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● Introduction ○ Armageddon, the apocalypse, the end of times. Throughout history, mankind has always wondered about the fabled end of the world and how it would come about. Would the forces of nature finally decide we are unworthy? Would the greater forces, both holy and unholy, finally come for us? Would we fall due to our own carelessness, as we began to contaminate the place we call home? So many ways we could possibly fall, so many ways our end could occur. So when the end of days finally came, what brought about our doom could never have been foreseen. You want to know what terrible apocalypse finally attempted to bring humanity to it’s knees? ○ Everything. ○ It wasn’t one event to end us, nor was it multiple events over a course of time. Rather many catastrophes, be it scientific or arcane, had occurred at once. The sheer strain of which had separated our once unified earth into separate planets, kept apart by dimensional barriers. In each of these new universes, a new armageddon has occurred, transforming the culture and creating new societies. ○ Yes, societies. It seems that even this event couldn’t quite keep humanity down. Though we are struggling to survive, and there are still hostilities between our separate cultures, we are still around, ready to keep fighting for our freedom if need be. That is where you come in. You see, these worlds have many needs, and som are of the violent or even supernatural sort. You are what some would consider a freelancer; a person willing to do odd jobs in exchange for compensation. ○ Now, tell me about yourself. ● Class ○ ○ Warrior ○ Sometimes the best way to deal with something is to keep attacking it until it stops being a problem. That is the philosophy of the warrior. You grew up to specialize in weaponry, ranging from guns and spears to swords and bazookas. Years of physical training have given you great strength and endurance, enough to fight for long periods of time. Of course, you have little skill outside of combat, but at least manual labor is always an option. ■ Berserker ■ So much loss had occurred in the first few days, so many dead. Small wonder why some had lost their composure. Thus birthed the berserker, a warrior of pure rage and fury. Fury they can call upon in their berserk state, strengthening their strength and speed at the cost of weapon accuracy and almost all diplomatic skills. ○ Mage ○ With Armageddon came strange new forces, neither matter nor energy, that could shape the world and empower the individual. So it was only a matter of time before humanity found a way to manipulate it. You are rather skilled and knowledgeable in several spells, far more than the average man. However, your time devoted to studies has left your body in poor shape, so don’t expect to be able to swing stuff at bandits. At least, not yet. ■ Businessman ■ Cast spells and warp reality with money. Deal with outer forces to gain more money in exchange for services and products. ○ Ranger ○ It may be difficult to believe, but there are still undiscovered portions of these new worlds, as well as worlds yet to be traversed. This is where the rangers come in. As one, you have dedicated your life to the art of stealth and ranged combat, able to hit things farther away than the warrior and sneak up closer when that doesn’t work. Even when in close range, rangers have been known for above average agility, so at least you can dodge a few hits. ■ Hunter ■ Surviving in the wastes of society can be rough, especially when you and your people find themselves starving. In these situations, the Hunter emerges. Though they are far less capable of using guns and futuristic weaponry, they make it up with legendary skill with the bow and decently stronger physical attributes. ○ Engineer ○ Buildings falling into disrepair, plumbing and electronics falling apart, and technology risking being lost to the ages, the end of the world sure is rough for the engineer. ■ Great Blacksmith ■ Often hailing from worlds of low technology or magic, the great blacksmiths find themselves unable to create items with a great focus on either. However, this does not mean they are magicless, for any basic item forged by them, from swords to metal plating to gears, is far stronger than anything obtained from magic or science. ○ Thief (Criminal?) ○ Of course, when society itself is crumbling, laws tend to mean little to some people. You are one such person. Having spent your years sneaking around the town and stealing what you pleased, your combat abilities and knowledge on the world are not up to par. But you still have a unique set of skills that will attract some people in dire need of some things. ■ Skill Stealer ○ Priest ○ Even in the darkest hour, when all hope should have died, some still keep their faith. Whether it’s Christianity, Islam, or some other religion emerging because the apocalypse likes to change people’s perception of the world, you will find yourself with great faith in it. This faith can be used as an abundant yet mildly inefficient substitute for mana. ■ Crusader ■ Not all holy men find themselves at peace. Some, be it personal desire or circumstance, take up the blade as well as the faith. ○ Misc ■ Bard ■ Monk ■ Noble ● Spells ○ The mystical and arcane forces that were once considered to be nothing but have been awoken. With this, many have attained a level of power greater than ever before. Others, more focused on the pursuit of raw strength and scientific study, have shunned spells. Don’t worry, those people are few and far between. ○ Healing ■ Regeneration ■ Healing Hands ■ Cure Disease ○ Elementalism ■ Perhaps the most common of magical disciplines, most mages have this knowledge under their belt. Upon learning it, the power to manipulate any of the following elements is yours;Fire, Water, Wind, Earth, Electricity, and Ice. ○ Hemomancy ○ The art of blood manipulation is dark and in many places forbidden. However, the main magic itself is rather underwhelming; all you can really do is move blood around. However, for those willing to spend time and energy learning, new and powerful abilities shall emerge. ■ Consumption ● When a skilled hemomancer consumes the very stuff he controls, strength surges through his body. All magic becomes more potent and the physical strength grows with no upper limit. The more blood consumed, the longer it lasts and the more powerful one becomes. ■ Crystallization ● Blood, as a liquid, can only accomplish so much. As such, hemomancers have found a way to give their “element” far more impact. By spending only a half second focusing, they can turn their blood into a red crystal, far stronger and more able to pierce armor than normal blood. ■ Boil ● Perhaps one of the first hemomancer abilities to have emerged, the ability to boil blood is the reason Humanity’s Loving Hand was formed. With just a small stream of mana, the hemomancer can cause blood to turn unbearably hot and boil. The subject does need to be within sight, though. ○ Energy Hand ○ While mages haven’t managed to create telekinesis, they do have the next best thing; hands made out of mana and given solid form. Each hand has the same strength as your own arms, but with a reach as far as you can see. At first, someone can only have one at a time, but the more it’s used, the more hands can be summoned, with an upper limit of 6. ■ Boost ● A relatively recent discovery, made by some rather bored elementalists; with some minor training, one can channel any element they have control over. In addition to being able to cast the element from the extra hands, one can also change their substance from mana to an element. Not much use without elementalism. ■ Double Trouble ● Does 6 not sound like enough hands? Feel like starting with only one is not good enough? Spend a spell slot here and not only do you start with twice as many hands, but your max amount also doubles. If you want, you can purchase this as many times as you want, each time doubling the number. ■ Strength Boost ● One hand having the same strength as one of yours doesn’t sound that powerful, and even with great numbers, it can prove to be underwhelming. With this boost in strength, each hand has the strength of three of yours, easily capable of carrying a table single handedly even if you don’t lift that much. ○ ■ Sight is one of the most important human senses, and it didn’t take long for some mages to strengthen it. At first, one only obtains clairvoyance within a fairly large range. In time, a skilled user will find pre and post cognition accessible, though how far in time one sees depends on the training devoted. ○ ○ When it can be a good 50 miles between civilizations and cars are scarce in the world you’re in, investing in teleportation is a good idea. There are three major variations of this, each needing to be purchased separately. ■ Blink ● The most commonly seen version of teleportation, Blink allows for quick movement to anywhere within the line of sight. However, most beings can only blink five or six times in a row before running out of mana. ■ Long-Range ● Sometimes, line of sight teleportation isn’t enough. Sometimes, you need to go somewhere you can’t see or somewhere far away. Long-Range Teleportation can help you with that, at the cost of some time spent focusing and a large sum of mana. ■ Portal (2) ● The most difficult magical transportation to master, yet perhaps the most diverse in its applications. With a flick of the wrist, you can place a portal of any size on any surface and you travel between them instantly. There are even very skilled wizards who can have 3 or more portals at a time. ○ Flight ○ To soar amongst the birds in the sky has been a dream of mankind that was solved with the invention of the airplane. However, when mages came around, they decided to take it one step forward and have flight without machines. This manifests in one of two ways. ■ Summon Wings ● Some magi, taking inspiration from either or birds, have found a way to give themselves wings. The process is painful and requires a chunk of mana to spawn and despawn, but after that how long and fast one can fly depends on the caster’s stamina. ■ Levitate ● Other wizards, seeing wings as a greater hindrance than benefit, found a way to just levitate themselves above the ground. The amount of mana spent depends on several factors, including speed and time spent in the air, but is a better option for the physically disadvantaged. ○ Damage Control ○ Getting hurt is terrible, and the following three spells focus on ways to turn the pain inflicted upon you into power. All three options presented require a constant stream of mana to keep up. ■ Reflect ● The most basic of damage control, this spell reflects a portion of the damage given to you back at the caster. This doesn’t mean the damage doesn’t affect you, but rather the other guy gets a portion of what you got. ■ Restore ● Restore a bit of your stamina or mana whenever you’re hit by a physical or magical attack respectively. Of course, this takes quite a bit of mana to sustain, so even the most skilled mages can only sustain it for a few minutes. ■ Revengeance ● Instead of restoring or returning some damage, why not burn your pain as power instead. With Revengeance, every ounce of pain you suffer temporarily strengthens your body, allowing for stronger and faster strikes. ○ Arcane Burst ○ The most basic type of magic, simply releasing raw mana as an explosive attack. With an understanding of Arcane burst, you get three variations of this. ■ Magic Missile ● Shoot a fast projectile towards the target, resulting in a rather minor explosion. Can be fired in rapid succession. ■ Magic Grenade ● Conjure a mass of mana in your hand and lob it at the target. Produces a fairly average explosion, but takes half a minute to create. ■ Magic Mine ● Takes a full minute to charge and set up, but can be stuck to any surface and, when activated, produces an explosion up too building leveling power. ○ Temporary Mutation ○ Primality ■ Originally developed as a serum to aid soldiers in combat, it has since been adapted into a handy spell. Upon activation, a person’s physical attributes, such as strength, agility, and endurance, will become strengthened. Starts off with only slight bonuses, but can become better than steroids in the hands of a trained user. ○ Illuminate ○ Perhaps the most mundane spell of all, and yet still seen as the most useful. Illuminate simply allows for the caster to summon and create a light source from nothing. Whether it takes the form of just a sphere of mild light or a tiny illuminating ball depends on the will of the caster. With practice, this light can be made permanent. ■ Glow buff (1) ● If you happen to be blessed by the Glow, you will find studying deeper into illuminate to be quite beneficial. Such training would allow one to plant their power in areas outside of their influence for a time. It only stays for a few minutes at first, but with time and effort, the effects persist indefinitely. ○ Technomancy ○ ○ The magics of the , depending on both the mage invoking them and the land it’s invoked in, have been seen as both holy and profane. ■ Traditionalist ● The easiest of the necrotic magics to learn, as well as the least powerful. Learning it will allow you to commune with the spirits of the departed. Novices may only get vague answers or signs from nature, but with greater skill comes more direct answers. While not as exciting or flamboyant as other schools of magic, it is useful for acquiring knowledge. And one should never underestimate the value of knowledge. ■ New Age ● The more difficult branch of necromancy, and by extension the more powerful of the two. With it, one can summon spirits, raise the dead from the graves, and manipulate many forms of the undead. A novice will of course struggle to even summon a phantom, but with years of training, several undead of great strength can be maintained at a time. Those with decades of experience can control entire armies worth of undead. ○ Second Sight ○ Loved by the paranoid and the stealthy, the following three abilities focus on allowing one to see certain traits. These traits manifest as a glowing mist around the source of said trait. The more mana pumped into it, the farther the sight. ■ Magic Sense ● While most people can tell when an item is magic just by seeing it, they can’t tell what it’s enchanted with or how powerful it is. In addition, some items have been bewitched in such a way that nobody can tell them apart from mundane items. Magic Sense can help with both of these problems. ■ Life Sense ● You never know when someone who is hiding from you is, at least not until it’s too late. With life sense, these worries will fade away. Just cast it and see everything living outlined in a glowing mist. Very useful for finding those in hiding as well as seeing if someone is undead. ■ Luck Sense ● The strange force that seems to, whether having a minor or major effect on our lives, turned out to actually be an “energy” is the same vein as mana. Being able to sense it gives you a good sense on whether something good or bad will happen in the , though no specifics can be gleaned from this. ○ ● Shop ● I’m guessing you need something equipment for your travels? After all, your bare hands can only accomplish so much, and even with spells, you only get so much power. There is a nearby store that can help you. Now, how many credits do you have with you? 5000? Good amount, i’d say. You should know that this store doesn’t have everything, and some prices will be different in different worlds. ○ Basic Weapon (100) ■ Any modern weapon of your choosing, so long as it can be carried by a normal human being (no rocket launchers, no vehicles, no nukes) and doesn’t use something along the lines of plasma or “energy” as ammunition. Compared to advanced weaponry, these are easy to enchant with magic. ○ Advanced Weapon (300) ■ Most of what isn’t covered by Basic Weapons can be found here. From laser rifles to enchanted swords, most fantastical weapons can be found here. Unfortunately, weapons of great power (Such as Nukes, Excalibur, and black hole guns) cannot be bought here. You’ll have to find those elsewhere. ○ Basic Light Armor (200) ■ Leather, hide, chainmail, and Leaves. Of these materials the most basic of light armor is made. Useful for keeping you light on your feet, and since it doesn’t weigh that much, it doesn’t tire you out.though not the best option in terms of defense. Despite this, it’s doable for those who can’t afford better or can’t wear heavy armor. ○ Basic Heavier Armor (500) ■ Armors made of dense materials, such as iron or steel, are prized for their durability. Wearing a set of this armor will keep the weak blows from injuring you, and even some of the stronger strikes will not hurt you nearly as much. The price is not just what you pay, though; the weight will slow you down, unless you’re very strong. ○ Power Armor (1500) ■ Developed in the most scientific communities years after the great reunion, power armor has durability exceeding the basic heavy armors, thanks to recharging energy shields. In addition, it’s hydraulics and other mechanical components add on the the body’s strength, making it seem as light as light armor. ○ Spell Catalyst (100) ■ For some mages, simply using your hands to cast spells is too tiring. As such, some have created catalysts that reduce the strain and mana consumption caused by casting. These range anywhere from to staffs to gloves, so long as they can fit in your hand. ○ Inscribed Stone rune (200) ■ For those who wish for a few spells, yet cannot afford either the training or the raw power, this is a well liked item. With only a few minutes time, one can inscribe the rock with arcane of pure magic, allowing the holder to cast a single spell of their choice. It only works when the stone is pointed at the target, but other then that you just need a thought for casting. ○ First Aid Kit (150) ○ Advanced Medical kit (500) ○ Magic prosthetics (400 each) ■ With men having lost limbs in these strange arcane worlds, it should come as no surprise that replacement limbs would appear. Looking like a strange mix of nature and mana. The prosthetics don’t just replace the limbs, but also grant increased spell power both from the prosthetics and the caster. If you ever run out of mana, they will still function as normal. ○ Cybernetics (400 each) ■ Imported from the most technologically advanced Earths, These implants are generally used to increase physical power. Whether it’s mechanized arms increasing strength and finger coordination, legs to increase jumping height and running speed, or a chest to more efficiently regulate organs. These will require the occasional repairs and maintenance, but are otherwise fine. ○ Magitech Cybernetics (Requires Magic prosthetics and Cybernetics) (+200 per prosthetics.) ■ It’s odd for this to be sold here, being experimental technology, but the company figured they could make a profit. Not only does this serve the function of both cybernetics and magic prosthetics, but it also further strengthens them. If one were to install the maximum amount, they could become stronger than anything seen before. However, if they get too damaged, don’t expect a repair to be right around the corner. ○ Raw Arcane Energy (500) ■ Harvested from one of the many high magic Earths, this “energy” can enter the human body, granting enough magic power for one extra spell. Very few adventurers go without a spell, as even warriors and rangers see the benefit of a little magical aid every now and then. ○ Hard Light Generator (2200) ■ In several of the worlds discovered, solid light had become a reality. Seeming to glow without any outside influence, it is believed to be somewhat magical in nature. The process is rather slow, however, taking a full day just to make ten grams of the stuff. Still, it does have it’s uses, whatever they may be. ○ Recreational Nuke (1000) ■ A powerful object from someone who probably shouldn’t be trusted in the slightest. Small as a football, these bad boys can bring a tower or two to their knees. Unfortunately, not only can you only use each nuke once, but it’s also rather expensive to restock your reserves. Probably best to use them only in dire emergencies. ○ The Glow (2500) ■ My my, how lucky of you. What we have here is one of only a few people who can teach others how to access the glow. It’s going to be pricey, and you will only have access to one of the colors available, but the benefits to be reaped are numerous. ○ Beginner’s alchemy set ■ For some worlds a particular breed of magic ○ Transference amulet (600) ■ While it is true most people learn at least one spell, that doesn’t mean they use all that much mana. Indeed, some people go days without casting a spell. The Transference amulets were an attempted solution to this problem. With just the push of a button, the necklace converts mana to stamina, or vica versa, at a rate of 4/1. ○ Six pack of Energizing Elixir™ (10) ■ When a traditional magical world and an industrial powerhouse combine, the result was the Energizing Elixir™ company. And this is their trademark product; the highest quality energy potion you will ever drink. Just one of these will give you the stamina to stay up for three days straight. Just make sure not to overindulge, I still remember what happened last time. ○ Soul Matrix (3300) ○ Portable camping supplies (700) ■ Many of the worlds you will find yourself in are not only violent in nature, but also have had their lands reclaimed by mother nature. Included in this bundle are basic enchanted cast iron cook wear (durable and lightweight), fire starting supplies, a shovel, a sleeping bag, and a durable camping tent, capable of surviving attacks. ○ Personal Pocket dimension (1500) ● Glow ● A strange mixture of light and magic, yet seen in several low magic worlds before the great reunion. The Glow has two states; a solid barrier of light that provides only personal effects, and a bright glowing state that bathes others in power and light, be they friend, foe , or neutral. The Glow comes in several variants, each a different color and with different powers. Like magic, one can train in the glow for more power. ○ Red; Intimidation ■ Solid: Have a naturally fear inspiring presence; any intimidation attempts will be doubly effective, and any show of force is much more likely to coerce your target. ■ Aural: The effect is magnified; many foes weaker than you will be filled with terror and flee. Even your allies will be nervous around you. ○ Orange; Vigor ■ Solid: Increases personal vitality and energy; no need to sleep and increased diseases resistance. ■ Aural: Increased energy for all the glow touches, living or not; Diseases slowly die out. ○ Yellow; Shield ■ Solid: Grants increased durability and a regenerating “energy” shield. ■ Aural: Can selectively put “energy” shields on allies and objects; All things the glow touches become more durable. ○ Green; Radiation ■ Solid: Unaffected by radiation and radioactive materials; Can store radiation in this state to use later. ■ Aural: Discharges radiation in several ways, such as nuclear lasers, harmful glow, and explosions; you are not harmed by this. ○ Blue; Lethargy ○ Purple; Inspiration ■ Solid: Your very words can motivate whomever you wish to hear them. Great for speeches. ■ Aural: All allies who see your magnificent glow will fight and work harder, though this also applies to your enemies; Artists who gaze at you will find themselves with just the epiphany they need to finish their project. ○ White; Healing ■ Solid: You become immune to disease and have a slow but constant healing factor. Be warned, for even in this state, those you touch with your hands can be healed. ■ Aural: All in your presence are slowly healed of injury and disease; allies, enemies, and neutrals are all affected, though enemies are affected less so. ○ Other; Elemental ● Marks ● Throughout the worlds, strange markings had found their place on people. Whether it was the result of a divine (or demonic) deal or the end result of countless man hours of study and scientific research matters little. All that matters is the power these marks provide, and the cost of each. At most, a person can have only one. ○ Mark of the Siphon ■ In a world without food, this Mark first appeared. For those who had it, with just their own touch, mana, energy, and even life force shall be absorbed from their target, replenishing their own reserves, healing injuries, and even reversing the ageing process. With study, a siphon can find other things to absorb. In exchange for this great power, the user is forever hungry, not just for food, but for the very stuff he absorbs. Should he not get his fix in, his body might start cannibalizing itself. ○ Mark of the Spell Drinker ■ First seen during the wars of tech vs magic, the Spell Drinkers were originally devised as a counter to the ever powerful mages. Those who take the Mark of the Spell Drinker will find a fraction of harmful magics targeting them being absorbed, increasing their stores of mana. With practice, the marked can increase this fraction up to 1/1 and even selectively absorb beneficial magic. However, due to the process to make the original mark being more science than magic, the bearer is unable to make their own mana, relying entirely on outside sources. ○ Mark of the Eternal Flame ■ Powerful, inspiring, and bold, the first recorded mention of this mark was in a world now completely devoid of human life. The mark itself seems to have nothing to do with and more to do with metaphor, since those branded by it have seen an increase in productivity and energy, often going days or even forever without sleep and completing tasks quickly and efficiently. Like a flame, though, the marked need to burn out before they can sleep or even take a break; any attempts otherwise leave them unable to rest for long, maybe an hour at most. ○ Mark of the Beast ■ Seen in the most religious of Earths before anywhere else, those marked by the Beast have been seen with great suspicion and hate. Those who wear this mark have found their lives and the intertwined, becoming able to summon spirits and from beyond this realm and deal with them. Said deals can do and cost virtually anything, hence the curse of the Beast-Marked; they need to tread carefully, lest the price asked is to great. ○ Mark of War ■ Dark and powerful, this mark has origins in several different universes, though all with one common event at the time; war. The bearers of this mark find themselves with minor increases to all physical and mental attributes, in particular durability and tactics. Unfortunately, they seem to project an aura of conflict, causing increased irritation in anyone within their presence. The longer they stay, the greater the rage, the more likely the odds for conflict. ○ Mark of the Magus ■ Sighted first in worlds of high magic, those Marked by the Magus have something mages envy; infinite mana capacity. While they still need to charge it up, there is no limit to how charged it can get. This allows for godly spells to be cast after a long time of gathering. Unfortunately, the Magus Marked are as terrible in physical fields as they are at magical ones, and often suffer from frail bones and digestive problems. Even healing magic has a tough time repairing the damage. ○ Mark of Eternity ■ No one knows where this mark first showed up, it just kind of did. Seen both as a blessing and a curse, the bearer finds themselves unable to be permanently wounded. Even if they were blended to sludge and completely disintegrated, given enough time they shall heal with no harmful effects or lost functions. The process is slow, with a year being needed to regenerate a limb, and pain is still felt. For some, years of constant pain is a fate worse than death. ○ Mark of the Divine Plague ■ A truly sad mark, with its earliest recording on planets infected with disease. The disease slowly strengthens the physical form overtime, granting increased strength, speed, and endurance. There is no upper limit to this,and the body is rendered biologically immortal and immune to other diseases. Sadly, the mind is slowly driven into madness because of the plague. While this can be mitigated indefinitely, it requires daily medication and meditation, something that cannot be afforded by most. ● Major Guilds ● Even in fractured worlds, humanity's herd instinct still persists. ○ Unified Church of Many Earths ○ Humanity’s Loving Hand ○ Den of They Who Hunger Power ○ First Reunion’s Bank ○ Civil Volunteer Police Force ● World selection/descriptions ○ [Unknown]; “Reach Heaven through Violence” ■ A world where the crusades have begun once again, and never quite ended. ■ A dream for some and a nightmare for others, in this world Islamic Jihadists had crossed the line, attacking several information and communication centers throughout the world. One day, someone had enough and decided if they would only find peace in the grave. Thus, the crusades began again not just to reclaim holy land, but also to erase those who would dare to conquer it again. Guns aren’t used often here not because technology was lost, but because resources were so low on both sides that swords have become more popular. It seems even the higher powers have taken an interest in this world, giving the pious mighty magic. ■ With trade now opened between the many Earths, the future of this land is unknown. Perhaps they would find peace and cease this fighting. Perhaps they will destroy each other with their separate desires. ■ Tech: 6 ■ Pop: 4 ■ Magic: 7 ■ Econ: 3 ■ Eco: 5 ○ [Unknown];“Obey, or Suffer” ​ ○ [Unknown]; “Whatever you do, don’t breath” ○ [Unknown]; “Their flesh rots, so they eat ours” ○ Aquius; “The planet of drowned sorrows” ■ Are you with the story of Noah and the Ark? If so, you already have knowledge on this Earth. In an event that defies some laws of physics, it began to rain for many months in a row. Desperate to save humanity, the scientists and leaders the world over created project A.R.K., designed for the sole purpose of keeping colonies of humans alive until the flood stopped. And it did, though not until only 5% of the original landmass remained above the ocean. Forced to live either in small encampments or in ships and submarines, agriculture has almost been removed from their ■ For some reason, no matter how much water is exported from the planet, the sea level never seems to drop. Some have tried to go to the very depths to see why yet few returned, and those who did often told nightmarish stories of strange, powerful creatures deep beneath the waves. ○ Arcana; “The cradle of magic” ○ Warzone X; “They came, they saw, they fight” ■ Aliens invaded Earth, some benevolent, some malevolent, some who just wanted to see the sights. Earth has now become a battlefield between several sides of an intergalactic conflict. ○ [Unknown]; “From the crater came the grave” ■ What happened to this Earth was both simple and brutal; big space rock hit the planet and blocked the sun. Some of humanity was lucky enough to create a civilization powered by artificial sunlight and what few plants they could save. Others were slightly less lucky, being stuck on the surface when the sky darkened, yet were still fortunate enough to survive. In this new, harsh environment, these nu-humans had to salvage and hunt what little prey remained to survive, becoming stronger at the cost of technologic skill. With prey few and far between, barbarism tore at them on a daily basis. Some stories persist that they have learned the ways of magic, though no proof has ever been documented. ■ Even today, with the surface being recolonised, the sky being cleared, and oxygen being imported to the world, these surface folk still exist. And with new prey in the form of manflesh, said operations have slowed dramatically. ■ Tech: 8 ■ Pop: 2 (3 with the left behind) ■ Magic: 1 ■ Econ: 2 ■ Eco: 0 ○ [Unknown]; “Ashes to Ashes, Dust to Dust” ■ Bubonic Plague. ○ [Unknown]; “The culmination of progress” ○ [Unknown]; “Oh, how the mighty have fallen” ■ A world where the leaders of mankind have seemingly disappeared. Not just the political leaders, but also economic, business, scientific, military, etc. As some have expected, anarchy and looting soon erupted, the economy crashed, and several technologies have been lost to the ages. Now, it would have been easy for society to pull itself up by the bootstraps and fix everything within a good couple of years, but then they came. From the still burning logs of society came a group zealous in their beliefs; that those in power vanished because of their position. To them, ambition is the purest form of evil, and those who are filled with it the worst of criminals. ■ Tech: 3 ■ Pop: 3 ■ Magic: 2 ■ Econ: 4 ■ Eco: 7 ○ Dead Worlds; “The husks that fill men with dread.” ■ Not every world had humanity survive in it, as was once originally believed. With the recent surge of explorers and adventurers, more and more worlds are showing up devoid of human life and, for that matter, civilization. Perhaps the apocalypse of that world was far worse than the others, or perhaps their humans were i’ll prepared. ■ There is little in the way of civilization here, with only an outpost or two per planet on average. However, with no civilization, there is no law and nothing to stop you from taking what you wish. Aside from, of course, the others you will find.