Monday, April 18, 2016

Epitath: Origin of the Song of Remembrance

A stage stood in the center of the gathered crowd. It's polished metal curves and whorls of steel glimmered and scintillated in a greasy rainbow of color as the evening sun's rays struck the tangle of psychedelic metal shapes. He wondered, looking out at the crowd, if it was beautiful to them - if they were truly capable of appreciating beauty they created at all. Were they just going through the motions? Had they, through generations of parroting,  merely learned to ape their creators sentiments.

Parrot, Ape. Unfitting words, he though, as his wheelchair through the throng. Living words did not apply to these creatures with their mineral minds and empty chests. It was the bitterness of death which turned his thoughts. The salt of his wife's dying tears, the iron of his own bleeding gums. The frailty of his flesh overwhelmed him and he wept. The crowd of metal faces, like elaborate masks, watched silently as the last living man was wheeled through them to that stage. To watch him die.

He felt it in his bones, the warmth slowly slipping out of his body. They had been waiting here for days, unmoving and unblinking for the spectacle. They would speak, years from now, of where they were when he died and those who were here would say so, with the appropriate amount of reverence, sadness and pride - perfect, but empty echoes of sentient emotion. He hated them. As the living had slowly passed, unable to cope with whatever strange effects this moon had on their bodies through the generations they had taken solace in the idea of the Animan going on, carrying forward their culture and science - and he had nodded and praised their strange children as well. Somewhere deep inside he knew the words had always been hollow. Platitudes against fear, a child's mantra to defeat the non-existent specters in the night. This specter, though, was all to real. Not only the personal specter of death, but the unbound specter of meaninglessness.

They, his people, had suffered so much. The first generations after the Fall of Spira they had solemnly looked to that great exodus as the dark times of their people  - the great tribulation which through bravery ad audacity they had not only survived, but had forged them into something new, something great. Yet their time on this moon had been nothing but a cruel interlude to their fate. Whether they had brought The Withering with them from Spira, or it was some new consequence of their environment they never discovered. Regardless, it had doomed them all the same. Generation by generation their fertility left them, and by the time he had been born the birth of a single healthy child had been a cause of moon-wide celebration. He had no children, save the metal men through which he rolled now. Even with their dwindling population, they had made incredible strides in artifice and science. The first people of Endiku had been the survivors of the First Academy of Artifice, the foremost school in all of the Imperium. Nowhere in Spira could a more capable of erudite host of scholars be found, and yet for all their knowledge and wisdom they had not been able to save themselves. In their darkest hours, desperate to preserve what they had built from the ashes of a dying world they had abandoned their futile attempts at salvation and instead created the Animan.

He lifted his finger to the crown around his head and rubbed frail fingers over the gem at its center. He had worn it since his childhood, he knew it for the placebo it was. Their engineers had insisted the gems "transcribed" the essence of his people, absorbed and replicated the fundamental essence of their humanity. When he died, the gem, the final gem, would be added to the great Animan Engine. He was supposed to believe that it would transfer slivers of his essence, along with the rest of his perished people, into the Animen and this way they would live on as a myriad amalgam. He knew, though, that it had been nothing but another comfortable lie. In the years since his wife's passing he had never seen the untarnished joy of her laugh or fire of her passion in a single of their bastard children. No, she was gone, as he would soon be.

The wheelchair rolled up the ramp under the strong grip of the Animan who had been his assigned to him for many years. Strong but not inhuman, he thought, as the chair faltered and turned a little too much here or there as they made their way to the stage. They had made their children in their image, though they could have made them much more. Perhaps, that was the greatest cruelty of the whole affair then, he thought. That our own creations, our legacy not only do not surpass us, but they fall short of us. Weak, frail, purposelessness and soulless - his people hadn't even had the courage to strive in their last days. Like a dying man who spends his time idly ripping at tufts of grass and commiserating in memories of a life poorly lived - they had been cowards of the highest order.

His wheelchair made a sharp pivot and the crowd before him clanged their metal hands together in a mockery of a clap - artificial hands surprisingly dexterous and subtle. The Animan who had pushed him, leaned down and said, "Father. Speak to them if you can. We are lost without you, and they fear for tomorrow", a metal hand gently, tenderly squeezing his shoulder.

The old man struggled out of the chair, his breath already leaving him. He nearly fell, but a strong solid arm and shoulder caught him quickly, holding him and guiding him to the podium. He looked over the crowd, thousands and thousands were here - many thousand more tending to the forges and other essential duties. Their faces blank, portraying no emotion, yet many clung to each other or stood with shoulders slumped and heads bowed. In the moment he had to remind himself they were empty shadows of his people, so convincingly had they been crafted. Yet still, stomach churned with that desperate hope, the comforting lie.

"We have failed . . .", he said, that bitterness coming forward "You. . .". The coughing overtook him, he had not spoken in weeks, and for many years measured his words carefully as they quickly brought the cough, and with the cough, the blood. He lost his balance, and nearly fell, but those strong metal arms caught him again. The fit passed quickly, and the Animan holding him dabbed the blood away from his mouth with its tunic.

The Animan turned him from the podium, the metal mask of his face placid, yet the glow of its eyes was strangely disquieting. It spoke, "I know you hate us. I need you to listen, Andrus, I did not want to tell you. I know you need that hatred. I know it fueled you. But I remember the day by the river. It is dim, and distant, but I remember you playing the flute and teaching . . her. . . to skip stones".

Andrus, the last man looked at the Animan in confusion, "What? What are you taliking about you basta. . ."

The Animan cut him off, "I chose to take care of you because I remember you. I know you. We never told you, any of you . . .we remember. It's not just fragments we keep, bits and pieces, but whole memories. We all have some, and mine are of you. Mine are hers."

Tears streamed down the old dying man's face, his withered hand cupping the animan's mask like face, "Abagail?"

"No", the animan said, "Not Abagail, I am Ulrik. . . it's the name I've chosen for myself. We never took names to honor you, the parts that lived on. It did not seem right to give new names to the pieces of you that we are . . not so long as you lived. That's what this is. It's why you're here. Today is the day we name ourselves. We have chosen a name for ourselves, as a people. We are Andrus. Named after the last of our fathers.".

"Help me stand, Ulrik,", Andrus said holding back tears, "I'm weak, I can feel it".

Ulrik lifted the frail man and held him up so he might speak. Tears ran freely from his eyes, blood from his mouth, "We have failed you", he said, "Be better than us.".

Andrus fell limp in Ulrik's arms, his breath ragged and faltering. He patted the animan's arm, he could speak no more. Ulrik laid his father on the ground, cradling his head holding his frail fleshy hand in the cold metal digits of his own as he died.

Without speaking he lifted the old man's body from the stage and walked off through the crowd, cradling it gently. They walked for miles, the whole crowd following. They walked through the spires of the city to the decrepit farms long since abandoned, and into the fields. The sun finally began to set as they came to the river and in the gentle glow of twilight Ulrik waded down the grassy banks and gently gave his father's body to the river. The crowd watched in silence as fireflies began to blink in the gloom; on and off, bright than dark. Ulrik walked through the current back to the bank, as he sat he pulled a flute, Andrus's flute, from the fold of his tunic and began to play.


Monday, April 4, 2016

Arms and Armor

Weapons come in multiple types, and three grades: Basic, Advanced and Masterwork. Higher Grade Weapons have more Modification Slots.

Melee          
Daggers: Low base damage, high crit % and crit dam, crits bypass damage reduction.
Swords: Average.
Axes: Higher Max Dam/Crit Dam, less accurate.
Blunt: High Min Dam, Crit%, less accuracy.
Polearms: Reach, Does not provoke counters.


                                                ~Light Blades~

-Daggers may lack the stopping power of larger weapons but make up for their low base damage with high accuracy, critical damage and ability to bypass enemy defenses with critical strikes-

Light Blades: Light one handed weapons that deal slashing damage.
Damage   Miss%   Crit%   Crit   Attk Ap   Range   Misc
1d6            5%         5%      x5         1          10ft     Crit Damage bypasses Damage Reduction.
Examples: (Slashing AND Piercing: Dagger, Knife, Rapier, Gladius)

~Long Blades~

-The classic weapon of choice, valued for its accuracy, flexibility and well rounded attributes-


Long Blades: Moderate length/weight one or two handed weapons that deal slashing damage and require a single hand.
Damage   Miss%   Crit%   Crit   Attk AP  Misc
1d10         10%       10%     x2          1
(Slashing AND Piercing: Longswords, Broadswords, Scimitars, Katanas)

Great Swords: Giant swords which require two hands to use that deal slashing damage..
Damage   Miss%   Crit%   Crit    Attk AP   Misc
2d8          15%       10%     x3           1        Requires Two Hands or uses x2 AP.
(Slashing AND Piercing: Zweihanders, Bastard Swords)

~Axes~

-Axes trade the accuracy of swords and the reliable damage of maces for massive potential damage. No weapon can match the raw destructive power of the axe-


Light Axes: Small, one handed, single bladed slashing weapons that can deal blunt damage at a penalty.
Damage   Miss%   Crit%   Crit   Range   Attk AP    Misc
1d8          10%       15%     x3      20ft           1
(Slashing: Hatchets, Tomahawks, Hand Axes)


Heavy Axes: Heavy, one handed, double bladed slashing weapons.

Damage   Miss%   Crit%   Crit    Attk AP  Misc
1d12         20%       15%     x3          1
(Slashing: Battle Axes, Woodsman Axes)

Great Axes: The largest of two handed axes.
Damage   Miss%   Crit%   Crit   Attk AP     Misc
1d20         30%       15%     x4        1           Requires Two Hands or uses x2 AP.
(Slashing AND Crushing: Scythes, Largest Single or Double Bladed Axes)



~Maces~

-Maces sacrifice the accuracy of Swords and the Damage Potential of Axes for higher minimum damage and consistent Criticals-


Small Maces: Small blunt melee weapons.
Damage   Miss%   Crit%   Crit   Attk AP   Misc
1d4+1      10%       20%     x2        1
(Crushing: Light Hammers, Light Maces, Small Flails)


Full Maces: Moderate sized blunt melee weapons designed to crush.
Damage   Miss%   Crit%   Crit   Attk AP   Misc
1d8+1      15%       20%     x2         1
(Crushing: Maces, Morningstars, Flails)


Great Maces: Great two handed crushing weapons.
Damage   Miss%   Crit%   Crit   Attk AP   Misc
4d4+2       25%       20%     x2        1         Requires Two Hands or uses x2 AP.
(Crushing: Mauls, Sledgehammers)



                                                          ~Spears~
-Spears are middle of the road in terms of damage output, but have the added bonus of being able to attack from a range of 1 through an empty square-


Spears:
Damage   Miss%   Crit%   Crit   Attk AP   Range    Misc
  1d8         15%     10%      x3       1           1(5ft)
(Piercing AND Slashing)

(Spears, Ranseur, Halberd)


                                                   


                                                       ~Miscellaneous Weapons~


Unarmed: Blunt force strikes with limbs from an average sized humanoid.
Damage   Miss%   Crit%   Crit   Attk AP   Range    Misc
  1d4          5%        5%     x2          1          n/a        Immune to Disarm.
(Crushing)

Fist/Foot Weapons: Weapons worn on the hands/feet to enhance limb strikes.
Damage   Miss%   Crit%   Crit   Attk AP   Range    Misc
  1d6         5%        5%      x3        1            n/a        Immune to Disarm.
(Piercing, Slashing OR Crushing)
(Brass Knuckles, Gauntlets, Claws, Puchinng Daggers, Steel Shod Boots, Spiked Toes)

Spiked Chains: Long chains with spiked ends, meant to be wielded with two hands.
Damage   Miss%   Crit%   Crit   Attk AP   Range    Misc

1d6           20%       20%     x3         1        1(5ft)      Requires Two Hands or uses 2x XP.
(Slashing)

Staff: Long fighting sticks typically with metal shod ends, often used for defensive fighting. .
Damage   Miss%   Crit%   Crit   Attk AP   Range    Misc
  1d8        10%        5%     x2         1            n/a        +5% Avoidance, Requires Two Hands or uses x2 AP
(Crushing)                                                                  (loses Avoidance Bonus when one handed)

Machine Gun: A mechanical gun which uses gears, cranks or compressed gas to fire multiple bullets.  
Damage   Miss%   Crit%   Crit   Attk AP  Reload AP     Range    Misc
 5d6         25%      20%    x2          3              3              (4)20ft     Absolutely Requires Two Hands and
(Piercing)                                                                                         10 STR or mount, 2 Turn Cooldown.

                                   

                                                            ~Grenades~
-Grenades are thrown weapons that deal AOE damage. They either require a successful combat roll, or allow an Agility Save. The AOE is always centered on the square the grenade lands in-

Fragmentation Grenade: A grenade which sprays out fragments of metal on detonation.
Damage   Attk AP  Range   Area    Misc
2d6+2           1        STR/2    3x3     Bypasses 50% DR.
(½ Blast, ½ Piercing)                                                                                            




Explosive Grenade: A grenade which explodes, dealing blast damage to an area.
Damage  Attk AP  Range    Area    Misc
2d6               1       STR/2     3x3     Degrades Cover by 30%.
(Blast)

Incendiary Grenade: A grenade filled with flammable powder that produces intense heat.
Damage  Attk AP  Range   Area    Misc
2d6               1       STR/2    3x3     Causes Burning 1, Duration 2.
(Heat)

Flashbang Grenade: A grenade that detonates with a bright flash and loud bang.
Damage    Attk AP  Range   Area    Misc
  N/A              1       STR/2    3x3     Causes Blind 3, and Deaf. Duration 2 Turns.

Smoke Grenade: A grenade that fills an area with Dense smoke when detonated.
Damage    Attk AP  Range   Area    Misc
N/A                 1       STR/2    3x3     Gives 30% Cover in area, and Blind 3.
                                                         (Smoke Cover can not be degraded)

Alchemist’s Grenade: A grenade with a small amount of explosive that sprays liquid in an area.
Damage    Attk AP  Range   Area    Misc
Varies             1      STR/2     3x3     Effect by potion.
  



Pros:
Cons:
Damage   Miss%   Crit%   Crit   Range Misc

Ranged Weapons:
All ranged weapons have a cumulative range penalty. Firing at a target within Range confers the standard Miss chance. Each Range increment after the first the base Miss Chance doubles. Accuracy bonuses are always applied after Miss Chance due to Range is calculated. In the case of a Pistol:

Range 1  (40ft)   10%
Range 2: (80ft)   20%
Range 3: (120ft)  40%
Range 4: (160ft)  80%


Firearms: Firearms are ranged, mechanical weapons that require expensive ammunition which contains an explosive charge which propels the bullet forward. Firearms require reloading, which requires 1 Action Point. On a critical fail a firearm becomes jammed. Fixing a jammed firearm requires a full hour of uninterrupted work without tools.


Pistols

Pros: Multiple Shots, High Ammo Capacity, One Handed, Reload.
Cons: Short Range, Low Damage.
                           Damage   Miss%   Crit%   Crit   Range    Attk AP  Reload AP  Ammo Capacity
Ranged:                1d6           10%      20%      x3   6(30ft)       1                2                      6
Melee:                   1d3            5%       5%        x2     n/a           1              n/a                    n/a   


Shotguns
Pros: High Damage, High Crit
Cons: Low Ammo Capacity, Short Range, Two Handed, Reload.
                    Damage   Miss%   Crit%   Crit   Range        Attk AP  Reload AP  Ammo Capacity          Misc
Ranged:           3d4        15%      30%     x2    2(10ft)            1                1                   2                    1x3 Cone

Melee:              1d6        10%        5%     x2      n/a                1               n/a                n/a



Rifles
Pros: Long Range, High Damage, High Crit
Cons: Low Ammo Capacity, Two Handed, Reload.
                    Damage   Miss%   Crit%   Crit     Range       Attk AP  Reload AP Ammo Capacity  
Ranged:        1d12         10%       20%     x4    12(60ft)           1               1                   1
Melee:           1d6           10%         5%     x2     n/a                  1              n/a                n/a


Bows: Bows are simple machines which use tension to propel arrows, which are a cheap and plentiful form of ammunition. In addition, bows have a variety of multipurpose ammunition such as grenade tipped arrows/bolts which cannot be used with firearms due to their explosive nature.

Recurve Bow
Pros: Balanced Weapon
Cons: Unexceptional Weapon
Damage   Miss%   Crit%   Crit   Attk AP   Range
1d8           10%      10%      x2        1        10(50ft)





Crossbow
Pros: High Damage
Cons: Long Reload
Damage   Miss%   Crit%   Crit   Range      Misc
2d6           10%       20%     x2       50ft    Long Reload*
*Reloading a Crossbow takes 2 Action Points.