n~ ct,.~cis a:~ D.:aroi, :~e
e~:i, Loia, 1i.:or, are Go:a. D.:aroi
was ti~ n:st o~:atora ct,.~ci ~~: to i~
i.t are, atio.i ar, s i, a: ti~ .ost
estr.si~e .~ci r ti~ ~~t. A.or ti~
a:stoc:ats, a :~se~rc~ or D.:aroi s a:
.o:~ :~sto.s tiar or~ ar,wi~:~ ~s~.
1is ias ~e to ts owr sia:~ o :oi~.s, as
ieer wa:s ~:.t are ti~ ct,.~cis .o:~
are .o:~ i~co.~ ti~ :orc~ o ti~ w~ati,
:ati~: tiar t:.~ ia~rs o: ti~ o:~ss~e.
D~st~ ts :oi~.s, iow~~:, ti~ :t~rar
Cor~e~:ac, s st ar o~:wi~.r, os
t~ o:c~ r ti~ wo:e. it ias i:o.it o:e~:
are sa~t, to a a:~ a:~a tiat :~o.s, iae
ror~ wiatso~~:. it car :~~ ~~r ti~ .ra:
e:aors :o. ts sa~ zor~s are i~~s ti~
:~st o ts t~::to:, a:~, sa~, as w~. 1i~
act tiat t ias rt~:ra sq.aiir s, r or~
s~rs~, a ooe tir: it .~ars t.~ ~xsts to
a, att~rtor to so.~tir oti~: tiar ti~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
||
c++.

:~ssr .:~s o s.:a.


A :~ors a:~ to~:at~e r ti~ :t~rar
Cor~e~:ac,, wici ts~ ias ro onca
:~or o: at:or e~t,. 1i~ ati~s. ~r~r
e~:~e i, ati r st~a. t~ciroo, s tair
ioe, iow~~:, are .ost .~ciew~~:s a:~
~ti~: ati~stc o: wo:si~:s o Dot:ai.
Daci :t~rar ct,.~ci s co..are~e
i, two coonc~:s: ti~ .~ci co..are~:
are ti~ oc, co..are~:. 1i~ .~ci co.
.are~: s r cia:~ o a ea, o~:ators
:~atr to ti~ .~ci are ts .ta:, ~~t.
1is rc.e~s :~a:s are corst:.ctor,
wi~:~ t w t:a~ are wiat a:~as ti~ ~~t
w at:o, are a as~cts o .ta:, o~:a
tors. 1i~ oc, co..are~: s so.~t.~s
a sr~ ~:sor, oti~: t.~s a co.rc. it
s r cia:~ o rt~:actor wti ti~ :~st o
ti~ :t~rar .~cis, eo.ac, r :~a:e to
o.tse~ ~rtt~s, are aws are oc~s cor
c~:rr taxator, .ta:, s~:c~, io.sr
aocator, are c:.~.
l~r~ati ~aci o ti~s~ co..are~:s s a
a:~ o:arzator wti .ar,, .ar, a,~:s
o .ee~ .ara~.~rt. 1i~ n~ .~ci co.
.are~:s a:~ ti~ ~a:w:its :~sorsi~
o: corst:.ctr ~aci o ti~ n~ o.rer
ct,.~cis. :o ~staisi~e s.cc~ssor ar
~xsts o: ti~ .~ci co..are~:s, tio.i r
ti~ ~~rt o a e~ati, ti~ G~a:w:its G.e
(wici s q.t~ ow~:. or a ti~
.~cis) w :oiai, ~re
. e~cer ti~ r~
careeat~.
Ara: A:ox
.at~, zoo,ooo
sq.a:~ .~s
ouIation:
I,ooo r ct,
.~cis, aroti~:
Io,ooo r s.a~:
.~cis, a:ox
.at~, Ioo,ooo or
ti~ s.:ac~
conosition: \
ew~~:s: ewa:~s, zo
ro.~s, + iars, I i..ars. :.:ac~
ew~~:s: z ewa:~s, z ro.~s, I
i..ars, I oti~:s.
AIignnnt: Law. r~.t:a
-
1u IRON1OO1u cANs
V-+! . a-.
1
o ti~ i:ortooti Cars, ti~ .~ci s ti~
.t.at~ w~aor, are i~ wti ti~ .ost
ow~:. w~aor ~s ti~ or~st. 1i~
i:ortooti a:~ e~ecat~e to s~c.:r ow~:
i, i.er i~:, st:or~:, are e~ae~:
.~cis, ti:o.i wiat~~: .~ars ossi~.
i s.ci a tir as ia:ia:ar .~ci |oci~,s
co.e ~xst, ti~ i:ortooti wo.e i~ ti~,.
1i~ o.rer i:ortooti w~:~ ewa:~s
sca::~e i, ti~ e~astator o ti~: cars.
:~~r ti~: ~rr~~:r sis as ti~ or,
.~ars to s.:~, ti~, t.:r~e ti~: iacis
or ti~ a.:~s o t:aetora ewa:~r
soc~t, (at ~ast as ti~, saw t) are so.it
ow~: ti:o.i .~ta to ~rs.:~ ti~:
.t.:~ s.:a. 1i~: :~i~o.s s~rt.~rts
are ciaotc rat.:~ ~t ti~. a.~rai~
to r a::ar~.~rts .ri~a:e o a.or
oti~: ewa:~s, rc.er s.a soca .rts,
a ro.aec ~st,~, are ~~r ..t:aca
cars - iao:cs a:~ row co..or
~: .~cis, as a:~ i..ars
e ro.~s.
1i~ i:ortooti Cars
a:~ re~~e .:a, ti~
i:ortooti ia~ ro sr~
c~rt:az~e o~:r.~rt.
1i~, a:~ o:arz~e rto
cars o ti:~~ to sx
s.a to .~e..sz~e
.~cis wici :ar~ ac:oss
~ atare are r~a:i,
s o ti~ ~re~ss ars.
i ti~, a , ti~ a o
ti~ i:ortooti are sia:~ a s.a: ~:
s~ct~ or s.:a, ti~, a:~ oti~:ws~ co.
~t~, eso:arz~e. Li~ a wo aci, ti~,
w .rt~ aarst o.tse~:s i.t :~q.~rt,
nit a.or ti~.s~~s. :or~ti~~ss,
corcts a.or i:ortooti a:~ rot r~a:, as
i:.ta as ti~: iatt~s wti o.tse~:s, as ti~,
s~tt~ ti~. a :t.az~e .~ci co.iat.
1i~s~ :t.az~e co.iats, o: |o.sts as
ti~, a:~ ca~e, a:~ or~ o ti~ i~st t:arr
~r.~s aaai~ o: .~ci |oci~,s. o.sts a:~
.s~e rot or, o: :~sor corcts i.t aso
as t:arr are ~rt~:tar.~rt wi~r~~: ti~
~xc.s~ a:s~s. :~a:i, cars .~~t :~.a:, o:
|o.str, are ar, so:t o ioea,, cto:,, o:
oti~: c~~i:ator s ot~r ar ~xc.s~ o: cars
:o. a: are we~ to cor:~at~ o: a |o.st.
o.str .~cis .s~ or, cos~co.iat
w~aors, wici ti~, e. wti tici a,~:s
o ca, o: ie~, ti~r coat wti a tir a,~:
o w~t e,~. 1i~, st:i~ :~a iows i.t at
iaow~:, ~ro.i to ~a~ a e~rt are a
e,~ star. 1i~ owow~: ~~s .r.z~
ti~ aearta~s o a:~:, st:or~: .~cis,
are a |o.st wti .s.atci~e .~cis car
st i~ wor i, ti~ i~tt~: ot. 1i~ wr
r~: s e~ce~e wi~r ois~:~:s (i, ~r~:a
:a.co.s cors~rs.s) e~c:~~ or~ .~ci to
i~ ro~:at~. Dsa:~~.~rt i~tw~~r
a:tsar ois~:~:s ot~r ~aes to |o.st
:ots, wici ti~.s~~s a:~ a:t o ti~
~rt~:tar.~rt.
1i~ |o.sts a:~ ~xt:~.~, a.ai~ o:
t:arr ots. D~st~ ti~: iawe, ~st,~
are ciaotc rat.:~, i:ortooti .~ci |oci~,s
a:~ corse~:~e ti~ i~st r a ti~ .~cieo.s.
it s rot .ri~a:e o o: .~ci |oci~,s :o.
oti~: .~cieo.s to co.~t~ r ti~ |o.sts,
:oe~e a s.nc~rt t:.c~ o: r~.t:at, car
i~ aci~~e. 1is s a.ost awa,s :art~e,
at ~ast o: ti~ e.:ator o ti~ |o.st, src~
ti~ i:ortooti o~ s.ci ~~rts. Cnca,,
ti~ o.tse~: awa,s os~s, src~ ro i:ortooti
ois~:~: w |.e~ ti~ |o.st r is ao:, i.t
:at~,, so.~ o ti~ i~st o.tse~ ots
ia~ i~~r on~:~e .~.i~:si r ar i:or
tooti car at~: a w~ o.it |o.st.
\ost .~.i~:s o a a:tc.a: car a:~
:~at~e i, iooe t~s, i.t .ar, cars w tai~
or i~.re~e .~.i~:s o oti~: :ac~s
ti~, ia~ so.~tir to on~:. ir ti~s~ cars,
ti~ ow~: awa,s :~sts wti ti~ ewa:~s, i.t
ti~ oti~: :ac~s a:~ :~s~ct~e are t:~at~e as
~q.as. A car s :.~e r ra.~ i, ti~ ~e~st
.a~, atio.i r :actc~ ti~ st:or~st o
is cie:~r s ot~r ti~ :~a ow~:. \~cis
a:~ corse~:~e ti~ :o~:t, o ti~ car, rot
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

o ree.as. 1i~ cars :.~: w ca. ti~


i~st .~ci, wti oti~:s est:i.t~e acco:e
r to car :ari. A .~ci .a, ciar~ iares
e.~ to ri~:tarc~, ti~ e~ati o ts :~o.s
owr~:, o:, r so.~ cas~s o ~~r :ari, cia
~r~s as ae|.ecat~e i, |o.sts.
1i~ i:ortooti s.:~ i, a co.irator o
:aer are :ot~ctor :aci~ts. 1i~, ia~ t
t~ o,at, to tios~ ti~, :ot~ct are ti~:
:ot~ctor esa~a:s q.ci, r ti~ ac~
o a :~a ti:~at. 1i~ a:o.s cars :~ocat~
:~q.~rt,, are ot~r ti~ or, estrctor
i~tw~~r a :ae are a :ot~ctor a::ar~.~rt
s ti~ ~rti o ti~: sta,.
1i~ ra.~ i:ortooti co.~s :o. ti~
.~cis ti~.s~~s, wici a:~ o:ra.~rt~e
wti si~s, st.es, ia:is, are ro sio:ta~ o
:azo:sia: s~::at~e ~e~s. 1i~, a:~ i, a:
ti~ .ost co.s, e~sr~e .~cis c.::~rt,
r o~:ator, r .ar, wa,s ti~ .a:ta a:tsts
o .~cis. i:ortooti ots :actc~ a esc
r~ ca~e .~ci . are a:~ ai~ to .s~ ti~:
.~cis to rct ea.a~ at cos~ q.a:t~:s r
wa,s ro oti~: ots co.e .ara~. 1i~ si
o ti~: ots ias ~a:r~e ti~. ti~ rcira.~
.~ci e~ a.or oti~: .~cieo.s.
Cr to o tiat, ~aci i:ortooti .~ci s
a cas~ st.e, r c.sto.zator. :o two a:~
ai~. iree.a .~cis ~at.:~ c.sto.
i.t w~aors o a sta:tr a:~t,. \ar,
a:~ e~sr~e wti a~sti~tc rt~rtors to
:~s~.i~ si~~tors, arts, e:aors, are
oti~: .ots. :o.~ a:~ asto.rer, i~a.t
., oti~:s a:~ :~otr, e~ae,.
A i:ortooti a:~ acco.si~e tri~:~:s,
are .ost ia~ at ~ast or~ ~~ as a .~ci
|oci~, o: coa,~:. l~ca.s~ o ti~: o~r
.re~er~ss, st~a.io:s a:~
a:, co..or, too.
Ara: :o nx~e a:~a,
:oa. o~: .ost o at
are are r~a:i, a:~as
o ~re~ss ars
o u I a t i o n :
lo.i, Io,ooo scat
t~:~e o~: a:ox.at~,
o cars
conosition: oo ewa:~s, Io ro.~s,
I i..ars, Io iao:cs, oti~:s
AIignnnt: :~.t:a
-
'ARI NA1ION
\a- |+c a.| +c a.| |+c.
1
i~ La:~ :ator s a oos~, o:arz~e
11iare o ~~r .~cis occ.,r ti~ :~. 11
rarts o ti~ Lat are E~:~a o:~sts, r ti~
ro:ti~:r ~re~ss ars. vi~r ti~ ear~:s o
ti~ .ra: rasor i~ca.~ c~a: are wo:e o ti~
ewa:~r .~cis :~aci~e ti~ o:~sts, ti~ ~~s
~.ia:i~e or ar ~c ca.ar to t:arsart
ti~: t:~~to a~s rto wair o:t:~ss~s.
1i~: ta, ti~ .~cis i~a: tt~ :~s~.iarc~
to ti~ sq.at, i~a, c:~ators o ti~ ewa:~s,
~~r ~ss so wi~r or~ corse~:s tiat ti~ so.:c~
o ti~: oco.otor s .ac, rot st~a..
Daci a~ i.t or~ o: .o:~ .~cis to
io.s~ ts i.re:~eoee :~se~rts. ir .ost
a~s a sr~, arc~rt t:~~ iae or si~t~:~e
ti~ :~se~rts, are :ati~: tiar watci tiat t:~~
sow, i~ i~e i, ti~ .ra: :ar, ti~ ~~s
~~ct~e to .s~ ts wooe to i.e ti~: .~cis.
Daci a~ ti~r art~e a sar :o. tiat
t:~~ r ti~ i~a:t o ti~ .~ci, wi~:~ ~~r
wooes.~r row t~re to ts ~~:, r~~e. 1i~
~~s io~ tiat so.~ea, ti~ .ra: :ar w
~re are ti~, car aiareor ti~: .~cis, art
ti~ sar, are :ow a r~w a~ :o. ti~
:~.rarts o ti~: oe.
ir ti~ wai~ o ti~ esast~:s s.n~:~e i,
ti~ ~~s o ti~ ro:ti~:r o:~sts, ti~ La:~
iosoi, s or~ o aoearc~ are :~
~rtor. 1i~, irow too w~ ti~ :c~
o corct, as ti~: siatt~:~e s,ar
a~s car att~st. :ow ti~, ia~ i~co.~
.oi~ a~s, ai~ to aoe a ti:~at
as ~as, as cor:ort t. vi~r ti~ ~r~.,
st:or, ti~, sri awa, rto ti~ o:~sts,
esa~a:r :o. sit. vi~r ti~ ~r~.,
s aor~ o: w~ai o: .r~:ai~, ti~, a.rci
.ass~ coo:erat~e st:i~s, s~~ir co.
~t~ arriator.
1i.s, La:~ co.iat tactcs oc.s or
st~ati are or:ar~e w~aors. 1i~, ia~
e~~o~e ar .:~ss~ a::a, o ca.o.a~
t~cirq.~s, ioti .aca are ..rear~. 1i~,
.ai~ .s~ o so.~ a:, a:~ .~cis, i.t ~w
a:~ ct,.~cis, as es~:sor are corc~a
.~rt a:~ rt~:a to ti~: iosoi,. ir ti~
ta o:~sts (o: at ~ast wiats ~t o ti~.),
t s ossi~ to corc~a or~ o ti~ t:~~i~
~~r .~cis - at ~ast :o. a estarc~ - are
ti~ La:~ t:a~ r we~, s~a:at~e :o.s
to .r.z~ ti~ ciarc~ o e~t~ctor. usr
.aca .~ars, ti~, ois~:~ are :~ect ti~
.o~.~rts o ti~ .ra: e:aors, arrr
ti~: .o~.~rts acco:er,.
1i~ La:~ .~cis a:~ ta are ari,, i.t
to :~s~.i~ t:~~s o: ioti a~sti~tc are
:actca :~asors. \ost ia~ t~::ac~e se~s
wi~:~ r .re~::owti ias i~~r c.t
at~e as ca.o.a~. :o.~ .~cis ~~r ia~
a:~ t:~~s :owr :o. ti~: sio.e~:s are
i~aes, .s.a, ti~ ons:r o ti~ :are oe
t:~~ tiat orc~ io.s~e ti~ a:io:~a a~
row r or ti~ .~ci.
L~ or a La:~ .~ci s ..ci i~ ~ r
ti~ ~~r o:~sts orc~ was. l~w r r..i~:
are s.~ r a.itor, ti~ ~~s :a:~,
ia~ corcts a.or ti~.s~~s. D~csors
a:~ .ae~ ro:.a,, i, ti~ ~e~st o: .ost
acco.si~e ~~s, are ess~rsor s :a:~.
\ar, ~~s o ti~ ro:ti~:r o:~sts ee rot
ia~ ti~ ciarc~ to i.e a .~ci i~o:~ ti~:
a~s w~:~ e~st:o,~e. La:~ .~cis wti
~xt:a sac~ :~ae, acc~t ti~s~ :~.~~s.
vi~:~~: ossi~, ti~ La:~ :ot~ct ~~s
st r or ti~ s.:ac~. ir ~r~:a, ti~,
ia~ a ~:, ost~ :~atorsi wti ti~
e~rz~rs o ti~ o:~st, ioti ~~r are oti~:.
1i~ asi o La:~ :ator s ti~
ct,.~ci 1arrar~. 1arrar~ s ~r~:
a, re~~re~rt i.t s ~:, :ot~ct~ o ts
~~r a~s are s act~, a~e wti ti~ :~st
o La:~ :ator.
Ara: A:ox.at~, I,ooo sq.a:~ .~s
ouIation: lo.i, Io,ooo r .~cis,
aroti~: Io,ooo st scatt~:~e r ti~ o:~sts
conosition: vo ~~s, I ia~~s,
I oti~:s
AIignnnt: :~.t:a ooe
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|l
c++.

-
1u Rus1 RIDRs
H. |. ++. Ha| |a|
v
iat ia~rs wi~r a .~ci |oci~, o~s
vviae' i i~ tai~s is .~ci wti i., i~ vv
i~, |ors ti~ :.st :e~:s, a ici~:r, rast,
iare o o.taws, iarets, o.tcasts, are s~~e
:~ais wio :oa. a a:~as o Eiort.
1i~ :.st :e~:s a:~ irowr as s.ci or, i,
o.tse~:s. 1i~, ca ti~.s~~s ti~ ar,
ti~ io,s, o: oti~: s.ci ra.~s. l.t :.st
:e~:s s a ~:, s.tai~ ra.~, o: ti~:
.~cis a:~ ot~r oo:, .artar~e are
si, :.st,. Lacir corr~ctors, irow
~e~, .r~s, o.re:~s, are w~ati, ti~ :.st
:e~:s a:~ a:~ae, at a esaearta~ wi~r t
co.~s to .art~rarc~, i.t ar ~~r i~:
st..ir ioci s ti~: ~ss~rta azr~ss
are ::~sorsit,. 1i~, a:~, at~: a,
i..s are o.tcasts. D~st~ ti~: r..i~:s,
ti~, a:~ r~~: ai~ to ..st~: ti~ o:arz~e,
escr~e aio: o:c~s r~c~ssa:, to i.e
r~w .~cis, ..ci ~ss ~n~ct .a|o: :~a:s
or oe or~s.
1i~ :.st :e~:s s.:~ i, :ae
r are .re~:r. 1i~, a:~
~ss~rta, sca~r~
:.:ac~ ew~~:s a:~
acc~tai~ ta:~ts
i.t .~cis a:~
~~r i~tt~:, src~
a :ae~e .~ci
:oe~s ioti
s.~s are
sa:~ a:ts - are,
e~~rer or ti~
coretor o ti~
ta:~t at~: ti~ iatt~,
ossi, a co..are~~:
.~ci. Lor~ o: .r:o
.~cis :o. oti~: .~cieo.s a:~ cor
se~:~e e~a ta:~ts.
1i~ :.st :e~:s awa,s t:a~ as a sr~,
i.~ :o., .ar, o: :~asors o s~:~s
~:ator. 1i~, awa,s ia~ i~tw~~r zo are
Io .~cis r ti~ ar. Lor~ o.taws ooi
r o: co.arors a:~ ti~ .ar so.:c~ o
r~w .~cis, .~cis a:~ ost as i:oi~reowr
.~cis a:~ ~t i~ire, aor wti ti~: occ.
arts, :~~ to :~|or ti~, car catci ..
L~ a.or ti~s~ ~rr~e saa~s s
rotir sio:t o .rcz~e. l.,r s
co..orac~, ro aw ~xsts i.t ti~ swo:e,
are ~:sora esa:~~.~rts a:~ s~tt~e wti
iooe. 1i~: rat.:~ s ~ss~rta, ciaotc,
are w~:~ t ossi~ to s.:~ o.tse~ ~aci
oti~:s co.ar,, ti~, wo.e. l.t ti~ :o.
on~:s a r~c~ssa:, :ot~ctor r tis enc.t
a~, so ti~, stci to~ti~:.
l~r acc~t~e as a :.st :e~: s a :~at~
, s.~ :oc~ss. As wti ar, o.taw ar,
,o. |.st ia~ to iar wti ti~ c:owe are tai~
a ~w irocis. i ,o. car e~~re ,o.: oss~s
sors are s.:~ ,o.: co.at:ots, ,o.:~
acc~t~e as to.i ~ro.i o: ti~ c:owe.
1i~ or~ .a|o: aearta~ o i~r a :.st
:e~: s ~a:rr ti~: nit or ti~ :.r
t~cirq.~s. As a :o. o o.taws awa,s
.re~: ti:~at o cat.:~, ti~, ia~ e~~
o~e a r..i~: o t~cirq.~s o: nitr
:o. .or .~cis. l:o. ti~: ots
.:o~e acc.:ac, wi~ .or to ti~:
c:~ws ait, to st:i~ iows or r~a:i, ta:
~ts :o. a .or .~ci, ti~ :.st :e~:s a:~
:~rowr~e o: ti~: orti~ioo t~cirq.~s.
Etare:.r s ti~: s~cat,, are
ar,or~ wio ~s wti ti~.
ro.i w i~co.~
t~ ooe at t.
1i~ :t~rars attaci
:.st :e~:s or sit.
Ara: :or~
- ro.aec
ouI a t i on:
Dst.at~e at
a : o x .a t ~ ,
,ooo ~o~, o:a
z~e r ars o zo
.~cis
nosition: +o
ewa:~s, I ia
o:cs, Io o:cs, Io oti~:s
AIignnnt: Ciaotc r~.t:a
-
1u cION
U.-c a- +c, a.-c a- ca-.
1
i~ L~or s a .ta:stc .~cieo. o
:owr ow~: c~rt~:~e r ti~ ~re~ss
ars. L~e i, ti~ n~:, i..ar wa:o:e :ia:
1izec, ti~ L~or ~so.s~s or~ are or,
or~ :t.~: .ta:, .it. vti is o~.c
s~~ci~s, ot.stc a.itor, rat.:a
cia:s.a, are t:ac ~:sora isto:,, :ia:
1izec ias ~:s.ae~e eoz~rs o scatt~:~e
ro.aec t:i~s to wo:i to~ti~:. E~ s
i.er ti~ a:~st i..ar a:., ~~: irowr
or Eiort, a ~at att:i.tai~ to i. are
i. aor~. E~ s a :a:~ ~ae~:, ti~ ire tiat
a:s~s or, orc~ r a tio.sare ,~a:s, are row
s is t.~. it :~.ars to i~ s~~r wiat is
s.cc~ss w .~ar to ti~ :~st o ti~ wo:e.
1i~ L~or s o:arz~e rto a sr~ a:~
a:.,. 1i~ a:~st .rts a:~ ciat~:s. C.:
:~rt, rr~ ciat~:s o~:at~, ~aci corsst
r o z,ooo co.iatarts, as w~ as s~~:a
i.re:~e aeetora s.o:t ~:sorr~ are
rorco.iatarts (.ost, a.~s). ir ti~o:,,
~aci ciat~: ~s r a ct,.~ci wti ar an
at~e ro.aec t:i~. ir :actc~, ti~ L~or
ias corst:.ct~e or, two ct,.~cis so a:,
or~ o wici s assr~e to :ia: 1izec are
is e:~ct co.arors. A i.t or~ ciat~:
a:~ scatt~:~e ti:o.io.t a a:~t, o s.a~:
.~cis .rt ti~: ct,.~cis a:~ co.~t~e.
1i~ st:.ct.:~ o ti~ ciat~:s s ~:ias
:ia: 1izecs :~at~st t:..i. lati~: tiar i~
o:arz~e a:o.re ~xstr t:ia o,at~s, ~aci
ciat~: s co.os~e o nitr .~r e:awr
:o. a eoz~r o: .o:~ t:i~s. 1i~ ro.aec,
a.,o:~rt~e t:i~s o ti~ ~re~ss ars
ia~ r~~: i~o:~ ee~e r tis wa,. l.t :ia:
1izecs s~: tor.~ ias i:o.it .ar, a .:a
c~, rot ~ast o ti~. tis, are ti~ aearta~s o
s.ci a st:.ct.:~ a:~ oio.s - at ~ast to i..
1:ia o,at~s a:~ srt~:~e, ti~ or, co..or
o,at, a.or ~aci ciat~: s to ti~ L~or, are
ti~ escr~ are nitr ~nc~rc, aci~~e
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

i, tis a:~ rco.a:ai~. 1i~ ciat~:s a:~ ti~


.ost ~n~ct~ nitr o:c~ ti~ i..ars o ti~
~re~ss ars ia~ ~~: irowr.
1i~ rr~ ciat~:s a:~ ra.~e i, :ia:
1izec r ioro: o wiat i~ cas ti~
litr V:t.~s. 1i~, a:~ Eoro:, Vao:,
:t:~rti, l~:oct,, l:~resi, Lo,at,,
:~~e, Dscr~, are irsit. D~st~ ti~:
ra.~s, ti~, a:~ t:ar~e e~rtca,. Cnc~:s
a:~ :otat~e i~tw~~r ciat~:s to ~rs.:~
corsst~rc, are, .o:~ .o:tart, to :ia:
1izec, to .a:art~~ o,at, to i. :ati~:
tiar a a:tc.a: ciat~:.
:ia: 1izecs stat~e a.itors a:~
s.~: to i.e a nitr o:c~ caai~ o
:~tair ti~ ~re~ss ars :o. ti~ .ra:
e:aors. l.t so.~ .rs~ttr srs o is
t:.~ rt~rtors s.:ac~. E~ ias r~~: .i
c, stat~e as ..ci i.t s c~a:, :oi..ar
to ar ~xt:~.~, or so a: as to iar ror
i..ars :o. r or ciat~: .~cis. E~
e~its r t~r arc~rt ~~res ca.r
i..ars orc~ owr~e a o Eiort are
w~:~ ti~ :o~rto:s o ti~ oti~: :ac~s. Are
ti~ t:arr i~ ~s is ciat~:s co~:s a ot
.o:~ tiar s., nitr .ra: e:aors.
:or~ti~~ss (o: ~:ias cors~q.~rt,),
i~ s :aie, o.a: a.or ti~ i..ar
t:i~s, wio a:~ oowr i. ~a~:,. E~
:.~s i~ a ir are s wo:si~e i~ a oe.
1o o.tse~:s, i~ s corse~:~e a .a|o: ti:~at.
1i~ :t~rar Cor~e~:ac, ~ws i. wti
:owr aa:., are La:~ :ator, wti ts
t,ca ort~:. ~w, s a:~ae, st:at~z
r o: ti~ corct tiat i~ w
r~tai, i:r.
Ara: C~rt:a ~re
~ss ars
ouI at i on:
+,ooo or ct,
.~cis, ,ooo
.o:~ or s.a~:
.~cis, o,ooo
s.:ac~ ew~
~:s r anat~e
t:i~ss
conos i t i on:
Ioo i..ars
AIignnnt: Law.
t:a (t~rer towa:e aw. ~)
-
Mcu 1RIBs
i' , a !-- |+c
v
i~ ti~ ao:~.~rtor~e .~cieo.s
vva:~ ti~ a:~st o:arz~e otca ~rt vv
t~s a.or ti~ .~ciew~~:s, .ar,, .ar,
oti~:s ~xst. Ar, ro.aec t:i~ .ci, ~ro.i
to cat.:~ o: .:cias~ a .~ci w ot~r
c:owe or ioa:e, cioosr to ~ r sq.ae,
c:a.~e coretors aioa:e a sa~ .~ci :ati~:
tiar s~~ .rsa~, or ti~ s.:ac~.
1i~s~ s.a :o.s, wios~ ~s a:~ c~r
t~:~e a:o.re or~ o: so.~t.~s two .~cis,
a:~ ca~e .~ci t:i~s. :o.~ .~ci t:i~s
a:~ anat~e wti oti~:s, .s.a, ias~e or
a., t~s, i.t car :a:~, i:r .o:~ tiar
ti:~~ o: o.: .~cis to~ti~: r or~ ac~.
1i~, a:~ .rea.~rta, ro.aec t:i~s tiat,
ti:o.i ooe o:t.r~ o: i:.t~ o:c~, ia~
.ara~e to ~t ioe o a .~ci.
A .~ci t:i~ s a st:ar~ sit. ir ti~
.ee~ o a sc:a, iare o ro.aes s ti~
.~ci, .s.a, a a:, s.a or~ tiat wasrt
ia:e to cat.:~. Earr o.t o ~~:, aa
ai~ o~rr - are so.~t.~s iarr
orto ti~ o.tse~ o ti~ .~ci ts~ - a:~
~o~ o ti~ t:i~. 1i~, .a,
co.~t~, ~:oco.s r
~: rat~ o: t:aetora
a:i. A i~:e o oats are
cows s t~ti~:~e to ti~
.~cis wast o: ari~
a or co:es. A ~w
waortowr io:s~s
t:.e~ aorse~ ti~
.~ci, wi~ a i~, o
cie:~r t:o.s aor
e~:oot. l~:oeca,,
.~cis w~aors w ~t
iast towa:e a estart
ta:~t, |.st so ti~ ies car .naw at
ti~ ~xosor.
Eow ti~s~ t:i~s ~t ioe o .~cis a:~s.
:o.~t.~s ti~, :~a: ea.a~e o: e~s~:t~e
.~cis tiat ti~, co.~ ac:oss. ir so.~ cas~s
ti~, :e~ r |.:,:~e cort:ators tiat
~~r ti~ :.st :e~:s ia~ aiareor~e. Cti~:
t.~s ti~, t:ae~ o: ti~: .~cis. l.t .s.a,,
ti~, st~a ti~.. Atio.i t s~~.s .rtiri
ai~ tiat a i.rci o s~a:w~er t:i~s
.~r co.e tai~ eowr a .~ci, ti~, car ti~,
car ~t rse~ are sa, ti~ c:~w. Are tiat
ia~rs, ~s~ca, or s.a .~cis wi~r ti~
c:~w stos to s~~ at rit wtio.t :o~:,
sco.tr ti~: s.::o.rers.
A t:i~ tiat rc.e~s a .~ci awa,s ias at
~ast or~ .~.i~: wti iasc :onc~rc, r
.~ci :~a:. (i t eert ia~ s.ci a .~.
i~: to i~r wti, i~ siows . q.ci, are
ca.s a., corr~ctors as soor as i~ i~a:s
o ti~ cat.:~e .~ci:) l.t ~~r ti~ :~s
e~rt ~x~:t s ~xt:~.~, co.~t~rt o: a
.~ci t:i~s.ar, i~ st ias ro ~as, so.:c~
o :~ac~.~rt a:ts. ir ~r~:a, t:ia
.~cis a:~ r~~: r ooe :~a:.
it s rot .ri~a:e o o: a .~ci t:i~ to
~ r ts statora:,, i:oi~reowr .~ci o:
~xt~re~e ~:oes wi~ ti~ t:i~ s~a:ci~s
o: s.~s to :~sta:t t. 1i~ .~ci s |.st too
a.ai~ to ~ .. ir so.~ cas~s, ti~ t:i~
w st: o.t ti~ o:ra, ror.rctorr
st~a. ~rr~ are rsta a .ar.a ~rr~
s.a: to tios~ o.re r o:c .~cis - :~at
wi~~s o: oa:s tiat, wi~r t.:r~e o: :ow~e,
ow~: ti~ .~cis ~a:s. 1i~ ~xst~rc~ o
ti~s~ .ar.a ow~: so.:c~s ias c:~at~e a
.a:i~t o: sa~s a.or so.~ .~ci t:i~s.
:t~rar at:os are soe~:s o ti~ L~or
a.to.atca, sto are q.~stor .~ci t:i~s
wi~r~~: ti~, a:~ sit~e, wo:ir or ti~
ass..tor tiat ti~, a:~ .sr a .~ci, t
was :oiai, sto~r.
Ara: Ar,wi~:~ or ti~ ~re~ss ars are
atare
ouIation: us.a, Io-+o ~o~ ~:
.~ci, wti ~xt~re~e a., :o.s r oti~:
t:i~s o . to o.: t.~s tiat r..i~:
conosition: Ar,, e~~rer or ti~ t:i~
AIignnnt: us.a, aw. o: r~.t:a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

+
L@=;ALQ%E=;@K
1
i~ atares ~~r t~::ar are :ox.
t, to ti~ ewa:~s o D.~:oi .ae~ t
ti~ ~:~ct t:arr :o.re o: .~cis. 1i~
~a:, ~x~:.~rta co.iat .~cis ~ra~e
ti~: n:st e:aor oor~rts i~:~ or ti~
atare. 1i~: q.ci s.cc~ss :o.t~e :ae
~o.tor, are row ti~ ..~rs~ ct,.~cis
st:e~ ac:oss ti~ sa.~ are, i~~r ~~r ti~
e:aors at ia,.
1i~ .~cis :.~ ti~ atare. 1i~, a:~ i~co.
r co..or or ti~ ~re~ss ars, as w~. 1i~
.~ci ireo.s, o: .~cieo.s, a:~ :ae,
.s.:r ti~ ow~: o t:aetora o~:r.~rts.
D~r tios~ .~cis rot a:t o a .~cieo. w~e
s.::sr r.~rc~. Aarc~s wti ti~. a:~
co.:t~e i, ti~ .~cieo.s are ti~ t:aetora
ow~: st:.ct.:~s. \ost ewa:~r .~cis a:~
anat~e so.~iow wti D.~:oi o: ti~ G~a:
w:its G.e. \ar, ~~r .~cis a:~ oos~,
corr~ct~e a La:~ :ator, are a.ost a a:~
ro:.a, a~e wti ewa: o: i..ar .~cis o
s.a: ar.~rt, wti ti~ rotai~ ~xc~tor
o ti~ L~or, wici ~sci~ws rori..ars. 1i~
i..ar .~cis a:~ a.ost a a:t o ti~ L~or.
C:c .~cis a:~ st ~w i.t a:~ a ot~rta
ti:~at a: r ~xc~ss o ti~: r..i~:. 1i~, ia~
oos~ t~s to ti~ t:i~s tiat i.t ti~. i.t, i~
.ost o:c wa: iares, w co.~ to ~aci oti~:s
ae or, ti~ oees are .re~: a:~ ooe.
\ost ow~:. o a, tio.i, a:~ ti~
ct,.~cis. vti ti~ o.ator o a ct,,
ti~ n:~ow~: o ar a:.,, are ti~ .ass o a
s.a .o.rtar, ti~, a:~ .ta:, .acir~s
wtio.t ~~:. A.ost a eoz~r co.~t~e
ct,.~cis row wai ti~ atare, as eo a ~w
or ti~ ~re~ss ars. \ar, .o:~ a:~ r a:
o.s sta~s o co.~tor. Are .~ci i.e~:s
~~:,wi~:~ a:~ corstart, st:r to c:~at~
~~:a:~: .oe~s.
l, t:aetora starea:es, a .o:~ a:o:
at~ ra.~ o: ti~ ct,.~cis wo.e i~
a~.~cis o: towr.~cis. :o ct,.~ci
ias a starer o.ator :~at~: tiar +,ooo
:~se~rts, a: sio:t o ti~ ,ooo to Iz,ooo
:~se~rts tiat wo.e ro:.a, .ai~ . a
towr. :or~ti~~ss, ti~, a:~ ti~ a:~st s~
cortar~e .oi~ o.ators r ~xst~rc~,
are a.or ti~ a:~st ~:.ar~rt s~tt~
.~rts r a wo:e wi~:~ .ost ct~s ia~ i~~r
e~st:o,~e. 1ios~ two acts ia~ ~a:r~e ti~.
ti~ a~ator ct,.~ci.
1i~ i~st irowr o ti~ ct,.~cis a:~ ti~
n:st o.: tiat w~:~ i.t are ti~ or~ .ost
:~c~rt, nrsi~e. 1i~ n:st o.: a:~ D.:ar
oi are :~ee~:i, ti~ n:st two ct,.~cis
~~: i.t, ioti ewa:~r r o:r, 1arrar
~, ti~ or, ~~r ct,.~ci, are l~i:ti,
ti~ n:st i..ar ct,.~ci, i.t are row
occ.~e i, :ia: 1izec are ti~ L~or.
1i~ .ost :~c~rt, nrsi~e ct,.~ci - are
c.::~rt, ti~ .ost roto:o.s - s Ea~r, ti~
L~ors s~core ct,.~ci.
-
DuRcAN-OK
\c |+' |a r+.!a +c-c |- ca+c-.
D
.:aroi was i.t o.t o e~s~:ator.
1i~ .ra: e:aors w~:~ :.rrr :a.
art o~: ti~ s.:ac~ wo:e. :.:r io:e~s
o :~.~~s :~ss~e at ~~:, ~rt:arc~ to ti~
s.is.:ac~. 1i~ .ra: :ar was e~st:o,r ti~
ewa:~s t:aer a:tr~:s. Ciaos, e~ati, are
esast~: ti:~at~r~e :o. ~~:, q.a:t~:.
1i~r ca.~ la:.s, a stoo~e, wit~
ia:~e ewa: ca.r to i~ ti~ ~e~st o ti~
\ast~: G~a:w:its. Cr, ti~ .ost arc~rt
ewa:~s :~.~.i~:~e ti~ G~a:w:its G.e,
wici was or, a ~~re ass~e or :o. ti~:
owr :areati~:s :areati~:s.
la:.s ca.~e to ia~ |o.:r~,~e .o:~
tiar a tio.sare .~s ti:o.i .re~:e~~
t.rr~s. E~ ~t ti~ \ast~: l~osto:,, ti~
:~at i:a:, wi~:~ ti~ ~e~st ~a:w:its
sto:~e ti~: sac:~e irow~e~, wi~r i~
i~a:e o D.~:ois t:o.i~s. ir ~ors ast,
D.~:oi iae ae~e ti~ G.e, are la:.s
wo.e :~a, ti~ ao:.
la:.s i:o.it wti i. o.: .ass~
to.~s, ~aci .o:~ tiar two ~~t tici, wti
sta.~e .~ta a~s co~:~e r t~circa
ea:a.s. ir ro:.a t.~s i~ wo.e ia~
i~~r es.ss~e as a c:az, oe tri~:~:, i.t r
tis e~s~:at~ a~ i~ was ti~ or, or~ wio
ae ca. to a wo:iai~ so.tor.
E.re:~es o tio.sares o .ario.:s
at~:, ti~ n:st ewa:~r .~ci |ot~e ts wa, to
ti~ s.:ac~. :~:~, a e~xt~:o.s wa::o: ~:
sora, t:ar~e i, la:.s to i~ D.~:ois n:st
.~ci |oci~,, .e~e is s.a .~ci towa:e
ti~ n:st .ra: e:aor i~ saw. 1i~ e:aor :a
a~e ti~ .~ci, siatt~:r ts ~s wti a ~w
ta sas are :o.t, i~i~aer t. :~:~
was ost r ti~ w:~cia~, i.t so too was ti~
e:aor, wici was ata, c~a~e i, a nra
iow :o. ti~ .~cis o~:sz~e iatt~ax~.
:~:~ i~ca.~ a i~:o, i.re:~es o oti~: wa:
:o:s ca.o:~e to ot ti~ r~xt .~ci, are
la:.s soor iae a ti~ :~so.:c~s o D.~:oi
at is esosa.
la:.s ee~e is aio: o:c~ r two.
ure~: ti~ rst:.ctor o .ast~: iacis.tis
are roc~ coa,~:s iast, rst:.ct~e i,
ti~ |.ro: ~a:w:its la:.s iae i:o.it
wti i., ti~ n:st ia ci.:r~e o.t :o:~s
s~, .o:~ aearc~e iatt~ .~cis, wici
w~:~ soor i~atr iaci ti~ .ra: e:aors
wti so.~ e~:~~ o s.cc~ss.
1i~ s~core ia was :~ocat~e to ti~ a:
~st ca~ D.~:oi co.e ..st~:, wi~:~ ti~,
w~:~ s~t to wo:i .re~: a si:o.e o s~c:~c,.
Daci wo:i~: ir~w wiat is nrsi~e co.
or~rt sio.e ooi i~, i.t rot wiat t was
o: o: iow t wo.e i~ .s~e. la:.s i.s~
~:sora, e:~ct~e ti~ corst:.ctor. :o.~
wo:i~:s :~w |~ao.s o ti~ oti~: :o.,
wios~ iatt~ .~cis w~:~ :~.a:, nitr
o:o.s co.iats aarst ti~ .ra: e:aors
wi~ ti~, aio:~e r oisc.:t,.
1i~r la:.s o:e~:~e ti~ rowo~:atora
~~t o iatt~ .~cis to c~a: a or~.~
we~ a:~a o ti~ s.:ac~. 1i~, ..st e~~re
tis a:~a wti ti~: ~, i~ sae. 1i~ s~core
:o. o aio:~:s, row ti:.st rto ti~ sot
it, i~ar ia.r ti~: co.or~rts to
ti~ :ot~ct~e zor~. E.~ scanoes w~:~
corst:.ct~e, .ass~ .~,s i~ar tr
~c~s rto ac~, are ti~ .a:~ o D.:ar
oi was io:r.
:to:~s o ti~ i.~ .~ciarca ewa:
s:~ae i~ wen:~. l:o. ti~ e~~~st e:ow
to ti~ we~st wooes.ar, ~~:, c:~at.:~ r
Eiort i~a:e o tis artastc r~rtor.
1i~ ewa:~s iae i.t a .~ciarca wai~:
so a:~ tiat ~~r a .ra: e:aor co.e rot
cia~r~ t. D~~re~e aarst :ae~:s i, a
~~t o s.a~: iatt~ .~cis, t soor ca:~e
a sa~ zor~ o.t o ti~ :.rs o ti~ atare.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239


Roberto Bussetti
.
c++.

lo: ti~ n:st t.~, a ac~ ~xst~e wi~:~ ~~r


ti~ .ra: e:aors ~a:~e to t:~ae.
la:.s s~e awa, soor at~: ti~ co.
~tor o D.:aroi. vti ro ooei,~s,
i~ tooi is o.: .~ta to.~s iaci to ti~
\ast~: l~osto:,. 1i:~~ |.ro: ~a:w:its
sta,~e i~ire to ca::, or ti~ t:aetor o ti~
G~a:w:its G.e. la:.s was ia~e as a
i~:o, are r ae.:ator, ti~ n:st eoz~r o: so
.oti~:s to ~ i:ti or D.:aroi ra.~e
ti~: .a~ sors la:.s.
D.:aroi was ti~ n:st ct,.~ci ~~:
corst:.ct~e. it s ., s~s.nc~rt. l.t
to rc.e~ a:~as o: a:c.t.:~, ~stoci,
r q.a:t~:s, t:ae~s.~r, s~casts,
ae.rst:ato:s, a .ta:, a::sor, a s.a
.a:i~tac~, are ~~r car ass~r~:s,
t car :oe.c~ ~~:,tir t r~~es. 1i~ or,
co..oet~s so.~t.~s acir or D.:ar
oi a:~ q.at, .~ are .~tas o: :~a:, i.t
ioti o ti~s~ a:~ :aw .at~:as ~as, ocat~e
ti:o.i :os~ctr o: .rr.
D~sr~e r a wa, tiat or, a ewa: co.e
o~, D.:aroi s ae o.t ~xact, as t
w~:~ a .o.rtar st:orioe. it ~at.:~s ots
o ~:tca ac~s, t.rr~s, c:awsac~s, are
~rcos~e a:~as. D.:aroi s rot :~co.
.~re~e o: ca.st:oioi~s - i.t ewa:~s
o~ t. it s ~ss~rta, a wair ewa:~r
st:orioe.
li,sca,, D.:aroi s ti~ s.a~st o
a ti~ ct,.~cis. it s sq.at are we~, co.
os~e o ar :or si~~tor wti stor~ a:.o:.
its as cos~ as a ct,.~ci car ~t to i~r a
wair cast~. it .~as.:~s :o.i, oo ~~t
r i~it. :rc~ ts e~sr~e o: ewa:~s, t
car nt a ot .o:~ .s~. sac~ rto ts oo ~~t
o i~it tiar a i..arsca~e ct,.~ci, are
ias a ~:.ar~rt o.ator o a:o.re vo
ewa:~s. la:.s ee rot :~~a a is s~c:~ts
wi~r i~ i.t D.:aroi, i~ ~t ti~ ewa:~s
q.t~ a it to ~a:r or ti~: owr.
ir ra.~, D.:aroi s a:t o ti~ :t~rar
Cor~e~:ac,, i.t r .ar, :~s~cts t :~.ars
ar ~xt~rsor o D.~:oi. it st oows
ti~ D.~:oi car ~ae~:si .oe~ are s
~xt:~.~, :ot~ct~ o ts io.~are.
-
NDDRIK
ra a+ |- G-+a.| +c- ,a'
i.-. 1|- !.c- a.| |-.
A
t~: la:.s e~a:t.:~, ti~ :~~e G~a:
w:its G.e :ae, :~w r ow~:. 1i~
G.es cort:i.tors a:~ wiat .t.at~,
sa~e ti~ ewa:~s, i.t r ti~ :oc~ss ..ci
o ti~ t:aetora ewa:~r ow~: st:.ct.:~
was a~rat~e. Crc~.it, ax~ wa::o:s
w~:~ row s~core~e to e~xt~:o.s ots, ti~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

aec~ o c~:cs w~rt .r


rt~:~:~e wti ti~ ~rr~
ti~ G~a:w:its :oos~e
o a s~core ct,.~ci tiat
o.tse~ ti~ cort:o o D.~:
:~rts c:,staz~e rto a .i
:~ee~:i, ti~ s~core
rt~re~e :o. ti~ sta:t to
~re~rt o D.~:oi. 1i~ s.
:~s~rt.~rt tiat ~:.t~e a
ts corst:.ctor c~.~rt
re~~re~rc~ are s~t ti~ w
r .otor o: ti~ c:~ator o
:t~rar Cor~e~:ac,, w
o.rer .~.i~:s w~:~ :
e~:i are D.:aroi.
:~ee~:i was e~sr
i.t i, ti~ G~a:w:its
a or~~: io.~st~ae a:
wio a:tcat~e r t
wo.e ia~ a ac~ or t -
i~ :~q.:~e to ~a~ D.~
~~:. vi~:~ D.:aroi
st:or corr~ctors to
:~se~rts o :~ee~:i wo
r~~:s, acc~tr ti~ G~a
as ti~: :.~: are i:ar
atares r a r~w st:or
ar, tiat iae :~c~e~e t.
:~ee~:i s a :aeca e~
ti~ t~ciroo, o D.:a
D.:aroi was n:., ar
i.e a .oi~ cast~ sci
corc~ssor so.~ sa, la:
o: ti~ ewa:~s to acc~t t
.~ci), :~ee~:i s t:.
wai~:. its e~sr~:s s~~:~
tora ~o:aic corr~ct
a ., .rctora wair
atio.i sca~e to ewa:~s
a .ssia~r ewa:~r st:or
rco:o:at~s ti~ st:.ct.:~
i~st :ot~ct ts riaitarts
Lr q.a:t~:s are ta
c~rt~:.ost :~ors. 1i~
ti~ sios, wo:i a:~as, a:.
1i~ .~: ~~s a:~
ase~ o: ti~ a:stoc:ac, (
wasrt i.t rto ti~ e~s
are iae to i~ :~t:ontt~e
wi~ ti~ iotto. ~~s (ai
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

a:~ i.t i~ a t:.~ ct, s~w~: o: e.r~or


- ti~, a:~ ear~:o.s a:~as, .s~e o: ~rr~
:oo.s, :~.s~, are s~wa~, s~a~e are w~
:ot~ct~e :o. ti~ :~st o ti~ .~ci, are
e~sr~e to :oe~ a i.n~: :o. :o.re
~~ rae~:s.
vi~:~ D.:aroi was o.at~e i,
ewa:~r t:aetorasts wti st:or i~:~e
ta:, t~s to ti~ car c.t.:~, :~ee~:i s a:
.o:~ re~~re~rt. it s o~:r~e i, a co.r
c cia:~e wti :~:~s~rtr ti~ rt~:~sts
o ti~ c:~w. Corse~:r ti~ cos~ q.a:t~:s
or ioa:e ti~ .~ci are ti~ ~as~ wti wici
a ..tr, co.e occ.:, ti~ co.rc s q.t~
:~:~s~rtat~. it rc.e~s a st:or actor
:o. ti~ G~a:w:its G.e, as w~ as a car
~ae~: are a .ta:, aort~~.
ir a s~rs~, ti~ c:~w o :~ee~:i :~a,
a:~ or~~:s, :artca, t:,r to ~sca~ ti~
wa:a:~ o ti~ ewa:~r st:orioes, ior
o: a r~w ire o ~ aioa:e a ct,.~ci. :~e
e~:i s :.~e i, ewa:~s i.t o~r to ar, :ac~
wr to acc~t ti~ G.e, ts o.ator
rc.e~s a szai~ ro.~ cortr~rt, as w~
as .ar, iars are a ~w i..ars. (\o:~
i..ars .it |or ~xc~t tiat ~ r ti~ ow
c~r~e e~sr s c:a.~e, to sa, ti~ ~ast.)
A s~rs~ o e~as. :.rs ti:o.i ti~ .~cis
co::eo:s, ti~ c:~w irows ti~,:~ at ti~ c.t
tr ~e~ o a wio~ r~w ire o ~.
:~ee~:i stares a tt~ .o:~ tiar
I,zoo ~~t ta. it s sq.at are i:oae, i~ a
ewa:~r e~srs, i.t .s~s a: .o:~ .~ta
tiar stor~ r ts corst:.ctor are ti.s ias
.o:~ aaai~ sac~. it s.o:ts a ~:.a
r~rt o.ator o .o:~ tiar I,oo ewa:~s,
ro.~s, iars, are i..ars.
-
1ANNANI
ca - +- c-+c.
ia |-, !.c- . 1++!.-!.
1
i~ t:aetora s~at o ow~: a.or ti~
~~s o Eiort ias awa,s i~~r ti~
:~at ro:ti~:r o:~sts o ti~ ~re~ss ars.
As ti~ Lat are E~:~a w~:~ :az~e i, ti~
.ra: :ars, ti~ ~~r a~s i.t s.a
.~cis to io.s~ sars :o. ti~: :~at
t:~~s tiat iae or si~t~:~e ti~., ti~r
~.ia:i~e or ti~s~ .~cis to wat o.t tis
t.:i.~rt ~:oe r ti~ ar~ts isto:,.
\ost ~~r .~cis w~:~ s.a ana:s, io.s
r ~:ias a i.re:~e o: so ~~s, e~~rer
or st~ati are s~~e to s.:~. l.t or~
:~at .a~, a.or ti~ .ost ow~:. o
ti~ a:~ae, ow~:. ~~r wza:es, ow~e to
tai~ ti~ nit to ti~ ~r~.,. 1i~ a:ci.a~
1arrar, wti ti~ ae o s~~:a o is estr
.si~e co~a.~s, sia~e ti~ str
wooe o a Lat :o~ rto a ~:tai~ core.t
o: .aca ~r~:,. 1is .aca wair
t:~~ corst:.ct s ti~ .it~st o ti~ ~~r
.~cis. it s ti~ wair t:~~ o 1arrar, o:,
r ti~ s,ar tor.~, 1arrar~.
1arrar~ s ti~ n:st are or, ~ ct,.~ci.
it s ta~: tiar ar, oti~: .~ci :o. ar, oti~:
:ac~, .~as.:r a.ost z,zoo ~~t ta at ti~
to o ts ii~st tow~:s. G:ac~. are tir,
t oois i~ ti~ cors...at~ ~~r e~sr, at
orc~ :~s~.ir a s~~i tow~:, ar arc~rt t:~~,
are a ow~:. .aca corst:.ct.
1arrar~ s i.t ~rt:~, o ~rciart~e
t:~~s, ti~: str :oots, .is, are
t:.ris io.re to~ti~: r a:cit~ct.:a o:.
to .atci 1arrars sor. 1i~s~ t:~~s st
~, e:awr ro.:si.~rt :o. ti~ ~a:ti
wi~r~~: ti~ .~ci iats o: ti~ rit, :~~
r rt:.e~:s wti ti~ r~s tiat ~ or ti~:
~xt~:o:, :owr are :~a:r ti~.s~~s
as e:~ct~e i, 1arrar.
1arrar~s rt~:ra st:.ct.:~ :~~cts ti~
~~r attt.e~. its ~:tca ~~s a:~ rot ee
~e acco:er to .s~ o: .rctor, i.t :ati~:
acco:er to a .aca i~:a:ci,. 1i~ ~rt:~
.~ci s :.~e i, ti~ n~ a:ci.a~s wio i.t
t. 1i~, :~se~ r ti~ .~cis ii~st ~~s,
wtir ts i~ae are r ti~ r t:~~tow~:s
tiat :~aci ii on ts sio.e~:s are iaci.
l:ot~ct~e i, 1arrars .ac, ti~s~ t:~~tow
~:s :~~ ti~ .ra: :ar wti t. ~as~.
l~ow ti~. a:~ ti~ :~se~rta q.a:t~:s o
ti~ :~st o ti~ .~cis .a~s, acco:er to
ti~: :aris wtir ti~ C:e~: o 1arrar~,
a :~c~rt, o:arz~e .a~s co.rc e~ot~e
to ti~ .ac o o~.s, corst:.cts, are, o
co.:s~, .~cis. 1i~ C:e~: s :~sorsi~ o:
i~~r ti~ .~ci :.rrr. it occ.~s ti~
.~cis a:.s are .~: to:so.
1i~ r~xt t~: rc.e~s :aris o wa::o:s,
a:ci~:s, are oti~: e~~re~:s o ti~ .~ci.
\ost a:~ e:awr :o. ti~ eoz~r o: so ~~r
a~s tiat ia~ tai~r :~.~ or 1arrar~.
1arrar acc~ts ar, are a ~~s wio r~~e
:ot~ctor, tio.i orc~ ti~, a:~ or ioa:e
i~ :~q.:~s ti~. to cort:i.t~ to ti~ .~cis
e~~rs~, are, r ti~ or t~:., ior~ ti~:
.aca ait~s to ti~ ort wi~:~ ti~, car
corst:.ct ti~: owr .~cis.
l~ca.s~ ti~ .aca o~:ator o 1ar
rar~ s so ..ci .o:~ ~nc~rt tiar ti~
st~a.e:~r ~rr~s o ti~ ewa:~s o:
ti~ iatart, wast~. aio: s,st~.s o ti~
o:cs, ti~ ~~s ia~ a: .o:~ sac~ to e~ot~
to r q.a:t~:s, are a: .o:~ :oo. o:
s~casts t:ar~e r so.~tir oti~: tiar
st~a. .~ciarcs. 1i.s, 1arrar~ rc.e~s
a a:, a:~ .ta:, o:c~ io.s~e r ts
.ee~ to:so.
1i~ ow~: to:so are tiis a:~ io.~ to
t:ae~s.~r are oti~: s~casts: ti~ ca:~r
t~:s are iacis.tis wio i~~ tirs :.r
rr. lra,, r ti~ :~st o ti~ ~ a:~a, ti~
~~r ~asarts ~, a:.r s.a :ot~ct~e
t~::ac~s iarr on ti~ .~cis ~s.
1arrar~ ias tt~ to ~a: :o. ti~ o.t
se~ wo:e. it s ~:ias ti~ .ost ow~:.
.~ci r ~xst~rc~. its ~:, st:.ct.:~ s a~,
caai~ o :owr are o i~ar wo.res. it
s a sr~ .ass~ a:tact, a core.t o .a
ca ~r~:, ti:o.i wici 1arrar are is
~ors o .a~s car a.rci iatt~:~s o n:~
ias are oti~: s~s at attacir c:~at.:~s.
:o .ra: e:aor ias stooe aarst t - ro:,
o: tiat .att~:, ias ar, oti~: c:~at.:~.
l.t 1arrar~ s .r~:ai~ :o. ti~
rse~. 1arrar i.s~ s r~xt:cai, ri~e
to ti~ .~ci. Es w cort:os t, e:~cts t,
are s.stars t, tio.i ti~ .aca ~r~:,
:~q.:~e s so :~at tiat i~ :~q.~rt, cas
.or oti~: :~at s~cast~:s to ae i..
As ti~ .ortis o i,, 1arrar a~a:s .o:~
are .o:~ e:ar~e. :o.~ :..o:s sa, tiat ti~
i.:e~r o s.starr 1arrar~ s too :~at.
:o.~ sa, i~ acc~t~e ao:s :o. ow~:.
~xt:aara: c:~at.:~s to i.e 1arrar~,
are tios~ ao:s a:~ row i~r ca~e r.
Cti~:s sa, ti~ st:ar o 1arrar~ s s.,
too :~at o: or~ ~ to i~a:. l.t or~ tir s
c~:tar: 1arrars rt~rtors are i~iao: a:~
res.tai, roi~. D~:,tir 1arrar~
ias eor~ ias i~~r to ae ti~ ~~s, i~ t i,
~rer on e:aors o: tair r a r~~:~rer
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

st:~a. o ~~r :~.~~s. it s ar ~rr~ o


~r~arc~ tiat ti~ ~r~.~s o ti~ ~~s ia~
~a:r~e to ~a:.
-
RBIR1u AND uAVN
X c+ a.!! -c- ++. c!+.
|- !.- + +.
:
ia: 1izecs ow~:s o ~:s.asor a:~ so
:~at tiat i~ i.t a ct,.~ci wti ti~..
Es it :o. looi ~t i. rot |.st io.~
~ss i.t wtio.t a., o: :~res r .ra.a:
t~::ar i~r sco.:~e i, iost~ o:c~s. E~
tai~e is wa, rto ~.o,.~rt wti a t:i~
o ro.aec G.:, ti~r s~rt ti~ r~xt s~~:a
,~a:s io.rcr i~tw~~r t:i~s o G.:, :ta
ars, are ~re~ss t:ae~:s. E~ ~~r s~rt ar
~xt~re~e ~:oe .re~::o.re, s~~ir :~.~
wti a i.:~orr iare o wo:. a:.~:s. Es
.ar~tc ~:sorat, i:o.it i. w~co.~
wi~:~~: i~ w~rt, are ti~ ~o~ st~r~e to
is a.ito.s ars o: :~tair ti~ ~re~ss
ars. 1i~ n:~s o :~~r~ i.:r~e wtir is
i~a:t, are i~ a~ oc~ to ar~: tiat a ti~
ro.aes ~t. l.t wiat co.e i~ eo tiat iae
rot a:~ae, i~~r t:~e'
:ia: i~ca.~ ar ro:.a ~ro, i~tw~~r
esa:at~ t:i~s. E~ t:a~~e corstart,,
str oe :~res, .air r~w or~s, are
o:r t~s i~tw~~r isto:ca, s~a:at~e
~o~s. E~ was ti~ cors...at~ eo
.at, .air :~atorsis wi~:~ ror~ iae
~xst~e i~o:~. E~ w~e~e ti~ :~resi
o tio.sares o ro.aes - i.t wiat co.e i~
eo wti t' 1o~ti~: ti~, co.e stare aarst
a iare. o e:aors, i.t rot ti~ a:., tiat
wai~e ti~ are.
1i~r wo:e :~aci~e :ia: o ti~ ai.o.s
.~ciarca wai~:s i~r i.t i, ti~
ewa:~s o D.~:oi.
lo: ti~ n:st t.~ r is ~, :ia: so.it
o.t ewa:~s. 1io.i ar rs.a: .i:rr
iae ias~e i. aarst ti~ e~.i..ars, a
ias tiat was .:ti~: :~ro:c~e wi~r ti~
ewa:~s e~~re~e ti~: .o.rtar ~rca~s
aarst i..ars :ati~: tiar co.r to ti~:
ae, i~ row iae .s~ o: ti~.. E~ t:a~~e
to De~, wi~:~ i~ .ae~ cortact wti a
r..i~: o t:aetora ~rr~~:s. 1i~,, too,
iae i~a:e o wiat la:.s was eor, i.t
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
|
c++.

ti~, w~:~ ro ~a:w:its. :t, sae :ia:,


co.e ,o. nre a wa, to i.e or~ o ti~s~
wai~:s' i ti~ :c~ w~:~ :it . :oi
ai,, arsw~:~e ti~ ewa:~s.
:ia: :~t.:r~e to ti~ ars, wi~:~ is s~:
tor.~ swa,~e ti~ t:i~s or~ i, or~. E~ cor
rc~e ti~. to cor:~at~ r or~ ac~, wi~:~
ti~, co.e i.e a .~ci .re~: ti~ e:~ctor
o ti~ ewa:~s. :~~: wo.e ti~, wo:i o:
ti~ ewa:~s, tio.i. 1i~ ewa:~s .it ia~
ti~ irow~e~, i.t ti~, wo.e wo:i o: ti~
i..ars. 1o~ti~: :ia: are ti~ t:i~s wo.e
:as~ ti~ n:st :~at ct,.~ci o ti~ ~re~ss
ars, are ti~ i..ars wo.e i~ :~io:r.
:ia:s sor eert o q.t~ as arr~e.
1i~ ro.ae t:i~s w~:~rt a:tc.a:, esc
r~e, are ti~ .ost iasc corc~ts o ~r
r~~:r w~:~ a: i~,ore ti~.. 1i~ ewa:~s
cia~e at ti~ oo: t:~at.~rt ti~, :~c~~e.
D~st~ i~r ti~ .ast~:.res i~ire ti~
wio~ :o|~ct, ti~, w~:~ t:~at~e i~ s~:
arts, ar attt.e~ tiat was ~rco.:a~e i,
:ia:, wio s~~.~e to ia~ so.~ :~ aarst
ti~.. 1i~ ~a:, .~cis w~:~ or~ a.:~ at~:
aroti~:. :o.~ t:i~s :~w es.sor~e are
~t. Att:tor wo:~ awa, ti~ oti~:s as ti~
e:aors cortr.~e ti~: :a.a~s.
1i~r :ia:s ~o
~ nra, nrsi~e a
wo:ir .~ci.
1i~ n:st s.cc~ss
~r~:z~e ti~ t:i~s,
wio a::~e :o.
.~s a:o.re to :e~
ti~ i..ari.t
.~ci. :ia: c~:tar,
eert eowra,
ti~ :e~ r i..ar
acco. si.~rt,
~~r tio.i ti~
e~srs w~:~
~rt:~, ti~ wo:i o
ewa:~r ~rr~~:s.
As ti~ t:i~s .a:
~~e at ti~ wai~:
ti~, iae i.t, :ia:
was aso ca:~. to
aoe ttr ti~
.~ci aarst ti~
e:aors. it was a
s,.io i~ co.e rot
ano:e to s~~ e~st:o,~e. E~ :.si~e :oe.c
tor or s~~:a .o:~ o ti~ s.a .~cis,
wi~ at ti~ sa.~ t.~, .rirowr to .ost o
is ~o~, i~ o:.az~e is ~rsa~.~rt o
ti~ ewa:~s, wio iae or ao c~as~e wo:i
r o.rta:,. Es ~rr~~:s w~:~ row o,a
or, .re~: ti:~at o e~ati.
1i.s w~:~ io:r ti~ i~rrrs o ti~
L~or, a ciat~: tiat c..rat~e r ti~
co.~tor o l~i:ti, ti~ L~ors n:st
ct,.~ci. l~i:ti s ti~ ~ast aearc~e o
a ct,.~cis row wair. it was e~sr~e
i, ~rr~~:s .re~: e.:~ss, was corst:.ct~e
i, .rsi~e aio:, are s .artar~e i, s~
ta.it coa,~:s. E..ars a,~e a .o:~
.o:tart :o~ r ts corst:.ctor tiar wti
:o: L~or .~cis - a:~, i~ca.s~ .ost
o ti~ ewa:~r ~rr~~:s w~:~ i~e r or~
wa, o: aroti~: i~o:~ l~i:ti was co.
~t~e - are ti~: aci o ~x~:ts~ siows.
l~i:ti ias :o.tr~ .~ciarca a.:~s, s
ow~:~e r a:~ a:t i, ia:e aio: (.s.
a, cort:i.t~e i, L~or .ta:, .~r o:
~rsa~e o:cs), are wo.e c~:tar, os~ ar,
iatt~ wti aroti~: ct,.~ci.
1iat sae, t s iaci~e i, tio.sares o
e~ot~e t:i~s.~r are a ~~t o s.a~:
.~cis - are ts ti~ .ost ow~:. i..ar
~rtt, wair ti~ ~re~ss ars. 1arrar
~ s ti~ or, o:c~ or ti~ ~re~ss ars
tiat co.e cor:ort t, i.t 1arrar~
sta,s r ti~ t:aetora, ~~r a:~as o ti~
ro:ti~:r o:~sts.
l~i:ti s, n:st are o:~.ost, a s,.io o
:~s.:~rt i..ar ow~:. vti l~i:ti are ts
.~ci ~~t, ti~ t:i~s ia~ .si~e iaci ti~
e:aors. :ia: 1izec ias corsoeat~e is
ow~:, .sr l~i:ti as is .oi~ ctae~.
its a.~ ias e:awr .o:~ are .o:~ t:i~s
scAu1x uAs rAsscD
1- ~: c-,-.g -..: ~| :- ..a a. . :-
-c ~| a:.a. :-a.:,. v-- ,..a |~-: ~c-
-ac-c :~ :- ,, a- :-- :. ~. .a:-
a.a,. v-- g-- ,.a. ~c- ~..-c .:~ :- ~
..~, ga, ,~ca-c .a:- ~. ca :- .ac.
v-- .a.-ga:-c |~.- ~c- :.~~-c, ca-c
:~- |--c :- .~.
1- .g: ~| :-a.:.|.. :.g . ~. :-a.-c ~-
:a .: -.- .a. 1- ,-~,.- ~| a.. .g,~.:
c..:.- .-.c~- a, :ac- ca,.g c~.~-c
:-ac, ..:a: |a:.c, ~ a- ,.a: :a: ....-c
:- ca:a:~,-. s-a.:.|.. |~.- ~. -.. |~
.c-c ~| g~.c ,.-c-. |c.:.~. a.|.g
c..:..a:- ,~c-: ~| g---, .--.- :-, ca,
-...g :- :.| ~ :.~~ :~ ~:.- ac ~-.c
-..-. |a, g~- a.- :.-c :-. :.--
.:--: :~ ,..:..- ,c~,~.c, a::-,:.g :~
c..:..a:- g---, . :- ca: :--.ga, .~.c ~|
a c.:,-c.
|~ a ac.-:.- ~ ~,,~:..:, :- .-: |~
:-a.:, ca :- a -a. ~cc.,a:.~. |a, a-a a.-
-g~. .c- :- ..a a. :-ca- .- cag-
~., :.: g---, . :... |a a- :a .: .-c :~ :-.
v-- ~c- a .g .~..c ,a, a |~:.- |~ a -~:.c
:.~~, ~. a c.:,-c ..- .... ,a, a |~:.-
.,., |~ a :~..-: ~| ca|~c... Caac:- .~
~c- ...-c . ,..a a-a, ~ .~- ~.c- -.a:..-
:... --:- :- ~a:.c ca, ~| .~~c.ac ..|-,
a, :- ,-~a.., ~:..a:-c :~ -- ~.: a ....
.g g~.- ~ |~.-.g :--. C.c g~.: ca :...
:- |~.c . ~- g....- ac :-a :a, ~c,
.c..-, :- .-- ~| |~:.a:-., ,.ac-c ..., ac :-
a- -.:- c-a:-c :, ac.a:ag-~. aag--:
~| ~.:c~,,.g, c..|, ac -c.~-c ,ac-.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

.~r, wio st a::~ :o. estart a:ts


wti ~~:, assr ea,. :ia: s w~ awa:~ o
l~i:tis .tators, ar awa:~r~ss i~ sia:~s
wti ro or~. L~t ti~ t:i~s.~r tiri ti~, a:~
a ow~:.. vti ti~: iacir are :ia:s
~ae~:si, ti~, soor w i~.
Ea~r s ti~ .ost :~c~rt acco.si.~rt
o ti~ L~or. it s ti~ s~core i..ar ct,
.~ci. 1i~ ewa:~s o ti~ atare are ti~
~~s o ti~ ro:ti~:r o:~sts a:~ a: .o:~
wo::~e aio.t Ea~r tiar l~i:ti. l~i:ti
was s,.ioc i.t w~ai. vti Ea~r, :ia:s
coa,~:s ~a:r~e :o. ti~: .stai~s. it
co::~cts ti~ w~air~ss~s o l~i:ti are s, r
act, or a: wti so.~ o ti~ w~ai~: ewa:~r
ct,.~cis. it s a i.~ acco.si.~rt o:
a ,o.r :ac~ wti ro ~a:w:it i~:ta~.
i ti~, cortr.~ s.ci :ae :o:~ss, ti~
L~ors o.:ti o: nti ct,.~ci .a, :a
ti~ i~st c:~ators o ti~ ewa:~s.
l~i:ti are Ea~r a:~ ioti ta ct,.~cis.
l~i:ti stares voo ~~t ta, wi~ Ea~r tos
r at I,Ioo ~~t. Daci io.s~s a o.ator o a
tt~ .o:~ tiar z,ooo i..ars.
+
AEHGJL9FL
GJ?9FAR9LAGFK
1
is s~ctor e~sc:i~s so.~ o ti~ .o:
tart o:arzators o Eiort. Cti~:s
e~sc:i~e ~s~wi~:~ r tis iooi rc.e~ ti~
Co~~ o Corst:.cto:s (s~~ a~ +) are
vit~ Cor:~ss (s~~ a~ I).
-
1u cARwRIcu1s cuID
1
i~ G~a:w:its G.e s ar arc~rt o:e~:
o ewa:~r ~rr~~:s, t~circars, are
coa,~:s. it ~xsts to .:ti~: :~s~a:ci r ti~
.~ciarca sc~rc~s, irowr to ts .~.i~:s
as ti~ ~a:e:~r a:ts. 1i~ G.es o:t.r~s
ia~ wax~e are war~e o~: ti~ ,~a:s, t
ias i~~r ow~:. at t.~s are :actca,
ror~xst~rt at oti~: t.~s, acco:er to ti~
csst.e~s o ti~ a~. :ow, wti ti~ co.
r o ti~ .ra: :ar are ti~ ae~rt o ti~
.~ci, ti~ a.~ o t~circa irow~e~ ias
rc:~as~e ~xor~rta,, are ti~ ~a:w:its
ia~ :owr ow~:. orc~ .o:~.
1io.i .ar, i~~~ ti~ c.::~rt a~ to
i~ ti~ n:st t.~ tiat .~cis ia~ wai~e
ti~ ~a:ti, ti~ ~a:w:its ca. oti~:ws~.
Acco:er to ti~., ti~ st~a. ~rr~ :~
eat~s ~~r ti~ ~~s. Lor i~o:~ ti~ oes
a~ .ac to ti~ ~~s, ti~, sa,, ti~ ewa:~s
w~:~ .sr st~a.ow~:~e .~ciarca wai
~:s to eo.rat~ ti~ s.:ac~ wo:e. 1i~,
:~t:~at~e .re~::o.re or, at~: ~~r wz
a:es nra, .ast~:~e ti~ a:car~ a:ts. vi~r
ti~s~ :.t~ .~cis w~:~ nra, o.t
.atci~e i, ti~ :~at wza:es, ti~ ewa:~s
sto~e e~~or st~a. t~ciroo, r
ao: o ~:~ctr ti~ nitr are er~
a:ts r ti~: c:a.~e .re~::o.re q.a:t~:s.
L~st ti~ irow~e~ i~ o:ott~r ~rt:~,, a
iare. o e~ecat~e ~rr~~:s o:.~e ti~
G~a:w:its G.e, wici ias :~s~:~e ti~
arc~rt irow~e~ o: .~rra.
:ot ~~:,or~ i~~~s tis acco.rt, ~ast
so ti~ ~~s. D~r .ar, ewa:~s corse~: ti~
~a:w:its ca.s to i~ rotir .o:~ tiar
a tir, ~~e ie o: ~t.ac,. At~: a,
st~a. t~ciroo, s we~, .s.re~:stooe
are st est:.st~e. A ca. o :.a o:rs
.it i~ rotir .o:~ tiar ti~ ~a:w:its
att~.t to s~~. a.ti~rtc.
l.t so.~ srs recat~ tiat ti~ ~a:
w:its .it rot i~ ,r at a. l:st s ti~
G.e i:a:,, irowr as ti~ \ast~: l~os
to:,. 1is s~~.r, :~isto:c :~c o ar
oe~: t.~ s ast i~,ore co.:~i~rsor,
wti oo:toc~r iooisi~~s rr
ra::ow co::eo:s o~: ar a:~a r~a:, as ta
are we~ as a a:~ towr. D~:, iooi r ti~
i:a:, oc.s~s or ti~ ~a:e:~r a:ts r
so.~ o:. o: aroti~:, i.t ti~ tocs a:~
io~~ss, ast. A i:~ sa.r:
\ D-+.!-c \+!,. r. i-| a.|
--c -. V-c|+.:-c i.-c+! V.
.a!+. D+c.c i!.| a.|
V-c|+.c+! w.
ra-. -+ E.- a.| |-
i!c V+.c+! i-+
\ ac-, -+ 1+| +c |-
Da+c- k.c
ic. |+ w+|+c| 1.- . |-
V+| \i Ca!+ E.-, G+.+ Vc-!
Cac. + C!c|a| E!
1i~ .a|o:t, o ti~ \ast~: l~osto:,s
o..~s a:~ :rt~e .sr a G.tt~ri~:i~
e~c~ tiat ti~ G.e .ai~s aaai~ to ts
.~.i~:s. D~r so, i, cors~:at~ ~st
.at~s, ti~ t.~ :~q.:~e to st.e,, co~ct,
are :rt ti~ .ors o o..~s t cortars
s .o:~ tiar o,ooo ,~a:s. 1i~ ~w o..~s
to ia~ .ae~ t o.t o ti~ \ast~: l~osto:,
(.s.a, a ti~t o: i:i~e ~a:w:its, as
ti~ i:a:, s cos~e to o.tse~:s) irt at tis
:~at a~. 1i~, a:~ :rt~e or sta.~e .~ta
at~s, caai~ o astr ..ci or~: tiar
ar, a~: iooi. 1i~: ar.a~s a:,, co~:
r a a..t o a:arts tiat co.e i~ ea~cts
i.t co.e |.st as i~, i~ isto:ca e~:a
t~s. Are ti~: .icator eat~s a:~ awa,s
st~e r two o:.ats. Cr~ s a .,st~:o.s
G.e s,st~., corsst~rt i~tw~~r o..~s
i.t .ri~ ar, .oe~:r s,st~. o eatr. 1i~
oti~: o:.at a:~s acco:er to wiat~~:
ca~rea: was .s~e i, ti~ o~:rr ewa:
soc~t, at ti~ t.~ are rc.e~s o:.ats
~r~:a, :~corzai~ to o.tse~:s. usr
ti~ a.a: o:.ats to t:ar.at~ ti~ G.e
s,st~., t s c~a: tiat, ti~ G.e s,st~. s
acc.:at~, so.~ o ti~ to.~s w~:~ .isi~e
t~rs o tio.sares o ,~a:s ao.
1i~ i,sca ocator o ti~ \ast~:
l~osto:, s aroti~: c.~ to ts a~. it ~s
e~~ eowr r ti~ .re~:e~~, e~~~: tiar
ar, oti~: ewa:~r s~tt~.~rt. 1i~ ~r
~:a crt, o ti~ l~osto:, s co..or
irow~e~, tio.i ti~ s~cncs a:~ w~
iee~r, rot or, i, s~c:~c,, i.t aso i, ti~
i~we~:r assa~wa,s o ti~ .re~:e~~,
ti~ io::i~ c:~at.:~s tiat ew~ ti~:~r,
are ti~ ~a:w:it .a:es (ioti r are
corst:.ct~e) tiat e~~re ti~ assa~s. 1i~
:o.t~ s .rea.~rta, e~ae: ar .re~::o.re
ca.s~wa, ti:o.i a,~: at~: a,~: o .tt~:,
aiareor~e :.rs. :o.~ o ti~s~ ia::~r a:~as
a:~ oe ewa: o: e.~:a: ct~s, oti~:s co.
~t~, a~r. l.t or~ tir s co..or to
a: 1i~ e~~~: or~ o~s, ti~ oe~: ti~ :.rs,
are ti~ l~osto:, s e~~~st o a.
1i~ \ast~: l~osto:, rotwtistare
r, aroti~: sr o ti~ G.es a~ s ti~
wai~:s. 1i~ G.e ca.s tiat t ias :~cs
o ti~ A~ o vai~:s, as ts .~.i~:s ca
ti~ :~.aca ~:a wi~:~ ewa:~r .~cis
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

:.~e ti~ s.:ac~. :o.~ o ti~s~ oeeooi


r wai~:s w~:~ ti~ n:st .~cis to wai
ti~ s.:ac~ wo:e at~: ti~ .ra: :ar. 1i~:
e~sr s a:ciac are .r.s.a, rco:o:atr
ewa:~r .a~:, :o. i~o:~ ti~ .~.o:, o
ar, r soc~t,. D~t:acto:s ca. tis s
.~:~, cos.~tc e~c~t. l.t ti~ G~a:w:it
.~cis a:~ res.tai, i~tt~: tiar ar, oti~:
.~cis, ia: ror~. 1i~, .s~ iee~r t~ciroo
~s, rot sia:~e o.tse~ o G.e c:c~s.
A:~ ti~s~ arc~rt s~c:~ts o: .oe~:r rroa
tors' :o or~ o.tse~ ti~ G.e irows o:
s.:~, i.t t s c~:tar tiat ro oti~: actor
ias e.cat~e ti~..
1i~ ast c.~s to ti~ A~ o vai~:s a:~ ti~
.ost co.~r o a: arc~rt wai~:s i.:~e
.re~::o.re i~ :.rs o a i,or~ a~. ir ti~
ast, ti~s~ st:ar~, sia~e .re~::o.re
e.r~ors w~:~ corse~:~e rotir .o:~
tiar tiat: .r.s.a e.r~ors. :ow scioa:s
a:~ :~str so.~ o ti~ irowr e.r~ors
to e~t~:.r~ wi~ti~: ti~, a:~, r act, ti~
rr~: assa~wa,s o arc~rt, i.:~e .~cis.
1i~ l:~to.rr E~aes, a s~:~s o artc
.~ta i~aes iai.:~e r ti~ sares aio~ ti~
v~t D~s~:t, a:~ :..o:~e to ia~ cataco.is
i~r~ati ti~.. Co.e ti~s~ i~ arc~rt .~cis
.:~e ~ors ao r ti~ sare' Acco:er to ti~
i..ar sa~ Lzc.s, ti~ :~at :tarer Dwa:
o ti~ atare cns .a, i~ ro stat.~ at a,
i.t ar arc~rt .~ci t.:r~e to stor~. :ow ro
sio:ta~ o ae~rt.:~:s :~.~.i~: e.r~ors
tiat s~~.~e ..rear~ at ti~ t.~ i.t wici,
r :~t:os~ct, s~~.~e to ia~ a ~r~:a,
i..aroe sia~, ai~t .re~::o.re. Are ti~
e~~~st ~rt.:~s rto ti~ :t,ar e~tis ia~
i:o.it iaci :~o:ts o .ossi, arc~rt
iara:s ioer :~isto:c .~cis r :s
tr~ coretor, .ar, o ti~. corst:.ct~e r
r~two:is o ca~:rs so a:~ ti~ .~cis co.e
a.ost wai to ti~ s.:ac~.
Acco:er to ti~ G~a:w:its G.e, ti~s~
a:~ ro .,st~:~s at a, i.t t~sta.~rts to ti~
ow~: are isto:, o ti~ st~a. ~rr~. 1i~
G.e ca.s ti~ st~a. ~rr~ car :a ~~r
ti~ .ost ow~:. .acs, ~r ti~ :it
c:c..starc~s, are ti~ .ra: :ar s a sr tiat
ti~ :~core A~ o vai~:s s row at iare.
1i~ .e s st:.ct.:~e as ar, oti~: .e,
tio.i ti~ :~wa:es o irow~e~ aaai~
to tios~ at ii~: ~~s a:~ s.istarta.
A:~rtc~s are |o.:r~,.~r .ai~ . ti~
ow~: :aris. Aio~ ti~. a:~ .es.~r
:o~:, irowr as ~a:w:its. l~ :aris o
~a:w:it ~xst, wti ti~ .e
onc~:s aio~ ti~..
1i:~~ esors o
~q.a, :ari~e
.e onc~s
ae.rst~: to
.e ana:s:
ti~ l~os
to:s, wio
.ara~ ti~
.es irow
~e~ :~so.:c~s,
ti~ \art~ro:s,
wio .ara~ ti
.es i,sca :~so
(s.ci as act~ .~cis), are ti~
Co.o:s, wio e:aw or ti~ l~osto:s are
\art~ro:s to ~ra~ r act~ :~s~a:ci.
1wo :aris ~xst wtir ~aci o ti~s~ onc~s
(-.., s~ro: :~osto: are |.ro: :~osto:).
At ti~ ~:, to o ti~ .e a:~ ti~ \ast~:
G~a:w:its, o wio. r~~: .o:~ tiar ti:~~
~xst. 1i~, a:~ ti~ .ost ~x~:~rc~e :~:~
s~rtat~s o ~aci onc~, are to~ti~: ti~,
s~t ti~ G.es oc~s or a tirs ioti
rt~:ra are ~xt~:ra.
1i~ G.e s so oe, are ts s~c:~ts so
:~at, tiat .~.i~:s i~co.~ ~xos~e to :o
:~ss~, .o:~ irow~e~ as ti~, aearc~.
At ti~ ~:, to, ti~ \ast~: G~a:w:its
.re~:starer o st~a. ~rr~ t~ciroo,
(are i,scs are ~rr~~:r r ~r~:a) s
.reior. 1i~, a:~ ai~ to e~sr
.~cis tiat a:~ ~xor~rta, .o:~ ~nc~rt
tiar ar,tir ~s~ wair ti~ wo:e toea,.
1i~: .~tioes a:~ t:.~ to ti~ st~a. ~rr~,
are atio.i ti~, .a, .tz~ a:car~ co.o
r~rts, ti~, eo so acco:er to ti~ :rc~s
o i,scs, rot .ac. \~t ti~, :a:~, eo .o:~
tiar e~sr ti~s~ ~xt:ao:era:, .~cis, are
o: ooe :~asor: 1i~ irow~e~ s ti~:s are
ti~:s aor~. A wo:ir .oe~ co.e ~as,
a rto ti~ w:or iares.
1iats rot to sa, tiat ti~ G.e eo~srt
ia~ ts owr .~cis. .t~ ti~ cort:a:,, t
ias so.~ o ti~ .ost ow~:. .~cis wai
r toea,. :oronc~: ~a:w:its a:~ :~~
to ware~: ti~ wo:e, are .ar, eo so r ti~:
owr ii, aearc~e .~cis. l.t ti~ irow
~e~ ~a :o. ti~: e~srs to tios~ o ti~
\ast~: G~a:w:its s s.ci ar o:e~: o .a
rt.e~ tiat ti~ \ast~:s a:~ rot wo::~e.
ir ti~ ast, ti~ G.es r..i~:s
:ar~e :o. or, a ~w
z~r to .ar, tio.sares.
l~ai~ :~o:ts sa, tiat
ti~ \ast~: l~osto:,
ts~ s.o:ts ti~ o.
ator ~q.a~rt o a
s.a towr, so r ts ,~a:s
o w~air~ss ti~ G.e
:oiai, :~t:~at~e to ti~
l~osto:,. l.t row ti~
.es s~:c~s a:~ r~~e~e.
~:as are irs w a,
.~, o: a w~ corst:.ct~e
.~ci, are coa,~:s ~~:,wi~:~ ca.o:
o: ti~ ciarc~ to ~a:r ti~ G.es s~c:~ts.
1i~ G.e s :ae, :owr. l~w a:~
.~cis a:~ wtio.t at ~ast or~ ~a:w:it
or ioa:e, ct,.~cis a:~ :o.e to ioast o
a s.a i:a:, .artar~e i, :~se~rt ~a:
w:its. l.t ~a:w:its sw~a: o,at, or,
to ti~ G.e. C.::~rt, ti~: st:~rti s s.ci
tiat ti~, a:~ :art~e :~~eo. o assa~ i,
.ost so~:~rs, ~~r r wa:t.~ . i.t ti~
wrs o o:t.r~ a:~ nci~.
orr ti~ G~a:w:its G.e s a i.~
st~ r ti~ ca:~~: o ar, coa,~:. lo: .o:~
ro:.ator or ti~ ~a:w:it :~st~ cass,
s~~ a~ zv.
-
1uIVs' cuIDs
C
r, so .ar, ac~s ~xst to ie~ r ti~
c:a.~e sac~s o a ct,.~ci. 1i~
.re~:wo:e s.:~s ti~:~ wti ti~ .rs~t
tr irow~e~ tiat, wti ~ro.i ~no:t,
ti~ a.tio:t~s car +!a+, ocat~ ti~.. \~t
esior~st e~ar s ar rrat~ as~ct o ti~
i..ar coretor, are ro soc~t, asts or
wtio.t i:~~er so.~ a:ator o a ti~~s
.e. \~cis a:~ ro ~xc~tor.
1i~ ti~~s .e s ~r~:a, act~ r ti~
ana:s o .ar, .~cis, tio.i rot :o. ti~
~:s~ct~ ,o. .it .ar~. Do.ac,
are ow~: i:oi~:r a:~ .o:~ .o:tart tiar
st~ati are s~c:~c, wi~r e~ar wti ar rs.a:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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c++.

.~ci o~:r.~rt. \ar, a ti~~s .e ~r|o,s


a t:arsactora :~atorsi wti ti~ .~ci
co..are~:, o~:atr a.ost as ar .ronca
~xt~rsor o is otca ow~:. ir ~xciar~
o: :~.ator o s..s are ti~ .re~:ct,,
cort:o o s~:o.s c:.~, are a st~ae, ow o
ro:.ator, ti~ o~:r.~rt o~:oois ti~
.es .ro: ti~ts are ~xto:tor - so.~ o
wici car i~ q.t~ :ontai~.
lo: ti~ .~ci co..are~:, tis s a r~c
~ssa:, ~. 1i~ o.tse~ wo:e s ear~:o.s
~ro.i wtio.t iar to e~a wti eo.~s
tc c:.~. Ar aarc~ wti ti~ ti~~s .e
i~~s ti~. .re~: is cort:o (ro.ra,)
wi~ ~ttr is o:c~s oc.s or ~xt~:ra
ti:~ats. i ti~ oo: a:~ s.i|~ct to ~xt:a
tax~s o: w~ati, sto:s occasora, a:~
:oii~e - w~, so i~ t. ir ti~ wo:e o
DragonMh, tiats ti~ ~ss~: o two ~s.
1is :~atorsi i~tw~~r o~:r.~rt
are ti~ .e srt .ic. ir act, .ost o
ti~ .e ts~ s .rawa:~ o t, as s ti~ .~ci
co..are~:s stan. l~w :~se~rts wo.e to
~:at~ s.ci a e~a w~:~ t irowr. it i~co.~s
aa:~rt or, i, st.ator: \,st~:o.s ot
ca :~ss.:~ ~res ti~ .a:es r~stator
rto a s~:~s o .~:ciart i.:a:~s, aarst
ti~ :ot~sts o ti~ .a:es, ti~ st:ar~ cor
ce~rc~ tiat :it i~o:~ ti~ str ia:or
was :oii~e, ti~ ct,.~ci .a:e was a~:t~e
to ti~ sitr o a .ra: e:aor are iae to i~
e~:t~e :o. :ot~ctr i.. 1i~ .e ~r
~:a, .re~:stare ti~ e~cac, o ti~: os
tor - r ~n~ct, ti~: :ot~ctor e~~res
or i~~r c:.~ to a ~~ ti~ o.ator
e~~.s to~:ai~ - so ti~, eort ~t tirs ~t
o.t o iare. ir so.~ cas~s, ti~ .e .rsi~s
c:.~ .o:~ :.ti~ss, tiar ti~ aw. lo.~s
wio i:~ai :aris are sta:t a c:.~ s:~~ w
nre ti~.s~~s .t o.t o co..ssor ~:,
q.ci, i, ti~ .e ts~.
ir ~n~ct, tis .ts c:.~ to a .ara~e
s,st~. o i.:a:,, ~xto:tor (:.a:, :o
t~ctor :aci~ts), are .oroo~s. Cr~ .e,
or a :t~rar ct,.~ci, :onts i, cort:o o
ti~ oca iacis.ti t:ae~. 1iaris to ti~
o:arzator o ti~ .e, ti~ iacis.tis
row cia:~ .o:~ tiar ti:~~ t.~s wiat ti~,
.s~e to, wti a i~ati, c.t o tiat nrer ts
wa, rto ti~ .es iares (are wo.ei~
esco.rt iacis.tis esa~a:r r ti~
rit). Aroti~: s~caz~s r .:r w~ati,
ree.as to soca ~~rts wi~r~~: ti~
.~ci stos at a towr, ti~r cioci~tr
ti~ c:owe. :t aroti~: s rotir i.t a
.ee~.ar, ~rcr sto~r ooes .o:t~e
:o. oti~: .~cis.
1is .a, ~a~ :o.~ cia:act~:s wore~:
r wiat ti~,:~ to eo. \ro: cioci~tr
are oti~: ~tt, c:.~s w i~ ro:~e o:
a wi~, i.t ro .e w to~:at~ s~:o.s
c:.~ o: ~xt~re~e s:~~s. Cia:act~:s ia~
two otors: corr~ct wti ti~ .e, o:
:actc~ ti~: t:ae~ o.tse~ a:~as r ts
cort:o. At~:rat~,, ti~, co.e nit ti~
.e, i.t tiats a.ost .a:art~~e to i~ a
osr iatt~.
-
1u s1AKRs
1
i~ :o~ o a :o.~ ias ciar~e. vi~:~
orc~ i~ s~rt is t.~ ottr ~rt:, to
.a:e~e i~~s are e~~re~e as, i~ row
..st e~ot~ ti~ sa.~ ~r~:, to ~rt~:r
.~cis. C~:tar :o.~s row s~caz~ r tis
enc.t tasi, are ar ro:.a t~:. ias a:s~r
to e~sc:i~ ti~.: stai~:s.
:tai~:s a:~ rot o:arz~e r ar, o:.a
wa,. As :acttor~:s o a r~w, e~~o~e
a:t, ti~, ~r~:a, irow ~aci oti~: are a:~
corr~ct~e soca,. \ost stai~:s w~:~ .~r
to:~e i, oe~: stai~:s wi~r ti~, w~:~ |.st
sta:tr o.t.
:tai~:s a:~ ~a:~e i, .~ci co..are~:s,
wio s~~ ti~. as ear~:o.s siaeows ai~ to
i,ass ca:~., corst:.ct~e e~~rs~s. A
sr~ si~e stai~: wti ooe t.r car
~rt~: a .~ci at :o.re ~~, .ai~ i~:
wa, to ti~ cort:o :oo., i ti~ .~ci
co..are~:, are wai ti~ .~ci on a
cn i~o:~ ar,or~ irows ar, i~tt~:.
it ias i~~r irowr to ia~r.
C co.:s~, ~~r wi~ .~ci co.
.are~:s ~a: ~r~., stai~:s, ti~, aso
.ai~ corr~ctors wti tios~ wio car i~
.s~e to st:i~ at ti~: ~r~.~s. :tai~:s a:~
row n:., ~.i~ee~e r ti~ c.t.:~ o ti~
.~ci. 1i~, a:~ ti~ rr|as o DragonMh:
st~ati, wa::o:s ai~ to to~ a tio.sare
ootta .~ta i~i~.oti wti a sr~ w~
ac~e ea:t.
1i~ estrctor i~tw~~r a :o.~ are a
stai~: s a:, .ro:, i.t ti~, a:~ re~~e
two s~a:at~ cass~s. :tai~:s a:~ e~sc:i~e
or a~ zI as a a:art :o.~ cass.
-
DRAcONMcus
1
i~ D:aor\~cis a:~ a s~ca .rt o
ti~ :t~rar Cor~e~:ac, e~ecat~e to
iattr .ra: e:aors. \~.i~:si r ti~
D:aor\~cis s a ort o :e~, are ti~ .rt
ca:~., s~~cts ts .~.i~:s, wio a:~ ca~e
e:aor i.rt~:s. :o:.a, Io e:aor i.rt~:
.~cis a:~ act~, a ot~e i, ti~ i~st .~ci
|oci~,s r ti~ Cor~e~:ac,. A D:aor\~ci
ots a:~ at ~ast I+ti~~ .~ci |oci~,s,
are .ost ia~ s~rt so.~ t.~ t:arr wti
ti~ i:ortooti Cars - a .rsiai~ on~rs~
a.or ti~ :ariaren~ i.t ar ro:.a :~
:~q.st~ a.or ti~ D:aor\~cis.
1i~ D:aor\~cis ot a a:~t, o
.~cis. 1i~, t:ar r :o. tactcs are a:~
~s~ca, e~ae, r a:s o: t:os. vi~r
e~o,~e, ti~, ci .~cis tiat co.~.~rt
~aci oti~: - o: ~xa.~, or~ .a, ia~
w~aors to ~rsra:~ o: ~rtar~ a e:aor
wi~ is a:tr~: ias ~:cr w~aors tiat
car ea.a~ a r~tt~e e:aor wtio.t i:~ai
r ti~ r~t. 1i~ .rt ias a we~ :ar~ o
.~cis at ts esosa are car co..are~~:
.~cis :o. oti~: .rts at w.
ir ti~ .ta:, i~:a:ci, o ti~ :t~rars,
ti~ D:aor\~cis a:~ a s~ca .rt tiat
:~o:ts e:~ct, to ti~ to. 1i~, a:~
o.tse~ ti~ .s.a ciar o
o..are are ia~ :~at
esc:~tor to .re~:tai~
.ssors as ti~, s~~
nt. 1is ~ts ti~.
:~act q.ci, are
ae~t, to :~o:ts o
.ra: e:aors. At~:
~ra~.~rt ti~,
car ass~ss ti~ st.ator are
e~ce~ wi~ti~: to :~:o. o: .:
s.~ a e:aors coio:t to ts a:.
1i~ D:aor\~cis a:~ c~~i:t~s a.or
ti~ :t~rars. Ltt~ io,s or ~~:, .~ci e:~a.
o so.~ea, iattr e:aors as a D:aor\~ci.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ria.r c 1|-- . |+-
a - . D+V-c|
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Roberto Bussetti
l
c++.

uNAR cRA1uRs
L
.ra: c:~at.:~s a:~ a r~w c:~at.:~ t,~.
Eiorts .oor s a:~, are ti~ :ar~
o .ra: c:~at.:~s s as e~:s~ as tiat o ti~
Da:ti. A .ra: c:~at.:~s sia:~ c~:tar t:ats,
iow~~:. 1i~s~ a:~ :.a:, e.~ to two ac
to:s: n:st, ti~: co.~t~, a~r s,cioo,,
are s~core, ti~: ~xt:at~::~st:a o:r.
C:~at.:~s wti ti~ .ra: s.it,~ ia~ ti~
oowr t:ats:
AIin syhoIogy: L.ra: c:~at.:~s tiri
r st:ar~ att~:rs. 1i~, a:~ st :atora,
i.t ti~: tio.it :oc~ss~s are r~:o.s
s,st~.s a:~ i.t en~:~rt,. 1~::~st:a c:~a
t.:~s ia~ a ia:e t.~ :~corzr att~:rs
r ti~s~ iza::~ .~rtat~s. L.ra: ar.a~s
a:~ ti~.s~~s ia:e ~ro.i to ~a:r, :~aer
ti~ .re o a .ra: c:~at.:~ s :actca,
.ossi~ - i.t t car i~ eor~.
D.~ to ti~: a~r s,cioo,, .ra: c:~a
t.:~s :~c~~ a +Io ior.s to sa~s aarst
a .rer.~rcr ~n~cts (cia:.s, co.
.sors, iartas.s, att~:rs, are .o:a~
~n~cts), a .re iasts are oti~: sorc
attacis, are a att~.ts to e~t~ct ti~:
tio.its, :~ae ti~: .res, o: oti~:ws~
~r~t:at~ ti~: corsco.sr~ss.
InntaI Attaks: L.ra: c:~at.:~s
awa,s tai~ ia ea.a~ :o. a:, n:~, are
wat~: attacis, o: ro ea.a~ or a s.cc~ss.
sa~. 1i~, tai~ eo.i~ ea.a~ :o. ~a:ti
ias~e attacis are .ac. 1i~ .ra: c:~at.:~s
ti~.s~~s a:~ rot co.os~e o t:aetora
t~::~st:a ~~.~rts. 1i~, s~~. to i~ .ae~ o
so.~tir s.a: i.t s.it, en~:~rt, wici
eo~s rot :~sore to ~~.~rta r.~rc~ r
ti~ sa.~ wa, as t~::~st:a c:~at.:~s.
hysiaI Rquirnnts: L.ra: c:~at.:~s
..st i:~ati~ a: |.st as t~::~st:a c:~at.:~s
eo. 1i~, aso ..st ~at, tio.i ti~ r.t:~rts
ti~, ~xt:act :o. ooe a:~ tota, en~:~rt
:o. wiat w~ ~xt:act. 1i~, eo rot e:ri
wat~:, i.t t s sae ti~, :~q.:~ a en~:~rt
o:. o s.st~rarc~ tiat t~::~st:a c:~at.:~s
carrot s~~.
unar hysioIogy: 1i~ ~xact i,soo,
o a .ra: c:~at.:~ a:~s acco:er to ts
s~c~s, i.t a sia:~ c~:tar tirs r co.
.or. 1i~, a ia~ sir tiat s rt~:ac~e
wti co::.at~e o: :ii~e t.i~s, i~ airo:
.a, a:~ iooe ~ss~s. 1i~ t.i~s .re.at~
sit, are a:~ est.:ir to watci. L.ra:
c:~at.:~s ia~ o,, oa~sc~rt iooe tiat s
a c:~a., s~.t:ars.c~rt wit~ r coo:.
Innunity to yanthroy: L.ra: c:~a
t.:~s carrot .re~: ar, c:c..starc~s i~
an~ct~e i, ,carti:o,. l:o. wiat .t~e
:~s~a:ci ias i~~r core.ct~e, t a~a:s ti~,
a:~ae, ia~ a o:. o ,carti:o, r ti~:
iooe, a ~:sor tiat eo~s rot :ooi~ ar,
so:t o sia~ ciarr, are wiat s.:ac~
ew~~:s irow as ,carti:o, .a, i~ a
..tat~e o:. o ti~ o:ra .ra: t:at.
unar Dttion chk: C~:cs are a
aers o t~::~st:a e~t~s .a, a.to.atca,
s~rs~ a c:~at.:~ s o .ra: o:r. 1i~,
..st a:~ae, i~ awa:~ o ti~ c:~at.:~. lo
Iezo are aee ti~ c~:cs ~~ are vseo.
.oen~:. Cr a :o o I o: i~tt~:, ti~ c~:c
s.cc~ss., e~t~:.r~s a c:~at.:~ s .ra:
r o:r. 1is s a asi o rsit :oe~e i,
ti~ c~:cs e~t, r ts wa: aarst ti~ .ra:
oes are :~q.:~s ro ~no:t or ti~ c~:cs
a:t. 1i~ G\ sio.e .ai~ ti~ ci~ci.
-
YcAN1uROs
1
i~ cos~ :ox.t, o Eiorts .oor
.ai~s cort:o o ,carti:o, enc.t.
A Cort:o :ia~ ci~cis or Eiort s.n~:
a - ~rat,. Ci~cis wi~ r ti~ :~s~rc~ o a
.ra: c:~at.:~ ia~ ar aeetora -I ~rat,.
+
F=O;J=9LMJ=K
-
cOcKwORK u1
NXi[\i#D\[`ld:fejkilZk
uit Di: zeIo+zo (II i)
Initiativ: +o
su: Io t.
Ac: I+ (++ rat.:a), to.ci Io,
atoot~e I+
BAB/craI: +I+z
Attak: :a. +z .~~~ (Ieo+I)
uII Attak: :a. +z .~~~ (Ieo+I)
sa/Rah: t. t.
siaI QuaIitis: Corst:.ct
savs: lo:t +o, l~ +o, v -
AniIitis: :t: Iz, D~x Io, Cor -,
irt -, vs I, Cia I
nvironnnt: Ar, are o: .re~::o.re
Organization: :ota:,
chaIIng Rating: Iz
1rasur: :~~ t~xt
AIignnnt: Awa,s r~.t:a
Auvannnt: As cociwo:i .~t
J_fZb\i#CXi^\:fejkilZk
uit Di: IeIo+Io (+o i)
Initiativ: +o
su: +o t.
Ac: I (-I sz~, +o rat.:a), to.ci v,
atoot~e I
;J=9LMJ=K
1
nr cnaxcrs arric.ixc Eicnrcix. navr rrcucn. xcrr
.nax jus. xrcns .c .nr surracr. :rv crra.urrs navr
arrrarrr, vnr.nrr rrcrrrr rrcx .nr xccx cr rrcucn.
rcr.n r xrcnaxicai rrsrarcn. vna.s xcrr, Eicnrcix.
vas airrar ncxr .c a varir. cr uxusuai iirr rcrxs.
1axrx .ccr.nrr, .nrsr xrv crra.urrs rrrsrx. crra.
rc.rx.iai rcr arvrx.urr.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

l.
c++.

BAB/craI +z+v
Attak: :a. + .~~~ (Ie+I are Ie+
~~ct:ct,) o: sioci +z :ar~e to.ci
(Ie+ ~~ct:ct,)
uII Attak: :a. + .~~~ (Ie+I are Ie+
~~ct:ct,) o: sioci +z :ar~e to.ci
(Ie+ ~~ct:ct,)
sa/Rah: t. t.
siaI QuaIitis: Corst:.ct
savs: lo:t +o, l~ +o, v -
AniIitis: :t: Io, D~x Io, Cor -,
irt -, vs I, Cia I
nvironnnt: Ar, are o: .re~::o.re
Organization: :ota:,
chaIIng Rating: I
1rasur: :~~ t~xt
AIignnnt: Awa,s r~.t:a
Auvannnt: As cociwo:i .~t
A we~ a:~t, o cociwo:i .~ts a:~
r .s~, i.t i, as .ar, .arat~ coa,
~:s. 1is s~ctor e~sc:i~s two o ti~ .o:~
co..or .oe~s. i ti~, ia~ t:~as.:~, t s
wiat~~: ti~, w~:~ i.t to .a:e.
warur
1i~ wa:e~: s a s~caz~e corst:.ct .s~e
to wa:r awa, t:~sass~:s. it s a ta, ari,
:oiotcooir c:~ator wti a ac~ ca:~e
rto a ~:, st~:r ~x:~ssor.
A wa:e~: awa,s .a:es a nx~e a:~a. it
w r~~: ~a~ tiat a:~a. A wa:e~: stat~s a
:~e~t~:.r~e wa:rr r a o.e oc~ to
ar, c:~at.:~ tiat ass~s wtir tw~rt, ~~t. i
so.~tir t:~s to ass, t attacis. it w rot
.:s.~ tios~ wio ~~, t w ~~r sto attaci
r t:~sass~:s iaci on ast tw~rt, ~~t.
warur: cociwo:i .~t (x+) + ros~
.ai~: + esc:.rato:.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
l
c++.

c++.

:f^cXp\i
JdXcc?ldXef`[?Xc`e^
uit Di: Ie+ ( i)
Initiativ: +z
su: I t.
Ac: I (+I sz~, +z D~x, ++ ~a:.a),
to.ci II, atoot~e I
BAB/craI: +I+
Attak: Da~: +I .~~~ (Ie+-I), o: ea~:
+ :ar~e (Ie+-I), o: cor st~a.
i:~ati~: ++ :ar~e (IeIo)
uII Attak: Da~: +I .~~~ (Ie+-I), o:
ea~: + :ar~e (Ie+-I), o: cor
st~a.i:~ati~: ++ :ar~e (IeIo)
sa/Rah: t. t.
shokr
1i~ sioci~: s a iasc assa.t corst:.ct, i.t
to attaci ~r~.~s wti ar ~~ct:ca sioci.
:ioci~:s a:~ .s.a, i.t to attaci ar,or~
wio co.~s r~a:, tio.i ti~, .a, i~ e~sr~e
wti a esc:.rato: to i~ .o:~ .s~..
1i~ sioci~:s :ar~e sioci attaci s ar
~~ct:ca attaci wti a :ar~ o Io ~~t. it s
aso w:~e to e~~: ti~ sioci or .act r
.~~~. \ai~ ti~ sa. attaci n:st, tiat its,
ti~ sa. t:ars.ts ti~ sioci ea.a~ as w~.
i ti~ sa. .ss~s, .ai~ a s~core attaci to
s~~ ti~ :ar~e sioci attaci its.
shokr: cociwo:i .~t (x) + sa:i
~r~:ato: + a.n~: + a.n~:.
-
cOcINc
NXii`fi
JdXcc?ldXef`[?Xc`e^
uit Di: Ie (+ i)
Initiativ: +I
su: zo t.
Ac: I (+I sz~, +I D~x, +I st.ee~e
~:), to.ci Iz, atoot~e I+
BAB/craI: +I+
Attak: Lorswo:e +I .~~~ (IeI),
i~a, c:ossiow +I :ar~e (IeIo)
uII Attak: Lorswo:e +I .~~~ (Ie
o: i~a, c:ossiow +I :ar~e (IeIo
sa/Rah: t. t.
siaI Attaks: -
siaI QuaIitis: Cor t:ats
savs: lo:t +I, l~ +I, v +I
AniIitis: :t: , D~x II, Cor Io,
irt II, vs II, Cia II
ats: G~a:st:e~
skiIIs: C.i +o, Ee~ +, .. +z
\o~ :~rt, +
nvironnnt: G~a: o:~sts
Organization: :co.ts (z-+ .s coa
sq.ae (-Io .s coa,~: c:~w), o:
(II-+o .s rorco.iatarts are co
wo:i :ar~: ~ae~:)
chaIIng Rating: Iz
1rasur: :tarea:e
AIignnnt: us.a, r~.t:a
Auvannnt: l, cia:act~: cass
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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c++.

l
c++.

siaI Attaks: :t~a. ow~:s


siaI QuaIitis: Cor t:ats,
I:e ~~ coa,~:
savs: lo:t +z, l~ +, v +I
AniIitis: :t: , D~x I, Cor Io,
irt I+, vs v, Cia Io
ats: A~:tr~ss, G~a:i~ae, G~a:st:e~
skiIIs: C.i +o, C:at (iacis.tir) +v,
C:at (.~cic:at) +Iz, Dsai~ D~c~
+Io, Ee~ +, .. +o, Krow~e~
(st~a. ~rr~s) +Iz, Krow~e~ (.~cis)
+v, Lst~r +o, \~ci lot +, :ot +o,
\o~ :~rt, +
nvironnnt: G~a: o:~sts
Organization: :ota:,, c:~w (z-+), o: a:t
o cor iare
chaIIng Rating: I
1rasur: :tarea:e
AIignnnt: us.a, r~.t:a
Auvannnt: l, cia:act~: cass
:cfZbnfibIXe^\i
JdXcc?ldXef`[?Xc`e^
uit Di: eIo (z i)
Initiativ: +
su:Io t.
Ac:I (+I sz~, +I D~x,++ ciar si:t)
(+I Doe~~at s. or~ oor~rt),
to.ci I+, atoot~e I
BAB/craI: ++I
Attak: latt~ax~ ++ .~~~ (IexI), o:
i~a, c:ossiow +v :ar~e (IeIo)
uII Attak: latt~ax~ ++ .~~~ (IexI)
are iareax~ ++ .~~~ (IeoxI), o: i~a,
c:ossiow +v :ar~e (IeIo)
sa/Rah: t. t.
siaI Attaks: :~s, lao:~e
~r~.~s: +I s. ~:.r, +z s.
corst:.cts
siaI QuaIitis: Cor t:ats,
ti ~~ cociwo:i :ar~:
savs: lo:t +, l~ +o, v +I
AniIitis: :t: Io, D~x Io, Cor II,
irt v, vs II, Cia Io
ats: Doe~, Dre.:arc~,
G~a:st:e~, i.:o~e irtat~,
1:aci, 1wov~aor litr
skiIIs: C.i +o, Eare~ Ar.a +o, E
++, Ee~ +II, .. +o, Lst~r +I,
\o~ :~rt, +, :~a:ci +I, :ot ++,
us~ lo~ +I, :.:a +
nvironnnt: G~a: o:~sts
Organization: :ota:, o: as cor ~ae~:
chaIIng Rating:
1rasur: :tarea:e
AIignnnt: us.a, r~.t:a
nnnt: l, cia:act~: cass
Cors a:~ ~:a iars wio
w~ r ~a: o:~sts. 1i~, a:~ :a
e, e~:r :o. ti~: iar
:oot stoci as ti~, ciar~ to .~~t
ti~: r~w ~r:or.~rt. Corstart
to r ti~ iot, o.t~e iow~s
o ast ~rr~ :oo.s ias twst~e
ti~: o.tooi or ti~ wo:e, .ai
r ti~. ~ss t:.str are .o:~
st~ tiar ro:.a iars. 1i~,
a:e~: are n~:c~:, ~ss corr~ct~e
wo:e o.tse~ ti~ ~a: o:~st, are
~xt:~.~, :ot~ct~ o ti~: io.~s.
Cors ooi i~ airo:.a, a~, wit~
sirr~e iars coat~e r :~as~ are s.e~.
1i~: :~.a: ~r:or.~rt ~xos~s ti~. to
ro sio:ta~ o s.e~ as t s, are wi~r sco.t
r o: .air wa: ti~, coat ti~.s~~s r o
to i~ ti~. ie~ r ti~ ~a: o:~st.
connat
Cors a:~ awa,s ~rco.rt~:~e r ~a: o:
~sts, wi~:~ ti~, si.i aio.t .rs~~r. vi~
ti~: coa,~:s :~a: ~ais are i~~ ti~
~rr~s :.rrr, ti~ cor wa::o:s stai
rt:.e~:s. 1i~, attaci r ti~ .ost ear~:o.s
a:~as o ti~ ~a: o:~st, wi~:~ ar rt:.e~: s
.ost i~, to sc~ i.s~ to :iiors i, a
r rto a .ass o ~a:s. :o.~t.~s a sr~
o~, o c:ossiow iots s a t tai~s to
s~re ar ~r~., :.rrr rto ar o sci tiat
w eo i. r. i o:c~e to ~rt~: co.iat,
cors st~~: nits to a:~as wi~:~ ti~, car
ca. at ~ast or~ia co~: :o. ti~ ~a:
o:~sts oist:.ctors.
Cors :as~ eo.~stcat~e :~as~ za:es.
1i~, ostor ti~ za:es e~rs r ac~s to
i~ e~~re~e, are ar.a iare~:s :~q.~rt,
nit wti :~as~ za:es i, ti~: se~s.
stan owrs: A t,ca cor coa,~:
ias ~it st~a. ow~:s. us.a, ti~, .s~
ti~. to i.e ti~ oowr e~c~:
1|- i!+c| i!+. A s~cat, o ti~
cors, ti~ iaci ..oato: s a co.s
cociwo:i .~t tiat e~torat~s ts~ r a
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n~:, ~xosor wi~r or ti~ i:ri o e~ati.


it .s~s ti~ st~a. ow~: co.io cociwo:i
.~t + cociwo:i .~t + ar.ato: +
oc~ co..are + esc:.rato: to c:~at~
a sx~~e, rs~ctoeooir .~t o
:o.ii~wr :or. 1i~ .~t s coat~e r
:~as~ (as a:~ a cor c:~ators) are nt
t~e wti ot it + a.n~: + .. to
~ t a s.a a.~ti:ow~:.
BIak InnoIator, cIokwork ut:
Cl I, :.a Corst:.ct, ED IeIo-I, i +, irt
+I (D~x), :e zo t., AC I+ (+I D~x, +I sz~,
+z rat.:a), Atis +I .~~~ (Ie+, sa.), o:
+I :ar~e (Ieo n:~, ot it + a.n~: +
..), : corst:.ct t:ats, ..oator, AL
:, :V lo:t +o, l~ +I, v -, :t: Io, D~x Iz,
Cor -, irt -, vs I, Cia I.
|.!!. Ee~ +, \o~ :~rt, +I.
i!+. (E). Cor coa,~:s o:e~:
a cociwo:i .~t or ti~ ~:~ o e~ati
to :.t.:~ ts owr .~ s., are a. ts
ot it at ts~. 1is ca.s~s a Io t. x Io t.
~xosor, c~rt~:~e or ti~ iaci ..oato:,
rctr zeo ea.a~ to ti~ cociwo:i .
~t are Ieo ea.a~ to a ~s~ wtir :ar~
(l~~x sa~ at DC I+ to tai~ ia ea.a~).
sIIs: Cor cociwo:i :ar~:s a:~
t,ca, ti ~~. 1i~, irow or~ s~, .s.
a, -.-+-' +.
skiIIs: C.tse~ ti~: e~rs, cors coat
ti~: ac~s are ioe~s r tici iaci s.e~.
1i~, :~c~~ a +z c:c..starc~ ior.s to
Ee~ ci~cis r ~a: o:~sts.
soity
Cors ~ r s.a iares r ti~ ~a:
o:~sts o ct,.~cis. Daci iare at:os ts
owr a:~a o ti~ ~a: o:~st. Atio.i so.~
cors a:~ ~.o,~e i, a ct,.~c
w:its to tai~ ca:~ o .ro: :~
.ost cor iares a:~ ~
stowawa,s, r r ti~ ~a: o:~
wtio.t ti~ irow~e~ o ti~ soc~
tiat occ.~s ti~ .~ci. i esco~:
ti~, a:~ ai~ to i~ ~ct~e. 1i~ s
~st ciarc~ o esco~:, s ti~ .~
c:~w ias to :~a: ti~ ~rr~s, so t
nit co.s, to :ot~ct ti~ ~a
~st are i~~ t r to wo:ir o:e
a ewa:~r coa,~: ias tai~r :e~ at ti~
r..i~: o ,~a:s is .~ci ias :.r wtio.t
r~~er .a|o: :~a:s, r~~: irowr tiat
~ors o cors i~~ tirs :.rrr r
ti~: s~rt ie o: :~~ assa~.
Cors :~, or st~ati are ti~ iaza:e
o.s ~r:or.~rt ti~, occ., to wr iatt~s.
irt:.e~:s r ti~ ~a: o:~st a:~ s~rt, ta~e
.rt ti~: rt~rtors a:~ ass~ss~e. i ti~,
s~~. :~re, o: rroc.o.s, ti~ cors w
~t ti~. ass. i ti~, s~~. iost~ o: ea.a~
ti~ ~a: o:~st r ar, wa,, ti~ cors w
st:i~ :o. ti~ ea:ir~ss, e:r ti~ rt:.e~:
rto a wi:r ~a: o: oti~: e~ae, iaza:e.
A cor iare awa,s ias at ~ast
or~ coa,~:, .s.a, .o:~ tiar
or~. 1i~ iare s ~e i, a coci
wo:i :ar~:.
cogIing charatrs
it s :a:~ o: a cor to ~a~ ts
rat.:a ~r:or.~rt, i.t t ias
ia~r~e. :o.~ ~rt.:~ rto ti~
.at~e a:~as o a .~ci, wi~:~ ti~:
ra co.srs t~aci ti~. to c~ar ti~
o :o. ti~: ioe~s are ass.at~ rto
ro:.a soc~t,. Cors en~: :o. ro:.a
iars as oows:
Aeetora +I ior.s to l~~x sa~s (tota
o +z wi~r co.ir~e wti ti~ iars
.s.a +I ior.s to sa~s): Cors :ow
. r ar ~xt:~.~, ear~:o.s ~r:or
.~rt. 1ios~ wio ~ to ae.tiooe ia~
~a:r~e to :~act to ti~ .r~x~ct~e or a
:~.a: iass.
Lowit Vsor: Cors a:~ :as~e r
ti~ oo: it o ti~ ~a: o:~st. 1i~, car
s~~ twc~ as a: as a i..ar r sta:it,
.oorit, to:ciit, ~a: o:~sts, are
s.a: coretors o oo: ..rator.
1i~, :~tar ti~ ait, to estr.si coo:
are e~ta .re~: ti~s~ coretors.
Cors eo rot :~c~~ ti~ .s.a iar
ior.s to sar ti:ows aarst ~a:, ro: eo
ti~, :~c~~ a ior.s to Lst~r ci~cis.
A.to.atca, :~c~~ G~a:st:e~ ~at.
lao:~e Cass: Cociwo:i :ar~:.
-
cRuMB Buc
;`d`elk`m\M\id`e
uit Di: I e (I i)
Initiativ: +z
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su: zo t., i.::ow t.


Ac: Io (+z D~x, ++ sz~), to.ci Io,
atoot~e I+
BAB/craI: +o-I
Attak: lt~ to.ci -I .
(Iez- .s :.st)
uII Attak: lt~ to.c
(Iez- .s :.st)
sa/Rah: I t.o
siaI AniIitis: l.s
savs: lo:t +o, l~ +z
v +o
AniIitis: :t: I, D~x I+
Cor Io,
irt -, vs , Cia I
skiIIs: C.i +o, Ee~ +
Lst~r +o, :ot -z
nvironnnt: Ar, ar
.re~::o.re, r~a: .
Organization: \ass (z
:wa:. (II-Ioo), o: C
(IoI-I,ooo)
chaIIng Rating: I
1rasur: :o cors, ro
t~.s, ro ror.ac
AIignnnt: :~.t:a
Auvannnt: -
C:..i~ i.s a:~ ..t~~e, ootor
.~ta~atr rs~cts. 1i~, a:~ ~a:~e i,
.~ciew~~:s, wio i ti~. or sit. \ar,
.~cis ia~ cats, eos, are oti~: eo.~st
cat~e ~ts s~ca, t:ar~e to srn o.t are
sa, ti~s~ ~:.r. L.ci,, c:..i~ i.s
:~:oe.c~ sow, are ia~ s.a a~tt~s.
1i~, a:~ .s.a, esco~:~e i~o:~ ti~, eo
too ..ci ea.a~.
connat
C:..i~ i.s a:~ sow to :~act to rt:.e
~:s. 1i~, a:~ awa,s o.re wti ti~: i~aes
i.:~e r ti~: c.::~rt .~ta sraci. vi~r
attaci~e, ti~, . aio.t r cor.sor. Ea
co.rt~:attaci wi~ ti~ :~.arr ia ~~.
1ios~ wio sta, to nit w ti~.s~~s ~~
at~: Ie+ :o.res.
Rust (x): C:..i~ i.s ~x.e~ a sow
actr, s~caz~e ace tiat :.sts .~ta,
:~re~:r t s.tai~ o: ti~: e~stor.
iree.a,, ti~, a:~ too s.a to :.st a:~
oi|~cts, i.t r r..i~:s ti~, car ~rear
~: ar ae~rt.:~:s ~a:. Daci s.cc~ss.
c:..i~ i. it~ :.sts ar a:~a aio.t ~q.a
to ts owr ioe, sz~ (z+ sq.a:~ rci~s). As a
D.r.t~ c:~at.:~, tiat .~ars t tai~s two
it~s to :.st a 1r, w~aor, o.: it~s to :.st
it~s to :.st a \~e..
o:, are sxt~~r it~s to
v~aors are a:.o: tiat
s~ I+, Iz, o: I+ o
ior.s, as acai~.
t an~cts .aca .~t
o.:ti ti~ .s.a :at~.
.str it~ s a to.ci
, ti~ c:..i~ i.s
cor~, ti~ :.str
1is .~ars .~ta
ors car i~ .s~e to
ci a c:..i~ i. wti
t :si tiat ti~, w :.st
r cortact.
Burrow: C:..i~
i.s e t.rr~s r
s o e~rs~ .~ta, i~
i .~ci was o: .re~:
vi~r .re~: attaci ti~,
t.rr~s to :ot~ctor.
i.s :~c~~ a :aca
s i~ca.s~ ti~: i~aes
a:~ awa,s o.re i.:~e r ti~ .~ta ti~,
a:~ ~atr.
IIIgaI crunnI Bugs
:ot or, a:~ c:..i~ i.s i~e or st~
aioa:e .~cis, i.t t s ~r~:a, ~a to
:as~ ti~. o: ia:io: ti~.. 1i~, a:~ i~ ar
assassrs toos: i ,o. owr ti~., ,o. cart
i~ . to ar, ooe. Cors~q.~rt,, .ar,
ti~~s c owr ti~.. Cr .ost
.~cis, ti~ ti~~s .e
i~~s a s.a swa:.
o c:..i~ i.s, as
eo es:~.tai~ coa,
~:s. 1i~s~ ia~ .ar,
.s~s: saiotar ~r~.,
coa,~:s, iaci.ar
ti~ .~ci c:~w (eo t o:
w~ .r~asi ti~ c:..i~
i.s .), are co~:r .
~rtora ea.a~ to ti~ .~ci.
la:~ re~~e s ti~ c:..i~ i. ra
sor tiat .' arr~e ..
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a c:~~,, .ri~ati, wit~, :ii~e i, a s~a o


w:tir iooe ~ss~s. A :r o io:rs s.:
:o.res ti~: ac~s, wici a:~ eo.rat~e i,
.ass~, as,..~t:ca .aws o t~~ti ort
r r a e:~ctors. 1i~: to:r, .ri~.t
wrs s~~. too s.a o: ti~: ioe~s, are
r act ti~, a:~, o: ti~: ,r ait, s
:~st:ct~e wi~r or Da:ti.
L.ra: e:aors eo rot .artar a:s. 1i~,
ware~: a.~ss,, e~st:o,r wiat~~: ti~,
~rco.rt~:. 1i~, ot~r i to ~at i.t s~~.
to iat~ ti~ tast~ o ti~ t~::~st:a c:~at.:~s
ti~, ..st row cort~rt ti~.s~~s wti ~at
r. 1i~, ac~ ro a.~ or oe, s~:, o:
sto:~
s~~.
-
DRAcON, uNAR
Kil\;iX^fe
cIinat/1rrain: Ar, are o: .ra:
Organization: :ota:, o: aci (z-)
chaIIng Ratings: v,:.r , ~:, ,o.r
, ,o.r v, |.~r~ II, ,o.r ae.t I+,
ae.t Io, .at.:~ ae.t Iv, oe zI, ~:, oe
zz, arc~rt z+, w,:. z, :~at w,:. z
1rasur: :or~
AIignnnt: us.a, ciaotc ~
L.ra: e:aors a:~ i.~, i.ir i~i~
.otis tiat ooi i~ ti~, co.e r~~: ~t
r
:o
t:
:i
:~
a
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Brath waon (su): A .ra: e:aor


ias a i:~ati w~aor tiat s a cor~ o .ra:
~r~:,. it oois i~ a i.:st o wit~ n:~. :o
t~::~st:a ~q.a~rt ~xsts, are ti~ i:~ati
w~aor i,ass~s a :~sstarc~ to n:~, coe,
~~ct:ct,, are oti~: s.ci o:.s, or, iar
i~t ~r~:, :~sstarc~ car :~~ t.
-
DRONOc
;ifef^
CXi^\8Y\iiXk`feCleXi
uit Di: +e+ (zo i)
Initiativ: -z
su: zo t., i.::ow Io t.
Ac: I (-z D~x, -I sz~, + rat.:a), to.ci ,
atoot~e I
BAB/craI: +I+II
:ar, are wi~r t i~co.~s too st:or o:
~~r ti~. to iare~, ti~, i.::ow rto ti~
~a:ti to c:~at~ t~.o:a:, e~rs.
1is s ti~ .ost co..or a:~t, o .ra:
e:aor. Cti~: t,~s ia~ i~~r sit~e,
i.t ti~, a:~ st :a:~ or Eiort. 1i~
:~atorsi i~tw~~r ti~ en~:~rt
ires o .ra: e:aors s .rirowr.
unar (x): L.ra: c:~at.:~s s.
~: ia ea.a~ :o. .ost ~~.~rta
attacis (a:, n:~, are wat~:), o: ro
ea.a~ or a s.cc~ss. sa~. 1i~, tai~
eo.i~ ea.a~ :o. ~a:tiias~e attacis
are .ac. 1i~, :~c~~ a +Io ior.s to sa~s
aarst .rer.~rcr ~n~cts (cia:.s,
co..sors, iartas.s, att~:rs, are .o:a~
~n~cts), .re iasts are sorc attacis, are
c--c |a| e.~ to a~r s,cioo,.
1AsLc s-I: LunAk DkAcOns sx Acc
Act stzt utv Dtct sva Dtx con inv wts cn sAscarr:t roav svt ktr svt wt:: svt satvn wtron (Dc) ratcnvru: ratstnct Dc
v,..g | iici2+ (io) 2i io i io i+ io +io +io +io + +io +cio (ic) -
v-, ,~.g | i+ci2++2 (i) 2 io i i2 i+ io +2i +2 +i2 +9 +ii ocio (2o) -
\~.g | ici2+oc (i9) 29 io i9 i2 io ic +2o +o +i+ +io +i+ ccio (22) -
j..-..- 2oci2+ioo (2o) i io 2i i+ io ic +2 + +i +i2 +i iocio (2+) 2+
\~.g ac..: 2ci2+ii (2o) io 2i i+ ic 2o ++ ++2 +ic +i +ic i2cio (2) 2
/c..: 2oci2+io (2) io 2 io ic 2o +c ++o +2i +i +i9 i+cio (2c) 2c
|a:.- ac..: 29ci2+2o (92) 9 io 2 io 2o 2+ ++ + i +2 +io +2 iocio (i) i
C.c G 2ci2+2o (+o+) +i io 2 ic 2o 2o ++ +9 +2o +ic +2+ iccio (+) +
v-, ~.c G ci2+i (+) + io 29 ic 22 2c +i +o +2c +i9 +2 2ocio ()
/c.-: C cci2+co (o2) + io i 2o 2+ o + +i +i +2i +2c 22io (9) 9
v, C +ici2++i (ic) + io 22 2o 2 +9 + + +22 +o 2+cio (+i) +i
G-a: ., C ++ci2+2c (ci+) +9 io 2+ 2c 2 +o +9 + +2 +2 2ocio (+) +
1AsLc s-z: LunAk DkAcOn AsiLi1ics sx Acc
Act srtto intvtvtvt Ac srtct: Aat:tvtts csvta Ltvt: sk
v,..g oo |:., |, ioo |:. (,~~) +o 2o (+io a:.a.), :~.c io, |a: |~~:-c 2o |.a, :-a: .-a,~ - -
v-, ,~.g oo |:., |, ioo |:. (,~~) +o 22 (-i ..-, +i a:.a.), :~.c 9, |a: |~~:-c 22 - -
\~.g oo |:., |, ioo |:. (,~~) +o 2 (-i ..-, +io a:.a.), :~.c 9, |a: |~~:-c 2 i: -
j..-..- oo |:., |, ioo |:. (,~~) +o 2 (-2 ..-, +i9 a:.a.), :~.c c, |a: |~~:-c 2 c 2i
\~.g ac..: oo |:., |, ioo |:. (c..,) +o o (-2 ..-, +22 a:.a.), :~.c c, |a: |~~:-c o : 2
/c..: oo |:., |, ioo |:. (c..,) +o (-2 ..-, +2 a:.a.), :~.c c, |a: |~~:-c : 2
|a:.- ac..: oo |:., |, ioo |:. (c..,) +o o (-2 ..-, +2c a:.a.), :~.c c, |a: |~~:-c o 9: 2
C.c oo |:., |, io |:. (c..,) +o (-+ ..-, +i a:.a.), :~.c o, |a: |~~:-c ii: 2c
v-, ~.c oo |:., |, io |:. (c..,) +o +o (-+ ..-, ++ a:.a.), :~.c o, |a: |~~:-c +o i: o
/c.-: oo |:., |, io |:. (c..,) +o 9 (-c ..-, + a:.a.), :~.c 2, |a: |~~:-c 9 i: i
v, oo |:., |, io |:. (c..,) +o +2 (-c ..-, ++o a:.a.), :~.c 2, |a: |~~:-c +2 i:
G-a: ., oo |:., |, io |:. (c..,) +o + (-c ..-, ++ a:.a.), :~.c 2, |a: |~~:-c + i9:
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sa/Rah: Io t. t.
siaI Attaks: \~rta statc, iost eo.
rator, ca.o.a~, r~iio: eo.rator
siaI QuaIitis: L.ra:
savs: lo:t +o, l~ +o, v ++
AniIitis: :t: Iv, D~x , Cor Io,
irt zo, vs , Cia I+
skiIIs: l.n +zo, C.i +, Ds.s~ +z,
Ee~ +I+, Lst~r +I, :ot +I
are o: .re~::o.re
:i e~ta (I-z .s I-
oros)
+
c r~.t:a
w, stoe i~asts o aio:.
s .rirowr, i.t wi~r
iort ti~, a:~ r~
rt:o o .ra: sirst~a
.at~ tiat a orstare
:~atorsi .a, ~xst
:~at.:~s.
oros :~s~.i~ s:aw~e
~ n~ ~s, ti:~~ or or~
~ oti~:. 1i~ .ee~ ~
se~ ias a :asr iare
ts rot i~r to wai.
iai, :a, wti a:~ o:~s
e a~:t.:~s o .rirowr
ia~ :actca, ro r~cis
r.a: i~aes wti a:~
o e. t~~ti. lii~e,
ra co:es a:~ si~
ti ti~: sir, occasora,
r ti:o.i ti~ s.:ac~.
s.:ac~ ew~~:s, e:o
a:~ :ot~sq.~, .,
.:~s.
connat
ros r ti~ we i.::ow
.t cors..r .r~:as
. ti~ so. 1i~, a:~ iost~
e a:~ss~, cia:r ar,
r tiat co.~s r~a:.
vi~r .re~: ti~ cor
o o .ra: sirst~a~:s,
oros a:~ .s.a, .t to
o:i s~:r ti~ sci~.~s
ti~ sirst~a~:s.
Attak: lt~ + .~~~ (Ie+o)
uII Attak: lt~ + .~~~ (Ie+o)
sa/Rah: Io t. t.
siaI Attaks: \~rta statc
siaI QuaIitis: L.ra:
savs: lo:t +o, l~ +o, v +o
AniIitis: :t: Iv, D~x , Cor I,
irt +, vs , Cia
skiIIs:C.i +, Lst~r +I, :ot +I
nvironn
Organiza
(I- .
chaIIng
1rasur
AIignnn
Auvann
;ifef^
n&Cle
CXi^\8Y
uit Di
Initiativ
su: zo
Ac: I (-z
.:a), to
BAB/cra
Attak: l
(Ie+o
uII Atta
(Ie+o
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MntaI stati (x): D:oros co...


rcat~ wti a .t~e o:. o ~.ati, o:
t~~ati,. 1i~: .~rta t:ars.ssors a:~
s~rt to .ra: c:~at.:~s i.t car i~ i~a:e i,
t~::~st:a c:~at.:~s, are ti~, a:~ est.:ir.
1is n~e o .~rta statc ~xt~res nt, ~~t
r a e:~ctors :o. a e:oro at a t.~s.
Ar, t~::~st:a c:~at.:~ tiat co.~s wtir
ti~ statc n~e ..~eat~, ~~s ts tio.its
i~co.r |..i~e are eso:~rt~e, ~~r t
cart s~~ ti~ e:oro.
1i~ irt~~rc~ o an~ct~e c:~at.:~s
wtir ti~ e:oros .~rta statc s a.to
.atca, :~e.c~e i, Ie+ orts. Lost irt~
~rc~ s :~sto:~e ti~ .o.~rt ti~ c:~at.:~
~a~s ti~ an~ct~e a:~a o: wi~r ti~ e:oro
e~s. 1i~:~ s ro sa~.
Aeetora,, t s enc.t to .s~ ar, irt~
~rc~:~at~e si, cast a s~, o: eo ar,tir
~s~ tiat :~q.:~s corc~rt:ator wi~ r ti~
a:~a o tis .~rta statc. Dor so :~q.:~s
wat~:), o: ro ea.a~ or a s.cc~ss. sa~.
1i~, tai~ eo.i~ ea.a~ :o. ~a:tiias~e
attacis are .ac. 1i~, :~c~~ a +Io ior.s
to sa~s aarst .rer.~rcr ~n~cts
(cia:.s, co..sors, iartas.s, att~:rs,
are .o:a~ ~n~cts), .re iasts are sorc
attacis, are c--c |a| e.~ to a~r s,
cioo,.
Dronog w/unar skinstaIr: 1is
s ti~ :on~ o a e:oro eo.rat~e i, a
.ra: sirst~a~:. lo: . e~tas or ti~ .ra:
sirst~a~:s ait~s, s~~ ts ~rt:,.
-
DusK DVI
Kil\
?l^\8Y\iiXk`fe
uit Di: e+z+ (oo i)
Initiativ: +I
su: o t.
Ac: Iv (+I D~x, -z sz~, + rat.:a),
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Roberto Bussetti

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c++.

sa/Rah: I t.Io t.
siaI Attaks: D.st sto:.
siaI QuaIitis: D.st sit, ast :.r
savs: lo:t +, l~ +, v +
AniIitis: :t: zz, Cor Io, D~x I,
irt I, vs Iz, Cia Iz
skiIIs: C.i +v, Ee~ -, .. +v, Lst~r
++, :ot ++
nvironnnt: Ar, are o: .re~::o.re
Organization: As .o.rts o: sota:, o:
i.rtr aci (z-)
chaIIng Rating:
1rasur: :tarea:e
AIignnnt: us.a, r~.t:a
Auvannnt: v-I ED (Ga:art.ar)
JkXm`Xe
CXi^\8Y\iiXk`fe
uit Di: +e+ (zo i)
Initiativ: +I
su: o t.
Ac: I (+I D~x, -I sz~, + rat.:a),
to.ci Iz, atoot~e I+
BAB/craI: +I+II
Attak: Caw +o .~~~ (Ieo++)
uII Attak: z caws +o .~~~ (Ieo++) are
it~ +I .~~~ (Ieo+z)
sa/Rah: Io t. t.
siaI Attaks: D.st sto:.
siaI QuaIitis: D.st sit, ast :.r
savs: lo:t +I, l~ ++, v +
AniIitis: :t: I, Cor I+, D~x I,
irt I, vs Iz, Cia Io
skiIIs: C.i +, Ee~ -I, .. +o, Lst~r
+I, :ot +I
nvironnnt: Ar, are o: .re~::o.re
Organization: As .o.rts o: sota:,
o: i.rtr aci (z-)
chaIIng Rating: I
1rasur: :tarea:e
AIignnnt: us.a, r~.t:a
Auvannnt: - ED (E.~)
D.si e~s a:~ rs~ctoe .o.rts.
1i~ ~~rea:, e.si :.rr~:s :e~ t:.~
e.si e~s, wi~ ti~ :taar t:i~s o Ei
ort ia~ eo.~stcat~e a s.a~: ~:sor.
D.si e~s a:~ at, ra.~e. 1i~, a:~ sx
~~e, citro.s .orst:ost~s co~:~e r
ccir a:ts, twtcir ~~~:s, are sia:
ia:s. 1i~, a:~ :oo:tor~e i~ eaee,or
~s - a s.a ioe, s.o:t~e i, or, st.:e,
~s tiat ca::, ti~ ioe, .o:~ tiar ~it
~~t on ti~ :o.re. Ea:s or ti~: ~~t a:~
corstart, tt~:att~:r ti~ e:t a:o.re
ti~., c:~atr a sw:r co.e o e.st tiat s
awa,s :~s~rt. Ltt~ corsst~rc, s s~~r r
ti~: a~a:arc~ ase~ :o. iasc rs~ctoe
t:ats are ti~ .r~:sa es.st ti~, roi~
r i..ars. 1i~ s.a~: :taar a:~t, s ti~
sz~ o a a:~ io:s~, wi~ t:.~ e.si e~s
car i~ tw~rt, o: .o:~ ~~t r ~rti.
it s .rirowr iow ti~ e.si :.rr~:s n:st
ca.~ rto cortact wti ti~., o: iow ti~,
.ara~e to t:ar ti~.. 1i~: .s~ o e.si
s c~:tar, cort:i.t~s to ti~ aw~
wici oti~: c.t.:~s ioe ti~..
1i~: .s.a .oe~ o a::a - cia:
r rto a towr o.t o rowi~:~
:it as e.si as - .ai~s ti~:
.o.rts a ti~ .o:~ ~a:so.~.
\ost scioa:s a:~~ tiat ti~ e.si
e~s a:~ ~xt:aara: c:~at.:~s,
tio.i ti~: ~xact o:r ort s
.att~: o es.t~.
D.si e~s o.tse~ o i..ar cor
a:~ :a:~ i.t rot .ri~a:e o. ir ti~
, a:~ .ost act~ at s.r:s~ are s.r
s~t, are a:~ :a:~, ~rco.rt~:~e wi~r ti~ s.r
s rot cos~ to ti~ io:zor. 1i~, o:a~ as
ar, a:~ rs~ctoe wo.e, attacir i..ars
wi~r i.r:,. 1i~: soc~t, s s.~ i.rt
r acis. it s .rirowr iow ti~, o:arz~
ti~.s~~s wi~r r a:~ r..i~:s.
connat
D.si e~s .o~ at rc:~ei, ast s~~es.
vi~r r .otor, ti~: ~s a:~ a i.:.
1i~, :~, or tis s~~e to .o.rt s.::s~
a.i.si~s, .or :o. co~: rto .~~~
i~o:~ ti~: ~r~.~s :~az~ wiats ia~r
r. 1i~: .ar attaci s staiir .otors
:o. ti~: :ort ~s, wici a:~ ia:i~e wti
tr,, sia: ia:s.
Bit (x): A t:.~ e.si e~ tiat s.cc~ss
., its ti~ sa.~ ta:~t wti ioti o ts caw
attacis w s~a: ti~ ta:~t are t t ii
~ro.i to i~ itt~r. 1is aeetora it~
attaci s a +Io .~~~ attaci eor Ieo+o
ea.a~. 1i~ ta:~t s e:o~e orc~ itt~r.
Dust storn (x): 1i~ twtcir art~r
ra~ or a e.si e~s ~~t ~r~:at~ a corstart
sto:. o s.a e.st e~s. As a .:o.re
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.
c++.

actor ti~, car ci.:r . ti~ so i~r~ati


ti~: ~~t, :oe.cr a s.a e.st sto:.. 1is
wo:is or, r t~::ar wti oos~ so o: sare,
s.ci as a :assare, e~s~:t, sare, ca~:rs,
o: oti~: :o.i t~::ar. 1:.~ e.si e~s car
:oe.c~ a e.st sto:. tiat co~:s ar a:~a +o
~~t i, +o ~~t, c~rt~:~e or ti~ e.si e~,
wi~ ti~ :taar a:~t, car co~: ar a:~a o
or, Io ~~t i, Io ~~t. A c:~at.:~s wtir
a:~ corse~:~e to ia~ or~ia corc~a
.~rt, i.t tis eo~s rot an~ct ti~ e.si e~
(s~~ i~ow).
Dust sight (x): D.si e~s car s~~ ro:
.a, r o, sto:.s, are e.st. 1i~, s.n~: ro
corc~a.~rt ~rat~s wi~r attacir oti~:
c:~at.:~s r s.ci coretors.
ast Run (x): D.si e~s a:~ ~xt:ao:
era:, ast. vi~r ti~, :.r, ti~, .o~ n~
t.~s ti~: ro:.a s~~e.
1raining
it i ti t ti i t
a:~ s.::sr, a.~rai~ to eo.~stca
tor, ~aer so.~ scioa:s to corc.e~
ti~, w~:~ orc~ ti~ s~:arts o so.~ ~xt:a
ara: :ac~. 1:arr a e.si e~ tai~s
two .ortis are :~q.:~s a Eare~ Ar.a
ci~ci (DC Iz o: t:.~ e.si e~, DC z o:
:taar a:~t,).
-
ORs1RA1I
?l^\GcXek
uit Di: e+I (oo i)
Initiativ: +o
su: Io t.
Ac: I (-z sz~, +Io rat.:a), to.ci ,
atoot~e I
BAB/craI: ++zz
Attak: :a. +Iz .~~~ (zeo+v)
uII Attak: z sa.s +Iz .~~~ (zeo+v)
o: ti:owr :oci +I :ar~e (Ie+v)
sa/Rah: I t.I t.
s i I Att k 1 e i e
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AniIitis: :t: zv, D~x Io, Cor zI,


irt Iz, vs I, Cia Iz
skiIIs: Ee~ -,
irt.eat~ +v, Krow~e~ (oca) +o,
Lst~r +, :~rs~ \ot~ +, :ot +,
:.:a ++
nvironnnt: Ar, are
Organization: :ota:,
chaIIng Rating: o
1rasur: :tarea:e
AIignnnt: us.a, r~.t:a ~
Auvannnt: -Io ED (E.~),
I-zI ED (Ga:art.ar)
Lat are E~:~a, ti~ :~at o:~sts o
ti~ ro:ti~:r ~re~ss ars, wtistooe a
caa.t~s o: .rtoe c~rt.:~s - .rt ti~
.ra: :ar. 1i~ .ra: :a.~rts sco:ci~e
ti~ s,ar :o~s as .~t~o:t~s srt~:~e
.it, oais are a:tc.at~ :ar ai:ae~e
awa, wiat was ~t o ti~ .re~:i:.si. :o.~
a:~as s.:~e, ~s~ca, ti~, w~:~ .ci,
~ro.i to i~ :ot~ct~e i, a i o: oti~: rat
.:a t~::ar ~at.:~. l.t .ost o ti~ o:~sts
w~:~ e~st:o,~e, to a:,r e~:~~s. :o.~
a:~as w~:~ tirr~e o.t, oti~:s w~:~ :~e.c~e
to ast n~es o cia::~e st..s.
1i~ t:~arts tiat orc~ .a:e~e ti~s~
iast~e zor~s w~:~ e:~r rsar~ i, ti~
e~st:.ctor o ti~: :o~s. 1i~, a:~ row
ti~ o:~st:at, a :ac~ o ~, twst~e t:~arts
..ci i~ ti~: ooe i:~ti:~r i.t at~:~e r
.o:tart wa,s. 1i~, ooi i~ iaci~r~e,
cia::~e t:~arts, wti .act wo.
ac:oss ti~ s.:ac~ o ti~: ia:i
1i~: nr~:s a:~ twst~e are
c.:~e r io::e caws. 1i~:
.o.tis a:~ we~ are ar,
wi~ ti~: ~,~s a:~ ~~ss
are e~ae.
lo:~st:at a:~ tio:o.i,
e~:ar~e. A t:ac~s o ti~:
o:.~: cia:t, are ooew
ia~ i~~r e~st:o,~e, as ia~
a as~cts o ti~: :~s~ct
o: rat.:~. 1i~, eort ~~r war
:~~r~, ti~, s., wart to e~
1i~: rt~~rc~ s i~ tiat o ar ar.as:
lo: a ti~: :atora ow~:, ti~, ia~ tt~
co.:~i~rsor, are ti~: Iz irt~~rc~ s
.s~e ~rt:~, o: e~st:.ct~ .:os~s. 1i~,
a:~ ro or~: rt:os~ct~ r ar, wa,, :~
~::r rst~ae to :a.a~ .rci~ci~e. :o.~
ia~ ~~r tair to ~atr .~at.
1i~ ~~s o ti~ ro:ti~:r o:~sts aoe
o:~st:at, o: i ti~. ti~, a:~ ai~. 1i~,
ia~ tt~ at~:rat~. 1i~ s,ciotc ~xt:~
arts attaci r c:~at.:~s at w, tair
:~at ~as.:~ r w:~air ti~ sa.~ ire o
iaoc ti~, w~:~ s.i|~ct~e to.
connat
:~st:at a:~ s.a: to t:~arts r
.ar, wa,s. 1i~, ia~ two .ar e
~:~rc~s. l:st, ti~, ia~ ost ti~
ait, to ar.at~ t:~~s. :~core,
:ati~: tiar i~r .r~:ai~ to
n:~, ti~, ia~ e~~o~e a :~ss
tarc~ to t. 1i~ corstart sco:ci
r o ti~ .ra: :ar ~t ti~. wti
cia:coa coatr tiat s ia:e to
it. lo: w~aors, ti~, :~q.~rt,
sacis o .ra: :ocis (:ar~ rc:~
t.), wti wici ti~, ~t ~r~.~s
.rt ti~, a:~ r :ar~ to nit .~~~.
skiIIs: lo:~st:at ro or~: :~s~.i~
ro:.a t:~~s. 1i~, :~c~~ ro ior.s to ie
r r o:~st~e a:~as.
-
cRAs IzARD
>i\Xj\C`qXi[
D\[`ld8e`dXc
uit Di: ze+z (II i)
Initiativ: -I
su: zo t., sw. Io t.
Ac: II (-I D~x, ++ rat.:a), to.ci v,
atoot~e II
BAB/craI: +I++
Attak: lt~ ++ .~~~ (Ie++I)
uII Attak: lt~ ++ .~~~ (Ie++I)
sa/Rah: t. t.
siaI QuaIitis: l:~ .r~:ait,
savs: lo:t ++, l~ +z, v +o
AniIitis: :t: Io, D~x , Cor II,
irt z, vs Io, Cia z
skiIIs: Ee~ o, Lst~r +z,
:ot +z
ats: G~a:st:e~
nvironnnt:G~a: o:~sts
Organization: :ota:, o: coor, (+-v)
chaIIng Rating: I
1rasur: :or~
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AIignnnt: Awa,s r~.t:a


Auvannnt: I-o ED (La:~)
;`i\>i\Xj\C`qXi[
CXi^\8e`dXc
uit Di: oe+I (+ i)
Initiativ: -I
su: Io t., sw. +o t.
Ac: II (-I sz~, -I D~x, + rat.:a),
to.ci , atoot~e II
BAB/craI: +++I+
Attak: lt~ +v .~~~ (IeIo+o)
uII Attak: lt~ +v .~~~ (IeIo+o)
sa/Rah: Io t.Io t.
siaI QuaIitis: l:~ .r~:ait,
savs: lo:t +, l~ ++, v +z
AniIitis: :t: zz, D~x , Cor Io,
irt z, vs Io, Cia z
skiIIs: Ee~ -z, Lst~r +I, :ot +I
ats: G~a:st:e~
nvironnnt: G~a: o:~sts
Organization: :ota:, o: coor, (+-v)
chaIIng Rating: I
1rasur: :or~
AIignnnt: Awa,s r~.t:a
Auvannnt: I
ED (\~e..)
G:~as~ za:es
a:~ iow~~e,
s:awr :~t~s
tiat ooi i~ ~
ootor c:oco
e~s. 1i~: sir
s a ea:i i:owr o:
:a, i.t s :a:~,
si~ .re~: a
tici a,~: o o.
1i~, a:~ at io.~
r ~s o ~rr~
s.e~.
connat
G:~as~ za:es a:~
~a:~e wtir ti~
~a: o:~sts i~ca.s~
o ti~: ait, to
ie~. 1i~, .:i
.rs~~r r .ee~s o
s.e~, .rr o.t
.r~x~ct~e, wi~r
:~, ass~s r~a:i,.
ir VuInraniIity (x): G:~as~ za:es
a:~ coat~e r o are oti~: a..ai~ ~rr~
i,:oe.cts. 1i~, s.n~: eo.i~ ea.a~ :o.
n:~ attacis.
skiIIs: G:~as~ za:es :~c~~ a +Iz
ior.s to Ee~ ci~cis wi~r s.i.~:~e r
ti~: rat~ ~r:or.~rt.
-
IRON suAMBR
D\[`ld:fejkilZk
uit Di: IeIo ( i)
Initiativ: -I (D~x)
su: Io t.
Ac: I (-I D~x, + rat.:a), to.ci v, at
oot~e I
BAB/craI: o++
Attak: :a. ++ .~~~ (Ieo++)
uII Attak: :a. ++ .~~~ (Ieo++)
sa/Rah: t. t.
siaI QuaIitis: Corst:.ct
savs: lo:t +o, l~ -I, v +o
AniIitis: :t: I, D~x , Cor -,
irt -, vs II, Cia I
ats: G~a:st:e~
nvironnnt:
Ar, are are .re~:
:o.re
Organization: Ar,
chaIIng
Rating: I
1rasur: :or~
AIignnnt: Awa,s
r~.t:a
Auvannnt:
z- ED (\~e..),
-Io ED (La:~)
i:or sia.i~:s
a:~ c..s, i..ar
oesia~e c:~a
t.:~s i.t :o.
ar.at~e .~ta
a:ts. 1i~, a:~ ti~
:~s.t o +.+-
-+ s~s. \ost
w i~ o.re .re~:
ti~ cort:o o a
wza:e o: cociwo:i
:ar~:, i.t so.~ a:~
~t to ware~:.
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Ar, ~ o |.ri .~ta car i~ .s~e to c:~


at~ ar :or sia.i~:. 1i~, a:~ .s.a, i.t
:o. :.st,, i~rt, .r.sai~ a:ts - ti~ ~c~s
:~|~ct~e i, coa,~:s are iacis.tis. it
tai~s at ~ast zoo o.res o sc:a .~ta to
c:~at~ a I ED :or sia.i~:.
connat
i:or sia.i~:s wae~ rto co.iat .re~ss,,
st:ir o.t at ar,tir tiat ~s.
construt (x): i...r~ to .rer.
~rcr ~n~cts, osor, es~as~, are s.a:
~n~cts. :ot s.i|~ct to c:tca its, ror~
tia ea.a~, ait, ea.a~, ~r~:, e:ar, o:
e~ati :o. .ass~ ea.a~.
carstriu (x): i:or sia.i~:s ia~
ti~ G~a:st:e~ ~at. 1i~, .a, .o~ at ti~:
ro:.a :at~ ti:o.i ~a: o:~sts wtio.t s.
~:r ar, aeetora iaza:e.
-
uNAR sKINs1AR
Le_fjk\[
D\[`ld8Y\iiXk`feCleXi
uit Di: +e (I i)
Initiativ: -I
su: Io t.
Ac: v (-I D~x), to.ci v, atoot~e v
BAB/craI: +I+
Attak: lac~ :a~ + to.ci (s~ca)
uII Attak: lac~ :a~ + to.ci
(s~ca), + ioois +I .~~~ (Iez)
sa/Rah: t. t.
siaI Attaks: i.:o~e :ai, iost
eo.rator
siaI QuaIitis: L.ra:
savs: lo:t +o, l~ +o, v +o
AniIitis: :t: I, D~x , Cor Io,
irt zo, vs +, Cia I+
skiIIs: l.n +zo, Ds.s~ +z, Ee~
+I+, Lst~r +z, :ot +z
ats: :~~ i~ow
nvironnnt: Ar, are are .re~::o.re
Organization: :ota:, o: ar (z-+)
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
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|
c++.

chaIIng Rating: z
1rasur: :or~
AIignnnt: Ciaotc r~.t:a
Auvannnt: -
?fjk\[
D\[`ld8Y\iiXk`feCleXi
uit Di: +e .s iost
Initiativ: As iost
su: As iost
Ac: As iost
BAB/craI: As iostAs iost wti
.r... :t: o I
Attak: As iost
uII Attak: As iost
sa/Rah: As iost
siaI Attaks: Eost eo.rator,
stare .:it are a aio.t. 1i~, a:~ :a:~,
s~~r r ti~: t:.~ o:., iow~~:.
A .ra: sirst~a~: s.:~s i, w:ar
ts sir a:o.re iost c:~at.:~s. it o~:wi~.s
a iosts r~:o.s s,st~. .rt t car cort:o
ts ioe,. 1i~, a:~ .ost ot~r ~rco.rt~:~e r
tis stat~, w:a~e a:o.re a iost are ca.o.
a~e :o. e~t~ctor.
1i~ c.t.:a o: soc~ta iass o .ra:
sirst~a~:s s .rirowr. 1i~, carrot co.
..rcat~ wti t~::~st:a c:~at.:~s r ar,
rt~i~ asior. 1i~, a:~ :~q.~rt,
~rco.rt~:~e r eo.rator o ti~ .re~ss
e:oros, iow~~:.
:irst~a~:s i, ti~.s~~s a:~ rot a:tc.
a:, ear~:o.s oor~rts. 1i~: :~a ear~:
~s r ti~: ait, to tai~ o~: oti~: c:~at.:~s
~
i
t
o
~.

~
o
:
.
~
~
,,
:
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a~a: to i~ or~ sr~ soe sir :ati~:


tiar esc:~t~ oi|~cts.
1i~ sirst~a~:s ioois rct .ro:
ea.a~, tio.i t eo~srt .s~ ti~. o:
wo.rer. \ost o ti~ t.~, t .s ts
.rci are .s~s ti~. to assst r ts :a
r. it car cioos~ to atci or wti a iooi
attaci wtio.t ca.sr ea.a~, .sr ti~.
or, to assst r ts :ar. lo: ~aci s.c
c~ss. iooi attaci aarst a ta:~t, ti~
sirst~a~: ars a +I ior.s to :a~
ci~cis. i t cioos~s, a sirst~a~: .a, .s~
a o ts iooi attacis ~aci :o.re to ca.s~
ea.a~ r a :a~.
Inrovu cran (x): A sirst~a~:s
:.a:, attaci s to ti:ow ts~ at ar oo
r~rts ac~. 1is wo:is or, aarst c:~at.:~s
wti ~xos~e ac~s, oti~:s a:~ ...r~. i
ti~ to.ci attaci s.cc~ss., its ti~ ta:~ts
ac~, ti~ sirst~a~: a.to.atca, rtat~s
a :a~. Aeetora,, t .a, ..~eat~,
att~.t a iost eo.rator.
uost Donination (su): As a :~~ actor,
a .ra: sirst~a~: tiat ias :a~e ar
oor~rts ac~ .a, att~.t to eo.rat~
t as i, ti~ s~ c.+- -, as cast
i, a Ioti~~ cast~: (DC I). :o co..or
ar.a~ s r~~e~e, e.~ to ti~ sirst~a~:s
rat~ eo.rator ait~s. Crc~ ti~
ta:~t as tis sa~, t carrot att~.t
aroti~: .r~ss t s o:c~e to
so.~tir aarst ts rat.:~
i.t t :~c~~s ro .o:~ tiar
or~ r~w sa~ ~: ea,. 1is
s a s.~:rat.:a ow~:
wici s rot ioci~e i,
s~ :~sstarc~ o: s.
a: ~~cts.
Crc~ ti~ attaci s.c
c~~es, ti~ sirst~a~:s
ioe, e:a~s o~: ti~ iost
are .~ts to ts sia~. 1i~
~n~ct s s.a: to a sai
ci~~s~ .~tr o~: a i.ri o
1i~ sirst~a~: ca.o.a~s ts~ so t
oois ~xact, i~ ti~ iost, :~re~:r ts
~r~o.~rt r~a:, .re~t~ctai~.
1i~ sirst~a~:s i,sca stats i~co.~
ti~ iosts stats. its sir s.::o.res ti~ iost
c:~at.:~, .ttr t i~tw~~r ti~ c:~at.:~
are ea.a~. :asir are i.e~orr
attacis e~a . ea.a~ to ti~ sirst~a~:,
i.:tr ti~ iost or, at~: ti~ sirst~a~:
s e~ae. l~:cr attacis e~a ia ea.a~ to
ti~ iost are ia ea.a~ to ti~ sirst~a~:.
~at.:~ eo.rat~e i, a sirst~a~:
s ti~ .s~ o ts .re, i.t ti~ sir
a~: tas rto ts r~:o.s s,st~. are
ort:os ts ioe,. it ~~s i~ i~r
t:a~e r a ioe, tiat wort oi~, ,o.:
co..ares. 1i~ cia:act~: :~.ars
corsco.s are :~c~~s s~rso:, r.t
i.t ias ro i,sca cort:o.
A c--c |a| s~ (o: s.a:
ait,) tiat .ara~s to i,ass ti~
.ra: c:~at.:~s rat.:a :~sstarc~ to
ci ~n~cts :~~as two estrct tio.it
ss~s. Cr~ s ti~ eo.rat~e iost. 1i~
o.~t~, a~r :oc~ss i~ors to
ti~ sirst~a~:.
l~ca.s~ ti~, ~r~:a, tai~ ea.a~
i~o:~ ti~: iosts, sirst~a~:s wti or
t~:. iosts w st:~ to aoe co.iat. i t
oois i~ co.iat s .raoeai~, a sirst~a
~: w :.r, o: s~~i a r~w iost wti :ar~e
w~aors o: s~s, ti~r attaci :o. aa:. A
e~ae sirst~a~: ~~s on ts ct. are co
as~s to ti~ :o.re.
A sirst~a~: tiat os~s cort:o o ts iost
w att~.t to eo.rat~ t a ~w t.~s .o:~.
i t as to eo so, t w .s~ ts :ar
ostor to ca.s~ iooi ea.a~ ~aci :o.re
.rt ti~ iost s i~e.
As soor as a sirst~a~: ias eo.rat~e a
iost, ts vseo. :s~s to ti~ iosts ro:.a
vseo. sco:~. it tas rto ti~ iosts r~:o.s
s,st~. are sia:~s a o ts irow~e~. vi~r
t os~s ti~ iost, ts vseo. e:os iaci to ts
.s.a ow.
canounag (x): A sirst~a~: tiat ias
:a~e are eo.rat~e a ct. .a, ca.
o.a~ ts~ as a :~~ actor. its ~rt:~ ioe,
w:as a:o.re ti~ ta:~t are ioois or, ~:~ct
, ..cir ti~ ta:~ts coo:, t~xt.:~, are
sia~, ai~t :owr ts e.~rsors i, aio.t a
iarci r a e:~ctors. C co.:s~, orc~ tis
s co.~t~ ti~ sirst~a~: cart :~.o~ ti~
iosts swo:e :o. ts scaiia:e (o: ~xa.~)
wtio.t ~~r iaci ts owr swo:e..cir
sir to ~ t acc~ss to ti~ :~a swo:e.
Nighnor Donination (x): A .ra:
sirst~a~: tiat ias s.cc~ss., eo.rat~e
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

l
c++.

a iost .a, sa tiat iosts .~rta ait~s to


t:, to eo.rat~ r~w iosts. it .s~s ti~ iost
as a :s. o: .~rta oc.s
eo.rator ait~s to r~a:
t~.o:a:, e:arr or~ o
vseo., to a .r... o I
.a, cast c.+- - as a I
(sa~ DC I, zoo t. :ar~, e.
uri~ ts iost eo.rator,
.a~ s r~~e~e, i.t ti~ si
rto ti~ iosts i:ar are co.
ar.a~ t irows.
:irst~a~:s :~q.~rt, eo
r~iio:s as ossi~ s.
iosts vseo. ow, w~ai~r
Lost vseo. :~~r~:at~s at
ort ~: ea,. 1i~ sirst~a~
rot e:o as ti~ iosts eo~s.
unar (x): L.ra: c:~at
ea.a~ :o. .ost ~~.~r
n:~, are wat~:), o: ro ea.
c~ss. sa~. 1i~, tai~ eo.i
~a:tiias~e attacis are .a
+Io ior.s to sa~s aarst .
~n~cts (cia:.s, co..sor
att~:rs, are .o:a~ ~n~
iasts are sorc attacis,
|a| e.~ to a~r s,cio
skiIIs: L.ra: sirst~a~:s
a +Io :aca ior.s to Ds.s
ci~cis. D.~ to ti~: ca.o.
:~c~~ a +Io ior.s to Ee~ c
skinstaIr cha
:irst~a~:s eo rot aearc
cass~s, :ati~:, ti~, tai~ o
~~ci on ti~. as ti~, aear
ii, rt~~rt c:~at.:~s
~:sorat~s are a.itors.
~:s wo:si :~:onctact (s~~
sirst~a~: ias a Io ciarc~
ti~ ~at :~:onctacts Ciar
-
sA1uM
D\[`ld?ldXef`[
uit Di: Ie-I (I i)
Initiativ: -I
su: Io t., sw. Io t.
Ac: v (-I D~x), to.ci v, at
BAB/craI: +o+I
Attak: :a. +I .~~~ (IeI+I)
i
. +I .~~~ (IeI+I)
t. t.
s: A.iio.s
~ +o, v +z
D~x , Cor ,
ia I+
r, are o: wat~:
ota:,, scioo (z-Io),
), o: ct, (IoI+)
ng: II
:e
a, r~.t:a
, cia:act~: cass
a.iio.s s~aew~~:s
ora wat~: ~~s o Ei
earta~. 1i~, ~ r ct~s
~, are stor~, .o.rt~e or
o:a. 1i~: ct~s a:~ i.t
es tiat a:~ aio~ wat~: o:
ti~ ,~a: are i~ow wat~:
ti~ oti~: ia, tiaris to
i~ s~asora wat~: att~:rs
a:o.re Eiort.
:ati~. a:~ sot, i.
s, w~tsirr~e i..ar
: orr~:~e iares a:~
~:, e~xt~:o.s. 1i~,
t ta, i.t ti~: ~s a:~
ar a i..ars, sio:t r :o
i~it. 1i~: ~~t a:~ rot
ti~, ia~ :~t:actai~ rs
o ti~: ~s. :ati~. car
are wat~:.
ti~ sati~. a:~ st:ar~,
st or sare, sares tiat a:~
it o: or, ia ti~ ,~a:.
ti~s~ sares a:~ :~~s o
ar, cas~s ti~ sares ti~.
:o. ti~ sow e~ca, o ti~
o:a o:.s ti~ ias~ o ti~
a:~ i.ts i.t :o. co:a
, wooe, are stor~. \.ci o
.st i~ :~ac~e ~~:, ,~a:,
er o: s.~s tiat sati
re ew~~:s. :o.~ sati~.
s~ s~w~:s are e.r~ors
o:a ias~s, e.:r ti~ e:,
~: ~~s a:~ e:, wi~ ti~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

c++.

c++.

ow~: ~~s (n~e wti ti~ :~at~st :ci~s)


a:~ st s.i.~:~e.
lo: sx .ortis o ti~ ,~a:, sati~. ct
~s a:~ i.:~e .re~: aio.t +o ~~t o wat~:.
D.:r tis t.~ ti~ sati~. car acc~ss ti~:
:oo.s r ti:~~ e.~rsors - ts s.~ to
sw. :o. or~ oo: to ti~ or~ aio~. lo:
-
sMOKINc DAD
Jdfb`e^Jb\c\kfe
D\[`ldLe[\X[
uit Di: zeIz (II i)
Initiativ: +o
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

.||
c++.

siaI QuaIitis: ure~ae, ea.a~


:~e.ctor i.e~orr, ...rt~s,
st~a. ~rr~
savs: lo:t +I, l~ +o, v +z
AniIitis: :t: Iz, D~x Io, Cor -,
irt -, vs Io, Cia II
ats: -
nvironnnt: Ar, are are .re~::o.re
Organization: Ar,
chaIIng Rating: I
1rasur: :or~
AIignnnt: Awa,s r~.t:a
Auvannnt: I- ED (La:~), o-zI ED
(E.~), z+-+ ED (Ga:art.ar), +-vo
ED (Coossa)
Jdfb`e^QfdY`\
D\[`ldLe[\X[
uit Di: IeIz+I (zo i)
Initiativ: -z
su: Io t.
Ac: Iz (-z D~x, ++ rat.:a),
to.ci Io, atoot~e Iz
BAB/craI: +I+I
Attak: :a. +I .~~~ (Ie+z)
uII Attak: :a. +I .~~~ (Ie+z)
sa/Rah: t. t.
siaI QuaIitis: ure~ae, a:ta actors
or,, st~a. ~rr~
savs: lo:t +I, l~ -z, v +I
AniIitis: :t: I, D~x o, Cor -,
irt -, vs Io, Cia I
ats: 1o.ir~ss
nvironnnt: Ar, are are
.re~::o.re
Organization: Ar,
chaIIng Rating: I
1rasur: :or~
AIignnnt: Awa,s r~.t:a
Auvannnt: +- ED (La:~),
-zI ED (E.~), z+-+ ED
(Ga:art.ar), +-vo ED (Cooss
D\XkIXZb
CXi^\Le[\X[
uit Di: eIz (II i)
Initiativ: +I
su: Io t.
Ac: I (+I D~x, +o rat.:a),
to.ci II, atoot~e Io
BAB/craI: +z+v
Attak: Caw + .~~~ (Ie+I)
uII Attak: z caws + .~~~ (Ie+I)
sa/Rah: t.Io t.
siaI QuaIitis: ure~ae, st~a. ~rr~
savs: lo:t ++, l~ +z, v ++
AniIitis: :t: Io, D~x Iz, Cor -,
irt -, vs Io, Cia II
ats: -
nvironnnt: Ar, are o: .re~::o.re
Organization: :ota:, o: ar (z-)
chaIIng Rating: I
1rasur: :or~
Iignnnt: Awa,s r~.t:a
Auvannnt: o-v (La:~), Io-zo
(E.~)
1i~ s.oir e~ae a:~ ti~ rat.
:a o.tco.~ o st~a. ~rr~s r a
wo:e wi~:~ r~c:o.arc, ~xsts.
:.oir e~ae a:~ co:s~s :~ar
.at~e wti ti~ ae o st~a.e:~r
.acir~:,. 1i~, a:~ io::e c:~at.:~s,
~~r .o:~ :~.s~ tiar ro:.a .re~ae,
o: ti~: :~ar.at~e ioe~s a:~ ot~r rco.
~t~. Co::.at~e :or ia:s a:~ w~e~e orto
ti~ corr~ctr soci~ts wi~:~ o:~a:.s o:
tiis sio.e i~. A:.o:~e .~ta at~s a:~
iot~e iaiaza:e, orto ~..:s are sar
:a, ~si. :o.~wi~:~ r ti~ ci~st cat, s
a iaci~r~e, s.oi~i~cir ~rr~ tiat
s~res ti~ :~ar.at~e co:s~ si.ee~:r
o:wa:e at a .:cir at. Cr, i, ti~ ae
o r~c:o.artc .ac a:~ ti~ ioe~s ai~ to
:~.ar r or~ ~c~ are :~.~ ti~: ci~st
~rr~s wi~r r~c~ssa:,.
\ar, ires o s.oir e~ae ~xst. Ar,
co:s~ car i~ :~ar.at~e wti ti~ ae o ti~
:it s~s are ti~ :o~: ~rr~. 1i~ two
.ost co..or a:~t~s a:~ s.oir si~
~tors are s.oir zo.i~s. L~ss co..or
a:~ ti~ .~at :acis: .ar.ae~ :or si~~tors
orto wici :~ar.at~e ..sc~s a:~ w~e~e.
connat
1i~ :~ro:c~e, :orcae ioe~s o s.oir
e~ae .ai~ ti~. st:or~: are to.i~: tiar
ro:.a .re~ae, i.t ti~: :~~x~s a:~ sow~:.
As wti a .re~ss .re~ae, ti~, attaci .rt
e~st:o,~e o: co..are~e oti~:ws~.
unuau: i...r~ to .rer.~rcr
~n~cts, osors, s~~, a:a,ss, st.rrr,
are es~as~. :ot s.i|~ct to ror~tia ea.a~,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

c++.

ait, ea.a~, ~r~:, e:ar, o: e~ati :o.


.ass~ ea.a~. :.oir .re~ae +- s.i|~ct
to c:tca its (s~~ :t~a. Drr~, i~ow).
Innunitis (x): :.oir si~~tors
ia~ coe ...rt,. l~ca.s~ ti~, aci
~si, ti~, ia~ ea.a~ :~e
tor ~:s.s ~:cr are
sasir w~aors.
artiaI Ations OnIy
(x): :.oir zo.i~s
ia~ oo: :~~x~s are
car ~:o:. or, a:
ta actors. 1i.s ti~,
car .o~ o: attaci i.t
car eo ioti or, ti~,
cia:~ (a a:ta cia:~).
stan ngin (x): A
s.oir .re~ae s ow~:
i, a cia::~e, c:.e~rc:.st~e
~rr~. :~c:o.artc ~r~:, ioes to~ti
~: ts ioe~s, i.t t carrot .o~ wtio.t
ti~ st~a. ~rr~. it s a c:tca ~c~ o
ti~ corst:.ctor. Cr ar, c:tca it, ti~
s.oir .re~ae ..st .ai~ a lo:tt.e~ sa~
(DC ~q.as ea.a~ ca.s~e i, ti~ c:tca
it +- ..t~:s). i ti~ sa~ s ass~e,
ti~ ~rr~ s .ss~e are ti~ it ca.s~s
ro:.a rorc:tca ea.a~. i ti~ sa~ s
a~e, ti~ s.oir .re~ae ias s.n~:~e a
it to ts st~a. ~rr~. it s.n~:s or, ro:
.a rorc:tca ea.a~ i.t .a, ro or~:
.o~ o: attaci r ar, wa,. i ti~ ~rr~ s
:~a:~e ti~ c:~at.:~ w i~ :~sto:~e to
ro:.a .oit,.
1h Mat Rak
1i~ .~at :aci s a :s, att~.t at :~c:~
atr a r c:~at.:~. it sta:ts as ar :or
si~~tor, :o.i, i..aroe r sia~. 1i~
:ica~ ioes a a:~ st~a. ~rr~ wti
ow~:. ~a:s are st:.ts o: .or ti~
a:.s are ~s. vi~r ti~ :or si~~tor s
co.~t~e, ti~ c:~ato: attaci~s :aw ..sc~
:o. :~c~rt, i~e c:~at.:~s. 1i~ c:~a
t.:~s r~~e rot i~ s.a: r o:., are ti~
sa.~ .~at :aci .a, rc.e~ ..sc~ tss.~
:o. i..ars, ar.as, are ~~r so.~ .or
st~:s. 1i~ ..sc~s a:~ attaci~e wti w~e~e
iots, sttci~e a.~rts, are ~~r .~.
Crc~ ti~ si~~tor s ..sc~e, t s co
~:~e r a a,~: o a:.o:~e si~~t .~ta,
wici s ~t o~r at ti~ ~:t~i:a~ to aow
ti~ ~rr~s s.oi~stacis to :ot:.e~. :o.~
.~at :acis a:~ w~ a:.o:~e, oti~:s esa,
o~r atci~s o :aw ..sc~ wti ar :or si~
~tor si~ i~r~ati. i ti~ c:~ato: wsi~s,
i~ e~co:at~s ti~ a:.o: wti si~s, sr~s,
n:~~, are .ots. lra,, ti~ st~a.
~rr~ s actat~e, ti~ ~si s ar.at~e,
are ti~ wio~ io::i~ .orst:ost, s :~ae,
to arsw~: co..ares.
A .~at :aci attacis wti sia:~r~e :or
caws, wici a:~ act.a, ti~ ts o ts si~
~tor :ot:.er ti:o.i ts .~at, nr~:s.
cration
:.oir e~ae a:~ c:~at~e ..ci as ro:.a
si~~tors are zo.i~s a:~. l~ca.s~ o ti~
st~a. ~rr~ tiat o~:rs ts .o~.~rt,
ar.atr or~ :~q.:~s ..ci ~ss r~c:o
.artc ~r~:, tiar wti ro:.a .re~ae.
Ar, co:s~ rsta~e wti a st~a. ~rr~
car i~ :~ar.at~e as a s.oir e~ae
zo.i~ o: si~~tor .sr ti~ +.+- c-+c
s~. :.oir e~ae ar.at~e r tis wa,
co.rt as ia ti~: ro:.a ED o: .:os
~s o ti~ s~s c:~ator .ts (tio.i
rot ts cort:o .ts). lo: ~xa.~, a
cia:act~: wti sx cast~: ~~s co.e
ar.at~ sx ro:.a \~e.. si~~tors,
o: sx s.oir si~~tors, :oe~e ti~
co:s~s w~:~ :o~:, :~a:~e wti
~a. ~rr~s.
A st~a. ~rr~ st:or ~ro.i
to ow~: a \~e.. s.oir e~ae
costs Ioo . it ..st i~ c:~at~e i,
ar ~ c:ats.ar. 1i~ :oc~ss o
ar.atr ti~ s.oir e~ae cia:s
ti~ ~rr~ wti a stci,, iaci c:.st.
o. ti~r or, ti~ ~rr~ s ri~:~rt,
~ are w co::.t ar, oti~: .acir~:,
to wici t s corr~ct~e.
-
1OR1Oc
CXi^\?ldXef`[Kfikf^
uit Di: ze++ (II i)
Initiativ: -z
su: I t., i.::ow Io t.
Ac: zz (-z D~x, -I sz~, +I rat.:a),
to.ci , atoot~e zz
BAB/craI: +I+v
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

.|.
c++.

Attak: lt~ ++ .~~~ (Ie+++),


o: c.i ++ .~~~ (Ieo+o)
uII Attak: lt~ ++ .~~~ (Ie+++) are
caw +o .~~~ (IeI+z),
o: c.i ++ .~~~ (Ieo+o)
sa/Rah: t. t.
siaI AniIitis: :i~, ar~ss ie~
siaI QuaIitis: 1:~.o:s~rs~
savs: lo:t +, l~ +o, v +z
AniIitis: :t: I, D~x o, Cor I+,
irt , vs II, Cia v
skiIIs: A:as~ +z, Lst~r +z, :.:a +z
ats: Dre.:arc~, G:~at lo:tt.e~
nvironnnt: Ar, are are .re~::o.re
Organization: :ota:,, iar
o: t:i~ (-II)
chaIIng Rating: I
1rasur: zx starea:e
AIignnnt: :~.t:a
Auvannnt: l, cia:act~:
1o:tos a:~ oee to:t
i..aroes. 1i~, a:~ or, n
ta i.t a:~ ~:,, ~:, i:oae
q.t~ i~a,, w~ir a.o
ooo o.res tiaris to ti
tici, o~:ar iares o
a:.o: tiat ~rcas~ ti~: ~rt
ioe~s. 1i~: i:oae, sr.iro
ac~s aci r~cis are r .ar,
:~s~.i~ ti~ ac~ o a to:
1i~, .s.a, wai or two ~
car .s~ a o.: .is r~~
ti~ wo:st .ra: :ar, a to:to w
:~t:act ts i~ae rto ts si~
or o.: ~s.
1o:tos a:~ ware~:r
1i~, ~::, ooes :o. ac
~xciarr ti~. o: a :
.or or. 1i~, .s.a,
sacis o ooes .re~: ti~
si~s. vi~r or~ :~t:~at
rto ts si~, t car ac
ti~ sacis r oes o sir ar
a, nt ti~. rto ti~ si~,
ooes as w~ as ts~.
connat
1o:tos a:~ sow are .rw~e,, i.t t:~
.~reo.s, st:or. 1i~, nit wti a it~
are caw~e iare, o: w~e a c.i o: oti~:
w~aor. 1i~ statstcs aio~ a:~ o: ar
.rcass~e to:to. 1i~: ~ae~:s a:~ .s.a,
nit~:s, tio.i ia:ia:ars are c~:cs a:~
aso co..or.
shII (x): 1i~ ioe, o a to:to s
~rcas~e r a ia:e, a:.o:~e si~. it s ai~ to
:~t:act ts .is, i~ae, are ta rto tis si~
o: :ot~ctor. As a starea:e actor, a to:to
.a, :~t:act rto ts si~. it carrot eo so
t s io.re, ~rtar~e, o: oti~:ws~ ..oi
z~e. Crc~ :~t:act~e, ti~ or, ~xos~e a:t
o ti~ to:to s ts si~. it ars a + ior.s
to AC are s ...r~ to c:tca its. it s aso
rcaai~ o .o~.~rt wi~ :~t:act~e are
co.rts as i~r :or~.
1i~ tici si~ o a
r tss.~. 1i~ to:
es aeetora .ass
i~ si~, wici e~s
ei~:~s to ti~ si~.
i~ s corstart,
rer o.twa:e i.t
o.~t~, rs~rs
- ti~ to:to
, eo~s rot ~~
.a~ to ts si~.
r, wi~r ti~ si~
i:~aci~e eo~s ti~
~~ ar.
a t~:.s, tis .ai~s
...r~ to ti~ .ra:
rt ~~ ti~ ai:as~
. Cr, r ti~ .ost
o: sto:.s, wi~:~ a
co.e i ti~ to:to
.r~:ai~ to ti~
-
1RAK
`fe
t.
:a),
e+)
~~ (Ie+)
sa/Rah: t. t.
siaI QuaIitis: D.t, si~, ea.a~
:~e.ctor i.e~orr
savs: lo:t +z, l~ +I, v +z
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

c++.

AniIitis: :t: II, D~x Iz, Cor Io,


irt z, vs , Cia Iz
skiIIs: \o~ :~rt, ++
nvironnnt: Ar, cz~e
Organization: :ota:,
chaIIng Rating: I
1rasur: :or~
AIignnnt: :~.t:a
Auvannnt: -
i t:ais a:~ rat.:a, occ.::r i~
ra tiat Eiorts t:aetora cos.o
rrot ~xar. :a.~e o: ti~ so.re o
i, a t:ai t:ai s a co~ctor o ~a:s,
~rr~s, are |.ri a:ts, .ost, :or
~~ sc:a, tiat i~co.~s ar.at~e o
r acco:e.
two t:ai t:ais ooi ai~. 1i~, .s.a,
~ a.~, ewa:~r sia~s - sq.at are
a - i.t rot awa,s, so.~ a:~ ta~:,
a:~ tirr~:, are so.~ a:~ q.ae:.~ea
r :or ias.
i t:ais ar.at~ sortar~o.s, wti ro
~rt ca.s~. 1i~, .s.a, a~a: r ti~
a:ts a:~as o .~cis are ti~ wo:i sac~s
:w:its. 1i~ a:ts se~ to~ti~:, :s~
..aroe sia~, ti~r i~r to ware~:.
a c~:tar a.o.rt o t.~ (wici a:~s
io.:s to ea,s, wti ro esc~:rai~ at
ti~ t:ai t:ai e~ar.at~s are ti~ a:ts
ti~ :o.re r a catt~:r i~a.
i t:ais eo rotir i.t ware~:. 1i~,
r, attaci e~~rs~,. i ar attaci~:
rtatr attacis, ti~ t:ai t:ai w
s~ sto e~~rer ts~.
o.i .ost ~o~ corse~: t:ai t:ais
a s.~:rat.:a c:~at.:~ o so.~ ire,
ow~:s o Dot:ai s~~ ti~. as a sr
r.~rc~. ir act, ti~, a:~ :it. 1:ai
a:~ a cors~q.~rc~ o Dot:ais rc
r~:~s. E~ s rot ,~t a e~t,, i.t is
o.sr~ss s o:.r, are r ts rarc,
ss~s ts~ r ti~ o:. is oow~:s car
re~:stare: ar.at~e .~ta ~a:s.
connat
:ais asi at oor~rts wti ti~ |a~e
o ti~: arato.,.
ty shII (x): 1:ai t:ais a:~ .aca
o.~:ators o sa:~ a:ts wti ro s
orr~ctors i~tw~~r ti~ a:ts. l~ca.s~
aci rt~:ra o:ars, ti~, ia~ ea.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
c++.

.|
c++.

a~ :~e.ctor aarst ~:cr w~aors.


l~ca.s~ ti~ .aca iores i~tw~~r ti~:
a:ts a:~ rori,sca, ti~, ia~ ea.a~
:~e.ctor aarst sasir w~aors. 1i~
i~st wa, to e~st:o, or~ s t~:a, to iasi ts
co.or~rt ~c~s rto e.st.
-
wORM, cIAN1
>`XekNfid
?l^\DX^`ZXc9\Xjk
uit Di: veIo+v ( i)
Initiativ: -I
su: zo t., i.::ow Io t.
Ac: Iv (-z sz~, -I D~x, +Iz rat.:a),
to.ci , atoot~e Iv
BAB/craI: +v+zz
Attak: lt~ +Iz .~~~ (Ieo+)
uII Attak: lt~ +Iz .~~~ (Ieo+)
sa/Rah: I t.Io t.
siaI QuaIitis: 1:~.o:s~rs~
savs: lo:t +, l~ +, v +z
AniIitis: :t: zo, D~x , Cor Iz,
irt I, vs , Cia Io
skiIIs: Lst~r +II
nvironnnt: Ar, are are
.re~::o.re
Organization: :ota:, o: i~:e
(z-Io)
chaIIng Rating: +
1rasur: G~.s or,
AIignnnt: Awa,s r~.t:a
Auvannnt: Io-I ED
(Ga:art.ar)
;\\g;`m\i
?l^\DX^`ZXc9\Xjk
uit Di: veIo+I (o i)
Initiativ: -z
su: zo t., i.::ow Io t.
Ac: zo (-z sz~, -z D~x, +I+ rat.:a),
to.ci o, atoot~e zo
BAB/craI: +v+zz
Attak: lt~ +II .~~~ (Ieo+)
uII Attak: lt~ +II .~~~ (Ieo+)
sa/Rah: I t.Io t.
siaI QuaIitis: 1:~.o:s~rs~
savs: lo:t +, l~ ++, v +z
AniIitis: :t: z+, D~x o, Cor I+,
irt I, vs , Cia Io
skiIIs: Lst~r +II
nvironnnt: Ar, are are .re~::o.re
Organization: :ota:, o: i~:e (z-Io)
chaIIng Rating: +
1rasur: G~.s or,
AIignnnt: Awa,s r~.t:a
Auvannnt: -I+ ED (Ga:art.ar)
J_Xb\i
?l^\DX^`ZXc9\Xjk
uit Di: oeIo (II i)
Initiativ: -I
su: zo t., i.::ow Io t.
Ac: I (-z sz~, -I D~x, +Io rat.:a),
to.ci , atoot~e I
BAB/craI: +o+I
Attak: lt~ + .~~~ (Ieo+I) o: sorc
iast (zeo)
uII Attak: lt~ + .~~~ (Ieo+I) o:
sorc iast (zeo)
sa/Rah: I t.Io t.
siaI QuaIitis: 1:~.o:s~rs~
savs: lo:t +, l~ ++, v +I
AniIitis: :t: Io, D~x , Cor Io,
irt I, vs , Cia Io
skiIIs: Lst~r +
nvironnnt: Ar, are o: .re~::o.re
Organization: :ota:, o: i~:e (z-Io)
chaIIng Rating: +
1rasur: G~.s or,
AIignnnt: Awa,s r~.t:a
Auvannnt: -Iz ED (Ga:art.ar)
Gart wo:.s, e~~ e~:s, are siai~:s a:~
ti:~~ i:~~es o ti~ sa.~ s~c~s. ir ti~ we
ti~, t:a~ to~ti~: r ti~ sa.~ i~:es, wti
e~~ e~:s are siai~:s corstt.tr aio.t
Io o ti~ o~:a art wo:. o.ator.
1i~ e~~ e~:s wtir ti~s~ i~:es t~re to
s~re ia o ti~: t.~ wti ti~ i~:e are
ia ti~: t.~ or sota:, e~~ e~s.
:rc~ ti~ ae~rt o wo:. a:.~:s, e~~
e~:s are siai~:s ia~ i~~r s~~ct~, i:~e
i~ca.s~ ti~: t:ats a:~ .s~. to ti~ a:.~:s.
D~~ e~:s a:~ sa~: :o. attaci i, s.:ac~
ew~~:s s.ci as .ra: e:aors, are siai~:s
ia~ ow~:. :ar~e attacis. :ow t s
ossi~ to ~rco.rt~: ~rt:~ i~:es o e~~
e~:s are siai~:s, tio.i ti~, a:~ .s.a,
t~re~e i, wo:. a:.~:s.
1i~ t,ca art wo:. s a or, tir
arr~e, ~~t r ea.~t~:. its ioe, s or~
i.~ ..sc~, co~e r or~ iare at~: aroti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

c++.

~:. 1is ano:es t :~at st:~rti are :ot~c


tor. 1i~ e~~ e~: i:~~e s ~~r .o:~
tici, ..sc~e, a rat.:a aeatator tiat
aows ts~ to e ti:o.i e~rs~, aci~e
~a:ti .:ti~: :o. ti~ s.:ac~. :iai~:s ia~
ti~ sa.~ ~rti are :ti as ti~: co.srs i.t
a:~ si, ~ss st:or. 1i~,
s.isorc i.., wici siai~s
a:o.re ti~.. ir t.~s o e.
ti~.s~~s wti a sorc iast
connat
Gart wo:.s t:a~ .re~s
~a:ti, r~str ti~ :o.re
1i~, a:~ rot a:~ss~ .
ir act, ti~,:~ :actca, o
attaci~e, e~st~ ti~: t:~
ro:~ r~a:i, c:~at.:~s .rt
Gart wo:.s ia~ a it~
rot ~:, .:~ss~. 1i~: t~
e~sr~e o: c:.sir .o.r
e:t. 1i~, a:~rt ~q.~e
a:~ soe oi|~cts i~ ~o
soni BIast (x): :iai~
sorc iast attaci. it s a cor
c:~at.:~s ca.it wtir car .
l~~x sa~ to tai~ ia ea.
sa~ DC s Corstt.tori
1i~ sorc iast s a :~~
:~sors~ to ar, iow~~:,
a :~.~etat~e attaci. i
siai~: s.n~:s ea.a~, t i
o ciarc~ o .sr ts so
iast or ti~ ast c:~at.:~
rct ea.a~ or t. Cti~:w
t it~s. Cr, wti a :~at e
o t:arr car wo:. a:.
t~aci siai~:s to .s~ ti~: sor
iast or co..are.
1rnorsns (x): Ga
wo:.s a:~ r~a:, ire. 1i
raat~ i, s~rsr i:ator
ti~ :o.re a:o.re ti~.. 1i~
a.to.atca, s~rs~ ti~ o
o ar,tir wtir oo ~~t ti
cortact wti ti~ :o.re.
1raining
Gart wo:.s a:~ :o.tr~, :
ti~ wo:. a:.~:s. 1i~, eo
rst~ae, a :~rart wo:.
~io:r ,o.r. A wo:. tiat ias s.:~e
ts n:st ti:~~ .ortis s .o:~ a.ai~, src~
.ar, e~ r rarc,. 1i~ :c~s ti~, car ~tci
a:~ as oows:
ctnv woau Dttr Dtvta snxta
|-.:~ i,ooo g, i,2oo g, i,oo g,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ria.r \!|a| -c| +- |-
c+! . |- D+V-c| a!c,
|-, --c |- |- c-- + c++..
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

1
is ciat~: oois at en~:~rt wa,s to
:.r a DragonMh ca.ar. it es
c.ss~s otors o: sta:tr r~w ca.ars,
as w~ as otors o: rt~:atr .~cis rto
ar oror ca.ar.
+
9<N=FLMJ=L@=E=K
1
i~ DragonMh wo:e :~o~s a:o.re
o.: .ar ti:~aes o ae~rt.:~: .~cis,
ti~ .ra: :ar, rc.er ti~ wa: i~tw~~r
t~::~st:a are .ra: oes, ti~ e~st:.ctor
are :~corst:.ctor o ti~ s.:ac~ wo:e, are
ti~ co.~ttor i~tw~~r .ac are st~a.
~rr~s. \o. car i.e .rq.~ DragonMh
ae~rt.:~s :o. ar, o: a o ti~s~ ti:~aes,
aeatr ti~. as ,o. wsi ias~e or iow
,o. wart ,o.: ca.ar to o. 1is ciat~:
esc.ss~s ae~rt.:r n:st i, ooir at ti~
ae~rt.:~s tiat a:s~ :o. ti~s~ a:o.s ot
ti:~aes, ti~r i, ~xa.rr starea:e ae~r
t.:~ .ots are iow ti~, car nt r.
-
ADVN1uRs
BAsD ON Mcus
\
o. car :.r ar ~rt:~ ca.ar wtio.t
ti~ cia:act~:s ~~: s~ttr oot or a
.~ci. \o. car aso :.r ar ~rt:~ ca.ar
wi~:~ ti~, r~~: s~t oot on a .~ci. \~cis
car i~ c~rt:a ~~.~rts to ae~rt.:~,
s.~ .oe~s o t:arso:tator, o: .~:~
iaci:o.re e~co:ator. 1i~ oowr s~c
tor esc.ss~s iow to nt ti~. rto ,o.:
ca.ar.
1i~ .~ci ias ti:~~ :o~s or Eiort.
l:st, ts a :ot~ct~e io.~. Ct,.~cis
s~:~ ti~ sa.~ :o~ tiat cast~s, i~~s, are
towrs s~:~ or t:aetora artas, wo:es.
:.a~: .~cis a:~ aso eo.c~s, .s.
a, o: tr~:art .~ci t:i~s, t:ae~:s, o:
ae~rt.:~:s. A .~ci r tis :o~ :.a:
, :oe~s :ot~ctor. it o~rs ae~rt.:~
ioois i~ca.s~ ~~:, io.~ r~~es so.~or~
to e~~re t. D~r a .~ci car i~ ti:~at~r~e,
so.~t.~s i, .aca c:~at.:~s tiat t cart
ia:.. Dr~., .~cis car i~ a ti:~at, ~s~
ca, ti~,:~ i~: o: .o:~ ow~:..
:o.~t.~s ti~ i~st otor o: tair o.t ar
~r~., .~ci srt act.a, to e.i~ t o.t, i.t
to i:~ ae~rt.:~s to i:~ai rto t are i ti~
c:~w. Dti~: wa,, as .ar, ae~rt.:r oo:
t.rt~s a:~ o~r o: e~~rer a .~ci as a:~
o: e~~rer ar, cast~ o: towr.
:~core, a .~ci :oe~s t:arso:tator.
its a sa~ wa, to t:a~ :o. or~ ac~ to
aroti~:. \~cis a:~ ~xt:~.~, enc.t to
e~st:o,, are atio.i ti~, car i~ ioa:e~e,
to~e, o: cat.:~e, ti~,:~ st a ot sa~:
tiar io:s~iaci o: r a waor, ~s~ca,
wi~r ti~ .ra: :ar s acto:~e r. Cia:ac
t~:s wti a .~ci car i~ i:~e to t:arso:t a
so:ts o ooes, :arr :o. ~ss~rta ooe
st.ns r~~e~e i, a ct,.~ci to cort:aiare
tiat so.~ioe, eo~srt wart ti~ :t~rar
Cor~e~:ac, to s~~. 1:arso:tator .ssors
car ia~ e~aer~s attaci~e (ti~ ct,.~ci
w sta:~ ti~, eort ~t tis si.~rt i,
to.o::ow) o: ~.iasz~ st~ati rst~ae
(eort ~t ti~ :t~rars catci ,o. wti
tis:). 1i~, car aso ia~ .o:~ .,st~:o.s
.cators: irst~ae o t:arso:tr ooes,
ti~ cia:act~:s .it i~ i:~e to tai~ ar
~ .ae~r to ti~ :.rs o looi. :i~ on~:s
tt~ ~xarator i.t a,s . :ort r oe.
D~:,or~ irows tiat ti~ ~~s a:~ or a q.~st
to :~co~: ti~: ost a:tacts, so .a,i~ tis
t:arso:tator .ssor ias .o:~ t to tiar
.~~ts ti~ ~,~ ..
1i:e, are .ost .o:tart o: ae~rt.:
r, a .~ci s a .ta:, w~aor. 1i~ e~st:.c
t~ ot~rta o a sr~ i..ar s .arn~e
or~ i.re:~eoe wi~r tiat i..ar ~rt~:s a
.~ci. A .~ci car i~ .s~e to sa, .orst~:s,
corq.~: ireo.s, :~sc.~ iosta~s, are
:arsaci :.rs. ir tis :o~, .~ci ae~rt.:~s
a:~ s.a: to so.~ o ti~ cassc artas,
ae~rt.:~s. 1i~ cia:act~:s co.e i~ i:~e
to .s~ ti~: .~ci to sa, a :a.ar .ra:
e:aor. 1i~ ae~rt.:~ co.e i~ .ae~ .o:~
e:a.atc i, ti~ e:aors rt~~rc~: 1oo
s.a:t s., to ~t ts~ i~ sa.it~:~e, t
.ai~s ,r itare:.r attacis are wort
sta, r at t~::ar o: a a: nit. At~:ra
t~,, ti~ .~ci co.e i~ tt~e aarst wiat
s~~.s i~ ar ~as, ta:~t, a swa:. o o:c
:ae~:s o~:atr o.t o a s,st~. o ca~s.
1i~ .~ci s too a:~ to o rto ti~ ca~s,
iow~~:, so ti~ cia:act~:s a:~ o:c~e ~ti~:
to we~r ti~ ~rt:arc~ o: ~t o.t are nit or
oot. Are o co.:s~ ti~:~s ti~ cassc .~ci
s..~ci ca.ar. 1i~ cia:act~:s .a, ia~
to ~t :e o ar i:ortooti o: :.st :e~: .~ci
tiat ias i~~r .air t:o.i~. ir tis st.a
tor ti~, co.e t:, a e:~ct cor:ortator,
o:, ti~, wart to .r.z~ ea.a~ to ti~:
.~ci, ti~, co.e ~a~ a si~~tor c:~w to
n:~ ti~ w~aors wi~ ti~ :~st o ti~ cia:ac
t~:s ~a~ are t:, to o:c~ ti~: wa, rto ti~
~r~., .~ci to nit ts c:~w.
L@=<J9?GFE=;@;9EH9A?F
1
nr ;iX^feD\Z_ sr..ixc is rrrrica.rr cx cxr sixrir
assuxr.icx: \rcns cax rxis. ix a rax.as vcrir. i. is
xc. a sr..ixc vnrrr cu navr .c ria a xrcn riic., xcr is i.
a sr..ixc vnrrr xrcns arr au.cxa.icaii cccr cr rar. \cu
cax ria ;iX^feD\Z_ caxraicxs xucn as .rari.icxai
rax.as caxraicxs, vnrrr .nr xrcns rrcvirr a xrv scurcr
cr ccxric., cr cu cax rux .nrx ix a s.ir vnrrr aii .nr
ac.icx rrvcivrs arcuxr xaix.aixixc a xrcn.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|l
c++.

Mh warriors
Cia:act~:s as .~ci wa::o:s s s~~.r, ti~
.ost rat.:a st,~ o a, o: DragonMh.
(ir act, ts or, or~ o .ar, otors, ti~
:~st o wici w~ ~xa.r~ i~ow.) As
.~ci wa::o:s, ti~ cia:act~:s sio.e oi
o.s, ia~ a .~ci. 1i~ a:t, sio.e corsst
:.a:, o .~ci |oci~,s are
coa,~:s, wti ~:ia
st~a.io:, stai~:, are
s~cast~:. lit~:s
a:~ :actca, .s~
~ss r tis so:t o
ca.ar, tio.i
:ar~:s wio s~ca
z~ r a:ci~:, car
i~ so.~wiat ~n~c
t~. \ost co.iat
w i~ :ar~e, ~r~:
a, aarst oti~: .~ci
o: a:~ c:~at.:~s. la
aarst io:e~s o s.a~:
wort i~ co..or (.ost s.a c:~at.:~s
irow ~ro.i to :.r awa, :o. ar attacir
.~ci), i.t ~r~.~s caai~ o tor a
.~ci a:~ e~nrt~, a ti:~at.
l.rrr a .~ci wa::o: ca.ar
:~q.:~s ,o. to arsw~: two q.~stors. l:st,
iow eo ti~ cia:act~:s acq.:~ ti~: .~ci'
:~core, wi~r eo ti~, acq.:~ t' i ,o.
wart to ~t tirs :or ast, ,o. car sta:t
ti~. at Ist ~~ wti a .~ci. 1i~ ~xara
tor co.e i~ s.~ (s.ci as ti~, ri~:t~e
t :o. a., .~.i~:s) o: co.e ~ae to
.:ti~: ae~rt.:~ ioois. \a,i~ ti~, o.re
t are :~.:isi~e t :o: to i~rrr ti~
a.~, r wici cas~ ti~ :~o.s owr~: s
:oiai, o.t ti~:~ so.~wi~:~. \a,i~ ti~,
w~:~ .~ci t:ae~:s r ~a:~: t.~s, r wici
cas~ ti~, .a, ia~ oe t:aer a:tr~:s are
:as. \a,i~ ti~,:~ a:t o ti~ .ta:,, r
wici cas~ ti~, ia~ to tai~ o:e~:s :o.
ti~ :t~rar Cor~e~:ac, o: :ia: 1izec.
C: ~:ias ti~,~ or~ AvCL are sto~r
a .ta:, .~ci. 1iat car .ai~ o: a ot o
rt~:~str ae~rt.:~s.
i ,o. wart ti~ a.~ to :o:~ss a tt~
.o:~ sow,, ,o. car sta:t ti~. wtio.t
ti~: owr .~ci. 1i~, co.e i~ ~::~e aio.t
i, ti~ .ta:, o: a t:ae~:, o: :oe~e a
.~ci i, a at:or. At ti~ ~xt:~.~, ti~, .a,
s., i~ or oot. 1i~: n:st .ssor co.e
i~ to cat.:~ ar ~r~., .~ci, are a s~:~s o
ae~rt.:~s at~: tiat co.e s~re ti~. at~:
:o:~ss~, i~tt~: .~cis .rt ti~, ia~
a rc~ s~t o wi~~s (~:, ~s). irnt:atr
ar ~r~., .~ci s ar rt~:~str .ssor
i~ca.s~ t ro~s r~stator (nre
r ti~ .~ci are rortr
i~ t.~s), st~ati
:oacir q.~t,),
retoiare co.iat
(~ttr or ioa:e are
ir ti~ c:~w),
.~ci co.iat (.sr
ti~ cat.:~e .~ci
to tai~ o.t oti~:
~r~., .~cis tiat
.it .:s.~), are
ossi, ~sca~ (o.t
rr wio~~: ~s
i ti~ ~r~., .~ci
o: oo:, e~~re~e
(tiri :.st :e~:s are .~ci t:i~s), ts
wtir ti~ :~a. o ossit, o: ow~~
~~ cia:act~:s to tai~ t. 1i~ s~s a
are -cac- - a:~ ioti .s~. o: ~ttr
orto a .~ci o: ~rt~:r ti:o.i a s.a
o:tio~. Crc~ cia:act~:s ia~ acc~ss to
zre~~ s~s, ti~,:~ ai~ to tai~ or i~t
t~:e~~re~e .~cis ti:o.i a co.irator
o |+-, .c- c!.|, are |a!!' -|. 1is
so:t o ca.ar co.e s~~ ti~ cia:act~:s
sta:t o.t r t:aetora cass~s are ti~r ..
tcass rto DragonMh cass~s orc~ ti~,
ia~ a .~ci.
Crc~ ,o. :.r a .~ci
wa::o: ca.ar, ,o
a.to.atca, ~a~
ti~ :~a. o ti~
t:aetora ezo
artas, a.~.
:ot a ot o
e.r~ors car
i~ ~xo:~e r
a .~ci. irst~ae
o :~s.,r
at s.a towrs are
sta,r at rrs, ti~ cia
act~:s sto on at ct,
o: r~.t:a ct~s i~ De~. \ost
ae~rt.:~s i~co.~ we~:r~ss sc~ra:os
wi~:~ iatt~s a:~ wti a:~ c:~at.:~s o: oti
~: .~cis, ot~r at or :ar~, o: ~s~ e:~ct
.~cito.~ci e.~s. i:ortooti ots co.e
e.~ s., as a .att~: o co.:s~, o: a .
ta:, ost .it :oe.c~ corstart ~rco.r
t~:s wti s..~:s, :ae~:s, are rae~:s. At
ti~ oti~: ~xt:~.~, ti~ cia:act~:s co.e i~
:ae~:s wio :~, or oti~: .~cis, are .it
~~r s~caz~ r cat.:r ~ .~cis to
i~ :~soe o: st:~e o ar,tir a.ai~.
charatr InvoIvnnt
A .~ciias~e ca.ar ias to ~ cia:ac
t~:s a wa, to sta, ro~e. vi~r ti~ wio~
ca.ar co.~s eowr to ti~ .~ci, ~~:,
or~ r~~es to :o ti~ ec~ o: tai~ ar actor
~~:, row are ti~r, o: ~s~ ti~, ~t io:~e.
1:, to a::ar~ ti~ cia:act~:s .~ci so t
rco:o:at~s ac~s o: ~aci cia:act~:. Cr~
cia:act~: sio.e i~ ti~ ot. E~ .ai~
ots o ci~cis wti is \~ci lot si are
~r~:a, i~ act~ r .ost st.ators. A s~c
ore cia:act~: car i~ ti~ raato:. E~ car
ia~ a s~ca ois~:ator ost wi~:~ i~ s~
caz~s r scarrr ti~ io:zor are ottr
co.:s~s. Es i~st si co.e i~ :ot, are is
:o~ r co.iat s to .orto: ti~ ostors
o ~r~.~s. At~: a, .ost i,sca stators
or a .~ci ia~ .t~e n~es o ~w, are
a cia:act~: e~ecat~e to t~r ti~ ot
wici wa, to t.:r car i~ ~xt:~.~, .s~.
wi~r ti~ ot cart s.a, t:aci ar ~r~.,
wio arsi~s :o. is n~e o sor.
G.rr~:s a:~ oio.s, .o:tart, are
ti~, .ai~ o: a .r :o~. At ow ~~s,
~aci .~ci w~aor w r~~e a
:~rt cia:act~: to ot t.
ii~: ~~s cia:act~:s
ar tai~ ti~ :it ~ats to
o~:at~ ..t~ w~a
ors, i.t ti~, .it rot,
are .rr~: :o~s .it
st i~ .o:tart.
lo:tio~s aow o:
aroti~: ~~ o a,~:
rt~:actor. :~cast~:s
r oi :ar~e s~s :o.
io~s (~~r .air ca~e
ti s~s s.ci as |!c
- a.~e at ~r~., .~ci ots),
are a:ci~:s car n:~ or ~r~., s~cast~:s,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

:o.re t:oos, o: ioa:e~:s. Daci o:tio~


~ts aroti~: cia:act~: i~co.~ ro~e.
lra,, ,o. ia~ ti~ ioa:e~:. D~:, a.
r :o. ias or~ ., wio o~s to tiri
o wa,s to i:~ai ti~ :.~s, are r Drag-
onMh i~ .s.a, e~ce~s to nre wa,s to
i:~ai rto ar ~r~., .~ci. E~ tiri o
tiris i~ castr .c- c!.| or i.s~ to
c.i . ti~ se~ o ar ~r~., .~ci so i~
car ti~r cast a-| rto ti~ ots co.a:t
.~rt, o: .sr +-a to ~t rto ti~
.~ci are ti~r .s~ a iost o c|+ -
s~s to tai~ t o~:. A.or rors~cast
~:s, :o.~s are nit~:s a:~ ioti si~e
at ioa:er actors, wi~ti~: ti:o.i .s~
o Dsca~ A:tst to sq.~~z~ ti:o.i o~r
o:tio~s o: :t:~rti ci~cis are .
|a!!' -| to s., iasi ti~. o~r.
1i~ ari~it~: :~st~ cass s e~sr~e o:
~xact, tis ire o a,~:. Dx~ct so.~or~
r ti~ a.r :o. to wart to a, tis
:o~, are ar o: t acco:er,.
1h Away 1an
Crc~ ,o. ia~ a .~ciias~e ca.ar sta:t
~e, ,o. ia~ to e~ce~ iow ..ci ae~rt.:
r w tai~ ac~ r ti~ .~ci are iow ..ci
w tai~ ac~ on o t. ir ts .ost .t~e
:o~, a .~ci car i~ s.~ t:arso:tator. it
car i~ rotir .o:~ tiar a o:n~e waor
tiat ~::~s ti~ ae~rt.:~:s :o. or~ e.r
~or to aroti~:. ir a .o:~ .oe~:at~ :o~,
t car i~ r~c~ssa:, o: co.~tr so.~
ae~rt.:~s (s.ci as iatt~s aarst oti~:
.~cis o: ~xt:~.~, a:~ c:~at.:~s, e~~:,
.ssors, o: ritt.~ ae~rt.:r wi~r ti~
.ra: :ar s act~) i.t :~.ar a:i~e or
oti~: ae~rt.:~s. ir ti~ .ost .~cii~a,
ca.ars, ti~ .~ci .it i~ ti~ c~rt:a
oc.s o a.ost a as~cts o ~~:, ae~r
t.:~. Drt:~ ae~rt.:~s co.e i~ core.ct~e
r ti~ s~at o a .~ci.
\ost ca.ars w a r ti~ .ee~
so.~wi~:~, are cia:act~:s r s.ci ca.
ars w ac~ ar rt~:~str e~..a. ir
o:e~: to s.cc~~e or .ssors r ti~: .~ci,
at ~ast so.~or~ r ti~ a:t, (:~~:ai,
.o:~ tiar or~ ~:sor) :~a, r~~es to tai~
so.~ ~~s r ti~ .~ci |oci~, cass. Eow
~~:, tiat sa.~ cia:act~: i~co.~s a.ost
.s~~ss or ar, oti~: ae~rt.:~. E~ ias ti~
.r.a co.iat ait~s o a wza:e i.t
acis ti~ s~s, are a o is s~ca ait~s
a:~ ~a:~e towa:e .~cis.
v~ s.~st ti:~~ wa,s to e~a wti tis.
1i~ n:st s to i~~ ti~ .~cis s.ci ar .o:
tart a:t o ti~ ca.ar tiat ti~ .~ci |oci
~, eo~srt ~~ ~t o.t. 1i~ a:t,s nit~:s
a:~ ~r a ciarc~ to sir~ or ti~ e.r~or
c:aws, wi~ ti~ a:t,s .~ci |oci~, sir~s
r ti~ .~ci e.~s. As or as ,o. i~~ ti~
ae~rt.:~s iaarc~e, a cia:act~:s w i~
.s~.. ir ti~ sa.~ wa, tiat ,o. c:~at~ :o~s
o: cia:act~:s or a .~ci as e~sc:i~e aio~,
,o. car eo ti~ sa.~ o: :o~s r ror.~ci
ae~rt.:~s. 1i~ nit~: .it |.st ia~ to
stci to a:ci~:, :o. a o:tio~ e.:r .~ci
co.iat, wi~ ti~ .~ci |oci~, s r cia:~
o n:r a st~a. .r :o. ti~ :~a: e.:
r :o.re co.iat. irt~:.~e
cass~s si~e r co.iat or
ioti .~cis are ti~ :o.re
- s.ci as coa,~:s are
st~a.io:s, as w~ as
c~:cs are wza:es
- i~co.~ .ost .s~.
r tis ire o ca.ar.
1i~ s~core otor s
to .s~ ar awa, t~a..
1i~ a:t, car ia~ or~
s~t o cia:act~:s tiat s~
caz~s r .~ci co.iat are
s~core s~t tiat s~caz~s r .
t:aetora ae~rt.:r. Daci a,~: ias
two cia:act~:s, i.t or, or~ s a,~e at a
t.~. Cr ioa:e ti~ .~ci, or~ cia:act~: ias
a e~nr~e :o~ (.rr~:, ot, ~tc.), wi~
ti~ e.r~or~~:r cia:act~: s., :e~s
as a ass~r~:. vi~r ti~ .~ci a::~s at ts
e~strator, ti~ .~ci c:~w sta,s .t are ti~
e.r~or~~:s es~.ia:i o: ti~ ae~rt.:~.
As or as ,o. i~~ ti~ ae~rt.:~ iaarc~e
i~tw~~r .~ci .ssors are ror.~ci .s
sors, tis st,~ o ca.ar car aso i~ ~:,
:~wa:er. 1is wa, a,~:s ia~ cia:act~:s
wio a:~ ooe at e~ar wti a.ost ar, st.
ator ti~, ~rco.rt~:.
1i~ nra otor s to aow .~ci otr
si to i~ co..or irow~e~. As ar otor
a :.~, e~ca:~ tiat ar, cia:act~: :as~e or
a ct,.~ci t:~ats .~ci |oci~, as a ao:~e
cass, r aeetor to ti~ :aca ao:~e cass.
ir oti~: wo:es, i~ car ..tcass as a .~ci
|oci~, at ro ~rat,. 1is aows ~~:, cia:
act~: to tai~ a ~w ~~s o .~ci |oci~,
- ~ro.i to n ti~: :o~s or ti~ .~ci
- are aso tai~ cass~s tiat a:~ .s~. or ti~
:o.re. 1i~ ~xarator o: s.ci a ca.ar
ait, s s.~: .st as ar,or~ :as~e r a
nsir a~ ias a iasc irow~e~ o iow
to nsi :~a:e~ss o is :o~ssor, ar,or~
:as~e or a ct,.~ci cis . or ti~ iascs
o iow to ot a .~ci.
\o. car tai~ tis or~ st~ .:ti~: i,
rco:o:atr ca.ar ~ats. :ta:t ~~:,
cia:act~: wti two :~~ ~ats: \~ci v~aor
l:onc~rc, are \~ciarz~e Co.iat l:ac
tc~, ~a:~e to wiat~~: .~ci ti~, oitar
n:st. 1is :actca, ~.rat~s ti~ r~~e
o: .~ci |oci~,s at ow ~~s,
src~ ti~ nit~:s lAl
es o: .atci~s
~ .~ci |oci~,s
wti r~w cia:
act~:s. 1i~
c i a : a c t ~ : s
.a, st ia~
to tai~ ~~s
r ti~ .~ci
|oci~, cass
s ti~, :~aci
i~: ~~s, i.t
a,r n~e
e ~a:, or o:
ti~. to a:tcat~ r ioti
.~ci are ror.~ci .ssors.
Cr~ ast tir to :~.~.i~: s tiat cia:
act~:s r~~e i~ or, as to.i as ti~: oo
r~rts. i ,o. :o.tr~, s~re ti~ cia:act~:s
rto co.iat aarst .~ci |oci~,s ~q.a to
ti~ cia:act~:s ~~s, ti~r ti~, i~ o.t
cass~e .r~ss ti~, aso ia~ a .~ci |oci~,
ot. i, or ti~ oti~: iare, ti~ ots o
~r~., .~cis t~re to i~ ..tcass~e .~ci
|oci~,s (s.ci as iarets wio aso r~~e ~
~s r :o.~, o: .ta:, .~r wio aso r~~e
~~s r nit~: o: wa::o:), ti~ cia:act~:s
a:~rt at as ..ci o a esaearta~. i ti~
~r~., .~cis a:~rt ot~e i, .~ci |oci~,s
at a, i.t rst~ae i, coa,~:s (wio ot~r
ot ti~ .~cis ti~, i.e) o: :lC ~x~:ts
wti \~ci lot as a si (tiri s~ta.it
:.st :e~:s wio ~a:r to ot ti~ .~cis ti~,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

st~a o: :~i.e), ti~r ti~ lCs s., r~~e


a :~asorai~ r..i~: o :aris r \~ci lot
si to .atci ti~., :ati~: tiar ~rt:~ cass
~~s as .~ci |oci~,s.
Othr ways
to Inororat Mhs
:o a: w~~ ass..~e tiat ,o. wart .~cis to
a, a a:, :o.r~rt :o~ r ti~ ca.ar,
are ti~ cia:act~:s ot ti~ .~cis. 1iat
eo~srt ia~ to i~ ti~ cas~. DragonMh
s e~sr~e so ,o. car aso :.r .~cii~a,
ca.ars wtio.t ti~ cia:act~:s act.a,
otr ti~..
Cr~ wa, to eo tis s to st.at~ ti~ ca.
ar or a ct,.~ci. Ct,.~cis a:~ ~ro:
.o.s. 1i~, on~: as .ar, wa,s to ae~rt.:~
as ar, a:~ ct, r a ro:.a artas, s~ttr,
:arr :o. otca rt:.~ to e~~re
r aarst :ae~:s to ~xo:r ti~ s~w~:s
are :.rs (r tis cas~, ti~ ~a: o:~sts, as
e~sc:i~e i~ow). Cia:act~:s ias~e or a
ct,.~ci ia~ corstart ~xos.:~ to ti~
wo:e o ti~ .~ci are car a:tai~ r .~ci
ias~e ae~rt.:~s i, e~o,r :o. ti~
.~cis eoci~e or ti~ ct,.~cis ari~s.
Ciat~: on~:s a e~ta~e e~sc:tor o
ct,.~ci :~ee~:i are so.~ e~as o:
ae~rt.:~s tiat co.e ia~r ti~:~.
Aroti~: wa, s to .ai~ ti~ cia:act~:s
.~ci i.rt~:s. lo: wiat~~: :~asor, ti~,
|o.:r~, or oot are s~caz~ r e~st:o,r
.~cis. A a:t, o s~cast~:s ias ti~ ~:~ct
.otator o: tis, src~ st~a. ow~: ias
~cs~e ti~ :o~ .ac orc~ iae. Cti~:
cia:act~:s co.e i~ saiot~.:s i:~e i, :a
actors to tai~ o.t ~r~., .~cis, s.ci as
:t~rars ~.ratr L~or .~cis, o: c~
~:sa. 1i~, co.e i~ :ae~:s are :at~s
wio cat.:~ ti~ .~cis ti~r e:~ ti~.
so.~wi~:~ wi~:~ ti~, car i~ soe to :.st
:e~:s o: ti~ i:ortooti Cars. 1i~, .it
ia~ a ~:sora :.e~ aarst a .a|o: .~ci
actor o: iar tai~r t~::to:, ti~, orc~
occ.~e, are ti~ ~rt:~ ca.ar co.e i~
c~rt~:~e a:o.re :~~r~ aarst ti~ .~cis
o tiat actor.
ir tis so:t o ca.ar, ti~ cia:act~:s
ia~ ro .~ci |oci~,s a.or ti~: :aris.
1:aetora cia:act~: cass~s a wo:i ~:,
w~, are a a:~ a:t o ti~ co.iat st:at~,
:~o~s a:o.re arrr wa,s to rnt:at~
o: e~st:o, .~cis. 1i~ :.~s o: t:r, to
r, are ioa:er .~cis w i~ .s~e a ot,
as w tios~ o: t:a.r. lac~e wti .ass~
.acir~s a: .o:~ ow~:. tiar ti~.s~~s,
cia:act~:s w i~ o:c~e to co.~ . wti c:~
at~ wa,s to e~~at ti~s~ ~r~.~s.
1i~ sa.~ a,~:s wio o~ arrr
ioa:er actors w o~ ti~ cia~r~ o
a .~ci i.rt~: ca.ar. lo.~s, nit~:s,
are wza:es a ia~ si ias~s s.t~e o:
rnt:atr ~r~., .~cis, ~aci r ti~: owr
wa,. 1i~ ari~it~: :~st~ cass co.~s r
~:, .s~. r tis st,~ o ca.ar, as eo~s
ti~ :twai~:. :t~a.io:s wio ~.iasz~
:t:~rti car .ai~ ooe ioa:e~:s, as car
coa,~:s wio i.e ti~ :it st~a. e~c~s.
\~ci i.rt~: ca.ars ~r~:a, sta:t
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

wti st:aito:wa:e .~cii.rtr ~x~e


tors. As ti~ ca.ars :o:~ss, ti~, rco:
o:at~ t:arso:tator .ssors (.or ti~
cat.:~e .~ci to ti~ ac~ wi~:~ t w i~
soe) are car ~~rt.a, i:arci o.t rto a
we~ :ar~ o oti~: ires o ae~rt.:~s. i
ti~ cia:act~:s a:~ i.rtr :t~rar .~cis, t
|.st .a, ia~r tiat or ti~ e~ae ioe~s o
a .~ci c:~w ti~, nre .~eaors tiat ~
ti~. a :~~ ass orto :~ee~:i (s~~ a~
zz+). 1i~ ca.ar co.e ti~r tai~ a twst
orto ti~ ct,.~ci as ti~ cia:act~:s s~a:ci
o: wa,s to a.i.si t, o: watci ts e~o,
.~rts as a wa, o nrer o.t ti~ i~st t.~s
to a.i.si ~r~., .~cis.
i ti~ ti~.~ o a .~cii.rt~: ca.ar
rco:o:at~s ar, loir Eooe as~cts, ti~
cia:act~:s .it st ti~: t.~ ~:o:.r
ooe e~~es o: tios~ wio cart ano:e to ~
or a .~ci. 1i~, .it i~ a~rts o s.:ac~
towrs .s~t i, ti~ .a:ta aw rct~e i,
ti~ :t~rar Cor~e~:ac,. vi~r rot i.rtr
:t~rar .~cis, ti~, e~~re ti~ towr aarst
.ra: c:~at.:~s are ~xo:~ :.rs tiat .it
ia~ ~q..~rt ti~ towr co.e .s~.
-
ADVN1uRs BAsD
ON 1u uNAR RAIN
1
i~ .ra: :ar :oe~s ar ~~::~s~rt
ti:~at wti a e~aer~. it car i~ .s~e as
a iooi tiat o:c~s cia:act~:s rto ast.o
r t:arso:tator o: :~sc.~ ae~rt.:~s. lo:
~xa.~, a ca:aar o t:ae~:s .it i~ t:a~
r i, ea,, arrr to s~~ r a w~ irowr
.re~::o.re ca:aars~:a o: ti~ ~~rr.
vi~r ti~, a::~, iow~~:, ti~ ac~ ias
i~~r :arsaci~e i, o:cs o: ias coas~e e.~
to t~ctorc actt,. 1i~ cia:act~:s ia
~r .or ti~ t:ae~:s :it as ti~ s.r s
s~ttr. la: or ti~ io:zor, ti~, car
a:~ae, s~~ ti~ t~ta~ st:~ais o a
iae .ra: :ar. v ti~, i~ ti~
ca:aar nre sa~t,' i so, iow'
At~:rat~,, ti~ .ra: :ar car
i:r ae~rt.:~ e:~ct, to ti~ cia:ac
t~:s. l~.~.i~: tiat ti~ .ra: :ar s .r
ea.~rta, ti~ esrt~:ator o ti~ ar~ts
.oor, are tiat .oor s riait~e. Atio.i
.ost .~t~o:t~s a:~ si~a:~e s.ooti i, ti~
at.osi~:~ or i~o:~ ti~, .act wti
ti~ :o.re, a ~w s.:~ rtact. :o.~t.~s
tis s ti:o.i .:~ .ci, i.t oti~: t.~s
t co.e i~ ti:o.i .ra: .ac - a a+!!
c- s ~:~ct, caai~ o s.:r at.o
si~:c :ctor. vi~ ti~ cia:act~:s a:~
watr ti:o.i ti~ rit o: ti~ .ra: :ar
to aiat~, ti~, co.e wtr~ss ti~ ~a:tia
o a i.~ .~t~o:t~ tiat st ias or t ti~
rtact :~.ars o a .ra: t~.~. l~:ias a
.ra: e:aors ca~ as to ~a:ti,
co.~t~ wti ~s st :~se
r r a r.:sr cia.i~:. 1i~
cia:act~:s o to ~xo:~ ti~
i.~ :oci, nrer a so:ts
o ~xotc t:~as.:~s are rt~:
~str wore~:s, or, to nre
.or ti~: ~xt tiat ti~ .ra:
e:aor ias swoo~e eowr :o.
ti~ .oor r s~a:ci o ts .ssr a:.
Ar, t.~ ,o. r~~e a sortar~o.s ~rco.rt~:
wti a .ra: c:~at.:~, ti~ .ra: :ar :oe~s
ar ~as, wa, to rt:oe.c~ t.
1i~ .ra: :ar s aso oee~: o: t~::~st:a
ae~rt.:~. \ost c:~at.:~s :~t:~at reoo:s o:
.re~::o.re wi~r ti~ .oor :s~s. :..
~:s, :at~s, are oti~:s wio ia~ :~asors
to ie~ tai~ aearta~ o tis i, t:a~r
or, e.:r ti~ .ra: :ar. 1is car i~
~xt:~.~, ear~:o.s, are i~ws~ ~xt:~.~
, ar.. D.:r ti~ wo:st sto:.s, wi~:~
~:tai~ io.e~:s a:~ ar :o. ti~ si,,
ro or~ ~.~:~s. l.t r it~: :ars, wi~r
ti~ .~t~o: sto:.s a:~ rotir .o:~ tiar ar
ai:as~ iaz~, c:~at.:~s w w:a ti~.s~~s
r tici a,~:s o ie~, ~ati~:, are iari~t
are ti~r ~rt.:~ o:ti ior to :~.ar
.rrotc~e. 1i~, .a, ia~ to aee ~xt:a a,~:s
ti:o.io.t ti~ rit as ti~ or~s
ti~,:~ w~a:r a:~ i.:r~e
on, i.t ~~r so, ti~:
ritt.~ |o.:r~,r
:~e.c~s ti~ ciarc~s
ti~, i~ s~~r. :o.~
c:~at.:~s wti a
rat.:a ...rt, to ti~
rs, s.ci as ti~ to:tos,
~ tai~r aearta~ o ti~
oo:t.rt~s to s..~ e.:r
ti~ .ra: :ar are a:~ irowr a: are we~ as
.oorit .o~:s. 1i~ :t~rar Cor~e
~:ac, s awa:~ o tis as~ct o ti~ .ra: :ar
are so.~t.~s s~res :~e.c~e at:os o.t
e.:r ti~ rit, s~cnca, ior to nre
tios~ wio eo rot wart to i~ o.re.
Divin wars
Cr~ o ti~ .ost .o:tart i.t ~ast .re~:
stooe .cators o ti~ .ra: :ar s ti~
rasor o ti~ .ra: oes. 1i~ corct
i~tw~~r ti~ t~::~st:a are .ra: oes
tai~s ac~ or ti~ o.t~: ar~s,
a: i~,ore ti~ co.:~i~rsor
o .o:tas. it s ~t or Ei
ort or, ti:o.i .rs~ttr
sors, est.:ir rt~::.
tors r er~ s~castr,
are ti~ ot~res.ss~e :os
~,tzr o tios~ wio oow
~ .ra: oes. \~t ti~s~ a.~
irts a:~ ~ro.i to .rs~tt~ ~~r
ti~ .ost e~o.t c~:c, ~s~ca, wi~r is
att~.ts to :~s.::~ct a o.s a, a.
1is corct .ai~s o: a :~at o~:a:cir
ti~.~ o: ,o.: ca.ar. D:~a.s are .,s
t~:o.s sors car .e~ cia:act~:s or ti~:
.ssors. 1i~: oes r~~e ~~:, oot soe~:
ti~, car ~t, :~~:ai, .:s.r .ssors
e:~ct, oosr ti~ .ra: oes, are tis
.ai~s o: ar ~as, wa, to st~~: ae~rt.:~s.
i.ar~ a iost o .ra: sirst~a~:s tiat
ias rnt:at~e a ct,.~ci .re~t~ct~e. 1i~,
.ai~ ti~: wa, to ti~ ~rr~ :oo.s, wi~:~
ti~, tai~ o~: .rs.s~ctr ~rr~~:s. 1i~,
ti~r .s~ ti~s~ ~rr~~:s to i:r ti~. rto
:ox.t, to soe~:s, ti~r a:stoc:ats, are
nra, ti~ s~ro: .~ci stan, .rt ~~rt.a,
ti~, a:~ r cia:~ o ti~ ct,.~ci. 1i~, .s~
tis ostor o r.~rc~ ~:, s.it,, .ai
r ro s.ee~r .o~s o: e:astc e~csors.
irst~ae, ti~, sow, .ai~ t .o:~ enc.t
o: t:aetora :~ors to o~:at~ r ti~
ct,.~ci, wi~ti~: ti:o.i tax~s o: ta:ns
o: :~.ators, o: i, co..are~~:r ti~
t~.~ sac~ r ti~ ra.~ o :~at~: r~~es.
A ti~ wi~, ti~: c.tst a~s i~r s~ai
r r ti~ .a:i~ts o :~:onctacts w, cor
~:tr oow~:s or~ i, or~. 1is rseo.s
ot co.e i~ tair ac~ so sow, tiat ti~
cia:act~:s eort corr~ct ti~ eots i~tw~~r
ti~ a:o.s rstarc~s - .rt or~ o ti~:
oes arts a e:~a. tiat t~s ti~ cia:act~:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
c++.

to o to ti~ .~cis cocit. 1i~ cia:act~:


ias ro e~a wi,, i.t .or a::r is c~:
ca ait, to e~t~ct .ra: c:~at.:~s icis r,
are i~ irows so.~tir s ..
Cti~: ots co.e i~ a: .o:~ o~:t. A
.ra: e:aor wio wo:sis Areaiaiotat
.it o or a :a.a~ to e~st:o, oow~:s
o ti~ t~::~st:a oes. E~ .it e~ca:~ a
io, wa:, o: st:i~ s~~.r, :areo. ta:~ts
tiat ~~rt.a, coa~sc~ rto a c~a: att~:r.
1i~ er~ corcts car aso :oe~
a co~: o: oti~: actt~s. \
tiar or~ :t~rar .ta:, co.
.are~: ias acc.s~e :ia:
1izec o i~r r ~a.~
wti ti~ .ra: c:~at.:~s.
1is s rot ti~ cas~ (at
~ast rot as a: as ar,or~
irows), i.t sca~oat
r i. r tiat wa, i~s
.otat~ ti~ :t~rar
cars to oos~ i.. At
ti~ sa.~ t.~, :ia: i.s~
ca.s tiat ti~ .s.e~e :o:
t~s o ti~ :t~rar Cor~e~:ac
a:t o ti~ :~asor ti~ .ra: :oi~. ~:
ssts. i ti~, w~:~ to oc.s .o:~ or e:~ct,
attacir ti~ .ra: c:~at.:~s (as ti~ L~or
eo~s, :ia: ca.s) rst~ae o s., s~c.:
r are are :~so.:c~s, ti~ :oi~. .it
i~ so~e. Cr to o a tiat, .o:~ tiar or~
ca. ias sae tiat a a~e -a-c. wasrt
e.~ to ti~ rt~:~rtor o ti~ t~::~st:a
oes, i.t r act to ti~ c~:cs ias~ .rw
rr~ss to :~~ a otca :a ..
sourg o th Dragons
1i~ .ra: e:aors a:~ wo:ti, o a ca.ar
i, ti~.s~~s. lo.re o: o.re, ti~, a:~ a:
.o:~ ow~:. tiar ar, t~::~st:a e:aors.
1i~, t~:a, a :o. ti~ si, rto ar .rs.s
~ctr :~or, ti~r ci ti~ a:~a c~ar r
ti~: .r:~~rtr i.r~:. 1i~, ~ae a:.~s
o oti~: .ra: c:~at.:~s are aso :~c:.t
t~::~st:a :ae~:s are c:.ras to nit
wti ti~.. l~ca.s~ ..ci o ti~ s.:ac~
wo:es r:ast:.ct.:~ ias i~~r e~st:o,~e,
.ar, ac~s ia~ ro a:.~s ~t to nit on
ti~ e:aors. Ar a:~a tiat s~~.~e sa~ car
s.ee~r, i~co.~ a rit.a:si t~::ar o
sortar~o.s :aes are ~re~ss ear~: wi~r
a .ra: e:aor swoos o.t o ti~ .oort
si,, e:o~e .rc~:~.oro.s, :o. ts
io.~ ar~t.
litr aarst ti~ .ra: e:aors .ai~s
o: ioti or~siot ae~rt.:~s are ort~:.
ca.ars. A .~ci s caai~ o acr
(are so.~t.~s i~atr) a .ra: e:aor,
are cia:act~:s r .~ciias~e ca.ars
sio.e i~ s~rt rto corct wti at ~ast or~
s.ci ~r~.,. i ti~ iaci:o.re o ar, o ti~
a:t,s cia:act~:s rc.e~s
ors wti ti~
e:aors,
~, .a, ia~ a
a:tc.a: ~r
e~tta. A cia:
act~: wios~
a., was
w~e o.t i,
a e:aor, o:
wios~ io.~
t~ae .~ci was
~e i, or~,
t .ai~ a ort
r ti~. o.t
o: e~st:.ctor r is ae.t
,~a:s. :to:~s o a :~se~rt e:aor ~r~:a,
:~aci a: are we~, so ts ~as, ~ro.i o:
cia:act~:s to ocat~ ti~: i.rtr :o.res
ti:o.i :..o: aor~. its .ri~, a e:aor
wo.e i~ e..i ~ro.i to t ts~ r a
co.iat t co.ert wr - ~s~ca, aarst
a wair trcar tiat eo~srt tast~ ooe
- i.t wti at~rc~ are ooe s~rs~ ti~
cia:act~:s sio.e i~ ai~ to nre ts a: o: at
~ast sit t or ts r~xt :ae.
soIving th unar Rain
:or ti~ :oi~. o ti~ .ra: :ar car
:oe~ a ort~:. oa o: ar, ca.ar.
1i~ .ra: :ar ca.s~s ..~rs~ ia:esi o:
.ar, ~o~, are .air tis c~a: to ti~
a,~:s car i~ .ai~ t :~a o: ti~.. \~t~
o:s ia~ t~:a, s.asi~e .rtoe ~o~,
io.s~s, are ~stoci. 1:a~r ti:o.i a
:~or st:.ci i, s~~:~ .~t~o: sto:.s ti~
rit i~o:~ s i~ wair ac:oss a .oor
sca~: E.~ c:at~:s ~ ~~:,wi~:~, :ocis
ti~ sz~ o io.e~:s st st~a. :o. ti~
.act o ti~: cosor, are ~~:, so ot~r
a coas~e ca~ o: .re~::o.re si~t~: s
n~e wti ti~ c:.si~e :~.ars o tios~ wio
.t~, so.it :ot~ctor ti~:~.
Eow co.e cia:act~:s ossi, so~ tis
:oi~.' :o ~as, so.tor ~xsts. A sio:t
t~:. arsw~: s to nre io.sr are si~t~:
o: tios~ r r~~e. l:~s~rtr ti~ cia:act~:s
wti a a., wici iae ia ts r..i~:s
i~e e.:r ti~ :~o.s rits .~t~o:
sto:. car t. or ti~: i~a:ts are .ai~ ti~.
wore~: iow ti~, car i~. \ar, t.~s, ti~
or, tir ti~, car eo s e a si~t~: o:
~:ias . so.~ st:rs to ~t ti~ a.,
or ioa:e a ct,.~ci. l.t ar ae~rt.:~ iooi
.it ~ watr r ti~ act tiat ti~ a.
, ias a si~t~:, a a., st:orioe, o: ar
rtator to sta, wti estart ir, i.t t ~s
.ar, i.re:~es o .~s awa,, are ti~, cart
:~aci t wtio.t so.~ so:t o .oi~ co~:
s.ci as ti~ .~ci ot~e i, ti~ cia:act~:s.
:o.~ :it~o.s c:.sae~:s ia~ att~.t~e
to tai~ ti~ iatt~ to ti~ .oor, ior tiat
e:~ct cor:ortator w so.~iow so~ ti~
:oi~.. Atio.i t s .ri~, tiat a .ra:
t: w .ai~ ar, ciar~ to ti~ .ra: :ar,
s.ci t:s car oos~ ti~ .ra: c:~at.:~s
or ti~: owr t.: are :oe~ e:~ct attacis
or ti~ .ra: oes. At~: a, ti~ .ra: oes
rt:.sor orto ti~ ~a:ti ias st:~rti~r~e
ti~. i~:~, so sio.ert a co.rt~:assa.t
i~ ti~ t~::~st:a oes'
-
ADVN1uRs BAsD ON
suRAc wORD RBIR1u
1
i~ .ra: :ar ~n~ct~, e~st:o,~e c
zator as Eiort ir~w t. \ost .a|o:
soca rstt.tors w~:~ e~st:o,~e. Ct~s
w~:~ e~.osi~e, ci.:ci~s ost ow~:, are
ireo.s w~:~ :~e.c~e to :.rs. l:o. tis
ciaos ~.~:~e r~w rstt.tors. irta, ti~
rstt.tors w~:~ s.~ are s.a: sr~
.~cis tiat a~ ow~: to ti~: owr~:s,
o: ti~ scatt~:~e t:i~s wios~ cort:o o
o:.~:, ::~~art ca~s cata.t~e ti~.
rto ostors o .o:tarc~. As t.~ w~rt
i,, ti~ rstt.tors ~o~e, o:arz~e, are
n:.~e . ti~: :ass. 1i~ .~cis o:.~e
aarc~s are ~~rt.a, i~ca.~ .~cieo.s,
.oi~ ireo.s i.t a:o.re ~~ts o ct,
.~cis. 1i~ G~a:w:its G.e, o:.~:, a
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

:o~ssora o:arzator, i.t are cor


t:o~e ct,.~cis tiat ~~rt.a, .ae~ t
~n~ct~, ti~ o~:rr otca o:c~ r
ti~ :t~rar Cor~e~:ac,. laarc~s o ow~:
sit~e, are c~~: oo:t.rsts (s.ci as
:ia: 1izec) tooi aearta~ o tis to i~r
~nt ti~.s~~s.
oIitiaI Auvnturs
1i~ :~i:ti o ti~ s.:ac~ wo:e s a st.a
tor :~ o: otca ae~rt.:~. Cr ti~ .ost
iasc ~~, .ar, a:~as st ia~ ro ~n~ct~
~ae~:si. C~~: ae~rt.:~:s car .s~ ti~s~
ac~s to ca:~ o.t ti~: owr n~eo.s.
1i~ iares o sca~r~:s tiat riait ti~
:.rs o s.:ac~ ct~s a:~rt i~e to~ti~:
i, i~:~eta:, o: t:aetora iores, ti~,:~
rotir .o:~ tiar :areo. s.:o:s wio
ia~ iore~e to~ti~: o: sa~t,. 1i~ sa.~ s
t:.~ o ti~ :.st :e~:s are .ost .~ci t:i~s.
:.a oci~ts o ca~ ew~~:s st cow~:
wi~r ti~, s~~ a .ra: e:aor , o~:i~ae.
Cia:act~:s wio ostor ti~.s~~s as :o
t~cto:s - o: ectato:s - co.e :.~ ti~s~
ares. 1i~, co.e aso i~ ac~e r ti~ os
tor o :~~r ti~. :o. o:~ss~ :.~. A
ow~:. o:c wa:o:e, o: a i..ar t:i~s.ar
o :~at ~:sora ow~:, co.e ~as, tai~
cort:o o ar soat~e iare o s.:o:s.
i.ar~ a Ioti~~ nit~: wio co.~s
ac:oss a iare o co..or~:s st r r ti~
ca~s r~a: ti~ :.rs o ti~:
a~. vi~:~as r
ti~ ast ti~ aw
o ti~ are (are
e~~re~:s o
tios~ aws)
wo.e :~
~rt tis
nit~: :o.
s., tai
r o~:, row
i~ ias ro s.ci
corst:arts. E~
co.e :.~ wti a
:or nst, ti:~at~
ti~ a~:s wti e~ati at is
iares ti~, eort s~:~ i.. 1i~ cia:act~:s
co.e co.~ ac:oss tis st.ator are i~ ac~e
wti ti~ ciarc~ to :~~ ti~ ~rsa~e a
~:s. l.t ti~ twst co.e i~ tiat ti~ ow~:.
nit~: .it i~ ti~ or, ~:sor :ot~ctr
ti~ a~:s :o. :aes i, .ra: e:aors o:
oti~: sca~r~:s. i ti~ cia:act~:s i i.
are ti~r .o~ or, ti~ a~ w s.:~, i~
e~st:o,~e i, ti~ r~xt .rsc:..o.s
iare to ware~: ti:o.i.
car ti~, :~~ ti~ a~
wi~ st i~~r ti~.
sa~'
A s~core ~~ o
ae~rt.:~ s ias~e
or ti~ otca
rt:.~ tiat o
ows :o. a:~as o
w~ai ~ae~:si. ir
.ar, :~ors, ..t~
actors st co.~t~
o: ti~ i~a:ts are so.s
ti~ ~o~. 1i~ cia:act~
i~co.~ ro~e r ti~s~ st:.~s.
1i~, co.e a::~ or a ct,.~ci or, to i~
ac~e wti two on~:s o aarc~: or~ :o.
ti~ t:aetora ci.:ci, wici st co..ares
ti~ wo:si o a s.a i.t e~ot~e co:~,
are ti~ oti~: :o. ti~ G~a:w:its G.e,
wici ~n~ct~, cort:os ti~ .~cis o~:a
tors i.t ias tt~ o,at, :o. ti~ ~o~.
1io.i o~rc~ i~tw~~r ti~ :o.s s
rot i~,, :oo. o: eo.atc saiota~
aio.res. 1i~ cia:act~:s .a, i~ asi~e to
s, or ti~ :a actor, o: t:a~ on.~ci to
s~~i r~w a~s, ti~, .a, i~ on~:~e i:i~s
to swtci se~s, o: ti:~at~r~e wti
ti~, eort, ti~, .a, i~ s~t
o: iaci.a~e ti~, :~.s~
o a, ti~ a.~. i ti~ st.a
tor s or~ :o. wici ti~,
carrot ~xt (~:ias ti~:
owr .~ci s iae, ea.a~e
are ti~, ia~ ro .~ars to
~sca~), ti~, .a, i~ o:c~e
to raat~ a oat~ st.a
tor. l~ac~. cia:act~:s .a,
~i a co..or :o.re, .o:~
rt cia:act~:s .a, e~ce~ to
~:.
vtir ti~ ~xstr wo:e st:.ct.:~,
s~~:a orts o e~~or otca st:~
a:~ae, ~xst. :ia: 1izec s ti~ .ost oi
o.s ~xa.~. 1i~ i..ar t:i~s o ti~ ~re
~ss ars w~:~ r~~: o:arz~e i~o:~ ti~
.ra: :ar. E~ tooi ti~ oo:t.rt, :oe~e
i, tis esast~: to .rt~ ti~.. E~ ~n~ct~,
.ar.at~e a ot~rt ti:~at to n a ot
ca ac... - are r eor so ias c:~at~e a
otca st:.ct.:~ tiat :.rs co.rt~:
to tio.sares o ,~a:s o t:ae
:o.~ actors wtir
i..ar t:i~s :~s~rt
s ~ae~:si are
or o: a :~t.:r to
ti~ oe wa,s, |.st
as oti~:s w~co.~
ti~ :~rstt.tor
o cort:o at~: so
.ar, ,~a:s o ciaos.
Ds~wi~:~ or ti~
e~ss ars, ti~ o:cs
i~co.r rt:.~e
ow~: o .~cis. 1i~
scatt~:~e o:c t:i~s ia~ r~~: iae
ar, a:tc.a: orer~ss o: w~aors o wa:
i~,ore i:.t~ st:~rti, i.t ti~ .:~ss~
ait~s o a .~ci a:~ ia:e to ro:~ - are
~~r ia:e~: to corq.~:. At~: a ~w too .ar,
e~~ats, ti~ o:cs i~ar ooir o: wa,s to
i:r .~cis .re~: ti~: cort:o. 1is ias
ca.s~e otca t~rsor or a r..i~: o
~~s. 1i~ t:aetora so.:c~ o o:c ow~: -
:aw i,sca st:~rti - ias i~~r .s.:~e i,
o:c ~rr~~:s wio car i.e .~cis tiat a:~
.rstoai~ i, oot soe~:s. \o:~ tiar or~
o:c wa:o:e ias :~s~rt~e is ~ss.o:tart
ostor as rt~~rt o:cs i.e .~cis. 1i~
o:cs a:~ st a en.s~, eso:arz~e i.rci o
t:i~s, i.t i~ ti~ i..ars wio w~:~ orc~ r
tiat ostor, ti~, a:~ a owe~: i~ watr
to ~xoe~. vti ti~ :it ~ae~:, ti~, co.e
i~co.~ a ot~rt otca o:c~, wti ti~
w:or ~ae~:, ti~, co.e s~e~st:.ct rto
~tt, ici~:r.
laci or ti~ iiares, ti~ .ost .o:
tart otca st:.~ s i~r o.it r
ti~ ewa:~r ias. 1i~ t:aetora ewa:~r
car st:.ct.:~ ias i~~r o:c~e to ,~e to
ti~ G~a:w:its G.e, wici .ae~ ti~
ct,.~cis ossi~. 1i~ cars :art ow~:
ias~e or wseo., s~ro:t,, are iatt~ :ow
~ss, i.t ti~ G.e :arts ow~: ias~e or
i.er ait, are t~circa rsit. :o.~
~e~: ewa:~s a.or ti~ cars s., car
rot .re~:stare wi, a ,o.r~: ewa: wo.e
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

i~ ac~e r cia:~ o a .~ci - i.t to ti~


G.e, t s~~.s oio.s tiat tios~ wti
t~circa sis sio.e i~ e~o,~e wi~:~
ti~, car i~ .ost .s~.. Cr ti~ ct,.~cis,
ti~s~ en~:~rc~s o oror c:~at~ :a~
ear~:. Car ~ae~:s so.~t.~s ~ o:e~:s
tiat cort:aect tios~ o ti~ G.e, ewa:~r
ots, .rr~:s, ~rr~~:s, are wa::o:s
so.~t.~s ia~ two s~ts o e:~ctors to
oow. C:arzator i~:a:ci~s car i~ c~a:
or a~: i.t enc.t to ~ro:c~ r :actc~,
co.iat ~nc~rc, s ~:oe~e wi~r t.: wa:s
are rnitr :~~rt :ae e~csor.ai
r. 1i~s~ :oi~.s a:~ rot ~as, so~e.
\ar, ewa:~s a:~ oe ~ro.i to :~.~.i~:
ti~ ea,s i~o:~ ti~ .ra: :ar, are ti~, t~re
to oow ti~ oe :.~s, i.t ,o.r~: ewa:~s,
o: tios~ wio ia~ t:ar~e o: e~cae~s wti
ti~ G.e, cart a:~~ to a :~t.:r to ti~
arc~rt t:aetors. G~r ti~ st.iio:rr~ss
o: wici ewa:~s a:~ a.~e, ti~s~ esors
wort s., o awa,, are .ar, a ewa: wti
wo.re~e :e~ ias cia~r~e aroti~: to
a wa::o:s e.~. 1i~ .~ci |oci~,s es.ss
ti~s~ e.~s wti a.it~:, ca.r ti~,e
:ati~: nit wti a .~ci tiar ar ax~ ar,
ea,, i.t .o:~ tiar or~ ias i~~r o:c~e to
e~~re i.s~ aarst a s.ee~r attaci i, ar
~r:a~e :a.
Dungon crawI Auvnturs
1i~ wo:e s row co~:~e r :.rs. Ct~s w~:~
ae to wast~ i, ti~ .ra: :ar. ure~::o.re
:~ors saw wa~ at~: wa~ o :~.~~s, are
co.rt~ss wa:s. Arc~rt ctae~s ...r~ to
:o.re assa.t o: ~r~:ators w~:~ o~r~e
. i, ti~ .~t~o:s, ti~r sco.:~e i, ti~ e:a
ors. i.~r~t:ai~ ctae~s w~:~ att~r~e,
ow~:. ct~s w~:~ i..i~e.
ir sio:t, ts ar ae~rt.:~:s e:~a.. l~
cs are :.rs co~: ti~ s.:ac~, watr to
i~ ca.~e i, tios~ i:a~ ~ro.i to nre
ti~.. 1o:tos are oti~: sca~r~:s a:~ae,
.ai~ a ooe r s~cazr r tis t:ae~,
are ti~ :ctor i~tw~~r ti~ ~~s are tios~
wio ia~ :ae~e ti~: :.rs o: :~cs s a w~
irowr i~ro.~ror.
loo. ~xsts o: cia:act~:s or ioti se~s
o ti~ ~q.ator, ~ti~: as :a~:oii~:s r
s~a:ci o .resco~:~e t:~as.:~s, o: r ti~
s~:c~ o tios~ wio wsi to :~co~: ost
t:~as.:~s. As :a~ :oii~:s ti~, co.e s.
, ware~: :o. :.r~e ct, to :.r~e ct,,
ootr wiats ~t o orc~:~at soc~t~s.
ir a .~ci ti~, i~ w~ :ot~ct~e or ti~
|o.:r~,, i.t orc~ ti~, a::~ ti~, ia~ to
es~.ia:i. 1is s wi~:~ ,o. car :.r so.~
ooe oeasior~e e.r~or c:aws. \a,i~
a sca~r~: iare ias :~c~rt, siowr . r
De~ wti ias o oe cors, a: .o:~ tiar
:.iisi s.ci as ti~, sio.e oss~ss, are
ti~ oe cors a:~ .:rt~e wti ti~ :o,a
s~a o a r~a:i, :.r~e ct,. vo:e ~ais tiat
ti~,~ o.re ti~ e~ae irs a.t, wici
was ~xos~e to ti~ s.:ac~
i, a :~c~rt .~t~o:
st:i~. 1i~ cia
act~:s |or
ti~ :ac~ to
s~c.:~ ti~
a.t n:st.
l ~ : i a s
ti~, s.c
c~~e - o:
~ : i a s
ti~, a or,
to esco~: ar
~~r .o:~ :o.
sr ~ae r ti~
:.r~e s~w~:s, wici saw
~xt~rs~ occ.ator r ti~ ~a:, ea,s o ti~
.ra: :ar ..
Cr ti~ se~, ti~ cia:act~:s .a, i~
r s~a:ci o ost a., i~:oo.s, wi~ti~:
ti~: owr o: ti~: ~.o,~:s. D cia:act~:s
~~ tis a:tc.a:, st:or,, as ti~: isto:
ca a:tacts w~:~ :oii~e :o. ti~: :.r~e
t:~~ a~s. Ar ~~:,ea, .~:ciart .it
wart to ocat~ ar i~:oo. r ti~ io.s~ i~
~e Ioo ,~a:s ao, o: a :aresor .it s~~i
to :~co~: is roi~ :areati~:s ~~re
a:, .aca swo:e, :..o:~e ost wi~r ti~
.~t~o:s e~st:o,~e is i~~. Co.rt~ss :.rs
i~cior to i~ s~a:ci~e o: so.~tir tiat
ias i~~r ost, are a o ti~. :oe~ cia:ac
t~:s wti a :~asor to o or a e.r~or c:aw.
Aroti~: ire o ae~rt.:~ :~s~rts ts~
wi~r ti~s~ :.r~e a:~as a:~ :~i.t. :rc~
ti~ s.:ac~ wo:e s i~co.r .o:~ iait
ai~, so.~ i:a~ so.s a:~ act.a, t:,r
to :~i.e t. 1i~, .a, wart to i.e wi~:~
a :.r~e ct, orc~ stooe r ts :.~. 1is
:~q.:~s c~a:r ti~ a:~a o .orst~:s, o
co.:s~, are ti~r ti~ tasi o :ot~ctr t
:o. :ae~:s orc~ ts ~staisi~e. D~r ti~
ct,.~cis ac~ tis :oi~., as ti~: .~ci
eo.s t:, to :ow ti~: sa~ zor~s st~ae,.
\air a zor~ sa~ .~ars ~rt~:r ti~ :.rs
are .sir o.t wiat~~: s ti~:~ - s.:~, a
tasi o: i~:o~s ~~: or~ ~xst~e.
-
ADVN1uRs BAsD ON
cOM1I1ION B1wN
MAcIc AND s1AM
1
i~ :sr ow~: o st~a.
ciroo, s a .a|o: ti~.~
DragonMh. 1i~ ewa:~s
a. tiat orc~ ar A~ o vai
~:s ~xst~e wi~r st~a. ow~:
eo.rat~e ti~ are. 1i~
~~s es.t~ tis ca., nre
r ro :~~:~rc~ to t r ti~:
owr ~~rea:, t~xts, wici
eoc..~rt ti~ :~eo.rarc~
o .ac ti:o.io.t a o
co:e~e isto:,. urt la:.s
to D.~:oi, ~~r ti~ ewa:~s
rcr~e to ac~ ..ci stoci
r ti~ A~ o vai~:s, i.t row t s~~.s
.re~rai~, ~s~ca, wi~r iaci~e i, ti~
:oca.ators o ti~ G~a:w:its G.e.
1is es.t~ s .o:~ tiar acae~.c.
:t~a. ow~: ti:~at~rs ti~ :~eo.rarc~
o .ac r ti~ wo:e. 1i~ soca stat.s o
.a~s s i~r ~:oe~e i, ~a:w:its are
coa,~:s wio car acco.si ~q.a, a.az
r tasis wti co.~t~, .~ciarca .~ars.
Co.~e wti ti~ e.rsi~e ostor o
er~ s~cast~:s (wio so.~t.~s o ea,s
wtio.t i~a:r :o. ti~: oes), tis .ai~s
st~a. ow~: a sao: to ti~ ~o~, are a
ti:~at to tios~ wio orc~ :oe~e :ot~c
tor.
Ae~rt.:~s i.t a:o.re tis ti:~ae car
.s~ ti~ cia:act~:s a~arc~s o: o: aarst
ti~.. Cia:act~:s wio .s~ .ac .a, nre
ti~.s~~s ost:acz~e or ct,.~cis. 1i~
:~~:s~ st.ator car i~ a: wo:s~: Cia:ac
t~:s wio t:, to i.e .~cis o: oti~: st~a.
ow~:~e c:~ators .a, i~ ti~ ct.s o
saiota~ i, |~ao.s wza:es.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

:o.~ wza:es ia~ tai~r tis :a:, to


ti~ ~~ o a io, wa:. 1is s ~s~ca, t:.~
a.or ti~ ~e~: ~~s. D.:r ti~ wo:st o
ti~ .ra: :ars, ti~: o:~st a~s w~:~
:~e.c~e to :.ii~. \ar, a.ai~ .ac
t~.s w~:~ ti~r sto~r i, :ae~:s, oot~:s,
are sca~r~:s. \~cis r a:tc.a: a,~e
a a:~ :o~ r tis, i~ca.s~ ti~ .~ci
~q.~e :ae~:s co.e ~rt~: ti~ ~~r
:.rs i~o:~ .ost o ti~ ~~s co.e. :ow
tiat ti~ ~~s ia~ e~s~e ti~: owr .~cis
(ow~:~e i, .ac, o co.:s~), ti~, s~~i
to :~co~: ti~: sto~r :~cs. 1o ti~., ti~
st~a.~:s.s.ac corct s rot acae~.c,
ts ti~ e:~ct :~asor ti~: isto:ca :~co:es
a:~ i~r es.t~e are ti~: .aca :o~:
t~s ia~ i~~r sto~r.
Ae~rt.:~:s o ~~r o:r .a, ~~ ti~
r~~e to :~co~: .aca a:tacts. l~co~:
r ti~ :~c tiat orc~ :ot~ct~e ti~: io.~
a~ .it i~ ar oror q.~st, tai~r .
wi~r~~: t.~ o: c:c..starc~s :oe~ a
r~w oo:t.rt,. Li~ws~, ti~, .a, t:, to
~~r ti~ sco:~ a it i, esair o: ea.ar
st~a.ow~:~e oi|~cts wi~r~~: ossi~.
\~.i~:s o ti~ ari~it~: :~st~ cass a:~
ot~r ~.itt~:~e ~~s.
+
9<N=FLMJ=K
GF;ALQ%E=;@K
C
t,.~cis a:~ i~ .ass~ wair
ct~s wti i.tr e.r~ors. 1i~,
:oe~ a .x o .:iar are e.r~or ae~r
t.:~s, wti acc~ss to .~ci are we~:r~ss
ias~e ae~rt.:~s or, a ~w i.re:~e .~t~:s
aa:t. 1i~, .ai~ a :~at ias~ :o. wici to
a.rci a DragonMh ca.ar, a:tc.
a:, i~ca.s~ ti~, car rt:oe.c~ a cia:act~:
to ti~ wo:e o .~cis wtio.t :~q.:r
i. to act.a, ot a .~ci. 1is s~ctor
esc.ss~s so.~ otors o: ae~rt.:r or
ct,.~cis.
Cr~ tir to :~.~.i~: aio.t a ct,.~ci
s tiat t s corstart, r .otor. Cia:act~:s
or ioa:e ~~ a sit swa,r .otor as t
st:e~s ac:oss ti~ aresca~. 1i~ ii~:
. ti~, a:~, ti~ ~ss rotc~ai~ tis s, r
ti~ ii~st ~~s, ti~, .it rot ~~r ~~
t .r~ss ti~, a:~ r~a: a wreow to s~~ ti~
io:zor r~ .or. Cr ti~ ow~st ~~s,
tio.i, t s ar., oio.s, a:tc.a:,
to tios~ wti a .r~:ait, to .otor sci
r~ss. Lr or ti~ ~s o a ct,.~ci s i~
:er a r~~:~rer :o~: coast~:.
-
cAR ORs1s
1
i~ soca~e ~a: o:~sts a:~ ti~
~rr~ :oo.s o .~cis are oti~: co.
~x .~ciarca e~c~s. 1i~, a:~ .ar.ae~
sac~s n~e wti srrr, wi:r, ..
r a::a,s o ~rr~ aa:at tiat a:~ ezz,
r r ti~: co.~xt,. 1i~, a:~, r ~ss~rc~,
~rr~s so a:~ tiat i..ars car wai wtir
ti~: ~.t, sac~s. l.t eor so s q.t~ ear
~:o.s, to sa, ti~ ~ast. G~a:s, cos, ~~:s,
stors, are oti~: ~rr~ co.or~rts ,
aio.t, ~aci eor ts owr |oi to i~~ ti~
~rr~ .rctorr. Co.ir~e, ti~s~ car
.ai~ i.re:~es o: tio.sares o .or
a:ts, ~aci o ti~. ot~rta, e~ae,, a
o ti~. .tt~:, i~~e~ss to ti~ ~s o ass
~:si,. C:arc rt:.sors a:~ est:actors at
i~st, .a.rctors at wo:st.
Looi .re~: ti~ iooe o ,o.: ca: are
.ar~ ti~ ~rr~ or a i..ar sca~. 1iats
a ~a: o:~st. it co.e i~ e~sc:i~e to a,~:s
i~ tis:
ra -- + c+c-a +-+ !!-c a.| c.
-+. i' +! !.|- ,a'- +c. ..c- +
-.- !+- ,a |+c- a+!| a.|. ..
G.+.c ., |- |-.| |- c-.!., a
a +c ca . |- c.+c-. i-.c- |-, c:-
|a- ac -+ a . !+c-. 1|-
c..|!- a- |+!c- .- + |.| +
|- c-.!.. - a !+|.a!,
a|.!- |- . + |-+|-c|
--c, |-. |-c -c- !.|-
-+c. |a::+a. i-a-- |-
!+- . +c -+ . + c--
ac-|a| +!!- -.-,
.c!ac. c, -+, !-c-, .,
|-!, +, .-, +, a, +c
. r-ca!a a. +|c- ,a + |.cc-
|+ cc+.+!!, !+ aa+c |- .
ra c+ -- c!-+ +| |a| |- -.-
ac-|a|, |a| . ,a'- c+-a! ,a .|
.c| ,a a+, |a| +-!,. 1|- ac +c
a+c- +- cc--c a.| .!, -.ca-, +. .
c-| + !.c| !+,- acc!- !ac-. 1|-
+. . -.c-!, | +c +- -+!!.c. ra c+
-- |- -+ a|,. Ga +- |-!c| | -.
c.c+!!, - + |- , a|.!- |-
+-+ !- -+c, a!.- a|.-| -+.
Ec-,|. . . ., . +!! c.-c. +c + +!!
--c. 1|- --c . c.::,..
Ct,.~cis a:~ a:~ ~ro.i tiat ti~,
ia~ s~~:a ~~s e~ot~e to ~rr~ sac~s.
Crc~ s~t r .otor, ti~s~ ~a: o:~sts
car tai~ or ~s o ti~: owr. As or as
ti~ ~rr~ :.rs s.ooti,, ti~ ct,.~cis
coa,~:s ia~ ro r~~e to st, so ti~ ~a:
o:~sts i~co.~ io.~ to c:~at.:~s ooi
r to sta, o.t o sit. :o.~ a:~ ti~~s,
c:.ras, .orst:o.s i..aroes, are oti~:
:~|~cts :o. ti~ .arst:~a. o ct,.~ci
soc~t,, i.t oti~:s a:~ st:ar~ c:~at.:~s
s~ca, ~o~e o: ~ r a ~a: o:~st. ir
so.~ cas~s ti~, rtat~ a iza::~ s,.iotc
:~atorsi wi~:~i, ti~, i~~ ti~ ~rr~s
c~ar are .rctora :~cs~, so ti~ .~ci
c:~w w ia~ ro :~asor to st are acc
e~rta, esco~: ti~: :~s~rc~. 1is s a
co..or :actc~ a.or stowawa, cors.
1i~, so.~t.~s iatt~ wti oti~: rt~~rt
:~se~rts o ti~ ~a: o:~sts wio .a, ea.
a~ ti~ aa:at.s. 1i~s~ rc.e~ sca~r~:s
ct, co~ctr ~rr~ s.e~ to i~ :~soe
as s~core:at~ .oto: o, to :.st :e~:s.
:o.~ ti~~s ia~ ~~r i~~r irowr to
sior :~si o st:ait :o. ti~ ~s. l.t
ti~ cors awa,s :~act q.ci, to ti~s~
rc.:sors, src~ ar, :~asor o: ti~ a.tio:
t~s to st ti~ ~rr~ :oo. or,
c:~as~s ti~ i~iooe ti~,
i~ o.re are ~ct~e.
uazarus o th car
orst
A ~a: o:~st car co~: ..
t~ ~~s or a a:~ .~ci.
s corse~:~e o:~st t~::ar
o: .o~.~rt .:os~s (ia s~~e
~xc~t or t:as). 1i~ o:~st at~:rat~s
i~tw~~r i.~ a:ts tiat a:~ ~as, aoe~e
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

are tici~ts o tr,, wi::r ~a:s tiat .o~


at ear~:o.s, ii s~~es. 1:as ~xst -
atis i.t i, coa,~:s to :~aci c~:tar s~c
tors o ti~ ~rr~ o: .art~rarc~ :~asors
- i.t ti~, a:~ ~w are a: i~tw~~r, :a:~,
~aer wi~:~ ti~ cia:act~:s wart to o.
\or ti:o.i a ~a: o:~st s ear~:o.s.
D~:,tir .o~s, ti~ :o.re s s~:,, are
a tr, .sst~ car .~ar i~r s.asi~e i, a
stor o: sc~e i, a srrr ~a:. lass~:si,
..st st~ ~:, ca:~.,, are ~~r ti~r ti~,
.a, i~ ca.it i, s.::s~. Cr to o tiat,
ti~ a: s o:~ss~, iot.
1i~ tai~ i~ow e~sc:i~s ot~rta iaz
a:es. :o .att~: iow ca:~. ti~, a:~, cia:ac
t~:s wair ti:o.i a ~a: o:~st ia~ a z
ciarc~ ~: :o.re o ~rco.rt~:r a iaza:e.
l.rrr o: nitr wtir a ~a: o:~st
eo.i~s ti~ ciarc~. D~t~:.r~ ti~ iaza:e
i, :or Ie.
ko:: (ios) Dncta ktntx svt Dc Duct
i G-,- ~| ~: :-a c ic2
2 |c.- g-a .cc-.,
:a: ,..g io ic
u-- ,.:~ ~~:
., |~ :- |~~ io ic+
+ 1.~ -a., -:a. :.~c
~ -.:- .c- ~| :-
caac:- ..g .:,
c.~.g a .a..- c ico
..,,-, ~.. ..c i+ |a.. ,~-
o |-c... ..g c~.
|~ a:~.- i2 ico
G~.: ~| |- io ico + |-
c .ac :-.: a: |~~ .-.-.
:a: ,..g i2 ic2 + |a.. ,~-
C:~at.:~s s.a~: tiar \~e.. sz~ a:~
.o:~ ~as, ai~ to e.ci are ea:t i~tw~~r
ti~ ~rr~s c:~c~s. 1i~, :~c~~ a +z
ior.s to ti~: l~~x sa~s. C:~at.:~s wti
o: .o:~ :aris r ti~ 1..i~ si :~c~~ a
+I ior.s to ti~: l~~x sa~s.
Cia:act~:s wio a.s~ r a sa~ a:~a to
st.e, ti~ ati ai~ae o ti~. :~c~~ a ior.s
to ti~: l~~x sa~s. At~: ois~:r ti~
~rr~s :i,ti. o: a . n~ .r.t~s, ti~,
ia~ watci~e or ~ro.i to s~~ ti~ att~:r
are irow wi~r to artcat~ .ost iaza:es
- atio.i ~rt, o ::~.a: occ.::~rc~s
st ia~r, are ti~: owr :~~x~s e~ce~
ti~ nra o.tco.~. :t.e,r ti~ ati ai~ae
:arts a ior.s to l~~x sa~s o +z to ++,
e~~rer or ti~ co.~xt, o ti~ a:~a are
iow ..ci a cia:act~: car :as. 1is ior.s
a~s or, wi~ corc~rt:atr or .o~
.~rt. i ti~ cia:act~:s a:~ est:act~e (s.ci
as i, co.iat), ti~ ior.s c~as~s.
Lr wtir a ~a: o:~st o: ar ~xt~re~e
~:oe o t.~ car .ai~ a cia:act~: a.a:
~ro.i wti ti~ a:~a tiat i~ s ro or~: r
ear~:. .st as a :ar~: car ~a:r is o:~st
so rt.at~, tiat i~ irows ti~ ocator o
~~:, :~eato:, a cor o: cociwo:i :ar
~: car ~a:r ti~ ~a: o:~st so w~ tiat i~ s
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

awa:~ o ~~:, .or a:t. lo: ~~:, .orti


o occ.arc, wtir a ~a: o:~st, s.it:act I
:o. ti~ DC o ar, ear~: ~rco.rt~:~e, to
a .r... DC o I. D~r ti~r, iow~~:, ti~
cia:act~: .a, st i~ e~a,~e i, ti~ r~~e to
t.~ is t:a~ to aoe .or a:ts. i is
.o~.~rt ~xc~~es wair s~~e, i~ s.n~:s
a Iz ciarc~ o ~rco.rt~:r a iaza:e.
cnraI 1raits
A ~a: o:~st s ..rat~e i, ti~ ow o
iot .:rac~s are o.ts o a.~. it s cor
se~:~e a owit a:~a. vtio.t aeetora
itr, sit, s .t~e to I ~~t, o: Io
~~t o: cia:act~:s wti owit sor.
G~a: o:~sts a:~ ~xt:~.~, ros,. l.zzr,
carr, are iarr a:~ a a:o.re. A Ls
t~r ci~cis s.n~: a -z ~rat, r a ~a: o:~st.
G~a: o:~sts a:~ n~e wti ac~s to
ie~. ur~ss s~cnca, rot~e or ti~ .a,
ass..~ a c:~at.:~ car nre siaeows o: ar
oist:.ctor to ie~ i~ire r ar, a:~a o
a ~a: o:~st. 1is co~: .s.a, ro~s
.or a:ts, iow~~: (~~r tio.i ti~,
.a, rot i~ .or wi~r ti~ cia:act~: n:st
e.cis eowr). 1i~ cia:act~: s st ~xos~e
to ti~ ear~: o iaza:es wi~ ier. ir ti~
sa.~ .arr~:, ts a.ost awa,s ossi~ to
nre co~: o or~q.a:t~: o: or~ia, i.t ti~
co~: .it sta:t .or .r~x~ct~e,.
:o.~ a:~as o ti~ ~a: o:~st a:~ :t.a,
.assi~ or oot. 1i~ :o.re s so tici,
co~:~e wti .or a:ts, :~eiot st~~,
o: oos o st~a.r q.e tiat c.ir o:
|..r .a, i~ r~c~ssa:,. D~~rer or
ti~ oist:.ctor i~r c~a:~e, ti~ ~rat, o:
a.:~ car i~ oss o it orts. \o. sio.e
recat~ ti~s~ oist:.ct~e a:~as or ,o.: .a.
Cti~: a:~as .a, i~ ~xt:~.~, act~. :o
.ar, .or a:ts .it ~xst tiat ts |.st
eowr:it .ossi~ to ~t a s~rs~ o wiats
or or. ir ti~s~ a:~as, iaza:es .a, i~
~rco.rt~:~e ..ci .o:~ :~q.~rt,. Cors
are oti~: rat~s o ti~ ~a: o:~sts (wio
irow t so w~ tiat ti~, a:~ ...r~ to ts
ear~:s) e:~ct co.iatarts rto ti~s~ a:~as,
ior ti~, i~ i~e i, ti~ ~r:or.~rt.
1i~ ~~::~s~rt ~s o s.e~ r wici
ti~ .acir~:, sts car i~ n:~ iaza:es. D~s
rat~ ar, a:tc.a:, e~~ s.e~ .ee~s or
,o.: .a. Ar, n:~ attaci a.~e at ti~ .e
e~ o: a c:~at.:~ r ti~ .ee~ w rstart,
rt~ t. 1i~ n:~ s:~aes o.twa:e to ti~ :~st
o ti~ .ee~ or ti~ r~xt :o.re. it w ast
.rt t ias i.:r~e ts~ o.t, wici t,ca,
tai~s IeI :o.res. C:~at.:~s ca.it
r ti~ n:~ tai~ Ieo ea.a~
.a, catci or n:~ (l~~x
sa~ (DC I+) to aoe).
:...a:, o ~a: o:
~st t:ats:
z ciarc~ o iaz
a:e ~: :o.re wi~
wair, o wi~
:.rrr o: nitr
C:~at.:~s s.a~:
tiar \~e.. sz~
:~c~~ +z ior.s to
l~~x sa~s aarst iaza:e
o: .o:~ :aris r 1..i~
:arts +I ior.s to l~~x sa~s
:t.e,r ti~ ati ai~ae ~s ior.s to
l~~x sa~s o +z to ++
Vsit, o I ~~t (Io ~~t wti owit
sor)
A tios~ wtir s.n~: a -z ~rat, to
Lst~r ci~cis
Eer ac~s are co~: :~ae, aaai~
:o.~ a:~as .assai~, oti~: a:~as ~:,
act~
la..ai~ s.e~ ~s
oIogy
:t:ar~ as t .a, s~~., ~a: o:~sts a:~ io.~
to a we~ a:~t, o ~. 1i~ i.er iocis
a:~ ~:.r are s.a ar.as, ~s~ca,
rs~ctoes are :~t~s. Coeiooe~e c:~a
t.:~s a:~ att:act~e to ti~ wa:.ti o ~rr~
:oo.s. Cr~ :~t~, ti~ :~as~ za:e, ias
~staisi~e ts~ as ti~ eo.rart ar.a
a.or ti~ ~a: o:~sts rat.:a e~rz~rs. C
co.:s~, ti~:~ a:~ awa,s .orst~:s, i~asts,
are ai~::ators tiat car i~st a :~as~ za:e.
1i~, a:~ so.~wiat ~ss co..or r ~a:
o:~sts tiar r ro:.a e.r~ors, i.t ti~,
a:~ st :~s~rt.
irt~~rt e~rz~rs a:~ aroti~: .at
t~: ~rt:~,. 1i~ i~at are ros~ .ai~ ti~
.s.a .re~:e~~ :ac~s .rco.o:tai~ r
~a: o:~sts. Cors a:~ ti~ .ost co..or
rt~~rt :ac~ o.re r ~a: o:~sts. D~r
cors a:~ :~s~rt, a i..ar cociwo:i :ar
~: .a, i~ ti~:~ as w~. l~ators i~tw~~r
ti~s~ two a:t~s a:, :o. n:. aarc~s to
to~:arc~, i.t a:~ a.ost r~~: iost~. 1i~
or, oti~: i..aroes ~rco.rt~:~e wti ar,
:~.a:t, a:~ t:ooe,t~s are
::oo:~s, ti~
ost iat~e c:~a
.:~s or ar,
.~ci, a:~ :a:~
r ~a: o:~sts.
1is rc.e~s
:.st .orst~:s.
1i~, a:~ i.rt~e
are i~e i,
ors, wio
rt wart to ~
.~ci c:~w :~asor
~ .ai~ :~a:s.
Cia:act~:s w or, ~rco.rt~:
~::oo:~s ti~, ia~ |.st :~c~rt, rae~e
ti~ .~ci.
Corst:.cts a:~ ti~ nra cat~o:, o ~ r
a ~a: o:~st. vi~r n:st i.t, ~a: o:~sts
ra:ai, rc.e~ a s.a a:., o co..s,
cociwo:i .~ts, are oti~: s~ca.:
os~ a.to.ators. \ost a:~ :o:a..~e o:
s~cnc .art~rarc~ .:os~s, wti a ~w
ti~:~ o: e~~rs~. C~: t.~, ti~, car i~
co::.t~e. ir oe~: ~rr~ :oo.s, ti~, .a,
i~ iost~, rsar~, o: coot~e i, cors.
Cti~: corst:.cts a:~ rt:oe.c~e i, a:o.s
sq.att~:s o: a::~ o ti~: owr otor (as
cociwo:i io::o:s a:~ irowr to eo).
-
uRBAN ARAs
1
i~ s~tt~e ~~s o ct,.~cis a:,
:~at, r e~sr, sz~, are corst:.c
tor, i.t ti~, ia~ so.~ tirs r co..or.
A c~rt:a .a:i~tac~ ~~ car awa,s i~
o.re, ~rr~~:r i.:e~s corc~:rr
e~~:, o wat~: awa,s ~xst, .o:~ :oo. s
awa,s r~~e~e to :ow a ti~ ooe :~q.:~e,
are ti~ ct,.~ci s awa,s r r~~e o :aw
.at~:as. 1i~s~ are oti~: r~~es :o.tr~,
c:~at~ corct are ti~ ot~rta o: ae~r
t.:~. E~:~ a:~ so.~ e~as.
watr: vat~: s ti~ .ost :~co.s
co..oet, o: ar, st~a.ow~:~e .~ci,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.l
c++.

o: t i~~s ti~ ~rr~s :.rrr. vat~: s


e~~:~e to ti~ ct,.~ci i, wa, o i.~
:~s~:o:s or ts sio.e~:s. lara acc.
..at~s r ti~ :~s~:o:s, wti aeetora
wat~: ..~e . :o. ti~ ct,.~cis ~~t
wi~r~~: t wais ti:o.i a :~:
o: ai~. ir a:~as wti tt~
:ara, ti~ ct,.~c
..st :o.tr~,
st r~a:i, ai~s,
wici ot~r
c:~at~s cor
cts wti ti~
nsi~:.~r are
i.rt~:s wios~
t~::to:~s a:~
est.:i~e i, ti~
tio.sareootta
c:~at.:~ s.cir .
ti~: wat~: s.,.
1i~ wat~: s ~e to ti~ .~ci
:o. ti~ :~s~:o: ti:o.i a s~:~s o
:at,ow~:~e ~:tca ~s. At ~ast
or~ ~ o~s ti:o.i ~aci ~~. Cr ti~
oo:~: (ow~:) ~~s, tis ~ ~.t~s
rto a co...ra iati r ti~ c~rt~: o ti~
~~, wici s sia:~e i, a. Cr ti~ :ci~:
(.~:) ~~s, ti~ ct,.~ci ias :.
t~ ..ir i.t r, s~corea:, ~s
est:i.t~ ti~ wat~: to s~~:a s.a~:
iasrs ti:o.io.t ti~ ~~, ~aci o wici
s sia:~e i, two o: .o:~ a.~s.
vat~: est:i.tor s a corstart so.:c~
o st:~. l~ca.s~ a iare. o ~:tca ~s
ciarr~ ti~ :~s~:o: to ti~ ~rt:~ .~ci,
.~: ~~s car iaci.a ow~: ~
~s i, c.ttr on ti~: wat~: s.,.
ir act, tis s or~ o ti~ stat~sarc
tor~e c:.~s o ti~ ti~~s .e,
wici ot~r cia:~s wat~: :~rts
to ti~ oo: ow~: ~~s. l.t ti~
oo: car :~taat~ i, .rcir io~s
r ti~ ~s tiat ~ae . :o. ti~ :at~s
r ti~ ~~t, ti~r siorr on wat~: wi~r
~~: ti~ .~ci wais ti:o.i a :~:. lat:o
r are :~~rtr tis so:t o a :oi~. a:~
corstart r~c~sst~s.
oou: :o ct,.~ci :oe.c~s a ti~
ooe t r~~es. looe are .~ta a:~ ti~:
two :~at~st .o:ts. l.t ct,.~cis eo
e~ot~ s.istarta :~so.:c~s to ~~er
ti~.s~~s. \ar, o ti~ w~ati~: a.~s
ia~ s.a .r.s a:.s. Drt:~ ~~s a:~
e~ot~e to :asr ~stoci, e.:r ti~
ea,, ti~ was o ti~s~ ~~s se~ ase~ to
:oe~ s.rit, wti ia::~e ~rs i~~
r ti~ ar.as :o. ar o.t. Cti~:
~~s .s~ ti~ sa.~ .~tioe to
c:os, ~s~ca, :ars,
t,.~cis ia~ r~~: iae
..ci .ci wti :.ts o:
~~tai~s.
D~st~ ti~s~ ~no:ts,
ct,.~cis ra:ai,
:~q.:~ a: .o:~ ooe
tiar ti~, :oe.c~. \~ci
~~ts a:~ ~rco.:a~e to
i.rt wi~r ti~, car are
r io.~ ar,tir ~ei~
ti~: is. Cti~: tiar
~ sio:ta s s.~e i,
taxator o ti~ s.:ac~ew~~:s wio.
ti~ ct,.~ci :ot~cts.
cIass Dinrns: :~~:~ cass st:atn
cator ~xsts or .ost ct,.~cis, ~s~ca,
row tiat ti~ .ta:, ti:~at s s.iser r
ao: o car o.ators. 1i~ oo:
ia~ c:a.~e q.a:t~:s or ti~ ow~: ~~s,
wi~ ti~ :ci ia~ saco.s a:~as . ii.
1i~ oo: eo ti~ wo:i tiat i~~s ti~ ct,
.~ci :.rrr - sio~r coa, :~a:r
~rr~s, ai:catr a:ts, t~rer ~
stoci - wi~ ti~ :ci eo . rotir. Cr
so.~ ct,.~cis, ti~ oo: t~:a, |a.!
ti~ .~ci (as was ti~ cas~ wti :~e
e~:i, wios~ ctz~rs w~:~
i.e~:s), are row
rori.e~: a:stoc:ats
a:~ i.,r ti~: wa, or
ioa:e.
ir ro cas~ ias tis
:~aci~e ti~ ort o
o~rc~, i.t :~s~rt.~rt s
er. 1i~ e~as. o ti~
ct,.~ci or~~:s ae~s as
ti~, watci ti~ :.ts o ti~: ia:e wo:i i~ orc~
.o:~ t:arso:.~e rto a ~.eastc s,st~..
ctting Arounu: Daci oo: ias at ~ast
ti:~~ sta:cas~s ~aer to ow~: ~~s, .s
wiat~~: assa~s ia~ i~~r i.t rse~ o
:at~ io.s~s. :o.~ o ti~ ~ss~:.s~e a:~as
ia~ or, o:tio~s are :o~ aee~:s, oti~:
.o:tart ~~s ia~ :are sta:cas~s are
onca ~rt:,wa,s.
:t~a.ow~:~e ~~ato:s o so:ts ~xst,
ti~s~ o.e, :rer :oo.s :it~r ti~
ea,its o.t o a.ost ~~:,or~ wio ias
.s~e or~. \o. wai rto a s.a wreow~ss
st~~ iox, ti~ eoo: si.ts, a :aci~t o.e~:
tiar ar,tir ,o.~ ~~: i~a:e occ.:s, ,o.
~~ i~ ,o.:~ .or, ti~r ti~ eoo: o~rs
to a en~:~rt :oo. - ts ar ~x~:~rc~ tiat
s~~.s .aca to ti~ t,ca .~e~a ~as
art. us.a, or~ st~a.ow~:~e ~~ato: s
r ti~ c~rt~: o ti~ .~ci are s~~:a .o:~
a:~ a:o.re ti~ ~e~s, a corr~ct~e to ti~
ta a:~as. Vstr t:ae~:s .s~ ti~ ~~a
to:s :o.tr~, to i,ass ti~ ~a: o:~sts or
ti~: wa, to ti~ .a:i~t (:~it ~~ato:s
s~cnca, o: tis .:os~ ~~r ~xst), i.t
ocas a.ost r~~: .s~ ti~.. A ~~ato:s
a:~ oci~e, are or, ti~ .ta:, are .~ci
oncas ia~ i~,s.
Distrits: As wti ar, ct,, a ct,.~ci
ias en~:~rt est:cts. :o.~ ~~s a:~
e~ot~e to io.sr, oti~:s to wo:i. G~r~:
a, ~aci :o. o ti:~~ to n~ oo:s s or~
r~iio:iooe, wti ti~ r~iio:iooes
ee~e i, rorio.sr ~~s. Co..or es
t:cts rc.e~ ti~s~:
Ha.. At ~ast ia o ti~ .~cis a:~a s
e~ot~e to io.sr. 1i~ .~: ~~s a:~
saco.s are w~ aort~e, wi~ ti~
ow~: ~~s a:~ c:a.~e. D~:, io.sr
~~ ias a ~w .ar :oaes o: a~,s cor
r~ctr ti~ sta:cas~s. V~:, tt~ o ti~
oo: sac~ s .ic. 1i~ .ic co::eo:s
a:~ r~e wti ~re~ss eoo:s, so.~ o
wici ~ae to ree.a ew~rs wi~
oti~:s ~rt~: oii~s corr~ctr s~~:a
ew~rs. D~:, eoo: ias a oci, or, a
~w wreows ~xst, are at ~ast a q.a:t~: o
a ew~rs a:~ rot e:~ct, corr~ct~e to
a .ic sac~ - .~arr t s q.t~ ~as,
to eo s~c:~t~ tirs are i~ rotc~e or,
i, ,o.: ..~eat~ r~iio:s, at a.
V+|-. us.a, or~ a:~ .a:i~t s r ti~
ct,.~cis to:so. 1is a:~a occ.~s a .
~~, so.~t.~s two, are s ti~ onca
t:aer a:~a o: ti~ .~ci. A stat~sarc
tor~e sa~s tai~ ac~ i~:~, rc.er
t:arsactors o: .o:t~e .~ta are ooe.
(1i~ sto:a~ o ti~ ooe are .~ta .a,
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

tai~ ac~ or oti~: ~~s, i.t ti~ onca


i.ers are :~co:es a:~ i~:~.) 1i~ .s.a
asso:t.~rt o .~:ciarts are c:ats.~r
~ee~ ti~: wa:~s :o. :ows o stas. ir
.ost cas~s ti~s~ a:~ :~rt~e, rot owr~e,
:~rta ~~s o to ti~ ct,.~cis con~:s.
ur.s.a ooes aaai~ o: sa~ r a
ct,.~ci rc.e~ ar .:~ss~ a::a, o
st~a.ow~:~e ~a: (s.ci as st~a. .rs,
a.~ rozz~s, st~a.i:~ati~:s, are so
or), s.ti~e ooes o ti~ ii~st q.at,
(rc.er ~rt, o .ast~:wo:i t~.s,
src~ ti~ i~st iacis.tis ra:ai, a:~
acc~t~e to ~ or a ct,.~ci), are ti~
.ost ~xotc sc~s, ai:cs, are io.s~
ioe ooes :o. ar,wi~:~ wtir I,ooo
.~s o ti~ ct,.~ci (src~ ti~, a:~
ti~ c~rt~: o we~:arr, ii, .oi~
r~two:is o .~ci t:ae~:s).
At ~ast or~ nti o ti~ .a:i~t s
e~ecat~e to :otatr stas, wi~:~ st
r .~ci t:ae~:s car esa, ti~: wa:~s.
1i~s~ stas ia~ r~w s~ts o ooes a.ost
~~:, w~~i, wici a:~ awa,s a oc.s o
att~rtor src~ ti~, a:~ ra:ai, ~xotc
o: ii, a.ai~. C co.:s~, .ost o
ti~ .~ci t:ae~:s i:r oaes wici ti~,
wo.e :~~: to s~ r i.i, i.t ti~, a:~
ia, to esa, s.a sa.~s o ti~ at
~st e:ow se~:si o: ~~r ea:iwooe,
src~ ti~ e~it~e :~sors~s o ~~:,ea,
ois siow ti~ i.i i.,~:s iow o.a:
ti~ t~.s w i~.
i.c-c|. As e~sc:i~e aio~.
V.!.+,. \ar, a:~as a:~ .re~: .ta:,
cort:o. Ar, a:~a wti a w~aor s oci~e
are ot~r ias a .ta:, .a:e. 1i~ iares
are ~~t a:~ a.ost awa,s Ioo .ta:,,
tio.i ti~ a:.s are ~s
ia~ ~rt, o cars,
~s~ca, cos~ to
ti~ to:so.
C! . :~
~:a ~~s o .
ta:, act~s ~xst,
at ti~ i~ae o wici
s ti~ cort:o :oo..
1is s ti~ r~:~ c~rt~: o
ti~ ~rt:~ .~ci, are t s on.ts
to a.ost ~~:,or~.
iac.-. .t~ a ~w ~~s a:~ e~ot~e to
iacis.tir, .~ta :~nrr, a:ts ai:
cator, are r~w .~ci corst:.ctor. 1i~
o.re:~s a:~ awa,s cos~ to ti~ ~a: o:
~sts. 1is .ts ti~ :~a:s a:~a :it r~xt
to ti~ ocator wi~:~ :~a:s a:~ .ost
r~~e~e, are aso :~e.c~s ti~ estarc~
.o:t~e .~ta ..st i~ ia.~e. Cr~
s~ctor o ti~ o.re:~s s a corst:.ctor
zor~ wi~:~ ti~ oo:s ia~ i~~r :~.o~e
o: s~~:a ~~s. 1is sac~ ias a c~r
c~a:arc~ o r~a:, o ~~t are s .s~e o:
ass~.ir a:ts o r~w .~cis. A .ass~
:~it ~~ato: ca::~s ti~ a:ts eowr to
~ iara:, wi~:~ ti~, a:~ ass~.i~e.
H++. 1i~ iara:s a:~ ti~
.~cis ~~t are sirs. E.~ a.t~e
sac~s ioe s.a~: .~cis sr., r
sac~ as ti~ ct,.~ci wais. 1i~s~
iara:s a:~ s~c.:~, oci~e, are w~
.a:e~e. 1i~, .s.a, ioe or, .
a:, .~cis.
Dc|. |+,. A:o.re ~aci ari~ o ti~
.~ci s a we~, at ato:., i~ a at~
o: sa.c~: i.t a:o.re ti~ ~. 1is at
1AsLc c-I: unusuAL rcA1ukcs On A ci1x-uccu
ko:: (oat) rtvuat
i v-, .~. c-...g (.c a a .-.-. c-.g-c |~ a.|.g ~ g~-).
2 .g c-...g (:- :ac- .-.-., c-.g-c |~ ...:.g .a ~ -..-).
/ :a.ca- -a.-c ~| ..: .-, ~.c :.c ac ~:a.
+ / a-a c~,.c.~.., .a..-c ~|.
/ ,-..~.., .c.c~.--c ... :-ac.
o / gag ~| .|a, ,~:-c:-c :, :- :.-.- g...c, . -:~:.g :~.. |~ a,~- .~ .a: :~ :a.-. ., :- ~: c~.-.-: :a.ca-.
/.. -.c-: ~| :. .-.-. -- :~ :- ..~..-c . ~- ~: ~| c..:.
c / a:, .., .~- :a a, ~:- .-.-. ~ :- c.:,-c.
9 |a: ~| :- |~~ a :-- c~..a,-c :~ a- ~~ |~ :a..- -.c-: :-.~..
io / ~:- a :-ac-c :- ... ac -::.-c ~ :- .-.-., ..g c|+ - ~ ~:- ...a a:...:.- :~ -.- :a: ~ ~- c~,.a. a:~.: .: ,--c-.
ii 1- .-.-. a a ac.ca.., c.|--: c..:.- :a :- ~- a:~.-:-.~. .:.
i2 / c...c.g .a.. -,aa:- :- .-.-. .:~ :.~ .c-, -ac ..: .: ~. .c-:.:, ac c..:.-. 1- .a.. -:-c -.-a. .-.-. c--,, c-a:.g :.~ :~. :a: a- ..a.
(~ -.- --.-) ac -.- --:.
i |~::.g .|a:.c:.-: .-a .a.. ac .-a, ,..:.g. / c..c |-.. :~.g :- |~~ .a: ~:, :.: :-, .~: c~- | .:.
i+ |.::. -a, ~ :- |~~.
i 1- .::. c~- |~ ~,- ,~:a. . :- c-...g, ..c .-ac :~ :- .-a.:.- .,,- .-.-., .~- -.c-: .,., c., :-. ga:ag- ~ :~- :-.~..
io /.. :a..a, .-ac.g :~ .~.- .-.-. a.- :-- -a.-c, ac :- -.c-: c.a. .: a..a, :-- :a: .a, - :.: -..c-c- .gg-: ~:-..-.
i 1- c~~ :~ ~- ,a:.c..a c.-...g .,., ca: :- .~ca:-c, ~ a::- ~. ,~. a..ga:- :- ..c.g ,aag-.
ic :ag- ~.- c~- |~ :a: (~ a~:-) c.-...g a: .g:.
i9 1- :a.ca- :~ ~- .-.-. -- ,a:.c..a., .~g. u,~ ..-:.ga:.~, .: -- :a: :-, .-- ca-|..., .a..-c ~| :~ :,,a ~- .-.-..
1- ,:-.~. |~g~::- .-.-. a: :-- acc--c |~ ,-a.
2o :~.a.a, a- ,~:-c:-c :, a ,,a:-:.c ag- (..a .....~ ,-.. ac :- ..-).
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..|
c++.

o:. s ee~e rto t:a~zoea s~ctors


so t car i~ oe~e orto ti~ ~ wi~r
r~c~ssa:,. \ost o ti~ t.~, iow~~:, t
s o~r, wi~:~ t a,s iost to str
.~cis. 1i~, a:~ .ost, t:ae~:s o: .ta:,
.~cis :o. oti~: ct,.~cis.
As ti~ ct,.~ci st:e~s aor, ti~ at
o:. :ocis are :os i~ ti~ e~ci o a sa
r si. \ost o ti~ .~ci s a:, stai~
wi~r r .otor, i.t rot ti~ ~~t: 1is
tai~s so.~ ~ttr .s~e to. \~cis a:~
i~a, ~ro.i to :~.ar r ac~ e~st~
ti~ :ocir, i.t ti~, a:~ st ciar~e r
ac~ as a :~ca.tor, ti~ ct,.~ci
~rt~:s co.iat, ti~ s.ee~r .otor car
s~re tirs tor.
1i~ :oc~ss o ioa:er a ct,.~ci
car i~ ia::owr. D~:, .~ci, wi~ti~:
eoci~e r ti~ iara:s o: ti~ eocir ia,s,
..st t.~ ts st~s to ti~ .otor o ti~
ct,.~ci. 1i~ ow~st ~e~ o ti~ eocir
ia, es to wtir t~r ~~t o ti~ :o.re
(i..r rto t or .r~~r t~::ar). 1i~
ioa:er .~ci ..st :.r aorse~, ~re
. r |.st ti~ :it sot, are st~ orto ti~
t:ar s~ctor o ti~ eocir ia, o: ti~
t~r s~cores t s :~aciai~. 1i~ ioa:er
.~ci ti~r :s~s wti ti~ eocir ia, or
ti~ ct,.~cis r~xt st~. A w:or st~
r ioa:er car .~ar i~r ici~e ase~,
iroci~e o~:, o: ~~r c:.si~e i, ti~ ct,
.~ci. its :a:~, i.t t eo~s ia~r. (:~~
a~ o: e~ta~e ioa:er :.~s.)
ir t.~s o ear~:, ti~ eocir ia, s a
.r~:ai~ ac~. its we~ o~r are ~as, to
ioa:e. ir s.ci t.~s ti~ owr~:s o a st
r .~cis a:~ :~q.:~e to .ar ti~: .~cis
as ti~, :~st or ti~ eocir ia,, .sr ti~:
w~aors to e~~re ti~ ct,.~ci.
G-+ i-. Are ast a:~ ti~ ~a: o:
~sts, as e~sc:i~e aio~.
BIoku Aras: its ~as, to ioci
on a:t o a ct,.~ci. Cr ti~
:~se~rta ~~s, war on a
sr~ iawa, car s~a r eoz~rs
o io.~s. l:ot:act~e es.t~s
ia~ :~s.t~e r |.st s.ci tirs
occ.::r. Cr~ ~~ or :~ee~:i
iae ti~ .so:t.r~ o corce~rta,
io.sr ioti se~s o a ~r~:ators
oe a., ~.e. Cr~ se~ i.t a wa :i
eowr ti~ .ee~ o ti~ ~~, wti ro acc~ss
to ti~ oost~ a:~a, ti~r t~:a, iaci~e a
io~ r ti~ oo: are c~r to ~ acc~ss
to ti~ ae|ac~rt ~~s. it ias i~~r tiat wa,
~~: src~. va~eon a:~as a:~ ~w are a:
i~tw~~r, i.t ti~, :~s~rt oo:t.rt~s
o: ae~rt.:~. ir ti~ iot, e~soat~ o.re:~s
:it aio~ ti~ ~a: o:~sts co.e i~ a wa
tiat ias i~~r ti~:~ as or as ar,or~ car
:~.~.i~:. vi,' viats i~ire t' vtir
ti~ ~a: o:~sts ti~.s~~s, a:~as co.e i~
wa~e on i, stowawa,s. \a,i~ a sta r ti~
.a:i~t awa,s s~~.s cos~e ..
uuII Brahs: E. i:~aci~s a:~ ~r~:
a, :~a:~e as q.ci, as ossi~. :o or~
ars :o. iar a io~ r ti~ se~ o ti~
.~ci, t .ai~s ~~:,or~ .r~:ai~.
1iat sae, i:~aci~s cart awa,s i~ nx~e
:o.t,. Cr a ct,.~ci wti I,oo ~o~,
ti~ a.tio:t~s .it ia~ so.~tir i~tt~:
to att~re to. l, ti~ t.~ ti~, ~t a:o.re to
ti~ i:~aci, t ias i~~r o:ott~r o: tai~r
ca:~ o i, ti~ ocas. Cr~ ~~ or D.:ar
oi ias i~~r i:~aci~e o: e~cae~s, i.t src~
ti~ ocas i:ci~e on ti~ ..~eat~ a:~a, ro
or~ ias ~~: ioti~:~e to nx t :o~:,. ir
~n~ct, a ca~ s row or ti~ se~ o ti~ ct,
.~ci: 1i~ o:ra io~ r ti~ se~ (ca.s~e
i, s~~:a a.t, :or ar~s, wici |.st ~
on) are ti~ :o.i, sxt, sq.a:~ ~~t o
sac~ i~ire t ia~ ro acc~ss to ti~ :~st
o ti~ ~~. i a ,r o: c.ir c:~at.:~
co.e :~aci ti~ i:~aci, co.e t row i~
r r ti~ c- +c ca~' :o or~ irows ..
unusuaI aturs: 1ai~ oI :~s~rts a
r..i~: o .r.s.a ~at.:~s tiat car i~ .s~e
to ~:soraz~ a ct,.~ci ~~. \o. car :o
Iezo o: ci.
+
AFL=?J9LAF?E=;@K
AFLG=PAKLAF?
;9EH9A?FK
l
artas, .~cis car i~ rt~:at~e rto ar,
ca.ar s~ttr. \o. eort r~~e to :.r
,o.: a.~ r Eiort to .s~ ti~.. Dxar
r ti~: a~a:arc~ wtir ar ~xstr s~ttr
.a, i~ a it t:ci,, i.t ts ro t:ci~: tiar
~xarr ti~ a~a:arc~ o ti~ ta::asq.~,
at~: a, ti~s~ a:~ ++, a.~s, are ts
~:~ct, ~:.ssi~ to aow o: ti~ s.ee~r
a~a:arc~ o i~:~too:~ .rtoe .a:~s.
lo: ti~ sai~ o rt~:ra corsst~rc,,
iow~~:, ,o. sio.e rt:oe.c~ .~cis r
a arr~e wa,. 1i~, a:~ so ow~:. tiat
ti~, car swr iaarc~s o ow~: we, are
q.ci,. .st as ti~ io:s~ was ti~ .ost ow
~:. a:.o:~e assa.t ~ic~ o: tio.sares
o ,~a:s o i..ar isto:, (are, r .ar, ar
tas, ca.ars, st s), .~cis car ass..~
ti~ sa.~ .art~: ar .rstoai~ .ta:,
.acir~. i or~ ireo. e~o,s .~cis r a
wa: o corq.~st, ts r~iio:s iae i~tt~: ~t
ti~: owr .~cis ast.
1i~ .ost ~rt~:tarr wa, to i:r .~cis
rto ar ~xstr ca.ar s to t:~at ti~.
as ost a:tacts o a i,or~ a~. i.ar~:
1io.sares o ,~a:s ao, .~cis ~xst~e.
1i~: .s~ ewre~e o: a a:~t, o :~asors:
wa:s wti .aca o.tse~:s, :~ac~.~rt
i, ~as~:to.artar o~.s are .aca
corst:.cts, a sit r .aca ~r~:~s o:
rt~:~sts tiat :~e.c~e ti~ r..i~: o .ac
.s~:s aaai~ to .artar ti~.. C~: t.~,
ti~ ~.t, .~cis :.st~e rto a~e i.is,
i~ea t~sta.~rts to a ost ~:a. \ost
~~rt.a, coas~e. l.t ti:~~ s.:~e.
Cr~ was s~a~e, :~art~e, are rsta~e as
a .or..~rta stat.~ r ti~ cata ct,. :ow
ro or~ :~.~.i~:s tiat ts rt~:o: cortars
ar ~rr~. A s~core was sto:~e i~ow ti~
s~a r ar .re~::o.re a: oci~t, wi~:~ t
ias i~~r i~t e:, are c~ar i, a .ori o:e~:
ca~e ti~ l:oti~:iooe o G~a:s. 1i~, awat
ti~: aata: to i:r ti~ .~ci to ~. 1i~
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
c++.

nra .~ci was i.:~e r a ttarc iatt~ wti


~a:ti ~~.~rtas. 1iat st:ar~ i..aroe
sia~e .o.rtar r ti~ estarc~ s act.a,
a i.:~e .~ci, :~ae, to co.~ to ~ t car
i~ ~rt~:~e are c~a:~e o ti~ .orst~:s tiat
row occ., t.
At~:rat~,, .~cis
.a, ia~ ~xst~e a
aor as a:t o ti~
wo:es .,tio
o, - are row ti~
cia:act~:s esco~:
ti~,:~ :~a. C: ~:
ias ti~ .~cis a:~ st
act~ i.t ~w r r..i~:
1i~, ware~: ti~ wo:e are ~:
oeca, co.~ rto cortact wti irowr c
zators. viat ti~ .~cis w~:~ :.o:ea
c:~ators, corst:.ct~e tio.sares o ,~a:s ao,
tiat ia~ i~~r i.t .or src~' 1i~, .a, ia~
.ass~ .r~xo:~e e.r~ors r ti~: ow~:
~~s, ti~ a:~as wi~:~ ~o~ orc~ ~e a:~
row e~:~ct are occ.~e i, .orst~:s.
Crc~ .~cis eo .ai~ ar a~a:arc~, ti~
wo:e w ciar~. l:st, ti~ ow~:s tiat i~
w s~~i to cort:o tis r~w .a:~. Krs
w ~a: ti~ .~cis ait, to e~st:o, ti~:
a:.~s. 1i~, w t:, to st~a t, cort:o t, o:
co, t as ast as ossi~. :~core, ti:~ats to
cz~e soc~t, w i~ :~e.c~e i, ar o:e~:
o .art.e~. la.ar e:aors' :o i
e~a, i:r r ti~ .~cis. Dwa:~r .~cis
r a:tc.a: w ia~ ti~ :~at~st :~~:
c.ssors, i~ca.s~ ti~, car i~ i.t wti ro
.aca :~q.:~.~rts, ar, ir wti
e~~ oci~ts, rt~~rt sa
are a ~w i:~e ewa:~s o:
ro.~s car corst:.ct or~.
1i:e, ti~ ciar~e rat.:~
o wa:a:~ .a, ~rco.:
a~e ciar~s r ea, ~.
1:aetora,, ~asarts
cor:~at~ a:o.re cas
t~s i~ca.s~ ti~, :oe~
sa~t,. :ow ti~, .a, cor
:~at~ a:o.re .~cis . i.t i~ca.s~ .~cis
a:~ i.~, are ti~, car .o~, so.~ ~asarts
.a, ~ or ti~ .~cis, :owr c:os r t~:
:ac~s ca:~e o.t o ts i..
i ti~s~ ciar~s a:~ too ..ci o: ,o.,
rt:oe.c~ .~cis .o:~ sa:r,. irco:o
t~ rat.:a .tators or ti~: :o~ r ti~
wo:e. lo: ~xa.~, corst:.ctr a .~ci
:~q.:~s ar ~ro:.o.s a.o.rt o .~ta.
D~r ar arc~rt .~ci s esco~:~e
are :~sta:t~e, r~iio:r irs .a,
i~ .rai~ to i.e ti~: owr o: aci
o s.nc~rt .~ta e~osts. C co.:s~,
i~, co.e st i.e so.~ o ti~ oe
or~e stor~ .~cis, i.t tios~ a:~rt
q.t~ as ow~:.. At~:rat~
ow~:. :~o.s o:e~: co.
e~c:, ti~ .~cis as ar an:ort
to ti~ oes. vio a:~ w~,
ti~, sa,, to i.e .~ta
.oci~:~s o ti~ oes'
:.ee~r, ti~ ~rt:~ .~ci
.o~.~rt s sq.asi~e at
ts i~rrrs.
irt:oe.cr .~cis rto
,o.: wo:e car corstt.t~
ar ~ro:.o.s sto:, a:c co
~:r .ar,, .ar, ae~rt.:
Cia:act~:s at ow ~~s .
:..o:s o: ~~res corc~:rr ti~ arc~rt
wair .~ciarca .~r. At ti~ .ee~
~~s ti~, co.e esco~: ~e~rc~ o
s.ci corst:.ctors, a arc~rt to.~s o:
.rat.:~ wo:ir .oe~s. At ti~
ii~: ~~s ti~, co.e
tiat s.ci tirs
, ee ~xst,
i~r ~.ia:i or
a :~at q.~st to
re or~ o ti~
ti:~~ :~.arr
.~cis.
Ar at~:ra
t~ to rt:oe.c
r ti~ .~cis
o ti~ arc~rts s to ~t .~cis ~o~
rat.:a,. 1iats ti~ a:oaci w~~ tai~r
wti Eiort. A s~:~s o ~~rts e~r~e
c:c..starc~s ao:ai~ to .~cis. irst~ae
o .ra: :ar are .ass~ e:aors, ,o.:
wo:e co.e rc.e~ aroti~: s~:~s o
~~rts. irae~:s a:~ a ooe :~sc:tor
o: ti~ :ot~ctor ao:e~e i, .~cis. 1i~
.~cis .a, ~~r ia~ ~xst~e o: i.re:~es
o ,~a:s as ~x~rs~ c.:ost~s, or, row
a:~ ti~ :otot,~s at~:~e o: :actca
.s~. 1i~ rae~:s ..st i~ so.~tir o.t
o ti~ o:era:,, iow~~:, o:c io:e~s a:~rt
~ro.i to s~re soc~t, rto .~cis (.r~ss
ti~,:~ t:., o:c io:e~s i~
ti~ wo:e ias
s~~r i~o:~).
.tse~:s :o.
roti~: ar~,
e~.ors o:
e~s, e:a
ors, ~~r a
a.~ tiat
ias s~rt ti~
arts rto a
~rz~e, :aie
~ o .re
~r~., sio.e
o.rtai~ wti
o.t ti~ ae o .~cis.
Crc~ .~cis a:~ r ,o.: wo:e, ~ ti~.
t.~ to s~tt~. it .it tai~ .ar, ,~a:s o
a.~ t.~ o: sto:~s o ti~ .~cis to i~
acc~t~e as :~a r a a:ts o ti~ wo:e. ir
a:~as .re~: .~ci cort:o, ~o~ assocat~e
wti .~cis w ia~ rstart soca stat.s.
l:st~~ .~ci |oci~,s .a, i~ ano:e~e
.o:~ :~st~ tiar Ioti~~ nit~:s. 1i~
esac~.~rt o caa:, are t:aetora
.oe~s o wa:a:~ w .reo.it~e, ca.s~
:a:~s are :~s~rt.~rt, as w ar, ciar~s
o:c~e .or co..or~:s. l~asarts wio o
:o. tr ti~: n~es to sio~r coa rto
a .~cis .:rac~ .it rot i~ too ia,:
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
ria.r s 1|- c.,-c| -c- + + -c-!!-
+. . +, D+V-c| c++..
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
c++.

i
r ti~ ~a:, ea,s ti~ G.e .artar~e
a c:ssst.ator .~rtat, wi~:~ or,
~ss~rta ~:sorr~ w~:~ aow~e or ioa:e
:~ee~:i. :ow tiat ti~ :t~rar Cor~e
~:ac, ias a:~, s~c.:~e ts t~::to:,, :~e
e~:i s a: .o:~ o~r to t:ae~:s, :~.~~s,
are ware~:~:s - .air t a ~:~ct sta:tr
o: stor ort o: ae~rt.:~:s.
-
s1A1s
E\[[\ig`b
siz: Ct,.~ci D
owr sour: :t~a.
ayIoau units: ,zz+
uight: I,zoo t.
sa/Rah: ooo t. i, ooo t.ooo t.
crw: z,oo
iring orts: v
uit Di: I
uit oints: I,v+v
critiaI 1hrshoIus: G:~~r, \~ow I,v,
C:ar~ v, l~e Iv
Bas Initiativ: -
su: Io t.
ManuvraniIity: C..s,
Ac: z
uarunss: z (i:or, Ct,.~ci D)
Bas nI attak: +zo
Bas rangu attak: -
unarnu Danag: IIeo +z
1ranI: La:~st Ct,.~ci l,
sa~ Coossa V, ea.a~ IIeo
savs: lo:t -z, l~ -, v -
AniIitis: :t: oo, D~x o, Cor -,
irt -, vs -, Cia -
Mhrat Dc: o
Bas Ianning 1in: Ioo ea,s
Bas cost: I,+z+,v
1otaI cost: I,+v,I
(eo~s rot rc.e~ w~aors)
anor Rquirnnts: I,voo,oo .ario.:s
constrution 1in: Iz ea,s
(I,vo a. aio:~:s .s Iv o~:s~~:s)
-
cOMBA1 1Ac1Ics
:
~ee~:i s ~xt:ao:era:, enc.t to
attaci. it ias ar a:s~ra o w~aor:,, a
ow~:. ~~t o s.a~: e~~rs~ .~cis, are
ti~ i~r~nt o si~~: sz~. G~r ti~ :a:t, o
e:~ct assa.ts or ct,.~cis to i~r wti,
.ost o ts e~~rs~s a:~ a.~e at :o.re
:ae~:s, ioa:er actors, are itare:.r
assa.ts, :ati~: tiar i~aetoi~ae co.iats
wti .~cis o ~q.a sz~.
:~ee~:is .~ci ~~t ~.iasz~s :~a
t~, s.a .~cis - .ost o ti~ o:c~ s sz~
Ga:art.ar. 1i~s~ a:~ corstart, at:or
ti~ :o.re r~a: ti~ ct,.~cis ~~t. 1i~, a:~
s.a ~ro.i to e~t~ct are .:s.~ i..aroes,
wi~ti~: sr, o: r s.a :aer a:t~s.
1i~ ct,.~cis ~s a:~ i~a, e~~re~e
aarst :o.re :ae~:s. Daci ~ ias a tota
o Io c.oa.o.rt~e st~a..rs or, a ~w
eoz~r ~~t on ti~ :o.re. 1i~s~ a:~ awa,s
.arr~e. vti ti~: o~:ar n~es o n:~,
ti~ .~ci car it ar, ree.a ta:~t or
i~o:~ t .ara~s to sr~ai . or ti~ .~ci.
i ti~ st~a..rs a, o: ti~ .~ci s
o~:wi~.~e i, a a:~ o:c~, ~aci ~ ias a
st~a.i:~ati~: as iaci.. vti ti~: cor~
sia~e a:~a ~n~ct are Iooe~:~~ t:aci
.o.rtr, ti~ st~a.i:~ati~:s car ~ra~
i.~ c:owes o i..aroe ta:~ts wti a sr~
siot. 1i~ ~t a:. w~es a Ga:art.ar a.~
rozz~ tiat car aso i~ .s~e aarst :o.re
:ae~:s. As a ast :~so:t, ti~ .~ci car i:r
ts v n:r o:ts to i~a:, atio.i .ost o
ti~s~ a:~ or ti~ to:so are a:~ too a: :o. ti~
:o.re to i~ ~n~ct~ aarst are o:c~s.
Aarst ~r~., .~cis o: a:~ ta:~ts (s.ci
as arts o: e:aors), ti~ ct,.~ci ias ar
.:~ss~ a::a, o st~a. carrors. A tota
o sx a:~ .o.rt~e r~a: :o.re ~~ or ti~
~s. :r~ .o:~ a:~ .o.rt~e or ti~ to:so are
i~ae. Ar a::a, o |a~r :acis s .o.rt~e r
ti~ to:so to e~a wti ,r attaci~:s.
:~ee~:i ias or, a ~w e~~rs~s aarst
attacis :o. a:~ .~cis. 1i~ n:st s ts
.~ci ~~t. 1i~ s~core s ti~ ~ro:.o.s
st~a. carror .o.rt~e r ts i~ae. 1is ias
a .t~e n:~ a:c i.t s .tt~:, e~astatr
aarst ar,tir oosi ~ro.i to ~rt~: ts
:ar~. lra,, ti~:~ a:~ ti~ a:.s. Daci or~
ias a io:~ .rci~:, are ti~ :it a:. aso ias
a oist~:caw. i attaci~e i, aroti~: a:~
.~ci, :~ee~:i .s~s ts io:~ .rci~:s to
rsta assa.t sq.aes tiat att~.t to nit
ti~: wa, to ti~ oti~: .~cis cort:o :oo.
are i ts ots. Crc~ ti~,:~ rsta~e, t
attacis wti ti~ oist~:caw.
1i~ .ar w~air~ss o :~ee~:i - are
.ost oti~: ct,.~cis - s ts ore~:o.s
.o~.~rt are aci o .ar~.~:ait,. it s
;ALQ%E=;@F=<<=JHAC
:
rrrrrrix is a iarcr ci.xrcn uxrrr .nr ccx.rci cr .nr
Grarvricn.s Guiir. i. vas .nr srccxr ci.xrcn rvrr
ruii.. Dvrx .ncucn xrcn .rcnxcicc vas xrv .c .nr rvarvrs
vnrx :rrrrrrix vas ccxs.ruc.rr, .nr xrcn vas rrsicxrr
usixc .nr saxr rrixcirirs lariius arriirr .c Durcaxicx,
axr .nr ccxs.ruc.icx vas surrrvisrr r .nr .nrrr juxicr
crarvricn.s nr irr. rrnixr. 1nis vas .nr cxi ci.xrcn
vncsr ccxs.ruc.icx .nr surrrvisrr. As a rrsui., :rrrrrrix
is ac.uaii rar xcrr arvaxcrr .nax xax c.nrr ci.
xrcns ruii. a. ia.rr ra.rs, vnicn vrrr irr r .nr ccciarr
arrrrx.icrs cr .nr crarvricn.s vnc ruii. :rrrrrrix.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
c++.

1AsLc z-z: uccu rLcc1


utcn uoot: stzt ru unvtvv 1ov: ru
c~,.~ C~.~a. || o+ i o+
|ac- Gaga:.a io 2 2
j.gg-a.: Gaga:.a io + o+
1otat Ico
.r~:ai~ to attacis :o. ti~ :~a:, ~s~ca,
~~toot~e .~cis tiat car .o~ i~ire t
are a.rci io:~ .rci~:s o: oti~: :aer
aa:at.s. :~ee~:i aee:~ss~s tis wti a
co.irator o a :~a:.o.rt~e ciar t~rtac~
are a i.zzsaw. l~a: attaci~:s a:~ s~a:~e are
e:awr rto ti~ i.zzsaw, wi~:~ ti~, a:~ si:~e
e~e. i tiat eo~srt wo:i, ti~ ct,.~ci aso
ias two st~a. carrors, |.st r cas~.
ir act, ~r tis .:~ss~ a::a, o
w~aor:,, ti~ .~cis .ar wo::, srt o.t
:it attaci. its stai~:s are oti~: rnt:a
to:s, wio ar acc~ss ~t.at~, ti:o.i
es.s~ o: s.it~:.~, o: .s~ ier t~ci
rq.~s o: .ac to ~t or ioa:e. 1o tis ~re,
ti~ G~a:w:its G.e .artars st:or t~s
wti a soistcat~e ti~~s .e tiat s
n:., ~rt:~rci~e r :~ee~:is otcs.
ure~: ti~ tai~, ti~ ti~~s .e acts as
ar .ronca a:. o ti~ G~a:w:its. ir
~xciar~ o: ti~ a.tio:t~s ooir ti~
oti~: wa, or a r..i~: o .ro: ~xto:tor
:aci~ts, ti~ .e at:os ti~ .~cis ow~:
a:~as, wti a s~ca oc.s or e~t~ctr tios~
wio car ~t ast ti~ .~cis cor~rtora
e~~rs~s. its a .re~: ti~ tai~, o co.:s~,
are ti~ G~a:w:its G.e wo.e :~~:
.o:~ ioro:ai~ .~tioes . i.t ti~s~ ea,s,
,o. eo wiat ,o. otta eo.
-
AARANc
O
utsiu: :~ee~:i s as ta as a Izo
sto:, i.er. it ias a i.i, i..aroe
sia~ wti ewa:~r :oo:tors - ~:, we~
are ~:, stoci,. it s co~:~e wti ci.r~,s
are s.oi~stacis, wici at~:rat~, :~~as~
scaer iot st~a. :o. ti~ st~a. ~rr~s are
cioir iaci s.oi~ :o. ti~ coa n:~s tiat
i~~ ti~ ~rr~s :.rrr. 1i~ i. s a:.o:~e
r tici at~s o cast :or, :~ro:c~e wti
.t~e q.artt~s o .ti:a at ~rt:, orts
are c:tca a:~as s.ci as ti~ cort:o :oo..
:~ee~:is ~~t are sirs a:~ .~ci
iara:s. its ir~~s are ow~: tiis a:~ ti~
~a: o:~st tiat :.rs .ost o ts .rctors.
E..ar iaitator i~rs aio~ ti~ tiis.
1:arso:tator i~tw~~r ti~ to:so are .~ci
iara:s occ.:s a st~a.ow~:~e ca:o ~~a
to:s. Daci ~ ias o.: s.ci ~~ato:s. 1i~,
a:~rt .s~e tiat ot~r, iow~~:. Dxc~t wi~r
sto~e at a s~tt~.~rt, ti~ or, ~o~ .ai
r ti~ t: . o: eowr a:~ .ta:, ~:sorr~.
1i~ iara:s a:~ a..~rt~e i, o~ra:
eocir stators a:o.re ti~ .~cis ~~t. 1i~s~
we~, at ato:.s ooi i~ sa.c~:s :o. a
estarc~. :t~rar .~cis a:~ arcio:~e to ti~
eocir stators wi~r ti~, a:~rt or at:o.
Daci ato:. s re~~re~rt, ir~e are car
i~ :as~e o: ow~:~e as ti~ r~~e a:s~s.
Intrior: :~ee~:i was i.t i, ewa:~s
o: ewa:~s. 1i~ c~rs a:~ n~ ~~t ta,
tio.i so.~ a:~as ia~ i~~r :~t:ontt~e to
.ai~ o:~r sto:s .o:~ co.o:tai~.
Dwa:~s ia~ ea:isor, so ti~ G.e
r~~: tio.it to rsta itr wtir ti~
.~ci. ir .ar, ac~s t s .tt~:, ea:i. 1i~
r.x o ro.~ aio:~:s, as w~ as i..ar
are ~~r t:ae~:s, r~c~sstat~e so.~ so:t
o itr. 1i~ :~st:ct~e .ta:, ~~s
a:~ st co.~t~, ea:i, i.t oti~: a:~as
row ia~ .t~e itr. l.sr~ss~s .s.
a, .t to:ci~s o so.~ so:t r :ort o
ti~: sto:~:orts. l.ic a:~as a:~ t i, as
st:~~tits o: to:ci scorc~s. iree.as
wtio.t ea:isor ca::, to:ci~s o: art~:rs
or ti~., |.st r cas~, as .ar, a:ts o ti~
.~ci a:~ st ea:i.
A: s :~c,c~e a artc .~ta ars
tiat :.r corstart, a:o.re ti~ .~cis
~xt~:o:. 1i~: :i,ti.c e:orr :oe~s
a r~~:~rer iacie:o to ti~ :oa: o
ti~ ~rr~ :oo.s. D~st~ ti~ i.e~:s
att~.ts to .artar ooe a: c:c.ator,
ti~ a: s awa,s .., are iot. 1i~ c~rt~:
a:~as - wi~:~ .ost ~o~ ~ - ia~
:t.a, ro c:c.ator. Co.~e wti ti~
act tiat ti~ ~rr~s ~r~:at~ a ot o i~at,
are a ot o wa:. ioe~s a:~ r r cos~
:ox.t,, ti~ wio~ aa: car i~co.~
:~tt, .rco.o:tai~. C co.:s~, ewa:~s
a:~ .s~e to s.ci coretors :o. ~ r
ti~: .re~:e~~ st:orioes, i.t oti~:
:ac~s a:~rt.
Mannrisns: 1it q.a:t~:s are a .
ta:, :~.~ co.ir~ to .ai~ :~ee~:i a
ia~r o: aw. cia:act~:s. :at~s esa,
a st:ir t~re~rc, towa:e o:e~:. 1i~, o:.
r~s rat.:a, are wat at~rt,. \a:i~t
c:owes .rcorsco.s, o:. ar~s, .or
aor r ar o:e~:, asior. lae~s o :ari,
a.tio:t,, o: .~:t a:~ :o.e, esa,~e
are w., acirow~e~e.
-
c11INc ON BOARD

ssntiaI rsonnI: G~ttr or ioa:e


a .~ci srt as ia:e as t .s~e to i~,
i.t ts st rot ~as,. Lort.~ .~ci :~s
e~rts ia~ .~ta .~eaors sta.~e wti
ti~: ra.~s. 1is s a ~a :~co:e o ti~:
1AsLc z-I: ncDDckrik rAxLOAD usAcc
ru ust
o,9o v~,ac-, ....g .a:-, ac c~~ ,ac- |~ ,+oc |-c....- c.....a ac c-.
o |...~. ....g .a:- |~ 2io a.:~ca:, G-a..g: G...c ~|c.a., ac -.~ ...:a, ,-~-.
o+ |~.c, |~ :...c.g -c ~| C~.~a. || ..- ~ a..-
ioo aga ,ac- |~ -c |--:
2c C:~ac .-a,~,
a,zz4 (1otat)
r:us ict uoat ru or ortn-ta utcn svoact on tcn :tc's oocxtnc svvton.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
c++.

:~se~rc~ or ti~ .~ci. 1i~ ra.~s or ti~


.~eaors a:~ .atci~e aarst a .ast~: st
.artar~e i, ti~ .~cis ae.rst:ato:s, so
so.~or~ wio ias is .~eaor sto~r car
~t a r~w or~ - i.t ti~ ti~ st .it
i~ ai~ to .s~ a sto~r .~eaor to ~t
or ioa:e ar oti~:ws~ s~c.:~ .~ci i~o:~
ti~ ti~t s e~t~ct~e. 1o tiat ~re, .~ci
:~se~rts :ot~ct ti~: .~eaors ca:~.,.
vi~ or ioa:e ti~ .~ci ti~, i~~ ti~.
sa~, s~c.:~e, are ti~, .a:e ti~. :~
o.s, wi~ onioa:e.
Corrcr ti~ .~ci ae.rst:ator to ~t
a ror:~se~rt or ioa:e s rot ~as,. :~ee~:i
ee~s ~ttor~:s o: sac~ rto two cat
~o:~s: ~ss~rta are ror~ss~rta. Dss~rta
acarts ia~ sis tiat a:~ .s~. to ti~
.~ci. At~: assr a i:~ rt~:~w (are ti~
esc:~~t castr o c--c -c.!), ti~,:~ ae.t
t~e or ti~ sot. Dss~rta sis a:, e~~re
r or ti~ .~cis c.::~rt o.ator, i.t
.s.a, rc.e~ coa,~:s are .~ci |oci~,s,
nit~: t,~s wio a:~ wr to s~:~ at ~ast
a:tt.~ r ti~ .~cis .ta:, (rc.er
nit~:s, wa::o:s, :ar~:s, aaers, are
ia:ia:ars), c~:cs are ae~ts wio w :o
e~ .~eca ca:~, are ~x~:ts wti si r
iacis.tir are ~rr~~:r. vza:es are
so:c~:~:s a:~ occasora, r~~e~e, i.t ti~,:~
rot r as ii e~.are as ti~ oti~: cass~s.
:or~ss~rta ~:sorr~ rc.e~s ~~:,
or~ ~s~. 1ios~ wio ~ttor o: ~:.ar~rt
:~se~rc~ a:~ t:~at~e en~:~rt, :o. tios~
wio ~ttor o: t~.o:a:, ae.ttarc~. 1i~
~:.ar~rt :~se~rts a:~ ~a.at~e ias~e or
iow ..ci ti~, cort:i.t~ to ti~ .~ci
~:s.s iow ..ci ti~, tai~ :o. t. Ear
ar, so:t o si o: c:at o~s a or wa, to
:~co..~rer so.~or~. ursi~e aio: s
a e.~ a eoz~r are :a:~, .ai~s t or ioa:e.
1~.o:a:, ae.ttarc~ s ~r~:a, :art~e
to t:ae~:s, ~s~ca, tios~ wti ~t.at~
i.sr~ss, otca, o: :~o.s corc~:rs,
:oe~e ti~ .~ci ae.rst:ato:s eort cor
se~: ti~. stowawa, :sis. \ost ae~rt.:~:s
car ioa:e a .~ci t~.o:a:, or :o.res o
t:ae~ o: iareso:i:~, :oe~e ti~,:~ rot
..ee, are iooe, wi~r ti~, t:, to ~t or
ioa:e. 1~.o:a:, ae.ttarc~ s o: ~:oes
:arr :o. or~ ea, (o: oca t:ae~:s) to .
to sx .ortis (o: a,r ass~r~:s t:a~
r sa~, or ti~ .~ci). Dxt~rsors a:~ aa
ai~, tio.i ts a i.:~a.c:atc :oc~ss.
As or~ .it s.:.s~, ..:ator
ae.rst:ator s a i as~ct o .arar
ti~ .~ci. Eo.sr or a .~ci s at a ii
:~..., are at ~~:, sto, :~ee~:i s
i~s~~e i, ~asarts ooir o: sa~t,. C
co.:s~, e~st~ ti~ w~ e~nr~e acator
:oc~ss, .stai~s are ooio~s occ.:. A
at .:s~ n~e wti oe w ~t ar,or~ or
ioa:e, tio.i ti~ :c~ ias i~~r :sr - t
tai~s ,ooo to ~t a .~eaor ti~s~ ea,s,
are tiats |.st or ti~ ow~: ~~s. A:stoc:ats
ia~ i~~r irowr to a, t~r t.~s tiat ..ci
o: ii~:~~ io.sr. :~ots. are
corr~ctors to ti~ G.e aso i~ c~:tar
acarts. \o:~ tiar or~ e~ .ar~:~:
ias ott~r a :oo. or ti~ .~ci i~ca.s~ is
.rc~ s a :o.r~rt G~a:w:it.
uousing: Eo.sr or a .~ci s r sio:t
s.,. la.~s o o.: ~ r IoxIo :oo.s.
iree.as :a:~, ia~ .o:~ tiar ia tiat
a.o.rt o sac~.
1i~ ~:, .~: are ~:, ow~: ~~s o
:~ee~:i a:~ corse~:~e G.e :o~:t,.
l~se~rts or ti~ .~: ~~s a, :~rt to ti~
G.e, ti~, eo rot owr ti~: r q.a:t~:s.
1i~ ow~: ~~ s..s eort a, ar, so:t o
:~rt, i.t ti~: sac~ s co.~t~, .ronca
(r oti~: wo:es, sac~ s aocat~e i, ti~
aws o ti~ |.r~) are s.i|~ct to :~ca.a
tor i, ti~ G.e t r~~es to ~xare ti~
~rr~ :oo.s.
ir ti~ :~st o ti~ .~ci, ree.as car
owr are |.st as .oe~:r coreo.r..
:~se~rts owr sac~ r a a:~: i.er.
:ac~ s io.it, soe, t:ae~e, are ~as~e
o: a a:~t, o .:os~s. 1i~ .~cis st:ct
..:ator oc~s ~ro:c~ ar re:~ct ~:
sor o :~rt cort:o, r tiat ti~ e~.are o:
:o~:t, r~~: ~xc~~es ti~ s., i, a :~at
.a:r. D~r so, acart :o~:t~s a:~ st
sra~e . q.ci,, are ,o. car i~ ass.:~e
o s~r o: .o:~ tiar ,o. io.it.
1i~ G.e s w~ awa:~ o ti~ ear~: o
a:~ :o~:t, owr~:s i.,r iocis o sac~
are cort:or wio ~s or ti~ .~ci. 1i~
G.e ias a r..i~: o oc~s r ac~ to
:~~rt tis, rc.er .tators or iow
1AsLc z-1: On-sOAkD wcArOns
Locvton Aac or rtat wtronav ru
-ac +` |~.ac C~.~a. ||| :-a ca~ o+
2 Gaga:.a :-a ca~ io
|-|: a ico` |~.ac Gaga:.a :~- ,.c- c
Gaga:.a |a- ~...- c
|.g: a ico` |~.ac Gaga:.a :~- ,.c- c
C~.~a. .~::-c.a. io
1~~ +` |~.ac + .g- ,a.-.. ac io
+ .g- :-a ca~ io
+` :ac.ac Gaga:.a ca. :-:ac.- c
2 Gaga:.a :-a ca~ io
C~.~a. :...a. io
|-|: .-g icooo` C~.~a. :-a:-a:- io
2 C~.~a. :-a ca~ 2
io c.,~.a~.:-c ,-~a. :-ag. 2o
|.g: .-g icooo` C~.~a. :-a:-a:- io
+ Gaga:.a :-a ca~ 2
io c.,~.a~.:-c ,-~a. :-ag. 2o
stnc:t wtrons nvt ist-otcatt ac or at rctnc ont otatcvton. 1ntv at aancto sucn vnv tvtav ac or at ts covtato,
nowtvta. un:tss vvcxtas at coutnc raou tvtav otatcvton no tv at::v uvvtas wnv snoovs v wnv, ssuut v :tsv n:r or
vnt :tc-uounvto wtrons cn ntv nv ctvtn vactv. 1nt svtuaatvntas at n txctrvton, vntv at uounvto on uovta:t vacx
nta caouno :tvt: so vnv vntv cn atrt: aoaotas raou nv otatcvton. 1nt svtuaatvnta ns ist-otcatt ac or at tn wnvtvta
otatcvton tv rcts. iv cn sntrv rctnc av ur vo +s otcatts rta aouno.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..|
c++.

..ci sac~ ar ree.a car owr. 1i~ G.e


aso ias :it o n:st :~.sa to .:cias~ ar,
aaai~ sac~ or ti~ .~ci. it ias i~~r
irowr to rt~:~r~ are .:cias~ ii
e~.are :o~:t~s o: i~ow.a:i~t :c~s
to .ai~ s.:~ ti~, a:~ aaai~ to r~w,
s~ttr ~ss~rta ~:sorr~. ir ti~ cas~s o
ii, ~ss~rta :~se~rts, ti~ G.e i.,s
sac~ ti~r :oe~s t :~~ o cia:~, r
ti~ occ.arts a or~,~a: ~:oe i~o:~ ti~,
ia~ to ~ti~: i., t, sta:t a,r :~rt, o:
.o~ o.t. 1i~ G.e aso .artars iocis o
:o~:t, tiat t ~s :~~ to c~:tar ~ss~rta
:o~ssoras (s.ci as coa,~:s).
Cia:act~:s a:~ .ri~, to owr are
.r~ss ti~, o: a :~at~ s ~ss~rta ~:sor
r~. As a :.~ o ti..i, ts a ooe e~a to
e~ca:~ tiat ti~ cia:act~:s ~ r :o~:t,
owr~e are :oe~e i, ti~ G.e. A cia:
act~: wios~ a:~rts w~:~ ~rr~~:s, o: wio
ias s~~:a :aris r l:o~ssor (~rr~~:),
.a, ~ r a G.eowr~e aa:t.~rt.
sa gs: A .~ci s corstart, r .otor.
:o.~or~ starer or or~ o :~ee~:is
i.re:~e.s ~~s w ~~ ti~ oo: :s
r are ar r a r~~:~rer :i,ti. as
ti~ .~ci wais ac:oss ti~ aresca~. vi~r
ti~ .~ci s~~es ., ti~ s~rsator i~co.~s
st:or~:, wi~r t stos, ti~ :i,ti. eo~s, too.
Lort.~ :~se~rts eort ~~r rotc
tis ar,.o:~, i.t r~wco.~:s to a ct,.~c
ia~ to ~t ti~: s~a ~s i~o:~ ti~, ca
.o~ co.o:tai,. 1i~, a:~ corstart
ti:owr oniaarc~ i, ti~ .~cis :i,ti.
:ocir. Cia:act~:s wio ia~rt i~~r o
a ct,.~ci i~o:~ ..st s~re ti~: n:s
.orti or ioa:e wti a -I ~rat, to D~x
t~:t,. i ti~, att~.t to .o~ ast~: tiar
wai, ti~, ..st .ai~ a l~~x sa~ (DC I+
~aci t.~ o: a o~:. At~: a .orti, ti~
~t ti~: s~a ~s are car .o~ ro:.a
or ti~ .~ci. :ot~ tiat tis s en~:~r
tiar ti~ .s.a .~ciscir~ss ~x~:~rc~
wi~r ioa:er a s.a~: .~ci, t s .o:~ o
ar arro,arc~ tiar a so.:c~ o ra.s~a.
inuing uon: Cr~ o ti~ rt~:~str
as~cts o ~ aioa:e a .~ci s tiat ,o.
io.~ .o~s aio.t. L~a~ o: a q.ci e.r
~or c:aw are ,o.: ct,s or~ wi~r ,o
co.~ iaci:
As wti a :t~rar ct,.~cis, :~ee~:i
at:os a nx~e t~::to:,. it ~r~:a, oows
ti~ sa.~ oo .orti at~: .orti, so t
w ~~rt.a, ass cos~ to ar, ac~ t ias
i~~r i~o:~. \ost o ti~ t.~, t .o~s at
a ~s.:~, ac~, stor s~~:a t.~s a
ea, to ~t or sto:s. 1is ~ts ast.or
.~cis catci . wti t, o:, at ti~ ~:, ~ast,
c.t a st:ait r~ ac:oss ts c:c.a: ati are
.~~t t at ti~ r~xt ass. C co.:s~, t i~s
tiat :~ee~:i s ti~ sz~ o a si,sc:a~::
ir ~~ t~::ar (o: :o. ti~ to o ar, t:~~
sz~e .~ci) ,o. car s~~ wi~:~ t s at a :~tt,
:~at estarc~.
D~r tio.i ,o. irow ti~ .~cis co.r
iaci, ,o. st .it ia~ to wat a wi~.
it car tai~ a ooe .orti o: :~ee~:i to
.ai~ ti~ :o.res, so to s~ai. A c:ss st.
ator .a, :~q.:~ t to sta, r or~ ac~ o:
a wi~, r~c~sstatr watr, watr, are
.o:~ watr. Ae~rt.:~:s sio.e awa,s
i~ :~a:~e to s~re a wi~ or ti~ s.:ac~,
o: st ti~: t.~ i~tw~~r :~ee~:i are
a .o:~ :~ectai~ io.~ (s.ci as De~ o:
aroti~: ct,). At~:rat~,, ti~, co.e |.st
ia~ ast t:arso:tator caai~ o catcir
. wti ti~: io.~.
-
cOVRNMN1
AND MAOR Ac1IONs
:
~ee~:i s :.~e i, a co.cat~e
s,st~. tiat ias ,~t to nre a iaarc~.
1i:~~ actors ~xst: ti~ .~ci co..are~:,
irowr as ti~ Ae.:a :aato:, a ti:~~
.ar (~:, ewa:) co.rc ca~e ti~ Co.rc
o :aato:s, are ti~ G~a:w:its G.e.
1i~ Co.rc o :aato:s s :~sorsi~ o:
~r~:a .~ci oc, are aw, are o: e~t~:
.rr ti~ .~cis co.:s~. 1i~ .~ci co.
.are~: s :~sorsi~ o: ea,toea, ~x~c.
tor are o: a as~cts o .~ci otr. 1i~
G~a:w:its G.e ias tt~ ro~.~rt r
o~:r.~rt oti~: tiar ti:o.i .artar
r ti~ .~ci are corstart, .:aer ts
s,st~.s, i.t t onca, owrs ti~ .~ci are
ot~r rt~:~:~s r a .arr~: o ana:s.
1i~ ti:~~ actors a:~ r a corstart stat~ o
.x. Atio.i otcs r~~: ~t rast,, ti~,
eo i~co.~ cor.sr are i.:~a.c:atc, are
.o:tart e~csors a:~ e~a,~e o: e.t~e
o: otca :~asors. l~ca.s~ ti~ .~ci was
i.t o.tse~ ti~ t:aetora ewa:~r car
st:.ct.:~, t ias ~.ia:i~e rto .rcia:t~e
otca t~::to:, are ro n:. s~rs~ o a.tio:
t, ias i~~r ~staisi~e i, ar, actor. :o a:
o sr~ st:or ~ae~: wio car .rt~ ti~ es
a:at~ o:c~s ias ~.~:~e, tio.i .ar, c:~w
.~.i~:s io~ or~ sia so.~ea, a:s~.
1i~ c.::~rt Ae.:a :aato: s :t~~
Dwo:~r (ca+ +!- Vc i), i~tt~: irowr
s 1i~ :t~~ Ae.:a, a rcira.~ i~
ci~e . r ti~ .~ci ~~ts o: is st~ae
ast otr. A ~:tai~ ~or o s.io:
rat~ .~ci |oci~,s :~o:ts to i., ~aci
ort:or or~ .ro: as~ct o ti~ .~cis
otr. ir ~xt:~.~ cas~s, :t~~ tai~s
i~ cort:os i.s~, i.t .s.a, aroti~:
wa: eo~s ti~ otr.
1i~ c.::~rt Co.rc o :aato:s corssts
or~ ~e~: cars.ar, or~ s~ro: ~a:w:it,
re or~ ii:arir .ta:, ~r~:a. C.:
~rt, ti~ ti:~~ oncas a:~ Lo:e 1i.r
ca+ +!- i e\. o), G~a:w:it 1:.s
ca+ +!- C vG v), are G~r~:a G.rra:
ca+ +!- i iv). Daci s aort~e to ar
re~nrt~ t~:. i, is :~s~ct~ actor.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
c++.

-
sOcI1Y
1
i~ ~:tca rat.:~ o a ct,.~ci .i.~s
t wti a st:ct i~:a:ci,, wi~ti~: ti~
e~sr~:s rt~re~e t o: rot. 1i~ .ost
:o.r~rt ctz~rs ~ or ti~ .~: ~~s,
wti :o.r~rc~ e~crr as ti~ ~~s eo.
1i~ i~:a:ci, or :~ee~:i s as oows.
1i~ .~: :~aci~s a:~ at ti~ i~ae, ti~ ow~:
~~s a:~ at ti~ tiis o: ow~:. 1is eo~s
rot rc.e~ ti~ iara:s r ti~ sirs, wici
a:~ a s~ca cas~, .ost t:oos assr~e
ti~:~ ia~ ~:.ar~rt q.a:t~:s wti oti~:
.ta:, ~:sorr~.
Co.rc o :aato:s, Ae.:a
:aato:, are G~a:w:its G.e
\~ci |oci~,s are car a:stoc:ats
Drr~~:s, t~circars, coa,~:s,
.~ci c:~w, c~:,
G~r~:a .ta:, ~:sorr~, rc.er
.ost nit~: t,~s
vza:es are .ost .~:ciarts
C:ats.~r
la:.~:s
Laio:~:s
-
cONOMY
A
s a: as rt~:actor wti s.::o.rer
a:~as o~s, :~ee~:i ias ar .r.s.a
~coro.,. it s ~ss~rta, a i.~ .ta:,
ias~ s.o:t~e i, ti~ are a:o.re t. As
s.ci, ts .ar .o:ts a:~ :aw .~ta, ooe
st.ns, wooe, are coa. its .ar ~xo:ts a:~
s~:c~s: .ta:, :ot~ctor are si~t~:,
tio.i t aso :oe.c~s a a:~ r..i~: o
nrsi~e .~ta ooes.
1i~ eo.~stc ~coro., s .o:~ t:ae
tora. Laio:~:s :~nr~ .~ta, :ow ooe,
sio~ coa are wooe, are i~~ ti~ ~rr~s
:.rrr. C:ats.~r ai:cat~ a:ts, .artar
ti~ .~ci, e~sr are i.e r~w .~cis are
oti~: corst:.cts, are i~~ w~aors :oe.c
tor .. 1i~ .ta:, c:~ws ti~ .~ci are ts
~~t, :ot~ctr r~a:i, a:~as r ti~ :oc~ss.
lra,, ti~ s~corea:, aio: oo t~res to ti~
r~~es o ti~ .~ci c:~w ts~, rc.er ta
o:s, ca:~rt~:s, are oti~: c:ats.~r.
1i~ .~ci s a i.~ o.ator ias~, are
a ti:r t:ae~ ~xsts i~tw~~r ts :~se~rts
are t:ae~:s wio st o: sio:t ~:oes. l.t
eocir a .~ci or :~ee~:is eocir
ia,s srt :~~. 1i~ :c~ e~~res or ti~
.~cis sz~:
stzt Dt:v Docxtnc rtt
.g- io g,
Gaga:.a 2o g,
C~.~a. g,
C~.~a. || o g,
:
~ee~:i ias ti:~~ .ar .a:i~ts
at a:,r ~~s, are ti~ ooes a:~
:c~: are :a:~: as ,o. aearc~ ii~:.
:..~:o.s oca .r .a:i~ts wi~:~ iasc
ooest.ns are s.~s a:~ soe a:~ aso
ac~e ~~:, two o: ti:~~ ~~s. Cti~:ws~,
ti~ .~cis a,o.t s t,ca o: a ct,.~ci,
as e~sc:i~e or a~ zI.
-
MII1ARY
1
i~ ii~st .ta:, :ari or :~ee~:i
s ti~ Ae.:a :aato:, wio s awa,s
e:awr :o. ti~ .ta:,s .~ci |oci~,s. E~
t~circa, o.t:aris ti~ ~r~:as, tio.i
i~ awa,s e~~:s to ti~. r .att~:s o st:at
~,, |.st as ti~, e~~: to i. r .att~:s o
.~ci co..arer.
:~ee~:is .ta:, .::o:s ti~ ti:~~
esors o ti~ :t~rar Cor~e~:ac,, wici
a:~ ti~ loot.ar G.a:e (:o.re t:oos),
\~ciarz~e Assa.t (ti~ .~ci ~~ts), are
\~ciarz~e D~~rs~ (ti~ ct,.~cis, ~s~
ca, ti~: w~aors .s~).
1i~ loot.ar G.a:e .artars o:e~:
or ti~ .~ci, actr as oc~ wti a s~a
:at~ |.e~s esor. :o car oc~
o: |.e~s ~xst. 1i~, aso iare~ :o.re
wa:a:~ as r~~e~e, as w~ as :~~r
ioa:e~:s. 1i~, a:~ r cia:~ o iarer
o.t ctz~rsi .~eaors are .arar
..:ator ss.~s.
\~ciarz~e Assa.t at:os ti~ a:~as
a:o.re ti~ .~ci, attacis :~~art ti:~ats,
~sco:ts ca:o ~ss~s, are t:arso:ts oot
.~r as r~~e~e.
\~ciarz~e D~~rs~ cort:os ti~ .~cis
.rs are s.iotr acco:er to ti~ Ae.
:a :aato:s co..ares. it cort:os ti~
iara: ia,s are ti~ o~ra: eocir sta
tors, are e~t~:.r~s wici .~cis car eoci
are o: iow or.
-
ORcANIzA1IONs
1
i~ G~a:w:its G.e ias a ~:, st:or
:~s~rc~ or :~ee~:i, as eo~s ti~
Co~~ o Corst:.cto:s, wici .artars
a corst:.ct ai ti~:~. us.a, two o: ti:~~
D:aor\~ci ots a:~ or ioa:e, tio.i
ti~, t~re to co.~ are o. 1i~ ti~~s .e s
.r.s.a, ow~:., e.~ to ts .re~:ti~tai~
a::ar~.~rt wti ti~ G~a:w:its G.e o:
.artarr o:e~: r ti~ .~cis ow~: ~~s.
ir aeetor to ti~s~, a r..i~: o o:ar
zators or ioa:e a:~ .rq.~ to :~ee~:i:
BaII & BoIt: 1is .ta:, c.i s e~ot~e
to co.iat wti :ar~e w~aors, ~s~ca,
:o. .or .~cis. \~.i~:s a:~ ia:eco:~
.ta:, onc~:s, .ost, .~ci |oci~,s are
nit~:s wti .~ci w~aor :onc~rc~s,
wio :actc~ wi~r~~: ti~, car. i a .~ci
at:o ias a sa:~ .rr~: s~at, ,o. car i~
s.:~ tiat so.~or~ :o. la J lot ias
tai~e is wa, orto t.
ousting crows: Ar ro:.a .~ci |oci
~, assocator. l:.a:, a soca c.i, ro
act.a |o.str tai~s ac~. 1i~,:~ ra.~e
at~: ti~ o.str C:ow ta~:r, a .i or
:~ee~:is .~: ~~s. A .~ci |oci~,s
a:~ :~~ to |or, :~a:e~ss o .ta:, ana
tor o: ctz~rsi.
cannonrs: A :o. o .ati~.atca,
rcr~e a:t~:, c:~w (.ost, .~ci |oci~,s
are nit~:s wti s~~ w~aor :onc~r
c~s) wio t:ar rc~ssart, wti ti~: st~a.
carrors. D~ot~e to ioti i,sca t:ar
r are ti~ .ati~.atcs o a:t~:, n:~,
ti~ :o. ias .rco~:~e s~~:a iti~:to
.rirowr :.~s o ~o.~t:, are s or ti~
wa, to e~~or wiat w~ irow as .oe~:r
t:oro.~t:,. irta, :~a:e~e as ~sot~:c
are .s~~ss, ti~ assocator s :ae, ar
r :~s~ct a.or ti~ ~a:w:its, wio
a:~ sta:tr to s~~ :actca acators o:
ti~: esco~:~s. Ar,or~ car |or, i.t .~.
i~:s wti irt ow~: tiar I w ia~ a ia:e
t.~ oowr ti~ cor~:sator.
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..l
c++.

DragonMh was io:r or a s.rr, s..


.~: ea, r Atarta, G~o:a. i was :~aer
a a.r .aazr~ are ia~r~e .or ar
ae o: a scn .~ci a.~. i sta:t~e tiri
r aio.t iow .~cis eort :~a, nt rto a
swo:eareso:c~:, s~ttr... ti~r wore~:~e
ti~:~ was a wa, to .ai~ ti~. nt. C~: ti~
r~xt ,~a: are a ia, tis tio.it e~~o~e
rto DragonMh.
1i~ n:st a,t~st was r ar.a:, zooI.
1i~ ae~rt.:r a:t, corsst~e o starea:e
artas, cia:act~:s (ti~ r~w cass~s w~:~rt
., e~~o~e ,~t), are ti~ s~ttr was a
ct,.~ci. Li~ a :~at n:st~~ ae~r
t.:~s, tis or~ sta:t~e wti, 1i~:~s a
:oi~., are ,o. i~ ae w~ to nx t.
1i~ :oi~. was a co~e wat~: ~ so.~
wi~:~ e~~ r ti~ ct,.~ci, i.t t wasrt
ti~ ct,.~ci o~:r.~rt tiat was i:r
ti~ cia:act~:s. irst~ae, t was ti~ ti~~s
.e, wici iae a ooe :ot~ctor :aci~t
or i, siorr wat~: on ti~ ct,.~cis
~s are s~r t to tios~ wio sio.e i~
~ttr t o: :~~. 1i~ .e r~~e~e ti~
:oi~. nx~e i~o:~ t i:o.it .ic
att~rtor to ti~: sci~.~.
1i~ e~sc~rt rto ti~ ~a: o:~st
rt:oe.c~e ti~ a,~:s to cors (wici
r tis ae~rt.:~ w~:~ ~:oco.s rat~s
i~rt or e~~rer ti~: t.:), :~as~ z
a:es, are ti~ .,:ae iaza:es o ~re~ss
~rr~ :oo.s. 1i~ o~rr ~rco.rt~: iae
a iee~r cor wti a c:ossiow, wio .ar
a~e to e:o ti~ ro.~ wza:e ~ss tiar
.r.t~s rto ti~ a.~. 1i~ ro.~ ot
tot~e a:o.re r a saci o: a wi~ .rt ti~
cia:act~:s o.re a c~:c to c.:~ i.. As
soor as ti~, ot iaci rto ti~ ~a: o:~st,
ti~ |- ro.~ (a ia:e) ot e:o~e. 1i~
:~.arr a,~:s w~:~ ~a~: to ~t or at
tis ort, so ti~ ia:es .rcorsco.s ioe,
s~rt s~~:a io.:s o a.~ t.~ st.n~e r
a saci. Cor~r~rt,, ti~ r~xt s~ssor saw
ti~ rt:oe.ctor o a r~w a,~: wio iae
i~~r tai~e rto a,r a c~:c. Ga::ci
ti~ c~:c ..~eat~, i~a~e ti~ ia:e are
ti~ :o. was iaci r i.sr~ss.
1i~ ~a: o:~st iae a s.e~ :~:
tiat o:.~e :o. oos o :~as~, o, are
.~ciarca i,:oe.cts. A .ass~ :~as~
za:e :.~e ti~ :~:. As i :~ca, ti~ a,~:s
w~:~ aio.t to .s~ a t,ca sco:ci~e~a:ti
oc, to t~:a, rt~ ti~ s.e~ :~:, io
r to toast ti~ :~as~ za:e tiat was .:ir
wtir, wi~r ti~, s.ee~r, :~.~.i~:~e
tiat io.:s o ~xo:r ti~ ~a: o:~st iae
~t ti~. coat~e r a..ai~ :~as~: :~
..oator was aoe~e, are ti~, o.it ti~
:~as~ za:e ti~ oeasior~e wa,.
1i~ i~:o~s nra, o.re ti~ so.:c~ o ti~
:oi~. or ti~ r~xt ~~ o ti~ ~a: o:~st,
wici was ooe~e (wti wat~:, tiat s). it
t.:r~e o.t ti~ ct,.~cis rtai~ a~s iae
s.ci~e . a s.a ocatiai t:i~ wi~r ti~
ct,.~ci wae~e ti:o.i a s.:ac~ ai~ rot
or ao. 1i~ ocatiai ci~tar iast~e a
io~ r ti~ wat~: ~ to ~sca~, are row ti~
t:i~ was r r a ooe~e ~a: o:~st wi~
t:,r to n.:~ wi~:~ ti~ i~ ti~,e ~re~e
.. 1i~ nra iatt~ was aarst a ocatiai
c~:c wti a a+c a+- c! wio .s~e t
to s.i.~:~ ti~ ~rt:~ :oo., rc.er ti~
lCs. As ti~ D\, i ~ro:c~e a roco...rca
tori~tw~~ra,~:s :.~ e.:r tiat iatt~
(s.i.~:~e lCs co.ert s~ai, o co.:s~,
so r~ti~: sio.e ti~ a,~:s), are i :~.re~e
ti~ a,~:s ~aci t.:r o iow .ar, :o.res
w~:~ ~t .rt ti~: cia:act~:s e:owr~e. 1is
iatt~ was :~at - ti~:~ was ro it so.:c~,
so ia ti~ lCs w~:~ ire~e, are rot a or~
o ti~. iae ~x~ct~e to i~ sw..r r a
ct,.~ci, so ti~, w~:~ a .r:~a:~e. At~:
.ar, t~rs~ .o.~rts, ti~, nra, :a~e
ti~ c~:c, wast~e is s...or~e octo.s~s,
are i~e i. i~o:~ ar,or~ e:owr~e.
l:o. ti~:~, ti~ ca.ar :o:~ss~e rto
ti~ :.rs o ti~ atares, wi~:~ ti~ lCs
iae to nre a c~:c wio iae arsi~e or a
.ssor to cor~:t ia:ee:rir .r~:s.
1i~ .r~ was o co.:s~ i.t a:o.re s~~:a
i.~ .oor.~t~o:s :ci r o:~. Cr~ .~t~o:
cortar~e a t~.~ o :~:onctact. :~~:a
.ra: sirst~a~:s iae s.:~e ti~ e:o to
~a:ti, .ri~irowrst to ti~ .r~:s wio
acce~rta, o~r~e a siat rto ti~ t~.~.
1i~ ae~rt.:~ ot was ..tt~:~e: .ra:
sirst~a~:s w~:~ oss~ssr ~o~ are
t:,r to tai~ o~: ti~ .rr ca., wi~
ti~ o:~.ar was corc~ar ti~ act tiat i~
was si..r :onts on ti~ to. 1is c:~
at~e two ~rt:~, s~a:at~ s~ts o s.scors,
rt:.~, are ear~:. i ~x~ct~e tis ae~r
t.:~ to ast two s~ssors i.t t tooi .o:~
tiar sx s~ssors as ti~ lCs sow, .r:a~~e
ti~ co.cat~e st.ator (~ttr a::~st~e
e.:r ti~ :oc~ss) are nra, o.re ti~
c~:cs ioe,. it was r tis ae~rt.:~ tiat ti~
.ra: sirst~a~:s ~a:r~e ti~ rcira.~ tiat
st.ci wti ti~. o: ti~ :~st o ti~ ca.ar:
.oor ca:~ts.
1i~ lCs soor iae a .~ci o ti~: owr,
are ti~ r~xt sta~ o ti~ ca.ar was a
c:ossco.rt:, t:~i to ti~ ct, o De~. 1i~
o:.~: owr~: o ti~: .~ci iae i~q.~ati~e
ti~. a st:ar~ c:,sta a:tact, are irt~e at
a .,st~:o.s :oi~c, i~o:~ i~ e~e. 1i~
:~st o ti~ :oi~c, co.e i~ ~a:r~e :o.
is sst~: r De~ - i.t a ti~ lCs iae to
wo:i wti was a n:st ra.~. 1i~ |o.:r~, to
De~ s~rt ti~. rto s~~:a .~ci iatt~s,
wi~:~ w~ n:st sta:t~e to :~a, t~st ti~ .~ci
to.~ci co.iat :.~s. it was :o. ti~s~ are
s.is~q.~rt .~ci co.iats tiat i s~tt~e or
ti~ .~ci :.~s, awa,s wti ti~ i~. (are
r~~:~rer) r.t o ti~ :o..
\, corc~t o: ti~ .~cis o Drag-
onMh s rot ti~ r.i~, ~~toot~e
.~cis o ar.~ a.~, o: ti~ soe, ow~:.
wai~:s tiat .ost ~o~ assocat~ wti ti~
t~:. .~ci. 1i~ DragonMh .~cis a:~
rst~ae .o:~ i~ c..s, arts sto.r
awiwa:e, ac:oss ti~ aresca~. 1i~,:~
ow~:~e i, st~a. ~rr~s i.t :~.ar ia
arc~e or, i, ti~ :ac~ o Goe. A co:~
corc~t o ti~ a.~ s tiat ti~s~ .~cis a:~
<=KA?F=JKFGL=K
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
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:~a, .ass~ i:.s~:s wti t~::i~ coo:e


rator. 1i~, t:..i ti:o.i i:.t~ st:~rti
are si~~: .ass aio~ a ~s~. 1iri Are:~
ti~ Gart, rot l:.c~ L~~ - ~xc~t, o co.:s~,
o: ti~ i:ortooti Cars, wio :oe~ a it o
.,stca .a:ta a:ts iaarc~.
1is c..s, art corc~t s ti~
:~asor ti~ cac.ator o: a .~cis t:a.~
attaci eo~srt rc.e~ ti~: :t:~rti .oe
n~:. its ass..~e ti~,:~ i..ir aio.t
sto.r rart:, ti:o.i si~~: .ci, :ati~:
tiar a.r ca:~.,e~~:~e iows to
sq.asi s~cnc ta:~ts. 1i~ sa.~ o~s o:
ti~ .~ci AC cac.ator, wici o:~o~s
D~x .oen~:s (.ri~ ar, oti~: AC cac.a
tor r ti~ a.~). \~ci D~xt
aio.t iare~,~ coo:erator
iare to ti~ e:~:s ~,~) tia
wo:i. its ass..~e o.t:it tia
ia~ .~eoc:~ (o: wo:s~) o
1is, r t.:r, a,s rto or~ o
c~rt:a t~r~ts o nitr .~
ti~, sio.e i~ ~as, to it. i
i~ siootr at a wair cast~
at~: a, iow car ,o. .ss'
1i.s, ACs sio.e i~ ow,
wici s ~rs.:~e i, :~~ct
r .at~:a a:.o: ior.s~s
r ia:er~ss :ati~: tiar AC.
l~.or D~x ~rat~s :o.
ti~ AC cac.ator iaarc~s o.
:~.or ti~ ior.s tiat wo.
co.~ :o. .at~:a a:.o:.
laci to ti~ ca.ar. Crc
a,~:s :~aci~e De~, ti~, iae
o a ires, :arr :o. o:c
e:ow sci~.~s to a co.~t~
cor:ortator wti ti~ .e ti
assa~ . ti~ cnse~. 1wo lCs sta:t~e a
nit wti a sta:cas~ toi~~~: wio t:~e
to cia:~ Ga::ci ti~ c~:c ~xt:a. l~ca.s~
Ga::ci ti~ c~:c was oo ta, ti~ to
i~~~: sae i~e ca.s~ ~xc~ss~ w~a:are
t~a: or ti~ sta:s. 1i~ ~xt:a cia:~ was a
wior I co~: ~c~, i.t ti~ :rc~
was ~ro.i to nit o~:. 1i~ i~~:~rt
lCs w~:~ :o.t, |..~e i, a iare o ia
o:c o:t~:s. D~r tio.i ti~ a:t, rc.e~e
a to.i ewa:~r nit~: irowr or, as 1i~
Gor, ti~, iae to :~t:~at. it s~~.~e i~ a
.ro: rce~rt .rt ti~, t:~e to ~a~ De~.
1i~, w~:~ :~.~.i~:~e i, ti~ toi~~~:s:
l:o. ti~r or, ti~, w~:~ cia:~e Io t.~s
ti~ starea:e :at~ r sta: tos.
lo: .ost o ti~ ca.ar, ti~ a,~:s iae
i~~r t:,r to e~s~ wa,s to i:~ai o~r
~r~., .~cis wtio.t act.a, nitr
ti~.. A ao:t~ tactc was .s~ o .c- c!.|
to ~t orto ~r~., .~cis oow~e i, io.is
e:o~e ti:o.i o:tio~s. 1i~:~ was aso
so.~ ~x~:.~rtator wti ca~e siots,
rc.er :a:r ti~ ia~ :o.~ wio orc~
:o~e a rat.:a zo o: is oriow to ra
a .~ci ot ti:o.i a tr, o:tio~ :o.
.o:~ tiar oo ~~t awa,. At a:o.s t.~s
two o ti~ a,~:s tooi o~: ti~ D\ i~.,
are ioti rt:oe.c~e :~at r~w e~as aor
ti~ wa,. 1i~s~ rc.e~e ti~ iasc corc~ts
o: ti~ :twai~: l:C (wici :~w o.t o ar
arc~rt o:e~: o .oris tiat s~e to ti~
oti~: se~ to ~sca~ ti~ .ra: :ar) are a
s~w o r~w .~ci e~as, rc.er ,r
e:aorsia~e r~c:o.~cis, ti~ Eo (a
sx~~e t:arso:t .~ci sia~e i~, w~,
a io), are or~.ar .~cis .s~e r rart:,
co.iat. v~ aso ~rco.rt~:~e a so:ts o
tt~ :.~s .oencators, rot a o wici
w~:~ srncart ~ro.i to .ai~ t rto
tis iooi. lo: ~xa.~, ,o. wart to i., a
t:ar~e .a:e eo are t.:r t rto :oioeo,
t tai~s a DC zo Krow~e~ (st~a. ~rr~s)
ci~ci .s z r .at~:as.
:o.~wi~:~ aor ti~ wa, i nrsi~e ti~
n:st e:at o ti~ DragonMh .ar.sc:t.
i iae o co~s :rt~e, or~ o: ~aci a,~:
are or~ o: .~. 1i~:~ w~:~ ro ct.:~s, o
co.:s~, src~ tis was a :aw \: vo:e eoc.
.~rt io.re i, a oca :rt~:. 1is a,t~st
iooi iae a ar wit~ co~:, are ti~ :o.
i~ar car t ti~ wit~ ai... 1i~
wit~ ai.. i~ca.~ ti~ o.reator o: r~w
lC e:~ctors as ti~ a,~:s sta:t~e t:,r
cass~s. u~ (ti~ wza:e) ..
coa,~:, are D:~. (ti~ ia:e)
towa:e ti~ :twai~: l:C.
ta:t~e a r~w ca.ar .sr
cass~s: a ..tcass~e ia
~a.io:ia:ia:ar, a iar
a,~: (wio t:a~~e a:o.re r a
ir, ,r iatit.i i.t :o.
s st~a. ow~:s), a ~.a~
i..ar .~ci |oci~,, a ewa:~r
c~:c o Dot:ai (ti~ a,~:
:~a, wart~e tis so i i~rt .,
owr :.~s to aow t... eort
t:, tis at io.~, ies), are a
ro.~ wza:e a,~e i, ti~
a.~ ., wio a,~e ti~ ro.~
:e, wio was ++. t:,r to ~t
i~ :twai~: l:C. (As i~ .t
i~ :.rrr awa,. 1is cass s
o: .~:)
o.i DragonMh was io:r
t was :as~e i, a a., o
~ a,~:s wio ia~ a.~e r
tis wo:e o: a ,~a: are a ia a:~ wio :~a,
i:o.it t to ~. \i~, Aar, Ga::ci, are
ioti :t~i~rs - ,o. :as~e DragonMh
:o. a iai, to wiat ,o.~ |.st nrsi~e
:~aer. G.,s - tiaris: i co.ert ia~ eor~
t wtio.t ,a. 1i~ s~~rti a:~rt s ., w~
A:, wio .t . wti a tios~ w~~i~res
are at~ rits o w:tr. 1iaris, A:.
1i~:~s a :~asor tis iooi s e~ecat~e to
,o.. :ow tiat tis s o~:, ti~ |aea,s car
i~r aar:
os~i Gooe.ar
\a:ci zoo+
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.|
c++.

Dot:ai I, o+
D:aor, .ra: oI, I
D:aor\~cis Iv
D:
D:oro I
D:.e I+
D.~:oi IoI, Io, Io
D.:aroi Io
D.si e~ Ivo
D.si :.rr~:s Ioo
Dwa: Io, IoI, Io, Io
E+|.- o
De~ II
D II, Io, I+
Dre~ss lars I+v
Dre~ss t:ae~:s IoI
Drr~ Do.ar +
E.-+-' + o
Dq..~rt IzI
D:~nasta o+
la.a:s +
larit~: (.~ci) Ioz
l~ats +I
i-a a! o
lit~: I+
lr aa:at.s
latare IoI
l,wi~~
lo ~r~:ato:
lo:c~ ~r~:ato:
AF<=P
lo:~st:at Ivz
G~a: o:~sts zI
G~a:i~ae +I
G~a:st:e~ +I
G~a:w:it zv
G~a:w:its G.e I
Gat~i I+v
Gro.~ II
G:~as~ za:e Ivo
G:~at :tarer Dwa: IoI
G.: Iv
Ea~ Iz
Ear Iz
Eao:c Iz
Ea~r Io
Eiort I+
E..ar Io, I
E,s~s Iv
ie~rtn~:
i.a~.ai~:
ircr~:ato: (.~ci) IoI
ire:~ct attacis v
i:or a:. v
i:or |aci~t v
i:or \ae~r (.~ci) Io+
i:or sia.i~: Iv+
ic!+c o
i:ortooti Cars II, Ioo
arz~t~:s A.azr
\oi~ Carror (.~ci) Io
.~:ra.t (.~ci) Io
Krow~e~ (.~cis) +z
Krow~e~ (st~a. ~rr~s) +z
La:~ :ator Io, I+
Larc~: (.~ci) Io
L~i:a Io
L~or, ti~ Io, I
Lit ~r~:ato: oo
Loii~: oo
L.ra: c:~at.:~s II
L.ra: :ar I+o
L.ra: sirst~a~: Iv
\ac t~.s I+I
\~ci Darc~: ++
\~ci D~ II
A.n~:
Areaiaiotat oI
\.+- -+ +
Ar.ato:
Ari~it~: zo
A:.o: II
Ass.at~e z
A.to.ato: o
la:ia.a (.~ci) vv
la:ia:ar Iz
la:e Iz
lastor (.~ci) Ioo
l~ss~.~: Io
lows o
looe .. o
lo~: o
Ca~rea: I+o
Ca.t~:z~: o
Ci~.ai I
Ct,.~cis , zI, zzI
C~:c II
C!c|a| ca|!- +v
Cociwo:i a.a: +
Cociwo:i .~ts o, II
Cociwo:i :ar~: I
Coa,~: Io
Cors II
Co~~ o Corst:.cto:s +
Co.ir~ :~ +I
Cac .-c|. +v
Corst:.cto: I, +
C:at (.~cic:at) +o
C:at \aca \~ci +I
C:at low~:~e \~ci +I
C:at :t~a. G~a: +I
C:..i~ i. I
Da:ir~ss ~r~:ato:
Da.it~:, 1i~ (.~ci) Ioo
D~~ e~: zo+
D~i..en~:
D~sc:a.i~:
D--c c!c|a| +v
Drta:, (.~ci) IoI
Dsc:.rato:
Ds~ .ac are .~cis vo
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

\~ci l. ++
\~ci |oci~, I
\~ci lot +z
\~ci le~: ++
\~ci t:i~s Iov
\~ci v~aor l:onc~rc, +
\~ciarz~e Co.iat l:actc~ +
\~cie~xt:o.s +
\~cis o
Ar.at~e
A:.o: v
Cociwo:i
Co.iat o
Corst:.ctor I
C:~w vz
Drciartr I+I
Ga~:, v
\ar~.~:ait, I
\arow~:~e
low~: so.:c~ o
l:cr I
:z~ z
:~caz~e t:ats o
:t~a.ow~:~e I
ure~ae
\~ciscir~ss ov
\~ciwai~: +o
\~ta ~a:s oo
\~ta ~s oo
\ori I+
\oorwatci~: +o
\oti~:, 1i~ (.~ci) Iov
:at.:a lot +o
:~ee~:i Io, zzI
:os~.ai~: oo
:ozz~ oo
Ctca o:i oo
C:cs IoI
laaer I+
lot it oo
l:~to.rr E~aes Io+
l.. oI
lar~: (cass) I+
lar~: (st~a. ow~:) oI
larr siots v
l~i:ti Io
-|a.!c a! I
l~or oI
l~s.::~ctor o+
ltwai~: II
loewai~: (.~ci) III
lo.~ I, zI, I, Iv
looi Io
loto: a:. oI
lo.iare IoI
l.st :e~:s Io
:ca~ E.rt~: (.~ci) IIz
:carr~: oI
:co:or (.~ci) III
:~:onctact +o, o+
:~:onctacts Ciar~s +o
:~~ v~aor l:onc~rc, +o
:iai~: zo+
:is +o
:i. C:.si~: (.~ci) II+
:ati~. Iv
:a.it~:o:~ (.~ci) II
:.~rio~:s
l~:a.i.ato:, C:c (.~ci) IIo
:.oir e~ae Ivv
:o:c~:~: I
a! | I
:a:i ~r~:ato: oz
:~~e l:~ai +o
:~s +
:tai~: zI
:taars I
:t~a. \a~ I
:t~a. low~:s I
:t~a.io: zz
:t~rar Cor~e~:ac, Io
:tt Ct, I+
a +a-' +!!, z
1aor (.~ci) II
1arrar~ I+
1a:~t~: oz
1i~~s .e I
1i.:e I
1.c| c| |c| z
1o:to Ioo, zoI
1ot~. (.~ci) II
1:ai t:ai zoz
1:arsato: oz
1+- .. I
urrat.:a lot +o
\+a.| .. I
V~:eart l.:, (.~ci) IIv
V~:. IoI
V~ss~ o Dot:ai I
V~: (.~ci) IzI
Voc~ co..are oz
va~.ai~: oz
v~aors IzI
v~t D~s~:t IoI
vss I
vza:e I
vo:. a:.~:s Iv
vo:., art zo+
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
..
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1is :rtr o DragonMh s eor~ .re~:


~:sor I.oa o ti~ C~r Ga.~ Lc~rs~, ~:
sor .o+.o o ti~ ezo :,st~. 1:ae~.a:i
Lc~rs~ are ezo :,st~. 1:ae~
.a:i Loo G.e~, are
ti~ l~s~e (.I.
:,st~. l~~:~rc~
Doc..~rt, i,
~ : . s s o r
:o. vza:es
o ti~ Coast.
: .is ~q.~rt
:rtrs o
tis iooi w
rco:o:at~ nra
~:sors o ti~
c~rs~, .e~, ar
eoc..~rt.
Dsignation o rouut
Iuntity: 1i~ oowr t~.s a:~ i~:~i,
e~srat~e as l:oe.ct ie~rtt, r acco:earc~
wti :~ctor I(~) o ti~ C~r Ga.~ Lc~rs~,
~:sor I.oa: 1i~ t~:.s DragonMh,
cociwo:i :ar~:, coa,~:, .~ci |oci~,,
st~a.io:, ti~ ass.at~e, ~a:w:it,
.~ci e~, st~a. .a~, Dot:ai, ~a:st:e~,
:~:onctact, Co~~ o Corst:.cto:s,
st~a. ow~:Areaiaiotat, D:~nasta,
ia:ia.a, arz~t~:, :oewai~:, :.~rio
~:, .ra: :ar, :t~rar Cor~e~:ac,, D.~:oi,
Dor, Axor, D~t, :.:or, :.:~t, :.:~,
A:~, Ca..~:c~, Eiwat~:, l~:o, ~ao,
Lowwat~:, Eiort, Gat~i, De~, :tt
Ct,, 1,:atar l~:, Ci~.ai, l~ss~.~:,
looi, L~i:a, :taars, vss, 1i.:e, G.:,
E,s~s, wo:. a:.~:, e~~ t:ae~:, to:to,
e.si :.rr~:, V~:., l:~to.rr E~aes,
i:ortooti, i:ortooti Cars, La:~
r, 1arrar~, :~ee~:i,
:aroi, :.st :e~:s, ti~
~or, G~a:w:its G.e,
e:oro, .ra: sirst~a~:,
o:~st:at, sati~., ar,
are a Gooe.ar Ga.~s
:oe.cts, oos, tt~s,
ar, are a sto:~s, sto
:,r~s, ots, ti~.atc
~.~rts, are eao.~,
a:two:i, s,.ios,
rs, e~ct
ors, .as
are ca:to:ai,, i~
r~ss~s, os~s, oos, s,.
ios, o: :aic e~srs,
~xc~t s.ci ~~.~rts
tiat a:~ae, a~a: r
ti~ ezo :,st~. l~~:
~rc~ Doc..~rt are a:~
a:~ae, CGC i, :t.~ o
a~a:r ti~:~. 1i~ aio~
l:oe.ct ie~rtt, s rot C~r
Ga.~ Cort~rt.
Dsignation o On
contnt: :.i|~ct to ti~ l:oe.ct ie~rtt,
e~srator aio~, ti~ oowr o:tors o
DragonMh a:~ e~srat~e as C~r Ga.~
Cort~rt: a o Ciat~: 1wo: \~cis are
Ciat~: 1i:~~: Dq..~rt, are ar,tir
~s~ cortar~e i~:~r tiat s a:~ae, C~r
Ga.~ Cort~rt i, :t.~ o a~a:r r ti~
:,st~. l~~:~rc~ Doc..~rt o: so.~ oti~:
CGC so.:c~.
:o.~ o:tors o tis iooi tiat a:~
e~r~at~e CGC o:rat~ :o. ti~ :,st~.
l~~:~rc~ Doc..~rt are a:~ Ivvv, zooo,
zooI, zooz, zooI vza:es o ti~ Coast, irc.
1i~ :~.are~: o ti~s~ CGC o:tors o
tis iooi s i~:~i, aee~e to C~r Ga.~
Cort~rt, are so .s~e, sio.e i~a: ti~
CCl\liGE1 :C1iCD DragonMh l,
os~i Gooe.ar, Co,:it zoo+, Gooe
.ar Ga.~s, o: .o:~ ro:.a
~ www.ooe.ar
~s.co..
A cort~rts
o tis iooi,
:~a:e~ss o
e~s rat or,
a:~ co,
:it~e ,~a:
zoo+ i, Gooe
.ar Ga.~s. A
its :~s~:~e.
:oe.ctor o:
wtio.t ti~ w:t
.ssor o ti~
.isi~: s ~x:~ss, o:iee~r,
~xc~t o: ti~ .:os~ o :~~w o: .s~ o
CGC corsst~rt wti ti~ CGL.
D=?9DAF>GJE9LAGF
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.
c++.

Orcn cAuc Liccnsc vcksiOn I.oA


1i~ oowr t~xt s ti~ :o~:t, o vza:es o ti~ Coast, irc. are s Co,:it zooo vza:es o ti~ Coast, irc (vza:es). A lits l~s~:~e.
I. D~nrtors: (a)Cort:i.to:s .~ars ti~ co,:it areo: t:ae~.a:i owr~:s wio ia~ cort:i.t~e C~r Ga.~ Cort~rt, (i)D~:at~ \at~:a .~ars co,:it~e .at~:a
rc.er e~:at~ wo:is are t:arsators (rc.er rto oti~: co..t~: ar.a~s), otator, .oencator, co::~ctor, aeetor, ~xt~rsor, .:ae~, .:o~.~rt, co.ator,
ai:e.~rt o: oti~: o:. r wici ar ~xstr wo:i .a, i~ :~cast, t:arso:.~e o: aeat~e, (c) Dst:i.t~ .~ars to :~:oe.c~, c~rs~, :~rt, ~as~, s~, i:oaecast, .ic, esa,,
t:ars.t o: oti~:ws~ est:i.t~, (e)C~r Ga.~ Cort~rt .~ars ti~ a.~ .~ciarc are rc.e~s ti~ .~tioes, :oc~e.:~s, :oc~ss~s are :o.tr~s to ti~ ~xt~rt s.ci cort~rt eo~s
rot ~.ioe, ti~ l:oe.ct ie~rtt, are s ar ~riarc~.~rt o~: ti~ :o: a:t are ar, aeetora cort~rt c~a:, e~rtn~e as C~r Ga.~ Cort~rt i, ti~ Cort:i.to:, are .~ars ar, wo:i
co~:~e i, tis Lc~rs~, rc.er t:arsators are e~:at~ wo:is .re~: co,:it aw, i.t s~cnca, ~xc.e~s l:oe.ct ie~rtt,. (~) l:oe.ct ie~rtt, .~ars :oe.ct are :oe.ct
r~ ra.~s, oos are e~rt,r .a:is rc.er t:ae~ e:~ss, a:tacts, c:~at.:~s cia:act~:s, sto:~s, sto:,r~s, ots, ti~.atc ~~.~rts, eao.~, rce~rts, ar.a~, a:two:i,
s,.ios, e~srs, e~ctors, i~r~ss~s, o:.ats, os~s, corc~ts, ti~.~s are :aic, ioto:aic are oti~: s.a o: a.eo :~:~s~rtators, ra.~s are e~sc:tors o cia:act~:s,
s~s, ~rciart.~rts, ~:sorat~s, t~a.s, ~:soras, i~r~ss~s are s~ca ait~s, ac~s, ocators, ~r:or.~rts, c:~at.:~s, ~q..~rt, .aca o: s.~:rat.:a ait~s o: ~n~cts,
oos, s,.ios, o: :aic e~srs, are ar, oti~: t:ae~.a:i o: :~st~:~e t:ae~.a:i c~a:, e~rtn~e as l:oe.ct e~rtt, i, ti~ owr~: o ti~ l:oe.ct ie~rtt,, are wici s~cnca,
~xc.e~s ti~ C~r Ga.~ Cort~rt, () 1:ae~.a:i .~ars ti~ oos, ra.~s, .a:i, sr, .otto, e~srs tiat a:~ .s~e i, a Cort:i.to: to e~rt, ts~ o: ts :oe.cts o: ti~ assocat~e
:oe.cts cort:i.t~e to ti~ C~r Ga.~ Lc~rs~ i, ti~ Cort:i.to: () us~, us~e o: usr .~ars to .s~, Dst:i.t~, co,, ~et, o:.at, .oe,, t:arsat~ are oti~:ws~ c:~at~
D~:at~ \at~:a o C~r Ga.~ Cort~rt. (i) \o. o: \o.: .~ars ti~ c~rs~~ r t~:.s o tis a:~~.~rt.
z. 1i~ Lc~rs~: 1is Lc~rs~ a~s to ar, C~r Ga.~ Cort~rt tiat cortars a rotc~ recatr tiat ti~ C~r Ga.~ Cort~rt .a, or, i~ us~e .re~: are r t~:.s o tis Lc~rs~.
\o. ..st anx s.ci a rotc~ to ar, C~r Ga.~ Cort~rt tiat ,o. .s~. :o t~:.s .a, i~ aee~e to o: s.it:act~e :o. tis Lc~rs~ ~xc~t as e~sc:i~e i, ti~ Lc~rs~ ts~. :o oti~:
t~:.s o: coretors .a, i~ a~e to ar, C~r Ga.~ Cort~rt est:i.t~e .sr tis Lc~rs~.
I. Cn~: are Acc~tarc~: l, .sr ti~ C~r Ga.~ Cort~rt ,o. recat~ ,o.: acc~tarc~ o ti~ t~:.s o tis Lc~rs~.
+. G:art are Corse~:ator: ir corse~:ator o: a:~~r to .s~ tis Lc~rs~, ti~ Cort:i.to:s :art \o. a ~:~t.a, wo:ewe~, :o,at,:~~, ror~xc.s~ c~rs~ wti ti~ ~xact
t~:.s o tis Lc~rs~ to us~, ti~ C~r Ga.~ Cort~rt.
. l~:~s~rtator o A.tio:t, to Cort:i.t~: i \o. a:~ cort:i.tr o:ra .at~:a as C~r Ga.~ Cort~rt, \o. :~:~s~rt tiat \o.: Cort:i.tors a:~ \o.: o:ra c:~ator areo:
\o. ia~ s.nc~rt :its to :art ti~ :its cor~,~e i, tis Lc~rs~.
o. :otc~ o Lc~rs~ Co,:it: \o. ..st .eat~ ti~ CCl\liGE1 :C1iCD o:tor o tis Lc~rs~ to rc.e~ ti~ ~xact t~xt o ti~ CCl\liGE1 :C1iCD o ar, C~r Ga.~ Cort~rt
\o. a:~ co,r, .oe,r o: est:i.tr, are \o. ..st aee ti~ tt~, ti~ co,:it eat~, are ti~ co,:it ioe~:s ra.~ to ti~ CCl\liGE1 :C1iCD o ar, o:ra C~r
Ga.~ Cort~rt ,o. Dst:i.t~.
. us~ o l:oe.ct ie~rtt,: \o. a:~~ rot to us~ ar, l:oe.ct ie~rtt,, rc.er as ar recator as to co.atit,, ~xc~t as ~x:~ss, c~rs~e r aroti~:, re~~re~rt A:~~.~rt
wti ti~ owr~: o ~aci ~~.~rt o tiat l:oe.ct ie~rtt,. \o. a:~~ rot to recat~ co.atit, o: coaeatait, wti ar, 1:ae~.a:i r cor|.rctor wti a wo:i cortarr C~r
Ga.~ Cort~rt ~xc~t as ~x:~ss, c~rs~e r aroti~:, re~~re~rt A:~~.~rt wti ti~ owr~: o s.ci 1:ae~.a:i. 1i~ .s~ o ar, l:oe.ct ie~rtt, r C~r Ga.~ Cort~rt eo~s
rot corstt.t~ a cia~r~ to ti~ owr~:si o tiat l:oe.ct ie~rtt,. 1i~ owr~: o ar, l:oe.ct ie~rtt, .s~e r C~r Ga.~ Cort~rt sia :~tar a :its, tt~ are rt~:~st r are
to tiat l:oe.ct ie~rtt,.
. ie~rtncator: i ,o. est:i.t~ C~r Ga.~ Cort~rt ,o. ..st c~a:, recat~ wici o:tors o ti~ wo:i tiat ,o. a:~ est:i.tr a:~ C~r Ga.~ Cort~rt.
v. ueatr ti~ Lc~rs~: vza:es o: ts e~srat~e A~rts .a, .isi .eat~e ~:sors o tis Lc~rs~. \o. .a, .s~ ar, a.tio:z~e ~:sor o tis Lc~rs~ to co,, .oe, are est:i
.t~ ar, C~r Ga.~ Cort~rt o:ra, est:i.t~e .re~: ar, ~:sor o tis Lc~rs~.
Io. Co, o tis Lc~rs~: \o. \u:1 rc.e~ a co, o tis Lc~rs~ wti ~~:, co, o ti~ C~r Ga.~ Cort~rt \o. Dst:i.t~.
II. us~ o Cort:i.to: C:~ets: \o. .a, rot .a:i~t o: ae~:ts~ ti~ C~r Ga.~ Cort~rt .sr ti~ ra.~ o ar, Cort:i.to: .r~ss ,o. ia~ w:tt~r ~:.ssor :o. ti~ Cort:i.to:
to eo so.
Iz. irait, to Co.,: i t s .ossi~ o: \o. to co., wti ar, o ti~ t~:.s o tis Lc~rs~ wti :~s~ct to so.~ o: a o ti~ C~r Ga.~ Cort~rt e.~ to stat.t~, |.eca o:e~:,
o: o~:r.~rta :~.ator ti~r \o. .a, rot us~ ar, C~r Ga.~ \at~:a so an~ct~e.
II. 1~:.rator: 1is Lc~rs~ w t~:.rat~ a.to.atca, \o. a to co., wti a t~:.s i~:~r are a to c.:~ s.ci i:~aci wtir Io ea,s o i~co.r awa:~ o ti~ i:~aci. A
s.ic~rs~s sia s.:~ ti~ t~:.rator o tis Lc~rs~.
I+. l~o:.ator: i ar, :osor o tis Lc~rs~ s i~e to i~ .r~ro:c~ai~, s.ci :osor sia i~ :~o:.~e or, to ti~ ~xt~rt r~c~ssa:, to .ai~ t ~ro:c~ai~.
I. CCl\liGE1 :C1iCD
C~r Ga.~ Lc~rs~ I.oa Co,:it zooo, vza:es o ti~ Coast, irc.
:,st~. l~~:~rc~ Doc..~rt Co,:it zooo-zooI, vza:es o ti~ Coast, irc., A.tio:s oratiar 1w~~t, \ort~ Cooi, :i va.s, l:.c~ l. Co:e~, ias~e or o:ra .at~:a i, D.
Ga:, G,ax are Da~ A:r~sor.
DragonMh l, os~i Gooe.ar, Co,:it zoo+, Gooe.ar Ga.~s, o: .o:~ ro:.ator, s~~ www.ooe.ara.~s.co..
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
H /tta.st S .u
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H |.scu.st S cu
H |sctt /a.s S otx
H |cacta S .u
H Guta |utca.cu S cu
H uo:t /u.: cu
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H |u..ot S cu
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H kuc:toct (ctccatu) .u
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H kuc:toct (uuat) .u
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H kuc:toct (ut t:uts) .u
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H |.stu S .s
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ccuo..cu: co.t.tas
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cuARAc1R RcORD s u1s

2oo+G~~ca Ga-. /.. .g: --.-c. |-..~ ga:-c :~,~:~c~,, |~ ,-~a. .- ~.,.
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rOk1i1uDc
(ccus.u.cu)
kcrLcx
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(.soc)
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|/1u|/|
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+
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+
1O1AL A11Ack sOnus DAuAcc cki1icAL
kAncc wcicu1 1xrc sizc srcciAL rkOrck1ics
1xrc AkuOk sOnus uAx Dcx sOnus
cucck rcnAL1x srcLL rAiLukc srccD wcicu1 srcciAL rkOrck1ics
1|||C|/|\
|C||||||
+
+
wcicu1 cucck rcnAL1x srcLL rAiLukc
srcciAL rkOrck1ics
wcArOn
AkuOk/rkO1cc1ivc i1cu
1O1AL A11Ack sOnus DAuAcc cki1icAL
kAncc wcicu1 1xrc sizc srcciAL rkOrck1ics
wcArOn
1O1AL A11Ack sOnus DAuAcc cki1icAL
kAncc wcicu1 1xrc sizc srcciAL rkOrck1ics
wcArOn
k|||
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|
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++
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++
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++
++
++
++
++
++
++
++
++
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++
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skiLL nAuc
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|C||||||
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co.t.ta
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
2oo+G~~ca Ga- /.. .g: --.-c |-..~ ga:-c :~,~:~c~,, |~ ,-~a. .- ~.,
uOncx
ccAk
i1cu i1cu
ct -
st -
ct -
tt -
w1. w1.
ct.cu
txtta.tuct tc.us
1O1AL wcicu1 cAkkicD
srcciAL AsiLi1ics/rcA1s srcLLs
LcvcL
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1kD
41u
s1u
c1u
z1u
a1u
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srcLLs rck
DAx
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nuuata or srt::s xnown
e .s .uo
sao u su
cu zu su
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|.:.a. .ag.ag- - C~~ + ac.a. .ag.ag- + |: :~.
|ac acc.:.~a. .ag.ag- (,-a |ag.ag-) - i ... ,~.:
icu1 LOAD ucDiuuLOAD ucAvx LOAD
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rusu Ok DkAc
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Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
.|
c++.

Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239


Roberto Bussetti
n - - x i . i m - - . j - c u o j j a - a w i - i - c a - .
n r o w r c m r ` s
. s w i o
s r c y c u i u r
Y o u ` r e l o o k i n g a t t h e f i r s t s t r a t e g y g u i d e f o r t h e
r e v i s e d e d i t i o n o f t h e w o r l d ` s m o s t p o p u l a r r o l e
p l a y i n g g a m e . L e t ` s b e r e a l - t h e g a m e ` s a b o u t
c o m b a t , n o t c h a r i s m a !
T h i s s t r a t e g y g u i d e g i v e s y o u t h e s t r a t e g i e s a n d
t e c h n i q u e s y o u n e e d t o w i n . I t ` s l i k e a f o o t b a l l
c o a c h ` s p l a y b o o k , o r a v i d e o g a m e c h a m p i o n ` s
c h e a t c o d e s . F e a t c o m b o s , s n e a k y s k i l l u s e s ,
m u l t i c l a s s i n g s e c r e t s , a n d a b u s i n g t h e r u l e s :
t h a t ` s w h a t i t ` s a l l a b o u t .
E v e r y t h i n g i n t h i s g u i d e c o m e s s t r a i g h t f r o m t
c o r e r u l e b o o k s . I t ` s 1 0 0 % o f f i c i a l m a t e r i a l . A l
w e d o i s t e l l y o u h o w t o u s e i t !
r . - c , j i i - , - o - - - a j - a . - o j , - o c j a c j , ` . j a . j i . . .
. a i i a i i - i - j i - - c a - . j - c - . - . - c , i - c - .
c m c + c c , c j a - . , s I .
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti
Roberto Bussetti (purchased from RPGNow.com) 82.52.103.239
Roberto Bussetti

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