As of 12-30-03/01/13/04 and 05/22/2009 (minor)/Minor 05/2016---------------------------------------Mapping the World:INDEX:Races and cultures of the known world, player races mostly. Classes:Areas: East Coast West CoastMagic/Technology Arcane Divine Psionic TechnologyOther things not covered in the above.Gates:Where they go to Morrow WorldVampire World (Dark World?)Places in the world:Juarez (NW of Marrow, West of Fallon) Vekton (S of Juarez along the river) Fallon (East of Juarez)Leeburg (and the tomb near by) (N of Fallon)Tombs of the YuanTi and the lead into the Drow TechCity. (over by Fallon to the SE)The Mind Flayers Layer (over by Fallon, not sure exactly it is located, but I suspect to the NNW?) The Dwarves mountain the railroad that is below to where? (Over by Juarez)Morrow Project now infested with evil creatures and mutants? (SE of Juarez)Classes:Standard D20 classes with the addition of: Standard D20 ModernGunslinger for sure Soldier for sure Royal Assassin Dragon Cleric Slayer Spell WeaverArmor:Weapons:7.62 Single Shot Flintlocks 7.62 Pistols double actionEquipment:Other Fun-------------------------------------------------------------------------------------------------RACES (of the world):Havlin - use biological items to make armor and like. Satrin - 4 armed hermaphrodite ogrelike.Shindin - ElvenGlubnin - DwarvenDronin - AndroidsShindin (Elves):- Dru Sbindin: They are not all the classic Drow, atleast one town of them, that live underground, are around modern day tech with some changes. Namely Mecha for police work, as well as they maybe the ones who made the clock work horrors. Clu Shindin - Sort of your classic wood elves. (Tolkiens Silvan)- Formu Shindin: The Lords (possible base stock of the rest): Brown of skin, black of hair, blue/hazel eyes the norm. (Tolkiens Quenya but more technogical?)- Naru Shindin: High Elves (Tolkiens Sindar)Glunin (Dwarves):Ones near Juarez and Lees new lands. Likely a small colony will start there?Havlin (Halflings):Not run into yet? Thief at Fallon, colony near by? Short of stature, brown and green of skin. Lithe of body.Some are the classic hobbits, but many are also more nature connected.Satrin: Not run into yet, need stats for them. Gorillanoid for sure?Hyumin (Various subgroups)For most part they are medium european in looks and height.---------------------------------------CLASSES:Common Classes and professions of each areas people (humans mostly)People of the Banshee Coast.K. Avron and other local kingdoms:FightersClericsMages (either type). PaladinsRoyal Guards (Aarons invention?).Rangers sort of, but use firearms instead of bows and no magic. RoguesPeople inland of the banshee coast. Free people to the east of Morrow. RangersBarbarians ShamansPeople of Dinas Aetor (Mixed)All of the basic classesKeltoi:RangersHorsemenBarbariansClerics (some they are Shamans)Thessa:Most basic and some other classes.Galadh (might find a different name, or adapt it to my Keltoi?).Most classes, but more Celtic in scope?Who else?I believe some were introduced by Mike or was it Aaron? I am not sure.---------------------------------------CLASSES IN ABRIGON:D20 Fantasy Slayer Spell Weaver (Mine)Knights of the Sundered Oak - Prestige Class (Mine)Good knights. Avatars - Prestige ClassPaladins sort of Dragon Cleric - PrestigeReplace undead control/turn with animal control and turn, but not druidsRoyal Assassin - PrestigeSpecialist Assassins Clerics of Magic - Prestige?They replace cleric spells with magic spells for the most partD20 Modern Ones Gunslinger SoldierMilitia members - D20 locals in the employ of the Battle TechD20 High Tech/Traveller/Sg1/Star WarsRed Guard - Prestige Class (Steves character is a member)Mecha WarriorBlack Dragons Jedi (dark or lite)What else?Class write ups are in separate files---------------------------------------AREAS:Name:Capital:Ruler:Type of Government:Languages:EAST COAST:Kingdoms and other subunits:Archonate of Thessa and related towns Capital: ThessaArchon Philip Carnus for his 7 year term as Archon, from the family Carnus, one of the family run territories of Thessa.Make Up/History: Thessa were made up of tribes, and when they came to find the lands now called Thessa, they drew lots to who got what lands, in a special format. 7 tribes, 7 areas. Each tribe settled on the land and over time, they became a nation, more out of respect to their God as well as dangers from the outside, and past history together. The Archon is appointed from the families that make up the Archonate from each family in turn. This turn it is house Carnus turn as having one of its members appointed with the Gods blessed as Archon/Notes: Based on a combo of Greek and Venetian mercantile Empire and elements of Hanseatic League.City of Dinas Aetor started as a small fishing camp for local Keltoi tribes, then as a stopping place for merchants from Thessa and Galadh. And then became a trading post and town for a mixture of all.The High Cities (sinking into the swamp) (The Galadh): Related to the Keltoi some how, relationship not certain. They have several cities that are slowly sinking into the swamp that is developing around them. Source unknown. But recent sighting of Cthulu like beings and other horrors might explain things. They have to trade or fish to survive, cause the swamps have swallowed most of the good land.---------------------------------------BANSHEE COAST: (NW Coast of Abrigon the Continent/world).KINGDOM OF AVRON:BARONIES: King Juan reordered the Baronies after the last major rebellion by the Barons and the pretender to the throne. To help deal with the incursions and reclaiming of lands taken from the Kingdom to the west, by the previous Dynasty.Name:Juarez: Capital New JuarezIncludes former Barony of Sharon, as well as former Morrow Project Lands and lands to the NW of Juarez. Ruler:Baroness Marva, first wife to King Juan. Mother of his heir Prince Richard (age 9). Languages:English - Accented (sort of the Morrow people came back to help and some stayed). It helps with the various groups who all speak a different language.Local CommonForest Common (Lands to the farther east, the former slaves) Dwarven (not a hidden tongue, just damn hard to learn) Local ElvenOrcName: Vekton:Capital: VektonContains: The area along the coast of Avron from its border to the east to the next barony to the west. Ruler:ArchDuke Michael Tucker. Steward of the RealmLanguage: Accented English, Local Common, Spacers CommonName: SharonCapital: SharonContains: The areas south of Juarez, to include the Gold Mine and to the lands of Morrow Ruler:Lang: Local Common, but English spoken often as well.Name: Marrow (Modern Underground Base) - Empty at this time?Capital: None at this timeRuler: None at this time.Lang: None at this timeTOWNS:Vekton: High Tech place, with access to offworld tech, such as jump ships, mecha and more.with a dozer made road between New Juarez, town next door and Vekton and other places along the river south. New Juarez: Recently was almost destroyed, rebuilt by the Lords via their agents (Mike and Lee).Other Towns:Sharon (Town next to New Juarez), first place that Juan Rodriquez and Mike Tucker settled. Karva Noris (Dwarven Stronghold next to New Juarez), recently rebuiltMorrow Project base now abandoned. Quickly filling up with evil creatures and other life.The Royal Capital, need nameAtleast 6 other towns/strongholds of local barons.Little villages, to the east of Morrow that serve the local humans, source of some of the slaves for New Juarez. Will seeNeed to name the towns in the Kingdom of Avron and other areas. To include the ones on the eastern coast as well as villages east of Morrow.MARCHESMARCHES:Lands owned by Avron, but more parts of the Royal Domain, or the border lands.---------------------------------------Kingdom to the west of Avron, where the Marches came from.MIDDLE WESTERN:Name: Capital: Ruler:Type of Government LanguagesKINGDOM OF FALON: East of AvronName: Falon Capital: FalonRuler: King August the Balanced Type of Government Theocratic MonarchyLanguages: Local language, some exposure to western commonFalon Is built on a hill near the Fallon river, it has several levels, but that nature is represented there as much as possible. Trees in gardens and more. It has 6 levels on the hill (mount), each has a gate, and the gate for the next level is ¼ the way around clockwise from the previous one.Each area has woods, and fields for growing things and animals. With a road along the wall for movement of troops and personnel. As well as houses along the lane, that fit the motiff of woods..Places:Dead Mans Inn, has a entrance into an underground warehouse, hidden by an illusion, the ware house has a smugglers tunnel under the wall, to under a house near the Inn that John and Heimo own.Griffins Drippen Inn:Rampent Dragon Inn (the one that Lee/Mike PCs own)Kings Hall, more a hall than a fortress..Lands that exist to the east of Avron, but have no real direct as yet connectionAlso connections it has to the lands to their west, independent farmers and huntsman. Who live in small towns and settlements.NOTES: Possible to have space aliens that appear to be the standard fantasy races. As well as standard modern and sci-fi races be used as fantasy ones.MAGIC: Magic is really very high tech, that was once known by most, but has since been lost that it is even something other than magic. Most need some special calling and ability to use it. Since to actively use magic, you have to have some way to access the power grid that allows for magic/psionics.Nanotech: Is used to power power projection. As well as to create zombies and like.. As well as vampires. HologramsIllusions and like, as well as to show things to be there that are sort of there.Transportor Shape Changing, and Teleport and like magicImmortals any, they are possible .---------------------------------------Vampires and Zombies and other "Undead"are a definite. As well as other beings. Some are more energy than substance.For example some fairy folk are beings almost of just energy, more holograms than anything. Will have to explore this more..Some beings the nanites have taken over, for what ever reasons. End result can be many. Three major techs are used in Abrigon to simulate magic.Nanotech Transportor Tech Holographic TechNanotech, can make the immortals? As well as Vampires and like. Transporter or like, can make shape changers easy?Holographic, can make illusionists as well as other beings.Elemental Shape Changing Illusion - Basic magicElemental Magic.Psionic Magic:Normal but with changes.Spell: Peace, causes anyone who is committing a violent action to stop as if held. Not sure of the will role DC and like. Protection versus psionics: Just like standard protection spell, but for psionics.Psion power: Null psion field, creates a field of null psionic powers, to include other psionic abilities. Concentration roll to maintain it per round.Link: A spell to link one spell with another, so that you can use part of one of the spells with another. Example being scry with magic missile.Power Transfer: Able to use the psions powers to power a device that needs energy, but has none..---------------------------------------GATES:My Worlds- CN-ELF Secruitron, Knights of Sundered Oak (maybe the same as the others)War Craft Star CraftWitch World - Andre Norton DarkoverMZ Bradley Alternate Earth (CN-Elf)Middle Earth - JRR TolkienHostigos World aka Paratime (Lord Kalven of Other When) by H. Beam PiperTier Series Universes. - Phillip Jose FarmerSG1 Universe or one of themMoorcock Multi-verse, possible?Lees origin universe (John)Mike’s origin universe (Heimo)Aarons Origin UniverseMy Morrow Project (or at least possible to have one in the future) Securitron WorldOther Worlds investigated or taken by the Shinda Imperium and it’s descendants.My Morrow Project world, not a gate, but it came thru something like a Banestorm. So likely to have a gate near by, or tie to old world that might make a gate possible back?Super Hero one or something like, world of Securitron.What other worlds is their links to from Abrigon? I know there has to be more, alot having to do with former Shinda imperial connections cross dimensions and worlds/galaxies/etc..Gate network, sort of like ones from SG1.Or some other form? Like giant stone rocks, or opps, you fell thru it, or you have to have sorcery to make one, and then find a way to keep it around? Solid if you will.One to Vampire World? One to Tech World WarcraftSG1 Farscape Enterprise Andre NortonMost gates are of a stone or like construction, even the ones to SG1 or like worlds.There is some devices that allow gates to be done. Items like the triskellions they are a bar or alien material, that when you place them together in a triangular form, they form a gate.---------------------------------------EQUIPMENT (Weapons, Armor, Gear)WEAPONS:Single fire 7.62mm Flint LocksDamage = 2d10, critical 19-20, Failure: 1-2, from loaded not right, to catastrophe, speed = 1 per 2 rounds (2 actions) Revolver 7.62 cap/ballDamage 2d10, crit 19-20, failure 1-2, speed two round per round if user can do it. Laser RifleOther than Weapons and ArmorPower Armor Air SpeederMecha - Human ones Mecha - Drow onesBattle Armor: Ceramic Powered Armor. Uses memory metal/plastics to help the wearer gain extra STR and CON. Wearer has to have a minimum level of Battle Suit (or like skill) to use. Also minimum stats to use?Also security system and design, the wearer has to be fitted and authorized to wear the suit.AC 25 (really 15, it adds up to 10 to the wearers AC up to AC25. Resistant to Acid, Electricity, Water based attacks. But suffers from a higher chance of critical damage, so it rolls a DC save of ?? for the armor if any damage is done via electricity. Senses are low light, and radar. Helmet is resistant to psionic attacks, especially mind control and illusions. Gives the wearer a +2 to str and con.Lion Shield:Great Sword of Great Gleave. Sword of Acid Burn: Rings of Undead Control Band of Transform to Mind FlayerBow of Aim: Crystal form of red beam, gives user a +2 to hit.Scimitars of Wounding: + 1 weapon, but when it hits, the wound will not be able to be healed normally, and will deliver 1d4 of damage per round after the initial hit until healed. A fort save will keep the wound from festering as above.Rifles (Guard): Does 2d10 of electrical damage, or does 3d10 of sub-dual only damage FORT SAVE. Rifle (7.62mm): Does 2d10 of lethal, critical 18-20 x2Blood Pebbles: Sort of like rings, but pebbles.Helm of the Leech: Looks like a great helm, with a small circulet around the brim, and a small yellow-green crystal. It gives the wearer a +1 to psionic attacks. Problem is that in the making a mind leech was entrapped in the help, and it wants to get out. It will slowly try to take over, WILL ROLL, and for every unsuccessful will roll, the wearer will get a -1 to their will for the next roll, until the wearer is at 0 will (temporary reduction), and the leech takes over the wearer. Only ways to remove the curse is to destroy the yellow-green gem and a remove curse but only at the time that the wearer is last successful at resisting the will attack. Crystals for sure, but specific for the wearer/owner. Causing damage if the owner died (blow up, or they just need to be re-attuned to the new owner?RACES:Gluvin, look like classic dwarves, but are far from it. They are a-sexual until the reach puberty, once they do, they go on a quest outside the halls of their ancestors. And once they come back, they decide what gender they wish to be, and if possible what position in society they hold.Once they pick what gender, the ones who pick female, are given hormones to make them female, which means they grow a pouch, yes, Glunin are marsupial. But their social structure is more like wasps. To include the places they live.Giant mounts of their own construction, or in mountains and hills. Or just deep underground.OTHER FUN:OTHER FUN: Other places, not sure.Likely other places, such as the local Shinda town (Lithe Lords). Also where ever the local wood land elves wander. The Gold Mine.And where else?New Juarez may have to change the name, after Juan Rodreiquez (Lees PC) left and the new town was founded. Also Vekton, was founded by the other member of the Party, Mike Tucker (Mikes character).Vekton is now a space port for visiting Space Vikings and merchants. As a sort of found colony? More settlement by more modern persons, maybe even return of much of the Marrow Populous? Will have to see.Morrow Project, will likely have to change name if I use it for other than MP world. Like for D20... As well as the contact with the Battle Tech/Space Vikings, will see.Also the write up for the Temple, and then the later Drow City. Also need to do a full write up for other places. Home town of the Party (Base actually, it is like 100 miles away or what?). Also Vekton, write up on it. As well as other towns, villages in the area, to include Capital of Avron.Also the tunnels and subway tracks. Clockwork Horrors. Made by the Drow.Mind Flayers: Control the Undead, and Friends or more with the Drow?Also who the original patron was? A Lord or . An Avatar or something else? What other powers exist on Abrigon?Shadow God. More on it, and such. Also called the Central AI, even if the central AI is fragmented into several separate personalities, most that work together. But not all.The World was never totally completed, so there is places that are raw earth and maybe even real plants/animals and such.. To compliment holographic forms and more.Who else is on the world? Gods, and who or what are they. Demons or what? Or all are demons, just are more fair than others. I should work on the gods as I know them the Lords if you will..As well as some basic ideas of what they are good at, domains and all.I need to come up with a migration table, as well as where thee original slave homes where on the planet. Who owned the former slaves? Start point of their migration or settlement an free beings, or did they just revolt, kill all of the Shinda available and then setting back in the towns they had lived in, came from, etc.Also working on how magic works different than standard D20 worlds? Magic that fits more with my ideas of magic.Ideas:Some monsters unique to AbrigonMecha for D20 Abrigon Lethal form for Space Vikings Police Non-Lethal for Drow---------------------------------------Power armor for D20 for Abrigon especially.Squad armor especially..Scout - Light and fast, lightly armed, with better sensors and connection to command and any UAVs and like in the area.Standard - Standard Weapons - Heavy weaponsTank - When you need assault some place.Command - Standard with better communications and sensors.Drop ShipsFlying Speeder has force field cover, can fly at good speed, and it has sensors that augment the users sensors, radio and minor weapons lasers. Also security system for unauthorized users..---------------------------------------OTHER FUN: ENCOUNTERS:The ancients who built Abrigon, whose descendants still exist as the lords, elves and drow and like. Some when the end was near, built tombs for themselves on the hope that the current troubles were temporary, some 15,000 or more years went by and they still have not returned..MAJOR PLAYERS:Adepts: Powerful mages, that rose up in the past, but were cast back AvatarsLords of the Lithe, most play some form of God or God like power.Adventures so far:Of Guns and GoldI sadly forget all the players did..From Juan and Tucker all the way to the current one. Got names for some:Guns and Gold - First group of adventuresTo Kill a King - Adventure around the time Mike whipped out the barons.There is more. I forget all. There was some on the east coast. East Coast:West Coast: Next Game setting:Down to the YuanTi - Original adventure for Mike and Lee Down into the Depth - Game before they met the drow, but not sure Against the Drow - When they met the DrowSteve, Wayne, You?, Lee and Mike and not sure who else? Illusions of Life - Mikes gameLee and Mike (me as Mikes character) On the Road to VektonWhere they met the Drop Ships and the high tech Vekton, town founded by Mike TuckerAgainst the Machine - Dealing with the ClockWork Horrors Temple of the Balance Into the Vampires Lair - One where you PC got introduced Of Reality - Game where they had the temple Illusions of Reality - Game of last weekend.---------------------------------------ORIGINS:Vampires Origins:Vampires in Abrigon seem to have two origins. One where the persons Nanites access to the power grid got cut for some reason, and to keep their powers recharged, they need to take over, or just connect to someone that still has a connection to the net. Likely reason for the break was due to a mutation of the Nanites that caused them to become more powerful and get around the controls in place.Other origin, was from Morrow Project persons, who being from the normal world that when they came to Abrigon, they found that they had always been Vampires and other changed beings, but that in their normal world they could not express it, or did not know of it.Lord of the Lords:In the fall of the Shindin Imperium, they needed ways to decide who got power and who did not, especially after the God Wars and the resulting Compact. To do this, most of the cities invented the Lords, the Lords are a often holographic representation and distilled nature of the people of the city each represents, as a way to collect resources, to get power, and world power.Compact:The Lords and cities can no longer wage direct war, they must wage it via the people of the planet, other than themselves.Races:The Shindin, were a very high technological races, whose empire spanned not only galaxies but universes through the multiverse, but they grew to large, to divided, and time caused odd happenings, such as a party would leave a universe, spend a year in the other universe, and come back and 100 years had gone by.But before they fell, they built the world/dimension/etc called Abrigon to serve as their capital and a haven for the rich and powerful to play, but it was never totally completed, as the empire fell around it, likely cause of the expense for the creation may have caused the down fall, or it just pushed it over the edge.As the empire fell around them, the lords spent more and more time in the virtual world, and playing gods in the real. Super beings that could fight, die and come back, and whip out whole areas with out much a thought, problem was, the power for these actions, as well as the damage was becoming extreme. Finally ending with the last God war, where a side took one of the moons and used it to destroy their enemy city.And chaos came about, the Shadow God (aka the central AI), had to rush in to save what it could, and it forced the Compact on the Lords. No more direct war, or face no power, power was being rationed, in part due to the moon being part of the power grid, and other problems. The world was slowly desintigrating, with less and less high tech available, and people taking it for granted, as they forgot how to make new machines, and even that their powers were given them by machines.So to replace the failing robots and other servants, to do the nasty work, the Shinda "invited"races to do the dirty work, some they changed, and some came to late to be changed. But all were enslaves, even the first humans. But this was not to last, the shadow god had reasons to free the slaves, and over time each city lost their slaves to revolt often helped by the Shadow God.---------------------------------------IDEAS FOR GAME AND WORLD:What else?Trump usage for sure? But how to do magic different. Ideas:Look at Epic Level for games.THREATS: Dragons Night Shades Assassin for LeeIDEAS: Luck dice Villains better InflationDragon hires the players to kill the Dragon, or a dragon. Slayer for D20 Module or World BookLets start small , but world book is a good possible end goal.---------------------------------------WEEKS GAME:Options for this weekends game:Build Lees stronghold. If Zeke shows, then his as well. Not sure about the others. Do need to give out the items from the God and King.Work on stats for guns, gear for Guards, armor/weapons/bike/etc.Morrow Project what has happened in the last 8 years? Will have to see, evil for sure, but how much? What moved in and what was left there, and what came up.Dwarves moved in is a possible.Elves live near by, tending the weird plants the visitors brought? Slime and Molds for sure.Orcs is a possible as well.Some greater evil that came to the surface or that came along for the ride? Hum, a demon of some sort? Nuclear elemental (groan, grin).See what changes I need to make to the game, critical hit/fumble tables for sure.Initiative, and more than one attack. Weapons readied or not.. Likely based on dex, depending on who gets the second attack off.World in the ancient past had beings called Adepts, they came after the Lord, since the lord are the avatar if you will, of each of the Shinda Cities. While the Adepts were beings that arose to challenge the lords, or just rose to great power, some moved on, some stayed, some disappeared..The Adepts seem to be either those who arose to challenge the gods and their power, either on their own, with help of the Shadow God.Some became lords on their own and took over some of the cities of the Lords and others.Lords rules various cities, most that float in the sky, on giant naturally living silicon beings that float via gas production. But, some also live underground. Projecting their power out from their base deep in the ground.Zerg combined with Reign of Fire. Possible, that one of the Lords is breaking the compact, or that he/she/it has created a new life form that is to ravage the land, or that they are sentients that worship the God or what not?Game on Saturday:Worshippers and such come to find their god, and they find Lee and his strong hold. How he uses them, it is up to him. But not to make it easy for him. Grin.Tomb was a partial bust, but it was fun to see Lee sweat, as well as Lee angry.=============================Tomb is full of many things..Namely it has the ways and means to complete the quest, if possible. Traps are manyAnti-psionic dampeners for sure. Undead as well. Psionic Undead?Psionic Leech for sure?Definitely traps to negate Lees psionic powers? But what of Mikes abilities? It is a tomb after all?---------------------------------------Temple of Elemental Evil.Need to do the map of the tomb/temple tomorrow if I can..Tomb has some odd properties, it is immune to being melded/etherial made.. Also immune to teleport, it is sort of a pocket dimension. And the walls are super dense/magic/psionically made.So the only way in and out is either via the front door or some other way/means?Traps, how to do a trap, that is not a trap.. Example being a beam that causes the door to open or close, butthe mechanism that causes the door to reopen is broken. So it is not a trap. Just takes a reaction roll to do something to keep it open.. Or to get out.. but the door will come down sooner or later for it is very heavy as well as the dimension power will not work if the door is still open..Door ("trap" is on the bottom level of the temple that can be seen by the map provided.Some parts of the tomb are hidden and shielded.The whole tomb is sort of trap, but ... can it be detected as such.. I think everyone can detect traps, atleast the non-magical kinds.Need a better map, but one for GM and one for players Monsters logically placed and not just "WTF".Stone golems for sure, they did so well last time, but sadly not this time, but they are reset I expect. As well as something from the ethereal and like planes.The wall are solid and can not be totally melded, resist teleport or totally not allow it.. Due to the make up of the tomb. Is seems to be more a way to get someplace? A gate or just a holding area, for the big bad ass?Tom's beholder and my Doppleganger? will have to see.. No major traps, atleast not exactly traps, more like events..Monsters Golems Psionic LeachesNeed more threat beasts, things that scare Lee or Mike. Possible substitute/copy cat beasts? They look like nasty stuff but arn't..Imaginative traps and exits..---------------------------------------This Weekend 21 DecLee: Also has a problem with from time to time, has thoughts to do evil and will from time to time have to make a will role to not do an evil act, or to become more reptilians.Mike: Sword has a geas on it, what it is, not sure yet.Aaron (if he comes back any time soon?): With all this magic, not sure. He has changed to an Acrobat. Wayne: I forget what his character is. Ranger/Rogue I think.Jason: Standard Human FighterSteven: He is playing if he is conscious/not stoned, a Guard from the town. D20 Modern with battle armor. Zeke and his Mage, will see what I can come up with..I do think that the God will not get the gifts right.. Mixing things up some, and other things. Like Mike has, has a Geas on it. Game tomorrowOn the way to Vekton: What they run into if anything?There is an Adept who contacts them, to come with him, and he puts them through a gate, and just as they go in, mentioned "Don’t tell anyone your real names"(they might hear it, or not, to their regret).They go thru the gate, and are almost hit by a large Maul of a Giant being, who is trying to kill someone. In the process they notice a person who is "hiding"inside an arch, of blue.They are now, even if they don’t realize it, in the Witch World. LOST CHARACTERS:WEST COAST:Mike Tucker, Archduke of Avron, Count of Vekton. Juan Rodriquez, lost King of Avron, Baron of JuarezMIDDLE:Aarons Night Elf Shadow Master ? (dislikes arcane magic) Jasons first shadow master, with a suit of Red Guard armor. Jasons Ogre Barbarian, some where around.Zeke has atleast 3 lost characters. I believe I have one lost in the west.EAST COAST: Mic Royal Assassin My Animal Cleric Mikes character? Lee’s Character Zekes lost characterFrom: abrigon@y...Date: Wed Dec 24, 2003 4:05 amSubject: Re: Abandoned Modern Base in a Fantasy WorldTrue BOX would make a good one, or a relative would do.. Security bots left behind, or as suggested, ones to tend the farms and all, who go a bit off.. There was farms outside the base that would have gone wild, as well as some sort of battle of the native vs the maybe more healthier imported, some sort of battle or mutations for sure.---------------------------------------But the bots left behind could be waging a war of sorts against invaders? To include invading orcs and such, but also other beings.Ooze and like, possible.. The base in large enough, as well as the PCs did have some time dealing with odd Drow, who were into high tech stuff.. So never know..Nuclear power plant is a possible, as well as someone who got left behind? Elves lived in the area, but Orcs are close as well. Or maybe some dwarves moved in? Not sure. Nuclear plant is leaking, possible..High tech, well, you know Star Trek Voyager, about 100 years past that or so. The world not the base.Templates, hum, I need to look deeper I think.. Mike---------------------------------------NOT MINE:Alternately here are some things from my game system. Weights are in Kilograms: Armor Rating ~ AC. Apparent Weight = Felt by the wearer when properly worn/working. Agi = Dex.Augmented Armor Armor Rating Weight Apparent Weight Cost Agi StrBase AR Total ARHARM Armor 15 18 120 35 $1,240,000 -2+2Hercules 15 18 250 50 $1,750,000 -3+10Omniplex VII 15 18 175 40 $2,265,000 +2+2DMG SR42 18 22 265 25 $4,284,500 +6Augmented Armors are designed for hostile environments and either restrict or aid an attribute. They are engineered with an electrically controlled musculature system to aid in movement, thus the term Augmented Armor. The Weight is the actual mass of the suit measured in kilograms and the Apparent Weight is the weight felt by the wearer. Str and Agi are the modifiers to the wearer's Strength or Agility. Generally speaking all augmented armors have a battery- powered system of motors, servos, and hydraulics. They are unusual to work with and require a bit of practice. Most use special computers to drive and control each sub-system and training is usually required. These suits are all encompassing and provide equal protection to all locations. They are extremely bulky, and unless powered up, are often too heavy for the wearer to use effectively. The most common suits are designed with titanium alloys layered between Kevlar, ceramics, and spider silk. Each part of the armor snaps together making use of advanced electrical musculature or myomers. These myomers receive electrical pulses when the wearer moves, which causes them to contract similar to muscle tissue. Thousands of sensors throughout the interior of the suit send information to dual processors. These processors are usually located under each arm or on the inside of the legs. Designers have found that independent vertical split control has been the most efficient method of controlling the suits. Because of this the suit is controlled much like the human body in that one half of the computer controls one half of the suit. In the case one processor fails, the other will automatically take over the other's responsibility. The whole suit is powered by the latest in cellular electrical storage technology (battery). System functions have battery backups in case the main power is lost. The backup only affects computer controls and setup routines. Once the system loses power, the armor loses all enhancements and the full weight of the armor lies on the wearer. When a new pilot enters a suit it takes the computer about five minutes to learn a person's movement patterns. Until that time the user's movement is erratic and uncontrolled. The battle suits often require a powered holding fixture to allow the pilot to armor up in any decent time. Even with this aid the fastest recorded suit up time was 33.46 seconds. When the unit was lying flat on its back with out the aid of the fixture the fastest suit up time was nearly five minutes. Both trainees and instructors have great respect those that wear the rig. Many of the new suits are capable of withstanding all small arms fire and some lighter heavy weapons fire. Because of the suits' great mass, soldiers are capable of entering combat with small-scale cannons and rockets on the exoskeleton. Some styles allow integrated small arms mounted in the forearm sections. These come with drum style auto loading capability. Each drum can hold upwards of 200 to 500 rounds of ammunition.The newest models dated for release in 2012 require "Smart Link"adapted pilots (see the Cybernetics section in Book 2). The smart link requires major brain surgery and months of training. The upgrade to the smart link is known as Direct Neural Access (DNA). This allows the wearer greater response time as he injects his thoughts into the rig. The DNA system has been known to cause debilitating damage to the brain, which can leave the patient handicap for months.HARM Armor stands for Heavy Armored Recognizance Mobile Armor. This battle ready suit is among the first designs incorporated by the Union's Elite Guard. Its computer systems and controls are simple in comparison to the newer models. The HARM comes with air filtration systems, six-hour power supply, integrated weapon mount, and accompanying cartridge. The most common weapon mount is a .50 caliber machinegun with explosive tipped HV long cased shells (6pTH, 3d5 Glance). This weapon is burst fire capable (3) and fires in full auto mode (10 bullets). The Hercules armor is designed for high temperatures and heavy lifting. The military Corps of Engineers uses this massive suit for disaster rescue, clearing debris, and fire rescues. The fire suppression systems are located on the back with the extinguisher cannons on the forearms. Some variants replace the fire suppression system with flamethrowers or machineguns. The interior cooling systems allow the pilot to work in temperatures near the melting point of steel.---------------------------------------The Omniplex VII was designed for unsurpassed maneuverability with enhanced myomer designs. Generally used as armored support on beach landings the Omniplex VII is capable of silent approach on waterways. Equipped with a full re-breather that provides enough air for up to twelve hours, and a battery with enough juice for eight. It is often equipped with environmentally sealed weapon compartments and over the shoulder mortar launcher. The weapon payload depends upon the mission. DMG SR42 is the heaviest suit designed to date. Its massive frame is over 1.3 meters wide. In some confidential documents it was reportedly used to knock down walls in drug raids. The pilot is virtually invulnerable to any small arms except those loaded with APDU bullets. There are compartments to mount weapons systems available to this model, most of which are classified. What we do know about the DMG SR42 is that it can last up to fifteen hours on a single cell. The targeting systems are far more advanced then that of previous suits, and it packs quite a punch.http://groups.yahoo.com/group/Poetry-L/http://groups.yahoo.com/group/Adulthumor-L/http://groups.yahoo.com/group/Abrigon-World/