Lighthearter
President of the United States
Terra - 2029.
It's been five years since the American Uprising. The Protectorate Federation, unified government of Terra, has completed the greatest construction project ever undertaken - a fleet of star dreadnoughts, each nearly the size of the former US state of Delaware. They carry food, raw materials, scientific supplies, sensors, hyperspace engines, kinetic rods, satellites, tanks, ships, jets . . . and soldiers.
There is intelligent life out there. The natives of the nearby system Darwin are primitive - there is no reading of global warming or industrial development on their world. How hard could this war possibly be?
Haven/Darwin.
It's been 17 years since the Second Mage's War wracked the Continent and shattered whatever traces of peace were left on the world. Aerilia reigns supreme in the South, but still hungers for Northern land. The Jinon Empire of the Northlands remains firmly seated as Haven's greatest mortal Empire, but even allied to the elves of Ethara and the goblins of Kepholon, it cannot contend with the power of the Aerilian-Zelkonian alliance. The men of the south would strike by land, the snake-men from over the oceans would strike by sea. King Mitenov II is aware of this, and plays a peaceful game - but his armies are never weak. Sword and shield have been cast aside in favor of accelerators - metal devices that fire round metal balls at the enemy through means arcane.
The madman Athers was defeated by the heroes of the Last Prophecy at the Battle of Mount Clemen, true, but he was never destroyed. Athers was merely a shell for something far, far darker - and that darkness is once again reaching to envelop Haven. The original heroes have grown older, have born children of their own - and it is upon this next generation that the burden of the Stellar War will fall.
Evil is awake. What can mere men do against such an eldritch power?
RULES:
First off, pick a team.
The Protectorate Federation is the unified government of the planet Terra, using technology and science to forward their dreams of an intergalactic empire.
Advantages: Technology, Eqiupment
Disadvantages: No Magic, Limited Forces
The Havenian Allies are a union of the native peoples of Haven, fighting together using magic and jury-rigged weapons to defeat the Federation and maintain their independence.
Advantages: Magic, Versatility
Disadvantages: Low Technology, Weak in Direct Battle
Provide a name, a gender, an age and preferably a full bio. Your character has 10HP and 20SP. Use them wisely.
Command Classes:
Cost for a Command Class: 15SP.
FEDERATION:
HAVEN:
Powers:
Federation Only:
Haven Only:
Universal:
Federation Chat: http://uprisingfederation.chatango.com/
Havenian Chat: Haven!
-L
It's been five years since the American Uprising. The Protectorate Federation, unified government of Terra, has completed the greatest construction project ever undertaken - a fleet of star dreadnoughts, each nearly the size of the former US state of Delaware. They carry food, raw materials, scientific supplies, sensors, hyperspace engines, kinetic rods, satellites, tanks, ships, jets . . . and soldiers.
There is intelligent life out there. The natives of the nearby system Darwin are primitive - there is no reading of global warming or industrial development on their world. How hard could this war possibly be?
Haven/Darwin.
It's been 17 years since the Second Mage's War wracked the Continent and shattered whatever traces of peace were left on the world. Aerilia reigns supreme in the South, but still hungers for Northern land. The Jinon Empire of the Northlands remains firmly seated as Haven's greatest mortal Empire, but even allied to the elves of Ethara and the goblins of Kepholon, it cannot contend with the power of the Aerilian-Zelkonian alliance. The men of the south would strike by land, the snake-men from over the oceans would strike by sea. King Mitenov II is aware of this, and plays a peaceful game - but his armies are never weak. Sword and shield have been cast aside in favor of accelerators - metal devices that fire round metal balls at the enemy through means arcane.
The madman Athers was defeated by the heroes of the Last Prophecy at the Battle of Mount Clemen, true, but he was never destroyed. Athers was merely a shell for something far, far darker - and that darkness is once again reaching to envelop Haven. The original heroes have grown older, have born children of their own - and it is upon this next generation that the burden of the Stellar War will fall.
Evil is awake. What can mere men do against such an eldritch power?
RULES:
First off, pick a team.
The Protectorate Federation is the unified government of the planet Terra, using technology and science to forward their dreams of an intergalactic empire.
Advantages: Technology, Eqiupment
Disadvantages: No Magic, Limited Forces
The Havenian Allies are a union of the native peoples of Haven, fighting together using magic and jury-rigged weapons to defeat the Federation and maintain their independence.
Advantages: Magic, Versatility
Disadvantages: Low Technology, Weak in Direct Battle
Provide a name, a gender, an age and preferably a full bio. Your character has 10HP and 20SP. Use them wisely.
Command Classes:
Cost for a Command Class: 15SP.
FEDERATION:
Spoiler :
Regulars:
Fire Support:
Special Forces:
Armored:
Mechanized:
Spoiler :
Regulars gives lvl1 Assault Rifle free.
The ground pounders everyone needs but no one loves. Nothing particularly incredible about you, but your soldiers are easy to acquire in numbers and can use a multitude of weapons.
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
Rocket Soldier: He's got a missile launcher! 1SP
Grenadier: Frag, smoke, flashbang and anti-tank grenades for the win!1SP
Humvee: A car with a machinegun. How complicated can it get? 3SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
Rocket Soldier: Meteor Missile System! Guided missiles that will lock onto ANYTHING!(1SP)
Grenadier: Guided Grenades! They fly into any gap you want without a hitch!(1SP)
Humvee: Grenade Launchers! You'll never be swarmed by mobs again! Comes with a flashbang option.(2SP)
The ground pounders everyone needs but no one loves. Nothing particularly incredible about you, but your soldiers are easy to acquire in numbers and can use a multitude of weapons.
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
Rocket Soldier: He's got a missile launcher! 1SP
Grenadier: Frag, smoke, flashbang and anti-tank grenades for the win!1SP
Humvee: A car with a machinegun. How complicated can it get? 3SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
Rocket Soldier: Meteor Missile System! Guided missiles that will lock onto ANYTHING!(1SP)
Grenadier: Guided Grenades! They fly into any gap you want without a hitch!(1SP)
Humvee: Grenade Launchers! You'll never be swarmed by mobs again! Comes with a flashbang option.(2SP)
Fire Support:
Spoiler :
Fire Support gives lvl1 Fire Support free.
You're an artist with a radio and a beacon - artillery and aircraft await your beck and call! Plus, your men can support other commanders with indirect fire.
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
Engineer Team: Minesweepers, C4, repair kits and pistols cause why not at this point? 2SP
Mortar Team: Some guys with a mortar. Le duh. 3SP
Sniper Team: A spotter and a sniper. Use to nail pesky mages from long range. 3SP
GCT 155: A French self-propelled howitzer! Blast 'em to escargot! 7SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
Engineer Team: Minelaying! Troll those natives!(2SP)
Mortar Team: Computer-guided Munitions! Never miss again!(3SP)
Sniper Team: Silencers! They'll never see or hear you now!(2SP)
GCT 155: Point Defense! Add a top-mounted heavy machinegun against ground or air targets! (2SP)
You're an artist with a radio and a beacon - artillery and aircraft await your beck and call! Plus, your men can support other commanders with indirect fire.
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
Engineer Team: Minesweepers, C4, repair kits and pistols cause why not at this point? 2SP
Mortar Team: Some guys with a mortar. Le duh. 3SP
Sniper Team: A spotter and a sniper. Use to nail pesky mages from long range. 3SP
GCT 155: A French self-propelled howitzer! Blast 'em to escargot! 7SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
Engineer Team: Minelaying! Troll those natives!(2SP)
Mortar Team: Computer-guided Munitions! Never miss again!(3SP)
Sniper Team: Silencers! They'll never see or hear you now!(2SP)
GCT 155: Point Defense! Add a top-mounted heavy machinegun against ground or air targets! (2SP)
Special Forces:
Spoiler :
Special Forces gives lvl1 Stealth free.
Your guys have done it all. The American Uprising, the Third Great War, the Japanese Insurrection . . . you name it, they've done it - and probably kicked some serious butt.
Paratrooper: Paratroopers with submachineguns. Not complicated. 3SP
Marine: Guys with assault rifles and anti-tank grenades. Can swim. 3SP
Legionnaire: Drop troops trained to fall from orbit. Armed with grenade launchers and machine pistols. 4SP
Sparrow Scout Helicopter: A small, fast chopper capable of carrying 3 men - lightly armored. 6SP
Praetorian Guardsman: Assault Rifles and Powered Armor, baby! 10SP
Upgrades:
Paratrooper: Jump Packs! Your guys don't need no parachutes anymore!(3SP)
Marine: Breather Kits! Swim underwater for as long as you want, my friends!(2SP)
Legionnaire: Stealth Suits! Your men can hide in plain sight - as long as they stay very still and don't say a word.(4SP)
Sparrow: Door Gun! Now your choppers have side-mounted heavy machineguns! (3SP)
Praetorian Guardsman: Railguns! Your men can shoot through any material known to Terran-kind!(10SP)
Your guys have done it all. The American Uprising, the Third Great War, the Japanese Insurrection . . . you name it, they've done it - and probably kicked some serious butt.
Paratrooper: Paratroopers with submachineguns. Not complicated. 3SP
Marine: Guys with assault rifles and anti-tank grenades. Can swim. 3SP
Legionnaire: Drop troops trained to fall from orbit. Armed with grenade launchers and machine pistols. 4SP
Sparrow Scout Helicopter: A small, fast chopper capable of carrying 3 men - lightly armored. 6SP
Praetorian Guardsman: Assault Rifles and Powered Armor, baby! 10SP
Upgrades:
Paratrooper: Jump Packs! Your guys don't need no parachutes anymore!(3SP)
Marine: Breather Kits! Swim underwater for as long as you want, my friends!(2SP)
Legionnaire: Stealth Suits! Your men can hide in plain sight - as long as they stay very still and don't say a word.(4SP)
Sparrow: Door Gun! Now your choppers have side-mounted heavy machineguns! (3SP)
Praetorian Guardsman: Railguns! Your men can shoot through any material known to Terran-kind!(10SP)
Armored:
Spoiler :
Armored gives lvl1 Vehicle free.
Grandpa is here! They can't stand against solid steel! BRING FORTH THE TANKS!
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
BTR-109: An APC with a grenade launcher and a chaingun. 4SP
Super Shilka: A Russian-built anti-aircraft tank. Fly nearby at your own risk. 6SP
Leopard Tank: Need a heavy tank now? 8SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
BTR-109: Smoke Grenades! Make your getaway fast, or hide the infantry deployment from the enemy.(2SP)
Super Shilka: Missile Upgrades! Target anything you want with the Shilka's side-mounted missiles.(3SP)
Leopard: Drone Guards! Hovering little buddies over the tank who'll pump anyone getting near full of 7.77MM bullets.(5SP)
Grandpa is here! They can't stand against solid steel! BRING FORTH THE TANKS!
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
BTR-109: An APC with a grenade launcher and a chaingun. 4SP
Super Shilka: A Russian-built anti-aircraft tank. Fly nearby at your own risk. 6SP
Leopard Tank: Need a heavy tank now? 8SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
BTR-109: Smoke Grenades! Make your getaway fast, or hide the infantry deployment from the enemy.(2SP)
Super Shilka: Missile Upgrades! Target anything you want with the Shilka's side-mounted missiles.(3SP)
Leopard: Drone Guards! Hovering little buddies over the tank who'll pump anyone getting near full of 7.77MM bullets.(5SP)
Mechanized:
Spoiler :
Mechanized gives lvl1 Armor free.
Mechanized troops utilize the Federation's most unfair weapons in direct battle, shattering hostiles with concentrated firepower!
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
Humvee: A car with a machinegun. How complicated can it get? 3SP
Flamethrower: A man with a heavy flamethrower. Barbeque, anyone? 3SP
Machinegun Team: A team with a heavy machinegun. Deploy if you hate infantry. 4SP.
Challenger Tank: Tally ho, chaps! The Federation's official medium tank is here for duty! 6SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
Humvee: Grenade Launchers! You'll never be swarmed by mobs again! Comes with a flashbang option.(3SP)
Flamethrower: Incindiary Grenades! Hurl these babies into enemy fortifications if you're feeling like a pyro.(2SP)
Machinegun Team: Bunker-builder! Your team can create a fortified machinegun nest in just one round! (3SP)
Challenger: Flamethrowers! Not just for boiling tea. (3SP)
Mechanized troops utilize the Federation's most unfair weapons in direct battle, shattering hostiles with concentrated firepower!
Soldier: Armed with a basic assault rifle and bayonet. 1SP for 2
Humvee: A car with a machinegun. How complicated can it get? 3SP
Flamethrower: A man with a heavy flamethrower. Barbeque, anyone? 3SP
Machinegun Team: A team with a heavy machinegun. Deploy if you hate infantry. 4SP.
Challenger Tank: Tally ho, chaps! The Federation's official medium tank is here for duty! 6SP
Upgrades:
Soldier: X22 Assault Rifle! Free underslung grenade launcher!(1SP to upgrade 2)
Humvee: Grenade Launchers! You'll never be swarmed by mobs again! Comes with a flashbang option.(3SP)
Flamethrower: Incindiary Grenades! Hurl these babies into enemy fortifications if you're feeling like a pyro.(2SP)
Machinegun Team: Bunker-builder! Your team can create a fortified machinegun nest in just one round! (3SP)
Challenger: Flamethrowers! Not just for boiling tea. (3SP)
HAVEN:
Spoiler :
Etharan Warden:
Warmaster:
Shadowblade:
Mage:
Mage gives lvl1 Energy Magic free.
You use powers supernatural, abilities arcane, techniques ethereal. You can batter your way through anything material - unless someone manages to outthink you and close to grips.
Sentinel: A young one being tested for magical aptitude. In the meantime, accelerator rifle! 1SP for 2
Sorceror: A master of magic dedicated to blowing things up in battle. 4SP
Wizard: A master of support magic and philosophy. Can heal allies. 4SP
Oracle: These young women have trained with Baroness Mailoral at the Academy. They can destroy armies, but are vulnerable if a blow is landed on their fair personages. 15SP
Upgrades:
Sentinel: Psionic Shield! Can deflect ranged attacks well, but in melee the shield is useless. Can only be used on self. (1SP to upgrade 2)
Sorceror: Combustion! Cause a moderate area to explode violently and release a wave of poison gas outward!(3SP)
Wizard: Battle Aura! All nearby allies have +1 to all rolls! Stacks up to +3.(3SP)
Oracle: Graduate Skills! Oracle can now be approximately three times as awesome!(15SP)
Necromancer:
Spoiler :
Warden gives lvl1 Rifle free.
You are in service to the elven Kingdom of Ethara, using her best and brightest soldiers to repulse the Invasion and defend your people.
Warden: A soldier of Ethara, defending the forest Kingdom with an accelerator. 1SP for 2
Partisan: A luckless renegade set adrift in the chaos of the war, with only their trusty rifle and crystal bombs. 1SP
Gyrean Ranger: A quiet sort, but deadly accurate with an accelerator and almost impossible to find in a forest. 2SP
Mage: Your basic apprentice mage, trying to help the homeland. 1SP
Upgrades:
Warden: Heavy Armor! It'll take a hell of a hit to knock out one of Ethara's finest!(1SP to upgrade 2)
Partisan: Charge Bombs! Your partisans can lay timed or remote magical bombs! (1SP)
Ranger: Precision Accelerator! Your Gyreans can rival enemy snipers now!(2SP)
Mage: Divine Crystals! They can punch through the armor of Invader tanks if you can get close enough - and are lucky.(1SP)
You are in service to the elven Kingdom of Ethara, using her best and brightest soldiers to repulse the Invasion and defend your people.
Warden: A soldier of Ethara, defending the forest Kingdom with an accelerator. 1SP for 2
Partisan: A luckless renegade set adrift in the chaos of the war, with only their trusty rifle and crystal bombs. 1SP
Gyrean Ranger: A quiet sort, but deadly accurate with an accelerator and almost impossible to find in a forest. 2SP
Mage: Your basic apprentice mage, trying to help the homeland. 1SP
Upgrades:
Warden: Heavy Armor! It'll take a hell of a hit to knock out one of Ethara's finest!(1SP to upgrade 2)
Partisan: Charge Bombs! Your partisans can lay timed or remote magical bombs! (1SP)
Ranger: Precision Accelerator! Your Gyreans can rival enemy snipers now!(2SP)
Mage: Divine Crystals! They can punch through the armor of Invader tanks if you can get close enough - and are lucky.(1SP)
Warmaster:
Spoiler :
Warmaster gives lvl1 Warhammer free.
You are sworn to defend the dragonholds of the North at any cost - and to that end, the resources of dwarves and dragons both are yous to command.
Guardian: A dwarven warrior with an accelerator. Basic. 2SP
Mage: Your basic apprentice mage, trying to help the homeland. 1SP
Paladin: A goblin warrior of Kepholon, mounted on his mighty steed and wielding braces of accelerator pistols! Another infantry can ride double with them. 3SP
Guardmaster: A repeating accelerator on a tough frame from the captains of the guard! 3SP
Clan Warrior: A dragon, ready to do some good under your command! 8SP
Upgrades:
Guardian: Battle Shield! Forged in the fires of draconic furnaces, these shields are nigh-impossible to penetrate!(2SP)
Mage: Divine Crystals! They can punch through the armor of Invader tanks if you can get close enough - and are lucky.(1SP)
Paladin: Glorious Charge! Paladins become temporarily invulnerable to all but the most extreme firepower, but all damage taken will hit them at once after a few rounds. (3SP)
Guardmaster: Automatic Accelerator! MORE DAKKA!(2SP)
Clan Warrior: Personal Armor! This arcane armor could weather a direct hit from a tank.(8SP)
You are sworn to defend the dragonholds of the North at any cost - and to that end, the resources of dwarves and dragons both are yous to command.
Guardian: A dwarven warrior with an accelerator. Basic. 2SP
Mage: Your basic apprentice mage, trying to help the homeland. 1SP
Paladin: A goblin warrior of Kepholon, mounted on his mighty steed and wielding braces of accelerator pistols! Another infantry can ride double with them. 3SP
Guardmaster: A repeating accelerator on a tough frame from the captains of the guard! 3SP
Clan Warrior: A dragon, ready to do some good under your command! 8SP
Upgrades:
Guardian: Battle Shield! Forged in the fires of draconic furnaces, these shields are nigh-impossible to penetrate!(2SP)
Mage: Divine Crystals! They can punch through the armor of Invader tanks if you can get close enough - and are lucky.(1SP)
Paladin: Glorious Charge! Paladins become temporarily invulnerable to all but the most extreme firepower, but all damage taken will hit them at once after a few rounds. (3SP)
Guardmaster: Automatic Accelerator! MORE DAKKA!(2SP)
Clan Warrior: Personal Armor! This arcane armor could weather a direct hit from a tank.(8SP)
Shadowblade:
Spoiler :
Shadowblade gives lvl1 Ninjitsu free.
You are a warrior of the shadows, a servant of the night. Your shadowy women and she-elves rely on stealth and surprise - and are second to no MAN.
Apprentice: A new recruit into the mystical ways of the Shadowblades, wielding an accelerator pistol and arcane fans. 3SP
Infiltrator: These women carry bows and knives, but also crystal charges that can be attached to Invader vehicles! 2SP
Assassin: A regular member of the Order, with sword and accelerator. 4SP.
Mistress: One of the founding members of the Shadowblade Assassins - twin pistols and a bo staff! 5SP.
Upgrades:
Apprentice: Rifle Training! Your apprentices use accelerator rifles now!(2SP)
Infiltrator: Charge Throwers! Utilizing immense ingenuity, your women have created a device that can hurl crystal charges hundreds of feet through the air! (3SP)
Assassin: Spirit Shade! Your Assassins can remain motionless in hiding for days on end.(2SP)
Mistress: Arcane Talent! Your Mistresses can use magic!(4SP)
You are a warrior of the shadows, a servant of the night. Your shadowy women and she-elves rely on stealth and surprise - and are second to no MAN.
Apprentice: A new recruit into the mystical ways of the Shadowblades, wielding an accelerator pistol and arcane fans. 3SP
Infiltrator: These women carry bows and knives, but also crystal charges that can be attached to Invader vehicles! 2SP
Assassin: A regular member of the Order, with sword and accelerator. 4SP.
Mistress: One of the founding members of the Shadowblade Assassins - twin pistols and a bo staff! 5SP.
Upgrades:
Apprentice: Rifle Training! Your apprentices use accelerator rifles now!(2SP)
Infiltrator: Charge Throwers! Utilizing immense ingenuity, your women have created a device that can hurl crystal charges hundreds of feet through the air! (3SP)
Assassin: Spirit Shade! Your Assassins can remain motionless in hiding for days on end.(2SP)
Mistress: Arcane Talent! Your Mistresses can use magic!(4SP)
Mage:
Spoiler :
Mage gives lvl1 Energy Magic free.
You use powers supernatural, abilities arcane, techniques ethereal. You can batter your way through anything material - unless someone manages to outthink you and close to grips.
Sentinel: A young one being tested for magical aptitude. In the meantime, accelerator rifle! 1SP for 2
Sorceror: A master of magic dedicated to blowing things up in battle. 4SP
Wizard: A master of support magic and philosophy. Can heal allies. 4SP
Oracle: These young women have trained with Baroness Mailoral at the Academy. They can destroy armies, but are vulnerable if a blow is landed on their fair personages. 15SP
Upgrades:
Sentinel: Psionic Shield! Can deflect ranged attacks well, but in melee the shield is useless. Can only be used on self. (1SP to upgrade 2)
Sorceror: Combustion! Cause a moderate area to explode violently and release a wave of poison gas outward!(3SP)
Wizard: Battle Aura! All nearby allies have +1 to all rolls! Stacks up to +3.(3SP)
Oracle: Graduate Skills! Oracle can now be approximately three times as awesome!(15SP)
Necromancer:
Spoiler :
Necromancer gives lvl1 Illusion Magic free.
The dead are your playthings. Zombies and skeletons rise from the ground to obey you, master, but they're not good for battling prepared enemies.
Skeleton: a skeleton. With a hammer. Who thought this was a good idea? 1SP for 10.
Zombie: slightly better, this is a corpse shambling towards the enemy, unarmed. 1SP for 6.
Undead Warrior: now we get into the real force of the undead. The Warrior has a shield and sword, and as such is still kinda sucky, but not totally. 1SP for 3.
Undead Knight: an Undead Warrior on an Undead Horse. With a lance. 1SP for 2.
Spirit: the soul of a strong-willed individual. Can cast limited spells and is resilient, but doesn't deal much damage. 3SP.
Upgrades:
Skeleton: Armor! Maybe they can survive a bullet now! (1SP to upgrade 10)
Zombie: Bows and handaxes! You might take a few down with you now! (1SP to upgrade 6)
Undead Warrior: Accelerator Pistols! Perhaps half-decent? (1SP to upgrade 3)
Undead Knight: Accelerator Rifles! Sharpshooters the undead ain't, but you can make them baddies duck for cover. Maybe. (1SP to upgrade 2)
Spirit: Mage's Blood! Your spirit is the spirit of a deceased mage, and as such is more poweful! (2SP)
The dead are your playthings. Zombies and skeletons rise from the ground to obey you, master, but they're not good for battling prepared enemies.
Skeleton: a skeleton. With a hammer. Who thought this was a good idea? 1SP for 10.
Zombie: slightly better, this is a corpse shambling towards the enemy, unarmed. 1SP for 6.
Undead Warrior: now we get into the real force of the undead. The Warrior has a shield and sword, and as such is still kinda sucky, but not totally. 1SP for 3.
Undead Knight: an Undead Warrior on an Undead Horse. With a lance. 1SP for 2.
Spirit: the soul of a strong-willed individual. Can cast limited spells and is resilient, but doesn't deal much damage. 3SP.
Upgrades:
Skeleton: Armor! Maybe they can survive a bullet now! (1SP to upgrade 10)
Zombie: Bows and handaxes! You might take a few down with you now! (1SP to upgrade 6)
Undead Warrior: Accelerator Pistols! Perhaps half-decent? (1SP to upgrade 3)
Undead Knight: Accelerator Rifles! Sharpshooters the undead ain't, but you can make them baddies duck for cover. Maybe. (1SP to upgrade 2)
Spirit: Mage's Blood! Your spirit is the spirit of a deceased mage, and as such is more poweful! (2SP)
Powers:
Federation Only:
Spoiler :
Assault Rifle:
Submachinegun:
Demolitions:
Vehicles:
Fire Support:
Air Support:
Information Support:
Grenades:
Powered Armor:
Spoiler :
I: Single Shot - deals high damage against one target.
II: Spray and Pray - lays a lot of bullets down over an area, but near nil chance to hit anything.
III: Underslung Grenades - can fire smoke, flashbang or frag grenades from your rifle.
IV: Burst Fire - tight, controlled bursts. Passive increase to damage.
V: Master Shot - passive accuracy bonus.
II: Spray and Pray - lays a lot of bullets down over an area, but near nil chance to hit anything.
III: Underslung Grenades - can fire smoke, flashbang or frag grenades from your rifle.
IV: Burst Fire - tight, controlled bursts. Passive increase to damage.
V: Master Shot - passive accuracy bonus.
Submachinegun:
Spoiler :
I: Quickshot - fires a spray of bullets at an area, dealing light damage to everyone inside.
II: Fast Draw - drawing the SMG counts as a quick action.
III: Wall of Lead - Lays down a wave of bullets over a target area. Enemies are forced to take cover.
IV: Solid Aim - Passive increase to accuracy.
V: Offhand Wield - can use an SMG as an offhand weapon.
II: Fast Draw - drawing the SMG counts as a quick action.
III: Wall of Lead - Lays down a wave of bullets over a target area. Enemies are forced to take cover.
IV: Solid Aim - Passive increase to accuracy.
V: Offhand Wield - can use an SMG as an offhand weapon.
Demolitions:
Spoiler :
I: Demo Charge - can lay remote or timed explosives.
II: Comet System - gain anti-tank missile launcher.
III: Minesweeper - can lay and remove mines.
IV: Meteor Upgrade - missile launcher can track dragons.
V: Engineer - can repair vehicles and build cover.
II: Comet System - gain anti-tank missile launcher.
III: Minesweeper - can lay and remove mines.
IV: Meteor Upgrade - missile launcher can track dragons.
V: Engineer - can repair vehicles and build cover.
Vehicles:
Spoiler :
I: Skilled Driver - better at maintaining control over a vehicle.
II: Offroad Driver - better at controlling a vehicle in rough terrain.
III: No Hands! - can fire a one-handed weapon while driving.
IV: Evasive Driving - passive increase to dodge chance.
V: Jury-rig - can attach new weapons to vehicles.
II: Offroad Driver - better at controlling a vehicle in rough terrain.
III: No Hands! - can fire a one-handed weapon while driving.
IV: Evasive Driving - passive increase to dodge chance.
V: Jury-rig - can attach new weapons to vehicles.
Fire Support:
Spoiler :
I: Mortar Strike - volley of light artillery.
II: Howitzer Bombardment - volley of heavy artillery.
III: Rocket Strike - barrage of unguided rockets.
IV: Cruise Missile - a single missile.
V: Support Drone - a drone flies in and engages with rockets and napalm, providing area denial.
II: Howitzer Bombardment - volley of heavy artillery.
III: Rocket Strike - barrage of unguided rockets.
IV: Cruise Missile - a single missile.
V: Support Drone - a drone flies in and engages with rockets and napalm, providing area denial.
Air Support:
Spoiler :
I: Strafing Run - a jet swoops by and strafes a large area with a gatling cannon.
II: Bomb Strike - a jet pounds a cluster bomb into the target area.
III: Gunship Support - a helicopter gunship flies in for one round, engaging enemy targets with rocket pods and a heavy cannon.
IV: Napalm Strike - jets coat the target area in FIRE! Area denial weapon.
V: Heavy Air Strike - A wing of fighters swoop in and blanket the area in bombs and missiles.
II: Bomb Strike - a jet pounds a cluster bomb into the target area.
III: Gunship Support - a helicopter gunship flies in for one round, engaging enemy targets with rocket pods and a heavy cannon.
IV: Napalm Strike - jets coat the target area in FIRE! Area denial weapon.
V: Heavy Air Strike - A wing of fighters swoop in and blanket the area in bombs and missiles.
Information Support:
Spoiler :
I: Satellite Scan - a satellite takes some photos of an area.
II: Satellite Observation - a satellite performs detailed thermal and video scans of an area.
III: Sensor Pod - drop a pod with cameras and recording devices to maintain watch on a location!
IV: Drone Sweep - a drone buzzes by, shooting at any targets of opportunity with its cannon.
V: Probe - think a Sensor Pod, but with wheels and a machinegun!
II: Satellite Observation - a satellite performs detailed thermal and video scans of an area.
III: Sensor Pod - drop a pod with cameras and recording devices to maintain watch on a location!
IV: Drone Sweep - a drone buzzes by, shooting at any targets of opportunity with its cannon.
V: Probe - think a Sensor Pod, but with wheels and a machinegun!
Grenades:
Spoiler :
I: Frag Grenade - a basic fragmentation grenade!
II: Smoke Grenades - create a cloud of smoke as you rethink how you wound up in this situation!
III: Flashbangs - stun a target with a flash and a bang! Seriously . . . .
IV: Anti-Armor Grenades - these babies will punch through tank armor. But what are the odds that'll come in handy?
V: Guided Grenades - frags, smokes and flashbangs can now be programmed to fly towards specific targets!
II: Smoke Grenades - create a cloud of smoke as you rethink how you wound up in this situation!
III: Flashbangs - stun a target with a flash and a bang! Seriously . . . .
IV: Anti-Armor Grenades - these babies will punch through tank armor. But what are the odds that'll come in handy?
V: Guided Grenades - frags, smokes and flashbangs can now be programmed to fly towards specific targets!
Powered Armor:
Spoiler :
I: Kinetic Resistance - +10HP.
II: Supereffective Alloys - +10HP.
III: Strength Assist - become exponentially stronger!
IV: Biosteel - +10HP.
V: E36k Ramrod - gain a jetpack!
II: Supereffective Alloys - +10HP.
III: Strength Assist - become exponentially stronger!
IV: Biosteel - +10HP.
V: E36k Ramrod - gain a jetpack!
Haven Only:
Spoiler :
Fire Magic:
Water Magic:
Air Magic:
Earth Magic:
Energy Magic:
Light Magic:
Oracular Magic(LOCKED):
Illusion Magic:
Sound Magic:
Spoiler :
I: Finger Lighter - flame busts over your thumb.
II: Fire Whip - whip them into shape!
III: Fire Ball - a single blast of flame that deals high damage to a small group.
IV: Fireshield - wrap yourself in a shield of flame for one round. Cannot act while in shield.
V: Fire Mastery - can manipulate flames to your heart's content!
II: Fire Whip - whip them into shape!
III: Fire Ball - a single blast of flame that deals high damage to a small group.
IV: Fireshield - wrap yourself in a shield of flame for one round. Cannot act while in shield.
V: Fire Mastery - can manipulate flames to your heart's content!
Water Magic:
Spoiler :
I: Freeze - turn water to ice and back.
II: Heal - can heal wounds if they are submerged in water.
III: Affinity - if in water, can feel disturbances. Passive.
IV: Wave - can create a wave of water that envelops a target area.
V: Water Mastery - complete control of water.
II: Heal - can heal wounds if they are submerged in water.
III: Affinity - if in water, can feel disturbances. Passive.
IV: Wave - can create a wave of water that envelops a target area.
V: Water Mastery - complete control of water.
Air Magic:
Spoiler :
I: Gust - disorients enemies.
II: Burst - yank an object from someone's grasp.
III: Wind-wall - floor everyone, friend and foe, in a target area.
IV: Assisted Leap - jump good.
V: Air Mastery - you can dominate air!
II: Burst - yank an object from someone's grasp.
III: Wind-wall - floor everyone, friend and foe, in a target area.
IV: Assisted Leap - jump good.
V: Air Mastery - you can dominate air!
Earth Magic:
Spoiler :
I: Dust Cloud - hides an area from view.
II: Stone Armor - encases your body in rock. +20HP.
III: Rock-tossing - can throw rocks long distances.
IV: Quake - causes earth to open up under target.
V: Earth Mastery - .... do I need to explain it?
II: Stone Armor - encases your body in rock. +20HP.
III: Rock-tossing - can throw rocks long distances.
IV: Quake - causes earth to open up under target.
V: Earth Mastery - .... do I need to explain it?
Energy Magic:
Spoiler :
I: Pulse - single attack.
II: Shield - blocks moderate damage.
III: Pulse Storm - 5 Pulses fired in quick succession at an area.
IV: Blast - slam a wave of force into a target at melee.
V: Expulsion - produce a blast of pure energy that knocks back everyone around you.
II: Shield - blocks moderate damage.
III: Pulse Storm - 5 Pulses fired in quick succession at an area.
IV: Blast - slam a wave of force into a target at melee.
V: Expulsion - produce a blast of pure energy that knocks back everyone around you.
Light Magic:
Spoiler :
I: Glow - create a small ball of light in any desired color.
II: Blind - temporarily blind a target.
III: Lightburn - scorch a target with a concentrated beam of light.
IV: Illuminate - Cause an object to glow brightly in any color you want.
V: Radiance - glow with such powerful light that no one can look at you, and they are burned if they're too close.
II: Blind - temporarily blind a target.
III: Lightburn - scorch a target with a concentrated beam of light.
IV: Illuminate - Cause an object to glow brightly in any color you want.
V: Radiance - glow with such powerful light that no one can look at you, and they are burned if they're too close.
Oracular Magic(LOCKED):
Spoiler :
I: Charge - charge another magical ability.
II: Overload - knock out one target.
III: Telepathy - speak with the power of your mind.
IV: Psionics - affect reality with the power of your mind.
V: Thermobaric Blast - release a cloud of combustible gas, then detonate it at will!
II: Overload - knock out one target.
III: Telepathy - speak with the power of your mind.
IV: Psionics - affect reality with the power of your mind.
V: Thermobaric Blast - release a cloud of combustible gas, then detonate it at will!
Illusion Magic:
Spoiler :
I: Deception - make a small object look like any other object of the same size.
II: Impersonate - look and sound just like someone else!
III: Spectres - surround yourself with a dozen illusory soldiers!
IV: Overconfidence - surround yourself with a dozen illusory soldiers of the enemy!
V: Terrorize - create the illusion of whatever a target fears most, paralyzing him/her for 2 rounds.
II: Impersonate - look and sound just like someone else!
III: Spectres - surround yourself with a dozen illusory soldiers!
IV: Overconfidence - surround yourself with a dozen illusory soldiers of the enemy!
V: Terrorize - create the illusion of whatever a target fears most, paralyzing him/her for 2 rounds.
Sound Magic:
Spoiler :
I: White Noise - screaming ethereal noises stun your target.
II: The Voices - voices from your target's past advise him to do the exact opposite of what he's doing!
III: Sound-Stealer - enemies in a target radius become temporarily deaf.
IV: Sonic Boom - shatter the ears of everyone around you!
V: Resonance - cause a single target to resonate at its natural frequency, dealing tremendous damage!
II: The Voices - voices from your target's past advise him to do the exact opposite of what he's doing!
III: Sound-Stealer - enemies in a target radius become temporarily deaf.
IV: Sonic Boom - shatter the ears of everyone around you!
V: Resonance - cause a single target to resonate at its natural frequency, dealing tremendous damage!
Universal:
Spoiler :
Martial Arts:
Rifle:
Pistol:
Willpower:
Presence:
Charisma:
Intelligence:
Medic:
Sword:
Warhammer:
Stealth:
Camouflage:
Ninjitsu:
Escape Artist:
Armor:
Slight of Hand:
Spoiler :
I: Technique - passive bonus to unarmed combat.
II: Pressure Strike - single powerful unarmed move.
III: Evasion - bonus to dodge chance.
IV: Human Weapon - no penalty for fighting with arms restricted.
V: Weapon Synergy - bo staff, escrima stick and knife are counted as unarmed for the purposes of Martial Arts abilities.
II: Pressure Strike - single powerful unarmed move.
III: Evasion - bonus to dodge chance.
IV: Human Weapon - no penalty for fighting with arms restricted.
V: Weapon Synergy - bo staff, escrima stick and knife are counted as unarmed for the purposes of Martial Arts abilities.
Rifle:
Spoiler :
I: Wounding Shot - single shot aimed to incapacitate a target.
II: Bayonet - rifle has a free bayonet.
III: Suppression Shot - single shot that makes enemies fear to leave cover.
IV: Sniper Shot - single massively powerful shot that can only be fired upon enemies that do not see you.
V: Quickshot - can use Suppression and Wounding Shot as quick actions.
II: Bayonet - rifle has a free bayonet.
III: Suppression Shot - single shot that makes enemies fear to leave cover.
IV: Sniper Shot - single massively powerful shot that can only be fired upon enemies that do not see you.
V: Quickshot - can use Suppression and Wounding Shot as quick actions.
Pistol:
Spoiler :
I: Snapshot - quick single attack.
II: Concealed Carry - pistol is hidden.
III: Aimed Shot - powerful long-range attack.
IV: Dual-wield - no penalty for dual-wielding pistols.
V: Supercharge - can use Snapshot and Aimed Shot from both pistols if you are dual-wielding.
II: Concealed Carry - pistol is hidden.
III: Aimed Shot - powerful long-range attack.
IV: Dual-wield - no penalty for dual-wielding pistols.
V: Supercharge - can use Snapshot and Aimed Shot from both pistols if you are dual-wielding.
Willpower:
Spoiler :
I: Mind Over Matter - +10HP
II: Toughness - +10HP
III: Power of Will - can temporarily triple HP, but drop to 5HP after 3 rounds.
IV: Never Surrender - +10HP
V: Iron Will - +20HP
II: Toughness - +10HP
III: Power of Will - can temporarily triple HP, but drop to 5HP after 3 rounds.
IV: Never Surrender - +10HP
V: Iron Will - +20HP
Presence:
Spoiler :
I: Inspiring - 1SP worth of free, auto-replaced troops.
II: Engaging - 2SP.
III: Trusted - 3SP.
IV: Beloved - 4SP.
V: Worshiped - 5SP.
II: Engaging - 2SP.
III: Trusted - 3SP.
IV: Beloved - 4SP.
V: Worshiped - 5SP.
Charisma:
Spoiler :
I: Attractive - bonus to charisma checks.
II: Touch - single powerful charisma attack.
III: Silver Tongue - increased bonus.
IV: Beautiful - chance that enemies of opposite gender will refuse to attack you.
V: Mesmerizing - increased bonus.
II: Touch - single powerful charisma attack.
III: Silver Tongue - increased bonus.
IV: Beautiful - chance that enemies of opposite gender will refuse to attack you.
V: Mesmerizing - increased bonus.
Intelligence:
Spoiler :
I: Sharp - bonus to intelligence checks.
II: Comprehension - bonus to deciphering languages.
III: Eidetic Memory - bonus to intelligence checks.
IV: Fast Learner - +1 free LVL1 power(no restriction).
V: Genius - bonus to intelligence checks.
II: Comprehension - bonus to deciphering languages.
III: Eidetic Memory - bonus to intelligence checks.
IV: Fast Learner - +1 free LVL1 power(no restriction).
V: Genius - bonus to intelligence checks.
Medic:
Spoiler :
I: Diagnose - heal 1HP.
II: First Aid - heal 3HP.
III: Surgeon - heal 5HP.
IV: Purge - remove poisons.
V: Reconstitute - heal 10HP.
II: First Aid - heal 3HP.
III: Surgeon - heal 5HP.
IV: Purge - remove poisons.
V: Reconstitute - heal 10HP.
Sword:
Spoiler :
I: Fencing - bonus with sword.
II: Parry - block one melee attack per round..
III: Sword Throw - powerful attack, but sword is . . . you know, THROWN.
IV: Shatter - melee attack that breaks opponent's weapon/shield.
V: Dragon Blade - obscenely powerful single attack.
II: Parry - block one melee attack per round..
III: Sword Throw - powerful attack, but sword is . . . you know, THROWN.
IV: Shatter - melee attack that breaks opponent's weapon/shield.
V: Dragon Blade - obscenely powerful single attack.
Warhammer:
Spoiler :
I: Hammer Time - bonus with hammer.
II: Viking Strike - powerful single attack.
III: Sunder - shatter enemy weapon.
IV: Thor's Hammer - +10 HP.
V: Valhalla's Wrath - attack powerful enough to crack stone.
II: Viking Strike - powerful single attack.
III: Sunder - shatter enemy weapon.
IV: Thor's Hammer - +10 HP.
V: Valhalla's Wrath - attack powerful enough to crack stone.
Stealth:
Spoiler :
I: Quiet - bonus to stealth.
II: Tracker - bonus to tracking.
III: Hide and Seek - bonus to stealth.
IV: Maskirovka - become invisible if you remain still.
V: Night Spirit - become nearly invisible in the dark.
II: Tracker - bonus to tracking.
III: Hide and Seek - bonus to stealth.
IV: Maskirovka - become invisible if you remain still.
V: Night Spirit - become nearly invisible in the dark.
Camouflage:
Spoiler :
I: Disguise - make one person look subtly different.
II: Ambush - make a small group disappear it they remain still and the terrain is clement.
III: Fake Target - assemble a fake barricade complete with false soldiers manning it.
IV: Fog of War - upgrade for Ambush - no longer have to worry about clement terrain!
V: We Need A Distraction - your Fake Barricades are now armed with automatic weapons and packed with explosives!
II: Ambush - make a small group disappear it they remain still and the terrain is clement.
III: Fake Target - assemble a fake barricade complete with false soldiers manning it.
IV: Fog of War - upgrade for Ambush - no longer have to worry about clement terrain!
V: We Need A Distraction - your Fake Barricades are now armed with automatic weapons and packed with explosives!
Ninjitsu:
Spoiler :
I: Throwing Stars - small metal stars that can be thrown to wound and distract.
II: Projectile Catch - catch a ranged attack.
III: Smoke Flash - drop a smoke pellet at your feet!
IV: Soul-Strike - focus your energy into one melee or ranged attack for extreme damage!
V: Smokemageddon - throw a dozen smoke pellets all around you for maximum confusion!
II: Projectile Catch - catch a ranged attack.
III: Smoke Flash - drop a smoke pellet at your feet!
IV: Soul-Strike - focus your energy into one melee or ranged attack for extreme damage!
V: Smokemageddon - throw a dozen smoke pellets all around you for maximum confusion!
Escape Artist:
Spoiler :
I: Slippery - bonus to escaping bonds.
II: Counteraction - bonus to placing bonds.
III: Hidden Freedom - concealed throwing star.
IV: Like Holding Smoke - bonus to escaping bonds.
V: Force Bonds - shatter bonds . . . any bonds.
II: Counteraction - bonus to placing bonds.
III: Hidden Freedom - concealed throwing star.
IV: Like Holding Smoke - bonus to escaping bonds.
V: Force Bonds - shatter bonds . . . any bonds.
Armor:
Spoiler :
I: Light Armor - +10HP.
II: Battle Gauntlet - can parry one enemy melee attack.
III: Medium Armor - +10HP
IV: Heavy Armor - +10HP
V: Battle Armor - +10HP
II: Battle Gauntlet - can parry one enemy melee attack.
III: Medium Armor - +10HP
IV: Heavy Armor - +10HP
V: Battle Armor - +10HP
Slight of Hand:
Spoiler :
I: Card Trick - distract a single target.
II: Hidden Weapon - hide a one-handed weapon on you.
III: Lockpick - no lock can resist your touch!
IV: Pickpocket - combine with illusions or stealth for best results.
V: Cracker - not even computer locks can stop you now!
II: Hidden Weapon - hide a one-handed weapon on you.
III: Lockpick - no lock can resist your touch!
IV: Pickpocket - combine with illusions or stealth for best results.
V: Cracker - not even computer locks can stop you now!
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Havenian Chat: Haven!
-L