Vermillion Ideals: Steam Dream Omega Monsters and Items. Creatures and Monsters: More info coming as PC's run across them! There's the normal varieties of wildlife creepies, bears, snakes, etc. But Huma is home to a wider variety of wierd creatures. And they can all be attributed to Penultima to some degree. Vampires: Tough as hell, and dangerous as hell, they are very rare. Noone knows precisely what they are, or where they came from, so naturally, they say they came from Penultima. They are stronger than a normal man, and have unnatural speed. They are only seen at night, but the rumor is that they don't sleep, and walk amongst people during the day, waiting for the cover of night to take a new victim. They rarely feed, and are even more rarely seen, and are even more more rarely hurt. Golems: Another Weird Thing, they also are blamed on Penultima. Usually entailed for guard duty. They come in many varieties, but are usually fairly stupid. And usually Very Hard to hurt. It's a common thing in Penultima childrens schools for the children to have to outwit a golem to earn their daily lunch. It's also common for them to get every lunch. Shadow Wolves: Bigger than their mundane cousins, they are called so for their ability to disappear from sight. Very territorial, and always hunt in pairs. These, strangely, are not blamed on Penultima. Also known as Devil Hounds. Sleppvowls: A variety of owl that's quite different from other owls. They are brown colored, and have luminescent eyes. They are called sleppvowls due to their ability to cause beings to sponteanously fall asleep. Not as common elsewhere, but they are the dominant species of owl in the Penultima area. Of course, they, too are blamed on Penultima. Daldrots: This (mostly) harmless plant looks like nothing more than a cross between a cactus and a totem pole. They don't walk, they don't talk, but they do cause weapons brought to bear against them to melt or burst into flame. And sometimes the hand holding it. They react to mana, leaning gently torwards it as a flower would lean to the sun. Although they strive to reach it, when they finally do they shrivel up and die. Unicorns: A white, horned equine, they represent life in the purest aspect. Hunted to near extinction for their innate magical properties. Even when not extinct, they were incredibly shy and secretive about their nature. But one unicorn in the past was seen by all. When Queen Stephania was young, there was a lone unicorn that followed her everywhere throughout her youth, and left when she assumed the throne. Barrorn: As much as unicorns represented life in their extinction, a new breed of unicorn has arisen, an omen of darkness to come. The black unicorn, representing the polar opposite of life. Very little is known about them, save that even the mention of one is considered bad luck, and actually seeing one is considered a sure sign that your death is imminent. Items and Weapons: Steamtech/fantasy era applicable items/weapons are allowed. Feel free to consult with the GM to make up additional items. ^_^ Magic/Superior Items are generally an upgrade of the Personal Gear cost. Mundane -> Minor, Minor -> Major, Major -> Item of Power. If it gets to IoP, might as well design it yourself. =p Shields are minor items with Shield/1. Melee weapons are okay as per the personal gear list in the BESM handbook. Bows are okay as per the personal gear list in the BESM handbook. Guns are okay as per the personal gear list in the BESM handbook, with the following exceptions. No assault rifle, machine pistol, sniper rifle, submachine gun, blaster pistol, blaster rifle. Light Pistol, Heavy Pistol, and Medium Pistol all have Innacurate 1. No Heavy Weapons as per the personal gear list in the BESM handbook. Thrown Weapons are okay as per the personal gear list in the BESM hadbook. Body Armour is okay as per the personal gear list in the BESM handbook, with the following exceptions. No Tactical Body Armor, Space Suit. Additional Normal Items: Repeating Crossbow: 10 damage, limited shots(6), minor item. Additional items: Steamtech. Hydraulic Boots. Big, bulky metal boots, that weigh about 10 pounds. When activated, emit a blast of air, shoving it, and the person wearing it, into the air. No type of special movement can be used with them, and they leave heavy tracks. (Jumping 1. Minor.) Hydraulic Suit. A big, bulky metal armor suit, hissing steam with each movement. Light Armor level 6. Awkward size 2, Not so Fast 2, Noisy 1. Major item. Counts as a Mecha. Walking Noisymouse. A wind-up toy that walks and walks, ringing a *loud* internal bell, that makes it hard for anything else to be heard. Minor item. (+4 vs hearing checks within area.) Smokebomb. A standard smokebomb, that is triggered by a sufficient impact. Area Effect 2, no damage, irritant(+1 vs body save), Limited Shots(1). Minor item. Spring Arm. Armor for one arm. Has a series of small springs. Can press in on them, and let the recoil add to a single strike. Slow to use, as it takes some time to press in against it. If you're strong enough to do it quickly, then you get no benefit. (Super Strength 1, one arm only, for striking purposes only. Adds Slow to attack.) Major item. Steamthrower. Steamtech steamthrower. Uses steam pressure to spray a constant mist of pressurized, superheated steam. The high pressure tends to cause them to explode if overused. Requires two hands to use properly. Spreading 2, Burning, Unreliable(Blows up!), 5 damage. Major item. Additional Items/Weapons from Penultima: Many types of items have been recovered from the excavated ruins under Penultima, from everyday house dishes to potent magical weapons to mana stones that contain a pet ghost animal. Combat Charm. A magical device that comes in a variety of forms, most commonly a glove or headband, that boosts ones combat skills within a specific field. Drains energy while in use. (10 energy per attack/block with it on.) Sets Melee Attack and Melee Defense to 3 with a particular weapon only, ie, only for spear, or only for rapier, etc. This does not overlap with any natural skills. If the character has it at a higher level, the natural skill takes precedence. Major item. Jello Blade. A weapon with the edge made of a jello-like substance. Will wobble and fold before any blade, but never break. But if charged with a spell, they become the embodiment of that spell. They have excellent spell-retention qualities. Minor item. Uses appropriate weapon skill. Lightning Cannon. A small, seemingly empty metal cylinder, this item recovered from ancient ruins will emit a blast of lightning from it's muzzle. To one who is not familiar with them, it's oftentimes hard to tell which end the blast will come from. (Backblast, Accurate, Spreading, Short Range, 10 damage.) Major Item. Uses Thrown Weapons/Energy Blasts skill. Trackblaster. One of the more potent magical items from the ruins, this long metal cylinder, seemingly empty, fires a ball of magical energy at command. The projectiles have an uncanny ability to track its intended target. They only work for a few shots before they stop working, however, fueled by the same principle as the mana stones. They can be recharged in Penultima via the same method, and mana field owners will exchange a spent cannon for a fully charged one, for a hefty fee of course. (Homing, Short Range, Stoppable, Limited Shots(3), 25 damage.) Uses Heavy Weapons/Launchers skill. Major Item. Frog Grenade. Green in color, these fist-sized spheres, when activated, explode one round later. Rather than doing any sort of damage, they cause persons affected to see people as giant humanoid frogs, and unable to distinguish one person from another via sight. There are other varieties of animals that these grenades are modeled after, but only the frog variety exists in any significant amount. (area effect/2, no damage, slow, limited shots(1), Unique attrib:Makes affected see people as frogs. Save vs. soul at a -2.) Uses Thrown Weapons/Grenades skill. Minor item. Strobe ball. This intangible ball of light will follow a person around. It floats on it's own, and can pass through solid objects. It gives off a small amount of light normally, but on command, will flash on and off brightly and quickly. It has little to no harmful effect on material creatures when this happens, although it will temporarily blind pet ghosts. Minor item. Umbrella of protection vs weather. This umbrella, long out of style, generates a weak force field when open that protects against snow, rain, and other adverse weather conditions. Mundane item. Pet Ghost. This item is a small mana stone that houses an astral pet. On command, it releases it's pet, which is the astral form of a common housepet, that acts just like it's real, breathing counterpart. They cannot affect anything but their owner, and other similar pets. There are more combative varieties of pet ghosts, and it's not uncommon for owners of such to battle them against one another. For all intents and purposes, they are Servants built on 5 CP with the above restrictions. Combative ones are built on 10 CP, and count as two minor items. (and so on and so forth.) Minor Item. Ancient's Tiara. This curious head ornament exerts a slight mental tug on the wearer. Noone is quite sure what they do, but it is claimed that they protect against mental attacks. This statement is hard to support, as there are no such threats in the world currently, but researchers believe that it was a considerable threat in the days of the Ancients. Pretty, too. ^_^ (-1 to saves vs mental attacks.) Minor Item. Lesser Mana Stone. A small rock, about the size of a fist. When charged, seem to give the crystalline structure a glow to it. Commonly called a 'lightstone.' Provides 15 energy for magic related energy expenditure. The most common size of mana stone. Mundane Item. (Medium) Mana Stone. A little smaller than it's lower powered brethren, the size of a childs fist, they look the same as their lesser brethren. Charged medium mana stones feel warm to the touch. Commonly called 'heartstones.' Provides 40 energy for magic related energy expenditure. More expensive, and hoarded by mages. Major item. Greater Mana Stone. Smaller, and more compact than the other varieties(at most an inch in diameter), greater mana stones are more concentrated, and easier to conceal. It's easy to tell one by touch. They're hot to touch, and if you hold one too long, your hands start to burn. They are commonly fixated in items of jewelry. Also called 'Greatstones.' It it considered a great insult to grind or scratch one of these. Provides 85 energy for magic related energy expenditure. Very rare, and hoarded by the wealthiest. (not available normally.)