Thursday, December 20, 2007

True Lycanthrope Prestige Class

Prerequisites:
Minimum Heroic Level: 7th
Race: Lycanthrope
Darkside Score: 1
Trained Skills: Endurance

Base Attack Bonus: Full
Force Points: 6+1/2 character level
At each level, a True Lycanthrope gains 1d12 hitpoints+ Con modifier

Defense Bonus: You gain +2 to reflex, and +4 to Fortitude Defense

Bonus Feat: A True Lycanthrope gains Extra Second Wind as a bonus feat.

Totem Beast: When taking this class, choose an animal to be your defined Totem Beast. This can be a wolf, tiger, bear, etc. When raging, your hybrid takes on the visual traits of this animal.

Talents:A True Lycanthrope gains a talent every odd level. He must select from the Lycanthropy Talent Tree, the Regeneration Talent Tree, the Survivor Talent Tree(Scout), or the Brawler Talent Tree(Soldier)

Damage Reduction: A Lycanthrope gains +1/- DR every other level. This stacks with other sources, such as from the Elite Soldier class.

Lycanthropy Talent Tree
Animal Shape: You can take on the animal form of your totem beast. This gives you a +10 to Deception checks when someone tries to spot your disguise.

Animal Shape II: You can assume the Large hybrid form of your animal. This grants you +1 square reach and a +2 bonus to Strength in addition to any other benefits.
Prerequisite: Animal Shape I, Regeneration I

Regeneration Talent Tree
Regeneration I: You can use your Endurance skill to perform First Aid, Treat Disease, Poison, and Radiation and perform Surgery on yourself at no penalty, and with no equipment. This take 1 full round, and requires no recovery time. There are no penalties for failure.
You can use this ability to reattach severed limbs, but not regrow them.

Regeneration II: You receive 2x the number of hitpoints from Treat Injury checks. You can benefit from First Aid and Surgery multiple times per day, at a cost of 1 Force Point each.
Prerequisite: Regeneration I

Regeneration III: If you die, you may attempt to Revivify yourself once, using Regeneration I. If you fail, you are permanently dead.
You cannot recover from conditions such as being beheaded.
Special: If you spend a Destiny point, you automatically succeed.
Prerequisite: Regeneration II

True Vampire Prestige Class

Prerequisites:
Minimum Heroic Level: 7th
Race: Vampire
Darkside Score: 1

Base Attack Bonus: Half
Force Points: 6+1/2 character level
At each level, a True Vampire gains 1d12 hitpoints+ Con modifier

Defense Bonus: You gain +2 to reflex, Fortitude, and Will Defense

Colors of the Night: True Vampires gain Darkvision. They ignore all concealment, including total concealment from darkness. True Vampires can perceive colors in the darkness.
Normal: Creatures with Darkvision cannot perceive color while in darkness.

Talents:A True Vampire gains a talent every level. He must select from the Nosferatu Talent Tree, or the Influence Talent Tree(Noble)

Nosferatu Talent Tree
Create Ghoul: You gain a minion called a ghoul. Ghouls are fanatic but intelligent followers, and obey any and all commands unquestionably and to the best of their ability.
You must have killed this minion through the Corrupt Transfer Prestige Class. Convert any heroic levels this minion has into nonheroic levels. Ghouls may never have heroic levels. You can only create ghouls from human characters up to three quarters of your level, rounded down.
Refer to the Crimelord prestige class for details.

Spawn Vampire: Any ghouls you create can become Vampires. Vampire Spawn can never have heroic levels. Vampire Spawn do not lose their first level feat, and return to human form once you have been slain. Vampire Spawn are under your direct control.
Prerequisite: Create Ghoul

Undead Regeneration: After one or more rounds of being unconscious, you can activate a Second Wind as a swift action or use the recover action. You gain one additional use of Second Wind.
Prerequisite: Heroic Level 10th

Withstand Sunlight: You are not instantly destroyed by sunlight, but are at a permanent -1 on the condition track when exposed to it indoors or during daylight hours outside. Shading has no effect.
If reduced to -5 or more on the condition track while in the sunlight, you are destroyed.
Prerequisite: Unholy

Unholy: You gain a +5 bonus to defense against Anathema wards.

Shapeshifter(Hound):You can turn into an unholy canine beast. As a swift action, you can turn into a four legged, Medium sized canine. Your speed increases by 1 square, and you gain a Bite Attack which deals 2d6+str damage. You gain a +2 to melee attacks, and gain the Trip Feat.
Prerequisite:One other Nosferatu Talent

Shapeshifter(Bat):You can turn into a Tiny bat as a swift action. You have a -8 to Strength to a minimum of 2, and gain a fly speed of 6 squares.
Prerequisite:One other Nosferatu Talent

Shapeshifter(Mist):You can turn into a sickly green mist as a full round action. In mist form you are immune to physical attacks(but not energy or magical) and can pass through tight openings. You cannot perform any other actions than movement. You only have a fly speed of 1 square.
Prerequisite: Unholy,Shapeshifter(Bat) or (Wolf), Heroic level 10.

Friday, December 14, 2007

House Rules/Clarifications

There are some issues regarding setting conversion, especially when looking at lightsabers and Jedi (Mages). If the below rulings coincide with existing rules, it is a clarification, if not, it is a houserule.

Sorcerors and Magic (The Force)
Weapon of Choice: You cannot choose unarmed strike, improvised weapons or an improvised weapon, as your weapon of choice.

Block, Deflect: You can only use Block and Deflect with your weapon of choice. You cannot deflect grenades or artillery weapons. Shotguns, Archimedes Flechette, and other 'spread fire' weapons still do half-damage if deflected.

Move Object: You cannot ready an action to 'deflect' or 'catch' ranged weapons (Including grenades, cannonballs and thrown weapons) with Move Object. You cannot light wicks with Move Object. You cannot effectively wield weapons or shields with Move Object.

Force Grip: The range on Force Grip is 6 squares only.
A character that has been Force Gripped can only take standard actions.
(The 'line of sight' component was made to accommodate vid-screens in Star Wars, since there aren't any in Industria Nocturne, the range is a flat 6 squares. Apply this ruling to any similar cases.)
(Normally, Force Gripped characters can only take swift actions)

All organizational prerequisites for Force-based talents, prestige classes and feats are dropped. Darksiders may freely take the Jedi Knight and Jedi Master class.

Equipment:
Taser Weapons: Taser weapons that explode deal one less die of damage.

Thursday, December 13, 2007

New Talents and Feats

This is a list for all new Talents, Feats and Force Powers available in Industria Nocturne.

New Talents:

Soldier

Weapon Specialist Talent Tree:

Quick Reload: Choose a weapon group or exotic weapon that you have Weapon Specialization in. You can reload weapons from that group as a free action. Additionally, you may use Rapid Shot with that weapon, even if it only has a capacity of one.
Prerequisite: Weapon Specialization with chosen exotic weapon or weapon group

Scoundrel

Smuggler Talent Tree:

Master Smuggler: Items you carry count as one size smaller for the purpose of hiding. You gain a +2 to Persuasion and Deception checks involved with smuggling weapons and contraband.

Social Engineer:You may choose to reroll any Gather Information checks, keeping the better of the two results.

Mad Bomber: Explosives count as an additional one size smaller for the purpose of hiding.
Prerequisite: Master Smuggler

Spacehound Talent Tree:

Hyperdriven: Use your class level instead of scoundrel level.

Replace the Spacehound Talent with: Ship's Hand: You know your way around a vehicle. You are proficient with all vehicle weapons, and take no penalty for using tools and vehicle parts (Such as pipes and wooden beams) as improvised weapons.

Other

Sith Talent Tree

Wicked: You gain a +5 defense bonus against Force Powers with the [light side] descriptor.

New Feats:

Weapon of Choice :
Requires Sorceror Level 1
Select a new Weapon of Choice. This must be a melee weapon.

Anathema Expert I
Instead of adding 1/2 your character level and Wisdom to your warding roll, you can instead add your level+Int, Wis, or Charisma
You gain +1 to hit when using an anathema weapon against a vulnerable creature.

Anathema Expert II:
When you fail an anathema ward check, your anathema object is not destroyed. You can retry anathema ward checks once per round.
You gain +2 to warding checks
You gain +2 to damage when using an anathema weapon against a vulnerable creature

Anathema Expert III:
When using an anathema ward, you create an aura 2 squares wide which vulnerable creatures cannot enter. If you force a creature into the aura, it will attempt to flee as far as possible. If it is trapped, it can only move away from you. It may make melee attacks against other creatures in the aura, but not you.
You gain +2 to warding checks. This stacks with Anathema Expert II

Anathema Expert IV:
Warding is a move action.

Slayer:
Choose a type of supernatural creature. You gain +4 damage against that creature when using an anathema weapon. You gain +2 to all saves against that creature's Force Powers. You gain +2 to warding checks against that creature. These bonuses stack with any gained from the Anathema Expert line of feats.

Rationalist:
Prerequisite: Not Force-Sensitive, No Force Training, Trained in a Knowledge Skill
You gain a +5 bonus to defense against Force Powers.

New Force Powers:

Corrupt Transfer [Dark Side]
You transfer the life force from a creature, willing or unwilling, to yourself.
Time:Standard Action
Target: One Adjacent Creature
Make a grab or grapple attack. If you are successful, Make a Use the Force Check.
The result of the check determines the effect
DC 15: You deal 2d6 Damage
DC 20: You deal 4d6 Damage
DC 25: You deal 6d6 Damage
You heal half as much damage as you deal. You can only heal as many hitpoints as the target has remaining.
You can spend a Force Point to heal as much damage as you deal, and spend a Destiny Point to move +5 steps along the condition track

Negate Damage
You spontaneously negate a single attack that does physical damage, such as a gunshot or a sword blow.
Time:Reaction
Target: One attack made against you that deals physical damage
Make a Use the Force Check: If the result of the check equals or exceeds the damage dealt, the attack is negated and you take no damage. Otherwise, you take damage as normal
Special: You must be aware of the attack (and not flat-footed) to negate it.

The techniques below are commonly practiced by the Church of Creation in their fight against the supernatural.

Abjure [Light Side]
Requires: Rebuke
Time:Reaction
Target: One other character within 6 squares or within line of sight
If an ally is the target of a Force power, you may Rebuke that power.
You may not use this power on yourself.

Ward [Light Side]
Requires: Rebuke
Time: 1 minute
Target: Self
You create a ward around yourself the protects against the harmful influence of the supernatural. If you choose, you may Rebuke the next force power that targets you as an automatic reaction.
When you use this power, roll Use the Force. The strength of the Rebuke is determined by this roll.
This ward is permanent until used.

Ward Other [Light Side]
Requires: Ward
Time: 1 minute
Target: One other character within 6 squares or within line of sight
As ward, but you may only target another character
You may not use this power on yourself.

Exorcise [Light Side]
Requires: Abjure, Ward
Time: 1 round
Target: One charcter within 6 squares or within line of sight
You may remove a Force power that is currently affecting another character. Roll Use the Force. If your check meets or exceeds the check of the Force Power you are trying to remove, that Force power is removed. If your roll 5 or more above the roll, you may steal that Force power for yourself. Note that using Dark side powers will give you the appropriate amount of Darkside points.

Sunday, December 9, 2007

Vehicles

Vehicles:
Star Wars vehicles are not available in this setting.

The horse is the most efficient method of land based transportation, and the primary method of travel for the average person. However, large companies utilize airships and railroads for massive overland shipments, and the idle rich often tootle about the outskirts of town in their electrical cars.

Armoured Airship
A flying war vessel used by wealthy nations in battle. These are often used as siege platforms against cities and fortresses, and insertion points for special forces. They are loud, shiney, and rather noticeable.

Cost: 7,500,000 (new only)
Colossal air vehicle (airship)
Init +0 Senses Perception +0
Defense Ref: 16 (Flat Footed 16) Fort 26; +13 Armor
HP: 200; DR 15; Threshhold 76
Speed: fly 6 squares (90 km/h)
Ranged:
6 Heavy Cannons +7
3 Light Cannon +7
Fighting Space: 10x5 or 1 square (Vehicle)
Cover: Total
Base Attack +7; Grp +38
Atk Options: Scatter or Explosive Shot
Str: 42 Dex: 10 Con -, Int 0
Skills Init +0, Mechanics +8, Pilot +0
Crew(6 expert) Passengers (30)
Cargo: 2 tons, Consumables 2 days, Carried Craft: 2 Ultralights
Payload: 200 Explosive Shot, 20 Scatter Shot
Weapons:
3 Heavy Cannon(Port Broadside) 8d10x2, 2 square splash
3 Heavy Cannon(Starboard Broadside) 8d10x2. 2 square splash
3 Light Cannon (Bottom turrent) 5d10 x2 1 square splash

Ultralight
Ultralights combine a small glider with a powerful propeller driven electrical engine. They are fast, but short ranged. They are often used for reconnaissance and harassment. Ultra-lights are typically not powerful enough to carry bombs or missiles. Civilian versions are unarmed, and typically used for recreation.

Cost: 400,000 new, 300,000 used
Civilian cost: 350,000 new, 250,000 used
Large Air Vehicle (ultralight)
Init +14 Senses Perception +8
Defense Ref: 16 (Flat Footed 10) Fort 15;
HP: 60; DR 10; Threshhold 15,
Speed: fly 6 squares (90 km/h)
Ranged: Heavy Machine Gun +5, 3d12
Fighting Space: 2x2 or 1 square (Vehicle)
Cover: Half +5
Base Attack +5; Grp +16
Str: 18 Dex: 22 Con -, Int 0
Skills Init +14, Mechanics +8, Pilot +14, Perception +8
Crew(1 expert)
Cargo: None, Consumables 1 day

Passenger/Cargo Airship
These vehicles are typically used by large shipping companies and are well out of the average person's purchasing power.
They can typically hold several tons of cargo or up to 50 passengers. Because helium is a rare resource used for military airships, these vessels are typically filled with hydrogen. This tacitly ensures that they will be not be used for military purposes.

Cost: 2,500,000 new, 1,750,000 used
Passenger Ticket: 400
Colossal air vehicle (airship)
Init +8 Senses Perception +8
Defense Ref: 10 (Flat Footed 10) Fort 13; +13 Armor
HP: 200; DR 10; Threshhold 76
Speed: fly 6 squares (90 km/h)
Ranged: N/A
Fighting Space: 10x5 or 1 square (Vehicle)
Cover: Total
Base Attack +7; Grp +38
Str: 42 Dex: 10 Con -, Int 0
Skills Init +8, Mechanics +8, Pilot +8, Perception +8
Crew(6 expert) Passengers (50)
Cargo: 20 tons, Consumables 2 weeks, Carried Craft: 2 Ultralights

Bicycle
Bicycles are used often in cities where there isn't room for stables. They offer speedy and safe transportation with low cost and maintenance. Outfitting them with small electrical motors is a popular practice, but considered slightly dangerous because damage can cause small, but not particularly lethal explosions.

Cost: 100 new, 50 used
Medium Ground Vehicle (Bike)
Init +5 Senses Perception +5
Defense Ref: 10 (Flat Footed 10) Fort: 10
HP: 10; DR 0; Threshold 10
Speed: 6 squares (20 km/h)
Ranged: N/A
Fighting Space: 1x1 or 1 square (Character)
Cover: None
Base Attack +0; Grp +0
Str: 10 Dex: 10 Con -, Int 0
Skills Init +5, Pilot +5, Mech +5, Per +5
Crew(1 notmal)

Electric Motorcycle
Cheaper than cars, these vehicles are often employed by messengers and occasionally military scouts. They run silently and have a fairly decent range due to low weight and mass. Most of these motorcycles are little but a chassis strapped onto a large capacitor, making them extremely dangerous and a poor choice for combat and urban driving.

Cost: 20,000 new, 15,000 used.
Medium Ground Vehicle (Bike)
Init +15 Senses Perception +8
Defense Ref: 16 (Flat Footed 10) Fort: 14
HP: 20; DR 5; Threshold 12
Speed: 10 squares (60 km/h)
Ranged: N/A
Fighting Space: 1x1 or 1 square (Character)
Cover: None
Base Attack +5; Grp +14
Str: 18 Dex: 24 Con -, Int 0
Skills Init +15, Pilot +15, Mech +8, Per +8
Crew(1 expert)

Electric Car
These vehicles are relatively efficient and fast, utilizing electrical capacitors for power instead of steam. The main drawback is that they are highly explosive- a crash means a death sentance not only for the driver but everyone around him. As such, they are toys for the idle rich and under no circumstances allowed in urban areas- although the influence of their drivers causes authorities to often overlook that rule.
There are no capacitor recharge stations, so drivers must maintain thier own vehicles at home.

Cost:40,000 new, 35,000 used
Large Ground Vehicle (Car)
Init +12 Senses Perception +5
Defense Ref: 14 (Flat Footed 10) Fort: 14 +1 Armor
HP: 30; DR 5; Threshold 12
Speed: 10 squares (60 km/h)
Ranged: N/A
Fighting Space: 2x2 (Character)
Cover: Half +5
Base Attack +0; Grp +15
Str: 18 Dex: 18 Con -, Int 0
Skills Init +12, Pilot +12, Mech +5, Per +5
Crew(1 normal)

Steam Tank
Armored, expensive and slow juggernauts of the battle field, these monstrous pillboxes are infantry support vehicles, boasting machine guns and a crew of four. They are slower than a horse, and so typically used only as tie-breakers in trench warfare.
Steam tanks are usually crewed by 4 men, a commander, a pilot, a gunner, and a mechanic who also serves as a loader. Without a loader, the Heavy Cannon takes 2 rounds to load.

Cost:430,000 new
Huge Ground Vehicle (Tank)
Init +8 Senses Perception +8
Defense Ref: 14 (Flat Footed 14) Fort: 20 +4 Armor
HP:100; DR 10; Threshold 30
Speed: 2 squares (15 km/h)
Ranged: 2 Heavy Machine Guns +5 (Pilot), Dmg 4d12, Arc: Front
2 Heavy Machine Guns +5 (Gunner), Dmg 4d12, Arc:Turret
1 Heavy Machine Gun +5 (Commander), Dmg 3d12, Arc: Turret
1 Heavy Cannon (Gunner) +5, Dmg 6d10x2, 2 Square Splash
Fighting Space: 4x4 (Character)
Cover: Total
Base Attack +5; Grp +25
Str: 30 Dex: 10 Con -, Int 0
Skills Init +8, Pilot +8, Mech +5, Per +5
Crew(4 expert)
Payload: 30 shells

Implents Arcane

Nocturne Arcana
Secrets of the Night: In the battle against Darkness, the Church of Creation and other practitioners of magic have determined the properties of anathema- objects that repel and harm supernatural creatures. These are a few of them

Anathema-
Certain objects are repulsive to supernatural creatures. Because of their supernatural nature, they have an intrinsic connection to ideas and concepts. Objects representing antithetical concepts can gravely injure them, or drive them away. For example, vampires are repulsed by garlic, and both vampires and werewolves are harmed by the touch of silver

Anything can be an anathema ward, typically these are tokens, artworks, relics or the like.
Only material suitable for creating actual weapons and armor, such as woods and metals, can be made into anathema weapons and armor.

Anathema Ward- Small tokens and objects like garlic can drive away supernatural creatures. A character in possession of an anathema ward can hold a creature at bay, preventing it from attacking. Vulnerable creatures are not actually damaged when in contact with wards.
Hold at Bay(ex)- As a standard action, you strongly present the object, and attempt to drive off the target creature. When a creature attacks you, roll your half character level+wisdom modifier. If you beat the opponent's will defense, that opponent cannot touch you or attack you with a melee weapon without reach for the duration of the combat. If you fail, the anathema is destroyed.

Anathema Weapon: Weapons and ammunition forged out of a material that is anathema to a creature deal +2 damage and ignore any damage reduction the creature has. A creature that touches an anathema material takes 2 damage for every round he is in contact with that material.

Anathema Armor: Armor forged from an anathema material gains +2 Reflex and Fortitude defense against creatures that are repelled to it.

Creatures of Darkness
The International College of Scientists has so far determined 4 types of supernatural beings.

Supernatural Practioners
Witches, sorcerors and the like. These are human men and women that practice magic in various forms.
Lycanthropes:
Creatures that are half animal, half human and associated with the moon. These creatures are generally known to fear silver
Undead
These creatures are corpses or spirits of the dead that have been reanimated to some degree or another. The vulnerability of these creatures is typically determined by what they hated in life, or symbols that are antithetical to their existance.
Demons
The denizens of hell, the underworld, or some other plane of existance seperate from the natural world. These creatures are typically repelled by symbols of nature, pureness or good.

Relics Anathema
The Church of Creation has devised several weapons in their fight against darkness

Cross-Bow
A crossbow with an exaggerated cross along the crossbeam, which has been anointed by Church priests.
Users wielding a Cross-Bow gain a +1 equipment to warding checks against vampires and other creatures that find crosses offensive, in addition to being standard crossbows.

Garlic Butter:
This thick, viscous goo made from melted garlic is not only delicious with hotbread, but also effective against vampires. Weapons dipped in garlic butter deal +2 damage against vampires. The goo often causes jams and barrel irregularities when used with firearms, inflicting a -2 penalty to hit.

Silver Swords & Maces:
A silver sword is composed of a silver alloy, and costs +300 extra to make. Because of the martial symbolism inherent in swords, and the distinctive 'cross' shape they often make, they are effective as wards and weapons. These weapons can ward and harm creatures vulnerable to silver. Spears and axes do not possess the same symbolism and are ineffective as wards, although silver maces and cudgels shaped like priestly instruments are.
Like any wards, silvered swords and maces melt and shatter if the user fails a warding check. A melted silver ingot does 2 damage on contact with a vulnerable enemy.

Wolfsbane:
The leaves of this plant are poisonous to lycanthropes. Ingestion of the plant causes 2d4 Primary Con damage, and 2d4 secondary con damage on a succesful attack against Fortitude. The poison's attack roll is 1d20+15. Contact poison made from the plant is less effective, dealing 2 primary con damage, and 2 secondary con damage with an attack roll of 1d20+10. Wolfsbane is very distinct, and Lycanthropes can easily pick up the scent with a DC 10 Perception check when within 2 squares of the source. Clever assassins typically mask the scent with strong spices and herbs.

Sanctified Relic:
This is usually a major focus in a church, an artifact blessed by a minor saint or high-ranking priestly official. It is usually very expensive, and unique. Depending on the particular blessings, these relics are only effective against a select group of creatures.
+2 equipment bonus to Warding checks, and the item is not destroyed on a failed check.

Rules Conversions

Rules
Differences between Saga to Industria Nocturne

Errata: We are using all (Relevant) errata.
http://www.wizards.com/default.asp?x=starwars/article/sagaederrata

Races:
Only Humans are available from the SAGA handbook.
Industria Nocturne also supports three other races: Vampires, Dhampyr and Lycanthropes

Vampire
In Nocturnum:Your Darkside Score is 1
Blood Curse: You do not gain a first level feat.
You gain the Force Power: Corrupt Transfer and Mind Trick
Sunlight Vulnerability: While you are in direct sunlight or exposed to intense UV radiation, you take 5d6 damage per round.
Damage Reduction: You gain DR 5/silver or piercing
Undead: You do not heal naturally and are immune to poison and disease. You do not need to eat, sleep or breathe.
Child of the Night: Once every night you heal a number of hitpoints equal to your level.
Immortal: You cannot be killed, except by a critical hit and sunlight (Indicating the removal of head or stab in the heart). Any conditions that would render you dead instead render you unconscious. Note that this leaves you fairly vulnerable to being critically hit.
Anathema: There are several items and powers that specifically repel Vampires.

Dhampyr
The half son or daughter of a vampire, you possess your parent's curse and a special affinity for killing vampires.
In Nocturnum:Your Darkside Score is 1
Cursed by Blood: You gain the Force Power Corrupt Transfer
Vampire Hunter: You gain one of the following feats: Skill Focus(Occult Lore), Anathema Expert I, or Slayer
Impending Doom: A Dhampyr may choose to reroll any Use the Force check made to search their feelings or sense the Force, keeping the better of the results.

Lycanthrope
In Nocturnum:Your Darkside Score is 1
Ability Modifiers: +4 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom, -2 Charisma
Extraordinary Recouperation: A Lycanthrope regains hitpoints at double the normal rate
Shapeshift: Once per day, a Lycanthrope can change shape into a half-man, half-animal hybrid form. The Lycanthrope gains a +5 rage bonus on melee attack rolls and melee damage rolls, but cannot use skills that require patience and concentration, such as Mechanics, Stealth, or Use The Force.
The rage lasts for 5 rounds+Con modifier, but the character remains in hybrid form indefinitely until the player reverts to human form as a free action.
A Lycanthrope can use Darkside Force Powers while raging
Shapeshift does not stack with Dreadful Rage
Skills: Lycanthropes can take 10 on Climb Checks, and reroll Initiative checks. They must keep the result of the second roll, even if it is worse.
Anathema: There are several items and powers that specifically repel Lycanthropes.


Classes:
Instead of Jedi, Nocturne Arcana uses sorcerors. They are the Jedi class in every way, with a few exceptions. Replace anything that references Jedi with Sorceror

Sorceror
Flavor
-Sorcerors are not an organization, rather they are the caster class. Jedi are referred to as sorcerors, witches or wizards. The Force is their magical power, for which individual practioners have numerous names.

Instead of Weapon Proficiency(Lightsabers), Sorcerors may begin with
Weapon Proficiency(Advanced Melee Weapons)
Or with proficiency in a single Exotic Melee Weapon.

Jump and Mechanics are class skills for all Sorcerors

All Sorcerors have a weapon of choice. Many choose swords and staves as focuses for their arcana.
Weapon of Choice (Ex)
The first time you take a Sorceror class, you choose one type of melee weapon. That is your Weapon of Choice. Lightsaber oriented techniques, feats and skills can now be applied to the Weapon of Choice
Magic Weapon(Ex)-
At 7th level, a Sorceror may imbue his weapon with magical power. This ceremony takes 24 hours and 1,500 wealth. At the end of this ceremony, roll DC 20 Use the Force, you cannot take 20, If the check succeeds you complete the ceremony. If you fail, you must take another 24 hours to perform the ceremony again.
Once the ceremony is finished, you must spend a Force Point to attune the weapon.
The Sorceror gains a +1 bonus to attack rolls with a weapon he has imbued.

Scoundrel
Hyperdriven:
Use your class level instead of scoundrel level.

Replace the Spacehound Talent with:
Ship's Hand:
You know your way around a vehicle.
You are proficient with all vehicle weapons, and take no penalty for using tools and vehicle parts (Such as pipes and beams) as improvised weapons.

Skills:
-Use Computer is not available as a skill
-Knowledge (Galactic Lore) is not available

Sorcerors and Prestige Classes:
Sorcerors may take any prestige classes Jedi may take, just modify the prestige class appropriately. Namely, remove references to "Jedi" and "Sith" and any talents or feats the deal with Star Wars technology.

Knowledge (Bureaucracy)
can be used for criminal organizations, and for purposes such as streetwise
Knowledge (Occult Lore)
Details the study of the supernatural and supernatural creatures. You can use knowledge(Occult Lore) to discover the weakneses of supernatural creature, such as anathema.


Feats:

Modifications
Pistol & Rifle proficiencies apply to Firearms Weapons
Bows and individual throwing weapons (Such as boomerangs, etc.) are Exotic Weapons.
Advanced Melee Weapons Proficiency applies to martial melee weapons

Martial Arts I, II, and III
When using a melee weapon, each level of Martial arts gives you a bonus to damage.
Martial Arts I: +2 to weapon damage
Martial Arts II: +4 to weapon damage
Martial Arts III: +6 to weapon damage


New Feats:

Weapon of Choice :
Requires Sorceror Level 1
Select a new Weapon of Choice. This must be a melee weapon.

Anathema Expert I
Instead of adding 1/2 your character level and Wisdom to your warding roll, you can instead add your level+Int, Wis, or Charisma
You gain +1 to hit when using an anathema weapon against a vulnerable creature.

Anathema Expert II:
When you fail an anathema ward check, your anathema object is not destroyed. You can retry anathema ward checks once per round.
You gain +2 to warding checks
You gain +2 to damage when using an anathema weapon against a vulnerable creature

Anathema Expert III:
When using an anathema ward, you create an aura 2 squares wide which vulnerable creatures cannot enter. If you force a creature into the aura, it will attempt to flee as far as possible. If it is trapped, it can only move away from you. It may make melee attacks against other creatures in the aura, but not you.
You gain +2 to warding checks. This stacks with Anathema Expert II

Anathema Expert IV:
Warding is a move action.

Slayer:
Choose a type of supernatural creature. You gain +4 damage against that creature when using an anathema weapon. You gain +2 to all saves against that creature's Force Powers. You gain +2 to warding checks against that creature. These bonuses stack with any gained from the Anathema Expert line of feats.

The Force:
The Force works as detailed within the Force section. The nature of the Force is the nature of magic. Techniques can be learned from books, teachers and other similiar sources. The Darkside represents dark magic, and the Lightside represents good magic. Magics not labelled are universal to all practictioners of magic. Thus, using dark magic will slowly remove your ability to use light magic.

Light magic typically concerns defense and healing
Dark magic typically deals with inflicting destruction and suffering

Force Training:
You do not need to take Force Sensitive to gain Force Training.
If you have Force Training and not Force Sensitive, Use Force is a class skill, but you may not use any of the powers under the "Use Force" Skill until you take Force Sensitive.

New Powers:
Corrupt Transfer [Dark Side]
You transfer the life force from a creature, willing or unwilling, to yourself.
Time:Standard Action
Target: One Adjacent Creature
Make a grab or grapple attack. If you are successful, Make a Use the Force Check.
The result of the check determines the effect
DC 15: You deal 2d6 Damage
DC 20: You deal 4d6 Damage
DC 25: You deal 6d6 Damage
You heal half as much damage as you deal. You can only heal as many hitpoints as the target has remaining.
You can spend a Force Point to heal as much damage as you deal, and spend a Destiny Point to move +5 steps along the condition track

Negate Damage
You spontaneously negate a single attack that does physical damage, such as a gunshot or a sword blow.
Time:Reaction
Target: One attack made against you that deals physical damage
Make a Use the Force Check: If the result of the check equals or exceeds the damage dealt, the attack is negated and you take no damage. Otherwise, you take damage as normal
Special: You must be aware of the attack (and not flat-footed) to negate it.

The techniques below are commonly practiced by the Church of Creation in their fight against the supernatural.
Abjure [Light Side]
Requires: Rebuke
Time:Reaction
Target: One other character within 6 squares or within line of sight
If an ally is the target of a Force power, you may Rebuke that power.
You may not use this power on yourself.

Ward [Light Side]
Requires: Rebuke
Time: 1 minute
Target: Self
You create a ward around yourself the protects against the harmful influence of the supernatural. If you choose, you may Rebuke the next force power that targets you as an automatic reaction.
When you use this power, roll Use the Force. The strength of the Rebuke is determined by this roll.
This ward is permanent until used.

Ward Other [Light Side]
Requires: Ward
Time: 1 minute
Target: One other character within 6 squares or within line of sight
As ward, but you may only target another character
You may not use this power on yourself.

Exorcise [Light Side]
Requires: Abjure, Ward
Time: 1 round
Target: One charcter within 6 squares or within line of sight
You may remove a Force power that is currently affecting another character. Roll Use the Force. If your check meets or exceeds the check of the Force Power you are trying to remove, that Force power is removed. If your roll 5 or more above the roll, you may steal that Force power for yourself. Note that using Dark side powers will give you the appropriate amount of Darkside points.


Equipment
-Lightsabers are not available
-Star Wars technology such as blasters, computers, commlinks and other small electronic devices are not available.

Weapons:
Auto-fire: Weapons with autofire and capacity less than 10 use all of their ammunition when auto-firing. You cannot auto-fire such a weapon unless you are at full-capacity.
Shotguns: Shotguns are considered pistols for ranged purposes.
Rifles(S) are considered Accurate Weapons.

Melee Weapons:
All melee weapons from the D&D books are available and will be converted on demand. The general guideline is to keep the damage and special rules, and drop the critical modifier.
Simple Weapons are Simple Weapons, Martial Weapons are Advanced Melee Weapons, and Exotic Weapons are Exotic Weapons.
Special cases, such as exotic weapons whose feature is a unique critical modifer, will be converted with that in mind.

Special
All ranged weapons except explosives and heavy weapons only deal half damage to objects with Hardness 10 or greater.

Droids:
There are no droids in this setting


Armor

Table: Armor and Shields
Armor Cost Armor Bonus
To Ref Defense
Equip Bonus
To Fort Defense
Maximum
Dex Bonus
Armor Check
Penalty
Speed Weight1
(6 sq.) (4 sq.)
  1. Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
  2. When running in heavy armor, you move only triple your speed, not quadruple.
  3. A tower shield can instead grant you cover.
Light armor
Padded 250 1 - 8 -2 6 sq. 4 sq. 10 lb.
Leather 500 2 - 6 -2 6 sq. 4 sq. 15 lb.
Studded leather 1,000 3 - 5 -2 6 sq. 4 sq. 20 lb.
Chain shirt 1,500 4 1 4 -2 6 sq. 4 sq. 25 lb.
Vest, Bulletproof 2,000 4 1 5 -2 6 sq. 4 sq. 10 lb.
Medium armor
Hide 750 3 - 4 -5 4 sq. 3 sq. 25 lb.
Scale mail 1,000 4 1 3 -5 4 sq. 3 sq. 30 lb.
Heat Suit 1,500 4 4 1 -5 4 sq. 3 sq. 30 lb.
Chainmail 1,750 5 1 2 -5 4 sq. 3 sq. 40 lb.
Breastplate 2,000 5 2 3 -5 4 sq. 3 sq. 30 lb.
Heavy armor
Splint mail 5,000 6 2 1 -10 4 sq.2 3 sq.2 45 lb.
Banded mail 5,000 6 2 1 -10 4 sq.2 3 sq.2 35 lb.
Half-plate 10,000 7 2 1 -10 4 sq.2 3 sq.2 50 lb.
Full plate 15,000 8 3 1 -10 4 sq.2 3 sq.2 50 lb.
Combat Assault Armor 25,000 10 5 1 -10 3 sq.2 2 sq.2 75 lb.
Light Shields
Buckler 150 1 -1 5 lb.
Shield, light wooden 100 1 -1 5 lb.
Shield, light steel 150 1 1 -1 6 lb.
Medium Shields
Shield, medium wooden 300 2 -2 10 lb.
Shield, medium steel 500 2 1 -2 15 lb.
Heavy Shields
Shield, tower 750 43 2 2 -10 45 lb.
Extras
Armor spikes 100 +10 lb.
Gauntlet, locked 50 Special 4 +5 lb.
Shield spikes 75 +5 lb.
Shields

Armor bonuses provided by shields STACK when used with armor. You must have the corresponding Armor Proficiency to wield the type of shield. You can bash with a shield (Except for a tower shield or buckler), which does 1d4 damage if it is light, or 1d6 if it is medium. A shield is an advanced melee weapon.

Vest, Bullet Proof

This vest is typically used by frontline combat troops. It is lightweight material combined with ceramic armor plates used to effectively stop firearms

Heat Suit

A full bodied head to toe asbestos suit used for industrial purposes

Combat Assault Armor

A heavy armor using the latest in metallurgical and lightweight technologies specifically designed for the rigors of the modern battlefield. This type of armor is rated against everything up to heavy artillery fire, and is typically used to assault machine gun emplacements. Needless to say, wearers of this armor have a very high casualty rate, as they are indeed inevitably targeted by artillery fire.

Equipment and Weapons

Equipment
The technological level is steampunk. As such, guns are available along with several other gadgets that are common to the Victorian time period. However, electrical energy storage and power has improved quite a bit, as there is no source of fossil fuel.

Guns
In this civilized age, most guns are illegal. Only law enforcement personel and authorized liscense holders can carry pistols and revolvers. These licenses are only granted to bodyguards, private security, bounty hunters, or those in occupations related to law enforcement. License review is tough, and private citizens carrying weapons is not tolerated. Anyone without a uniform openly displaying firearms, or found concealing firearms without presenting identifcation can be expected to be arrested.

The Saxon Empire and the Confederation typically allow shotguns and rifles in rural areas, however more repressive areas of the Confederation have banned guns altoghether. Civilians are not allowed to own firearms at all in the East.

Use of longarms such as shotguns and rifles in urban areas is only allowed by police and military.

Melee Weapons, Exotic
Name Cost Damage Stun Weight Type Size Availability
Taser Baton 100 2d6 2d6 3 lbs Electrical/Bludgeoning Small Illegal
Taser Staff 250 2d6/2d6 2d6/2d6 5 lbs Electrical/Bludgeoning Large Illegal
Taser Axe 500 2d10 2d6 6 lbs Electrical/Slashing Large Illegal

Ranged Weapons
Name Cost Damage Weight Rate of Fire Type Capacity Load Time Availability
Simple
Grappling Hook 25 - 10 lbs L - - - Civ
Pistols
Pistol 100 3d6 3 lbs S Piercing 8 Move Restricted
Revolver 100 3d8 3 lbs S Piercing 6 2 Swift Restricted
Submachine Gun 300 3d6 3 lbs S,A Piercing 30 Move Mil
Rifles
Shotgun, Single Barrel 100 3d10 8 lbs S Piercing 1 2 Swift Restricted
Shotgun, Double Barrel 150 3d10/3d12 8.5 lbs S Piercing 2 2 Swift Restricted
Rifle 300 3d8 7 lbs S Piercing 5 Move Mil
Repeating Rifle 900 3d8 7 lbs S,A Piercing 10 Move Mil
Heavy
Black Powder Grenade Launcher 1000 - 10 lbs S - 1 Move Mil
Light Machine Gun 2000 3d10 20 lbs A Piercing 100 Move Mil
Heavy Machine Gun 5000 3d12 75 lbs A Piercing Belt Full Mil
Heavy Cannon 10,000 6d10 x2 300 lbs S Bludgeoning, Piercing 1 Full Round x4 Mil
Light Cannon 7,000 3d10 x2 150 lbs S Bludgeoning, Piercing 1 Full Round x3 Mil
Explosives
Lightning Capacitor 750 5d6* 3 lbs - Electrical - - Restricted
Inversion Grenade 250 Special 1 lbs - Bludgeoning - - Mil
Blister Gas Grenade 400 4d6 3 lbs - Poison - - Mil
Smoke Grenade 100 Special* 1 lbs - - - - Restricted
Dynamite 200 3d6 1 lbs - Bludgeoning, Slashing - - Mil
Exotic
Archimedes Flechette 1,000 3d10 10 lbs S Slashing/Piercing 1 Move Mil
Calculus Chakrum 250 1d8/3d6* 2 lbs S Slashing - - Mil
Flamethrower 1,500 3d6* 20 lbs S Fire 4 Full Mil

Equipment
Name Cost Weight Availability
Optical Rangefinder 100 1 lb Civ
Polygraph 1,000 4 lb Civ
Magno-Field Generator 1,500 20 lb Restricted

Special:
All ranged weapons except explosives and heavy weapons only deal half damage to objects with Hardness 10 or greater.

Grappling Hooks
Grappling hooks and lines can be used like nets to initiate grapples at a long distance. See the rules for nets. Grappling hooks tend to be easier to break out of however, because they only have a single line to cut.

Shotguns
Shotguns are short-ranged assault weapons, and therefore have the range of a pistol. They do not rely on stocks like rifles do, and therefore can be used to make attacks of oppurtunity. Shotguns are inaccurate weapons, and cannot fire at long range.
Shotguns deal half damage when deflected.

Rifles
Rifles (S) are accurate weapons, and you take no penalty for firing at short range. Reduce penalties for medium & long range by one step.

Lightning Capacitor:
Also known as "Bottled Lightning", these highly volatile cylindrical cells are typically used in power banks to energize homes, factories and other facilities within a stable powergrid. Because they are incredibly dangerous, they are typically only handled by trained engineers. In military vehicles, the powerbox is often one of the most heavily armored components. Capacitors have been used by soldiers as last ditch explosives, as the electrical discharge is quite fatal, and particularly effective against machines or metal armor.
A lightning capacitor discharges a single bolt of lightning 10 squares long and 2 squares wide, dealing 5d6 damage. The character wielding the capacitor rolls an attack roll against the reflex save of all characters and objects along the line of effect, dealing half damage if he misses. He gains +4 to attack against characters in metal armor or metallic vehicles and creatures. If the wielder rolls a 1, he is included in the area of effect.

Archimedes Flechette:
A militarily dubious weapon, this ingenious device is a gun that fires several tiny bladed propellers from the barrel via an electrical charge. Against unarmored targets, the effect is bloody and devastating. Popular lore states that they are particularly effective against creatures of the supernatural. The sound they make is particularly distinctive, a shrill electrical whine followed by a menacing buzz.
For the purposes of range, the Archimedes Flechette is a heavy weapon.
+4 damage against targets without a reflex bonus to armor.
The wounds caused are particularly horrendous, and a character rendered unconscious by this weapon heals at half the normal rate.
An Archimedes Flechette deals half damage when deflected

Optical Rangefinder:
Using the latest in optics, these monocles are being found more and more frequently on today's battle fields. They are typically incorporated into helmets or headbands, allowing soldiers a more distant view of the battlefield. Also available in binocular packages. +2 Bonus to Perception Checks.

Polygraph
Tapping into body signals, this device assists the user in detecting if someone is lying or not. These devices tend to be unreliable, and are not used in most courts. +2 Bonus to Perception checks to detect lies.

Magno-Field Generator:
By harnessing the principles of electrodynamics, this portable device creates an incredibly strong 30 foot wide electromagnetic field. It is quite capable of redirecting bullets and handgrenades, although when used for combat purposes, they don't last for very long. A typical Magno-Field Generator is about the size of a milk crate, weighing 60 pounds.
A Magno-Field Generator pulls metal objects within 6 squares toward it with a strength of 20. Once per round, a character holding a metal object win against an opposed strength check, or he is disarmed and the objects flies toward the generator, sticking fast. A character otherwise unable to relinquish the object is hurled toward the generator, and takes 1d6 take on impact, and is stuck. Removing a stuck object or character requires a DC 15 strength check. Metallic projectiles passing within 10 squares of the Magno-Field Generator automatically hit the generator instead of their intended target. Grenades do splash damage as appropriate. A Magno-Field Generator has a hardness of 10 and 100 hitpoints.

Magnetic Inversion Grenade:
Using the principal of the Magno-Field Generator, this non lethal weapon is designed to disarm opponents or pull them off balance. It uses a precision timing mechanism for maximum effect.
Make an attack roll. Compare this with the Fortitude Defense of all targets in the 2 square blast radius. If your roll is higher, and the target is wielding a metallic weapon, then the target is disarmed, and the weapon flies toward the center of the blast radius. If the target is wearing metal armor, then the target is flung through the air and lands prone at the center of the radius, taking 1d6 damage for each square traveled, if he hits a solid object (Likely, the floor)

Smoke Grenade:
This grenade creates thick white smoke within a 2 square radius, granting concealment.

Taser Weapons:
Tasers have not yet developed to the point of mass-use, they are far too crude and volatile. Most nations have banned the use of them by law- enforcement officials and soldiers, citing that they are crude and ineffective. They are most often found in the hands of mercenaries and thugs working on lightning harvesting vessels and power markets.

Taser Staff:
A crude, cruel weapon typically used in poorer countries by soldiers with little regard for their own health. These weapons consist of a small capacitor attached through various means to the ends of a metal pole, with nonconductive contact areas arranged for handling the weapon. These weapons can deliver stun or lethal damage. A Taser staff deals electrical damage, and ignores damage reduction. If the weapon is damaged or submerged in water, the capacitor discharges, dealing 2d6 damage to the wielder
A Taser staff has a hardness of 10 and 15 hitpoints.

Taser Baton:
Much like the taser staff, this is a simple baton hooked up to a small capacitor. Unlike the taser staff, this weapon is used more often as a torture device, as it leaves no marks and is incredibly painful. A Taser baton weapon deals electrical damage, and ignores damage reduction. If the weapon is damaged or submerged in water, the capacitor discharges, dealing 1d6 damage to the wielder.
A Taser baton has a hardness of 10 and 10 hitpoints

Taser Axe:
A popular weapon among the crazed, taser axes feature a jury-rigged electrical system and a wooden handle to theoretically protect the user from shock. In testing, the volatility of the attaching capacitator causes any discharges to leap at the wielder anyway.
A Taser weapon deals electrical damage, and ignores damage reduction. If the weapon is damaged or submerged in water, the capacitor discharges, dealing 1d6 damage to the wielder.
A Taser axe has a hardness of 10 and 20 hitpoints

Calculus Chakrum
An old idea made new. This circular blade is attached to an automatic gyroscopic stabilization system powered by a small capacitor. The miniurized caclulus engine can direct the Chakrum to return or detonate on impact. Soldiers often note the distinct humming sound it makes.
If configured to return, the chakrum deals 1d8 damage, if configured to detonate, it deals 3d6 damage in a 2 square radius. In this case, use the standard rules for area of effect weapons. The detonation cannot can be deflected.
Due to internal gyroscopics and finely tuned aero-dynamics, a Calculus Chakram has the range of a rifle.

Blister Gas Grenade
This is a highly illegal weapon used only by the military in the most desperate of situations. Contact with the skin causes bloody blisters, and inhalation causes these blisters internally. This is often fatal.
This grenade discharges a mustard gas compound in a 2 square radius. Make a single attack roll and compare it with the Fortitude defense of every target within the blast radius, a successful attack deals full damage, an missed attack deals half. A target with Evasion takes half damage from a successful attack, and no damage on a miss. The mustard gas dissipates after 1 round. This attack is a poison.

Dynamite:
This common explosive is used for construction purposes, and legal to own with the proper liscenses.
Dynamite takes a swift action to light, and has a 2 square radius. Dynamite is a very stable and studied explosive, granting a +2 when being used in demolition checks.

(Heavy Weapon) Black Powder Grenade Launcher:
The latest in insane ideas, this wide muzzled weapons fire grenades of anytype with a blackpowder charge, much like a cannon. It is notoriusly prone to misfiring.
Takes a move action to load, and holds one grenade. When the user rolls a 1, the weapon discharges prematurely, dealing the grenades damage to everyone within the radius, with an attack roll of 15.

Flamethrower:
A dirty, volatile but effective weapon that is quickly finding a home on the battlefield. The flamethrower is typically employed against entrenched forces and targets in heavy armor.
As per the Star Wars flamethrower, however this new technology is particularly volatile. When wielding a flamethrower, if you are critically hit, the fuel tank explodes, dealing you 4d6 fire damage in addition to the damage incured by the attack. Everyone within 2 squares with also suffers this damage, at an attack roll of 15. (Resolve it as a normal area attack)

Setting Overview

Industria Nocturne

Industria Nocturne is a setting that combines the steampunk and gothic horror genres. Primary influences include Dracula, Jekyll and Hyde, and Jules Verne.

Mood:
Dark but hopeful, Industry Nocturne features a world on the brink of dramatic change, and the problems that accompany it. There is brimming conflict between the old and the new.

Setting:
It is an age of fire and lightning. conflict and peril. Two powerful nations have arisen from the old world, eager to assert their power and bring about a new age of intellect and reason. Lurking in the corners of the world, ignorance, superstition and prejudice threaten to batter down this new order. The heroes of this world must find their place in a changing world.

The Science of Power
In Industria Nocturne, combustion techniques have not yet been discovered. However, technological inventions up to the 1950's have been discovered, such as primitive computers, automatic weapons, and lighter than air flight. Steam and electricity are the primary sources of power for the setting. Notably, there has not yet been a proliferation of cars, tanks or trucks. There are electrical and steam powered versions of these vehicles available, but they are notoriously ineffecient and toys of the rich. Military and civilian transportation centers around horse, train, ship, and airship.

Airships are of course, a staple transportation method, often used to deliver fast messages and to and from difficult to access areas. They are fast, but expensive, and used by the better-off for casual travel. Engineering techniques for airships have progressed in such a manner that have dramatically increased the structural integrety of airships, allowing for persistant aerial stations, and armored airships. Military airships have developed into the multipurpose workhorse of the modern army.

Electrical techniques have improved drastically, particularly in the area of storing energy. Batteries and capacitators can store energy to such agree that 'lightning' farms have been setup for use as municipal power sources. Homes and businesses typically run on electricity, and specialist airships are often employed to fly into storms and gather lightning for sale in capacitators and batteries. A budding science in magnetism and electromagnets is developing, with militaries incorporating dynamos and high powered electromagnets in various capacities, particularly as defensive countermeasures and non-lethal weaponry

The State of the Supernatural
The Saxon Empire and the Confederation both officially deny the existance of the supernatural. As a matter of public policy, there are no laws, protections or otherwise regarding the supernatural, and in courts of law supernatural causality is regarded as completely invalid. There is some debate whether this should include religion and religious justification, and in cases where religion is a factor this matter is often up to the indivdual judge. (Much like our own world).

That said, both the Empire and the Confederation are said to maintain secretive organizations that activley observe and control matters of the paranormal. They generally leave alone witches and sorcerors who maintain a low profile, such as career fortune tellers and mediums, they do however actively try to eliminate or discredit supernatural practitioners that become too influential or dangerous.

Those who openly practice the supernatural arts can generally count on a life of being poor and ridiculed. Other then the rich and eccentric, the market for supernatural services is small, and a great deal of it is flooded with snake oil salesman. Any practictioner of the supernatural who gains too much influence, by mundane means or otherwise, can expect a visit from the government and be hounded at every turn. These people tend to be mysteriously murdered or disappear. As such, there are no long lines of blueblooded or wealthy open practiioners of magic.

Additionally, a real practictioner of magic is even less common than the average fortune teller or stage magician. They usually try to keep a low profile, and live in out of the way, relatively lawless places. Magical items are extremely rare and no longer made, as the time and materials required to manufacture them generally tend to be rather obvious. Other than simple charms, wards and pendants, all magical items tend to be from ancient civilizations. Only the East maintains a small cottage industry of government sponsored magical items, none of which are exportable on penalty of death.

The Art of Magic
Journals of magicians and 'scientific' studies have determined that there are two kinds of magic, Black and White. Black and White magic is diametrically opposed- delving to far into one side restricts access to the other.

Black Magic is aggressive, and used for attack and personal gain. It is quick and brutally effective, harnessing negative emotions to cast curses and bewitch enemies. Black Magic practitioners are typically anti-social and very dangerous.

White magic is defensive and healing in nature. It is the only magic typically sanctioned by governments and the Church of Creation.

There is some magic that is not White or Black, but simply colorless. There are no known organizations that publicly practice magic as such, although scientists have termed the holy prayers and practices of the Church of Creation as a form of White Magic.

Geography: The world is known as Terra. There are 5 main continents, Alexandria, Valum, Corpus, and Occulus. Each of the three major powers occupies a large portion of one continent. Alexandria lies to the West, Corpus to the north and east, Valum to the Far East, Occulus to the South.

Politics There are three major powers in the world, each vying for economic and political domination over the rest of the world. Thanks to airships and advanced optics, the globe has been completely mapped, however many lands remain mysterious, unexplored and unexploited.

The Saxon Empire
Language: Saxon
Capital: Victoria
Currency: The Golden Crown

The Saxon Empire occupies a large portion of the Alexandria, and is composed of a number of nationstates, some more recently conquered than others. It is a constitutional monarchy, with a royal family that rules in name. However, it is the Victorian Parliament that rules in truth. The Parliament centrally controls each vassal state, collecting tribute and organizing the military, and legislating general law and maintaining basic order. Each vassal has a state government that manages local affairs that answers to the central government controlled by Parliament. The Saxon Empire is a republic, allowing all male citizens to vote. Women are not allowed to vote, and face many societal restrictions, however legislation has been passed making prejudice due to race, sex or creed a federal offense. Many proponents of women's rights have argued that the inability of women to vote violates these laws, but they have yet to succeed. The Saxon Empire possesses a medium-sized, well trained and well organized military. It is primarily interested in making colonial and economic assets in smaller countries, and establishing a solid trade relationship with The Heavenly Kingdom.

United Democratic Republics of Milensk (UDRM)
Language: Common (Ussuran)
Capital: Milensk
Currency:The Rubel (Paper)

The UDRM is a coalition of allied states on the eastern half of the Alexandria, running onto the southern half of Corpus. It consists of a central military/economic bureaucracy that manages the affairs of each member state. This is known as "The Politik". The head of the Politik is also the head of the executive and military, and his title is "The Manifest General".

The central principle of every state is complete and total democracy. All citizens of any age, sex and creed (excluding convicts) votes directly for all elected officials. Other than that sacred principle, each member state is free to create any legislation that does not interfere with the policies of the central government.

All votes for any elections are counted by observers from the monitoring agencies within the Politik. Elections must be held every 5 years, although terms of office and other details are determined by the individual state. The primary task of the Politik is to collect taxes to fund the mutual defense of all members states. The Politik has interpreted this in fashion that grants it overarching power in a number of areas such as business, education and agriculture. The Politik encourages the practice of collective economies, science and propaganda. It portrays the ideal citizen as the Peasant, a noble yeoman that labors for the good of his fellow man. Finally, every member state must use the same currency (Sometimes alongside a local currency) and speak the same official language (Whether or not the majority of residents in the state actual know it)

The UDRM: The Principality of Maldova
The Principality of Maldova is a case study often quoted by Saxon historians as democracy gone wrong. For generations, the Orlocke family had ruled Maldova, and when the UDR arrived, they had joined after years of bloody fighting. The current Count Orlocke has maintained his post as Prince of Maldova for several generations, winning by a large majority elections that are most certainly a sham. The people of Maldova are ill-educated farmers that generally speak only a local dialect. The economy is poor and it's only exports are wheat, furs,cheap labor and superstition. Despite the region being populated by a number of ferocious predators, the Count has outlawed guns, allowing only his secret police, "the Valoy" to carry firearms. Only local constables are allowed to carry swords or any other weaponry beyond farming implements. UDRM officials have acknowledged the many problems in Maldova, and have said they are working closely with Count Orlocke to resolve these problems.

The Heavenly Kingom (Huaxia)
Language: Xian
Capital: The Jade City
Currency: The Silver Tael

In the national language, the Heavenly Kingdom is known as "Huaxia". It covers 2/3 of the continent of Valum. Not much is known about this mysterious far eastern kingdom, except that it is very old and very powerful. It trades only in limited amounts, allowing trickles of prized spices, teas, oils and other luxury goods to flow out, while drawing in large quantities of silver, precious metals, electricity and technology.

According to the records of travelers, the Heavenly Kingdom is ruled by a single monarch known as the Tao Emperor. He rules by means of a complex centralized bureaucracy and a profuse state religion. His officers and administrators are all said to be practioners of sorcery, and few historians have yet denied these claims. The Heavenly Kingdom has numerous attempts at 'military persuasion' from the UDRM and Saxon Empire, and likely fields and impressive army.

Although the Tao Emperor rules over a centralized government, each Imperial province is also controlled by regional military factions known as Boxers. These Boxers run the day to day lives of the people under the watchful eye of Imperial Magistrates. Inter-regional conflict is relatively common, and it is said that the Tao Emperor struggles everyday to keep the Heavenly Kingdom from falling into chaos.

Saxon diplomats often decry the government's heavy dependance on superstition, as many laws and trading practices within the Kingdom on based on a state sponsored notion of a 'spirit world'.

The Church of Creation:
The Church of Creation is a globally spanning religious organization, that believes in a single creator deity that created the earth in a span of 14 days. The primary mission of the Church of Creation is to spread the word of the Creator God so that all mortal souls may be saved and returned to Heaven. However, the most infamous task of the Church of Creation is the purging of Black Magic. The Church boasts a large clandestine and unofficial para-military organization that fields complaints about magic practitioners and fields verdicts based on an internal system of law. Justice is typically delivered through a mob of angry pitchfork wielding villagers, although it is believed the Church also commissions assassins to do it's dirty work.

Because of this militant, autonomous and unpredictable element, the Church of Creation has been banned from the Taoist Empire, and is merely tolerated by parts of UDRM. The Church does however have a strong base in the Saxon Empire, and owns several charter schools, churches, hospitals, orphanages and various other charitable organizations within that region.