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Mantoids The Mantoids are
an insectoid race from a small planet on the outskirts of the Corkscrew Galaxy. A typical Mantoid is an approximately ten to fifteen feet tall biped with a red carapace and large, black eyes. They have two long, thin
arms, which have serrated ridges on the interior of the forearms, denoting their mantis-like evoloution. The hands are two clawed fingers and an opposable thumb, all of them razor sharp and capable of rending steel into
shreds. The head is roughly mantis-like, with two large, multifaceted black eyes one on either side of the head, and a pair of lesser eyes above each of those. Although the larger eyes have greater sight, the lesser
eyes have polarized vision, enabling them to tell direction from the suns rays. The mouth is humanoid, but instead of teeth, there are simply razor sharp ridges in the M.D.C. carapace, thus making the bite a
natural M.D.C. weapon! In addition to these jaws, there is also a pair of mandible like protrusions on either side of the mouth, designed to protect the jaws during combat. These can easily fold back from the jaws,
however, so the Mantoid can use its formidable natural weapon.The History of the Mantoids Although the Mantoids resemble insects, they do not have a collective intelligence, nor do they function solely on
instincts. Despite their fearsome looks and sometimes barbaric actions, they actually have a very complex society, with many different social levels, guilds, clans, and rulers. The Mantoid race is indigenous to
the planet Charnas, a wind-blasted world roughly the size of Earth. Due to sporadic weather patterns caused by the nearby asteroid belt, the planet is constantly wracked by wind and sand storms, forcing the Mantoids to
develop tough carapaces, enabling them to survive in harsh climates many races could not live in. Normally, such a race would be of little interest, but the Mantoid planet has approximately twice the ley lines, nexus
points, and overall magic energy of Earth. Also, unlike Earth, Charnas' ley lines and magic have been abundant since the Mantoid stone age, giving them ample time to study and use magic, as well as integrating it into
their technology. All Mantoids can use magic with ease. All Mantoids, even Warriors, use magic to heal, as well as fight. Magic has become an everyday necessity for them, without it a vast majority of their
technology would not function, and they would be forced back to near stone age. Originaly evolving from the hard shelled insects on the planet, one of the only specie to survive the harsh weather
and brutal sandstorms of the planet, the Mantoids remain very insectile in apperance, and sometimes nature. They are naturally cold blooded, with tough carapaces, and no internal vertebrae. Eventually, due to the vast
amount of magic on Charnas, an offshoot of the Mantoid specie, the Priests, as they came to be called, evolved, powerful magically but weakened physically. The Mantoid society started very barbaric and crude, with
looseknit tribes of hunter-gatherers. As time passed, and language developed, their culture began to blossom into a rich, vibrant society. Their magic-rich planet enabled them to refine and use magic in their culture
and technology, and allowed them to contant many races via Rifts and gateways within the span of a few short centuries, first making contact with the Cradians, their evoloutionary cousins on Charnas' Moon, Pyere.
Luckily for the mantoids, one of the first major orginizations which they contacted was the UWW, who, recognizing the importance and usefullness of Magi-Ore, agreed to allow Charnas into their folds. Now, with
diplomatic and military protection, they began to explore the far reaches of the Three galaxies, and ocasionally beyond, delving into other dimensions. There are many small Mantoid villages on Wormwood, and the number
grows every day, as more see the evil that has befallen the living planet and take up the fight against the Unholy, unfortunatly, many fallen Warriors have also found Wormwood, and have joined the Unholy for their own
selfish ends. Some have also found the Palladium Dimension, and have begun to explore it with great interest, finding a sort of kinship with the Dwarves of the land, both in mannars and beliefs. The Planet Charnas
The planet Charnas is a barren, wind blasted world. Situated on the fringe of a large asteroid belt, this planet's weather patterns have become increasinly sporadic over the aeons. Because of this, the planet has very
little rainfall, averaging about ten inches a year, most of the planets water is stored in underground aquafiers and springs, as well as in large water silos constructed by the Mantoids. The Atmosphere of Charnas is a
low-level O2 atmosphere, conprised of mainly nitrogen and carbon dioxide, very similar to Earths, although, should a Mantoid find itself on Earth, it would become slow and lethargic due to overexposure of oxygen,
reducing its speed by 2 and its PP by 1. Charnas is very near a large asteroid belt, making most space travel to and from the planet nearly impossible. However, since their alliance with the UWW, three different space
stations have been constructed around Charnas. These stations are protected by powerful force fields, both magical and mandune. Two of the stations are trading posts, which also serve as living quarters to the various
specie which trade on them. The third is a revamped asteroid, and serves as a military base, for protection of Charnas and the other two space stations from attacks from orbit, should any space crafet be able to make it
through the asteroid field. Magi Ore Charnas is also abundant in an amazing metal which the Mantoids call Magi Ore. This amazing ore radiates magic energy, and, when smelted into metal, makes formidable
weapons. Magi Ore is as common as Charnas as any metal, and is found only on Charnas. Also, this ore, whether in its natural form or in metal form, retains the power of any spell cast into it. This has been essential in
Mantoid technology, without it they would be about Earth's industrial age. They use Magi Ore in all of their weapons, including energy weapons, as well as their vehicles, and other means of transportation. Magi Ore is
extremely easy to find, making up about one fourth of Charnas' surface, as well as veins of it under the surface. Magi Ore has made the Mantoids a large trader in Center and throughout the three galaxies. This Magi Ore
also acts as a magical sponge, sucking up and storing much of the magic energy which the planets ley lines produce. This has greatly decreased the amount of energy most ley lines on Charnas put out, some producing none
at all, especially in the Magi Mountains. Mantoid Technology Although Mantoids rely heavily on magic, it is not the only technology they posses. They have combustion engines, as well as a few non- Mantoid hover cycles, but this is
alien technology imported from Center and other worlds. All of their weapons, vehicles, and other technology use Magi Ore as the power source. Although this may sound like Earth Techno-Wizardry, there is a difference:
anyone can use Mantoid technology, they do not have to be practitioners of magic. Mantoid Gateways This race has also developed portable gateways, also using Magi Ore as the power supply. These portals look
like large, about 1 ½ foot (.5 meter) plates, with a small, about six inch gray disc in the center, and a switch next to the disc. The gray disc is actually pure Magi ore, and the switch the activation. When activated,
a rift about fifteen feet tall appears above the disc, and will stay until the disc is deactivated. This rift will transport the user to another gateway, which has been linked to the gateway, or the user, using a
controller, can rift to a location without a gateway, but there is a 1 - 50% chance that they will appear 1D4 miles away from their desired location. Also, when using a controller, the user can rift the gateway to them
after using it, otherwise the gate is left behind at the location. Mantoid Society The Mantoids have a very complex society. Mantoid cities are ruled by a conclave of four Daimyos. These rulers decide
everything that happens in the government of the city. They also decide the punishment for crime, and the amount of time in the Enforcers Fortress. The typical Mantoid city covers about fifteen to twenty square miles,
about 25% of which is housing, 15% Magi Ore Smelting Plants, 30% Markets, shops, and trade areas, 10% temples and hospitals, 10% warrior training centers, and 10% Law and Government buildings. In most, there is also a
battle arena, in which willing fighters combat each other. There are no slave markets, and Mantoids despise any race that engages in such activities, including the Splugorth. In a Mantoid city, there is little
poverty or crime, and very few slums. This is due to the strict law enforcement of crime. Minor crimes, such as stealing , are punished by anywhere from a month to three years in the Demon Desert Fortress, a giant
prison worse than any prison on Earth, and major crimes, such as murder and treason, are punished by immediate death. Mantoid Families are divided into clans, each one having their own crest. The clan teachers,
usually high level Warriors, teaches the younger clan members destined to become Warriors. There are also other teachers which teach the Priests, from that family. Places of interest on Charnas The Prison of
the Demon Desert: The Prison is a massive, sprawling prison in the largest desert on Charnas. This prison covers more than 200 square miles, and all criminals who have committed any sort of crime are sent here to
serve out their sentence. Depending on their crime, they are put in different sectors of the Fortress. There are 20 different sectors in the prison, each of which for different crimes. Depending on the sector, life for
the criminals can range from slum life to near death. In the more serious crime sectors, the Enforcers won't feed the criminals for days, and when they do its rotting meat, or moldy bread, and dirty, tainted water. When
a criminals sentence has been served, they are released back to the city they were arrested in, and all of their belongings are returned to them. The clan Kridest serve as Enforcers which are specifically trained to
spend their lives guarding the prisoners and preventing their escape. Magi Mountain Range: The Magi Mountains are a ridge of mountains made of pure Magi Ore. They stretch for twenty miles, North to South, just to the
East of Mantasia. There are hundreds of Magi Ore mines in the mountains, as well as several smelting plants. These mountains radiate magic energy. This mountain range also acts as a natural magic sponge, absorbing most
of the magic energy from the planet, masking it from magic sensitive races such as the Splugorth. The Demon Desert: The Demon Desert is a huge, desolate expanse of land, covering nearly one eighth of Charnas' surface
land. It is called the Demon Desert because it is filled with ley lines, and rifts open constantly, about two every minute. This is also the location of the Enforcers Fortress, the largest prison on the planet. There
are no trading routes through here, due to the many demons and monsters that inhabit the area. Fortunatly, the Mantoid government has erected a force field around the entire perimeter, which prevent the ground-based
monsters from escaping and threatening the cities, and the flying menaces are usually exterminated by the patrols of Warriors in the desert, or by the gun turrets which are erected every 50 meters. The only area without
a force field is the one entrance to the desert, The Kridest Gates. This is the main Kyuden of the Kridest Clan, and is one of the most heavily guarded fortresses on Charnas. The Capital City of Mantasia: The city of
Mantasia is a huge city. Covering more than 150 square miles, it is the largest city on Charnas. Mantasia is the center of trade for Charnas, with over 30 square miles of pure market. It is also the location of the High
Conclave, fifteen High Priests who govern not just Mantasia, but all of Charnas. Mantasia is located between the Magi Mountains and the Demon Desert.
Mantasia Population Breakdown: approximately 5 million intelligent beings, mostly Mantoids 25% Mantoid Priests 20% Mantoid Warriors 40% Mantoid Commoners 15% Other races Mantasia City Highlights: Mantasia
Market- This market, though the largest on Charnas, is not even close to the market in Splynn, or even on Phaseworld. Although every Mantoid built weapon can be found here, very few weapons from anywhere else can be
found here, and no Rune Weapons can be found, due to the Mantoids hatred of Rune Weapons. There are also no slave markets, and anyone caught selling slaves anywhere on Charnas is immediately executed, regardless
of race or social standing. Magi Ore Smelting Plant- This is one of the key highlights of the city. Due to the magical nature of Magi Ore, precautions have to be taken when it is being smelted. M. Ore cannot be
smelted by conventional terms, instead it has to be refined using magical spells. When smelting, force fields have to be erected around the metal, because every time it is struck the metal emits magical explosions,
which fortunatly will be negated by a Circle of Protection (Simple), because of the explosions, a person cannot smelt it by hand. The Telekinesis spell must be used to smelt the metal. This is a miraculous thing
to watch, both because of the multicolored eplosions, and the strange glowing that surrounds the metal. This smelting plant is huge, covering nearly a mile of the city. Battle Arena- The warrior nature of the
Mantoid Warriors is so strong that many of them cannot resist a fight, whether they are participating in it or watching it. This has made the Battle Arena another huge attraction in Mantasia. Unlike the other
arenas on Phaseworld or Splynn, all of the fighters in the Mantoid Battle Dome are there of their own free will, none of them are slaves. This arena looks much like the Coliseum in Ancient Rome, only slightly larger,
and with Mantoid architecture. The Major Mantoid Clans of Charnas Clan Reshac-
The most powerful Clan on Charnas, they control a vast majority of Mantasia and many smaller cities. Their current daimyo is Klas'nichet, head of the Mantasia City Council, and rules the clan from Kyuden Delcast, their ancestral home established by their first Daimyo, located directly in Mantasia.
Clan Sal'mic-
A clan that is almost completely priests, they are the planets most powerful magicusers. Their Fortress, Kyuden Rekest, lies deep in the Magi Mountains, secluded from all other clans, even apart from the furthest mining camps. Their Daimyo, High Priest Rekest, established this kyuden after being driven from their old home 200 years ago, when he was still young and his father ruled.
Clan Dal'mic-
The newest of the major clans, it has existed for less than 800 years, recently breaking off from Sal'mic. Their leader, though young and brash, is one of Charna's greastest generals. They are stilll warring with Sal'mic over control of land, and have gained over half of Sal'mic's former provinces. Masters of stradegy, they have defeated great armies with fewer than two thousand men in many battles using Guerillia tactics and seige methods.
Clan Kridest-
This clan constanly patrols the demon desert, killing or capturing the monsters that constantly appear there. Though uncouth and barbaric, even for Mantoids, they have the largest army of any clan, though most of it is used to patrol the desert. Their Kyuden is located at the main entrance to the desert, the Kridest Gates, the main trade route for most of Charnas. They also act as the wardens for the Prison of the Demon desert
Clan Sk'lye-
The least powerful Major clan, even behind Dal'mic, they control the lands north of the Magi mountains, and are constanly enroached upon by the other clans. The least favored of any clan in the mantoid councils, their Daimyo has recently declared war against the much larger Clan Himdal, and has sent constant raiding parties against their borders.
Clan Himdal-
A very financial based clan, they are the traders and negotiaters of Charnas. Many of their Clansmen become negitiators or tradesmen rather than the usual warriors or priests. They are the most prominent of any clan in Phaseworld or the three galaxies, though they don't come anwhere close to the Naruni, they are still respected on a wide array of planets. Clan Sk'lye has recently declared war on Himdal, and although the clan is mostly traders, they do have a large military force, one Sk'lye cannot hope to beat in head-on combat.
Clan Clasara- The outcast clan, they are the only known clan of Space-faring Mantoids. Long ago, their major-clanship was renounced by the ruling council of Charnas, so, rather than face dishonor, they used
their gateways to escape to Center, and from there, establish a series of space stations which wander the spaceways trading and plundering random planets. Their huge space stations, called World Pods, are of
their own design, and are found nowhere else in the Megaverse. Having been away from Charnas for thousands of years, they have grown accustomed to outside life, and share little in common with their cousins save looks.
The culture of the World Pods varies dramatically, and some have collapsed into anarchy and war. The larger Pods have begun to manufacture starships as a source of trade and finance, and have developed some unique
designs, utilizing both technology and magic to create a stellar and deadly ship. Mantoid R.C.C. Attributes: I.Q.: 3D6 + 5 M.E.: 3D6 M.A.: 3D6 + 10 P.S.: 4D6 + 8 P.P.: 4D6 P.E.: 2D6+1
P.B.: 2D6 Spd: 5D6 Note: Physical Attributes are considered supernatural Hit Points: Mega Damage Creature M.D.C.: 3D6 x 10 + 50 M.D.C. plus 4D6 MDC Per level Combat: Hand to Hand: Martial Arts
Height: 10 - 15 feet (3 - 5.5 meters) Weight: 800 - 1000 lbs. Life Span: 350 years P.P.E.: Mantoid have an extremely high P.P.E. base, 6D6 is the starting P.E.E. base. I.S.P.: None Bonuses: +2
on Initiative, +3 to Strike, +2 to Dodge, +3 to save versus Magic, +2 to Save versus Horrer factor, -3 to save versus Psionics Natural Abilities: Incredible PS Stats, they are insects, after all
Ley Line Rejuvenation: Same as Ley Line Walker Bio-Regeneration 1D4 x 10 M.D.C. Every two hours Polarized Vision (Lessor Eyes only) Nightvision 2000 ft (Greater Eyes only)
Hawk Like Vision, able to read a sign from three miles away\ Super Endurance due to low metabolism, capable of going for two weeks without food or water, and able to go for 72 hours without sleep
Able to engage in strenuous activity for thee times as long as normal without feeling fatigued Bite which does 2D6 M.D.C. OCCs: Many either choose the Warrior or Priest OCCs, although some do venture into others,
mostly scholerly and men at arms OCCs. Few study the Arcane Arts, but a few (Roughly 5%) hear the call of magic, other than the priests. Mantoid Warrior The Mantoid Warrior is the least common class of
Mantoid, making up 15% of the population. Warriors are skilled in Hand to Hand combat, but are, like all Mantoids, extremely gifted in magic. The average Warrior is about ten to fifteen feet tall, and displays all of
the Mantoid characteristics. They are also versed in the many monsters that inhabit the Demon Desert and the rest of the Megaverse. These aliens are skilled warriors who can use nearly any weapon with ease. Due to the
decades of physical raining that they go trough, they are usually edgy, and ready to fight at the slightest provocation when threatened. Mantoid True Warrior O.C.C.(Mantoid Warrior-Class only)
Attribute Requiremtns: None Alignment: Any, but most (40%) are Anarchist, and unprincipled (30%) R.C.C. Skills: Land Navigation (+5%) Climbing (+10%) Language: Mantoid at 98%
Language: two of choice at 85% Literacy: Mantoid (98%) Prowl(+10%) Wilderness Survival(+15%) Hand to Hand- Martial Arts W.P. Polearms W.P. Ax W.P. Energy Rifle W.P. Energy Pistol
W.P. Two of choice R.C.C. Related Skill: The Character may select eight other skills, limited to the list below, and may select two additional skills at level 3, 6, 9, and 12. Communications: Radio: Basic
Domestic: Any Electrical: Basic Electronics only Mechanical: None Medical: First Aid only Military: None Physical: Any (+10% Where applicable)
Pilot Skills: Any, except Aircraft, Helicopter, Jet Aircraft, Jet Fighters, Robots and Power Armor Pilot Related: Any Rouge Skills: Any Science: Mathematics: Basic Technical: Any (+5%)
Weapon Proficiencies: Any Wilderness: Any (+5%) Initial Spell Knowledge: The Character may select two spells total from levels one through four
Money: 1D4 x 1000 in Trans-Galactic Credits, the rest has been spent on weapons and training. Cybernetics and Bionics: None to start, tend to avoid cybernetics and rely on natural fighting ability, and for the fact
that they dampen Magic power. Bio-Wizardry: None, hate anybody who uses bio-wizardry or rune weapons, because they trap living souls and are considered worse than slavery to the Mantoid people.
Transportation: Either Mantoid Hover Cycle or Mantoid Disc Flyer Standard Equipment: One Bandoleer style utility belt, leather back sheath for Mantoid Spear, One Utility Belt, back holster for rifle, pistol
holster, Medium Knapsack, Large Sleeping Bag, Sheath for chosen weapon, Ammo Belt, and 2D4 Ore clips, as well as two weeks worth of food rations. Can use any Techno-Wizardry item with perfect ease Weapons
usually include a Mantoid Lightning Rifle and Lightning Pistol, and chioce of Mantoid Spear or Mantoid Battle Ax, plus an potional enegy weapon of choice.
Armor: Most Mantoid Warriors have Standard Warrior Armor with their family crest on the chest and back. Experience: Use the same table as the Cyber Knight O.C.C.
The Right of Ascension In order to be
recognized as a true Warrior in their clan, young trainee Mantoids must pass the right of ascension. This is a ceremonial occasion, in which the young Mantoid must defeat his teacher in combat. Though these matches are
usually not to the death, sometimes the young Warriors are overcome by their fighting instincts, and slay their teachers. Those that pass the test are deemed true Warriors by both their teachers, and the elders of their
clan, and are given a ceremony for the Right of Ascension, a two day ceremony in which the Warrior is given his family aromor and weapon, both of which have the crest of their family on it. These objects serve two
purposes; one, to show which clan he hails from, and two, to nnounce that he is a true Warrior, who are usually treated with great honor. Those that do not pass the Right of Ascension are declared weak and
unworthy by the entire clan, and are exiled from the city in shame. They are given only the bare essentials to survive, and, although they may enter different cities, they are forever barred from their place of birth.
Evcen if they do go back to civilization (Some do not), they are treated very poorly, for it is evident that they have failed. Most become mercenaries and thieves, hired guns who care for no one and will do anything to
profit themselves. Others try to become respectful citizens, but few do, there are no more than a few dozens recorded accounts of failed Warriors becoming worthy citizens in the records of Charnas.
The Failed Warrior O.C.C. This pitiful caste of mantoid society composes those that failed their right of acension. Though this could have been for any number of reasons, they are still treated as outcasts, often
publicly humiliated when their true nature is revealed, sometimes even executed. These warriors are shunned from most major Mantoid cities, but many small towns take some in, and there are even whole villages composed
completely of failed warriors. Most failed warriors are surly, violent beings which will fight most anyboddy, especially if provoked by true warriors. Attributte Requirements: None
Alignment: Most are Abbereant or Diabolic R.C.C. Skills: Language: Mantoid 98% Language: One of choice +10% Prowl +5% Climbing +10% Streetwise +15%
Wilderness Survival +20% (Most are forced to flee into the deserts, so survival is a must) Land Navigation + 10% W.P. Energy Pistol W.P. Sword W.P. two of choice
R.C.C. Related Skills: Select Seven from the following list, plus two at levels 3, 6, 9, and 14 Communications: Radio: Basic Domestic: Any Electrical: Basic Electronics only Mechanical: None
Medical: First Aid only Military: None Physical: Any (+10% Where applicable) Pilot Skills: Any, except Aircraft, Helicopter, Jet Aircraft, Jet Fighters, Robots and Power Armor Pilot Related: Any
Rouge Skills: Any (+5%) Science: Mathematics: Basic Technical: None Weapon Proficiencies: Any Wilderness: Any (+10%) Money: 1D4x100 in Trans galactic credits, Cybernetics and Bionics: None, never get any
Bio Wizardry: None to start, though they may aquire more later on (They don't share the same code of ethics the true warriors do). Trans portation: None to start Standard Equipment: One Bandoleer style utility
belt, , Small Knapsack, Large Sleeping Bag, Ammo Belt, Survival Knife, and 1D4 Ore clips. Can use any Techno-Wizardry item with perfect ease Weapons usually include a Mantoid Lightning pistol and a melee
weapon of choice, most failed warriors do not have enough to aquire more. Armor:Usually some form of home spun armor, or stolen warrior armor. Experience: Use the same table as the Vagabond O.C.C.
Mantoid Commoner This is the Most common mantoid class on Charnas, doing most of the heavy labor and menial jobs. Although most of this
class are of the Warrior Sub-specie, there are actually some from the Priest Sub-Specie. R.C.C. Skills: Language: Mantoid 80% Climbing +10% Streetwise +10% Land Navigation + 10% WP Blunt WP Knife
Hand to hand- Basic R.C.C. Related Skills: Select Seven from the following list, plus two at levels 3, 6, 9, and 14 Communications: Radio: Basic Domestic: Any (+10%) Electrical: Basic Electronics only
Mechanical: None Medical: First Aid only Military: None Physical: Any (+10% Where applicable) Pilot Skills: None Pilot Related: None Rouge Skills: Any (+5%) Science: Mathematics: Basic
Technical: None Weapon Proficiencies: Any Wilderness: Any (+10%) Money: 1D4x100 in Trans galactic credits, Cybernetics and Bionics: None, never get any
Bio Wizardry: None to start, and if any are discovered with them, they are immediatly executed Trans portation: None to start Standard Equipment: Small Knapsack, Large Sleeping Bag, Belt, Survival
Knife. Can use any Techno-Wizardry item with perfect ease Weapons may be a Magi Ore Knife or some other small blade Armor:Usually some form of home spun armor
Experience: Use the same table as the Vagabond O.C.C. Mantoid Priest Mantoid Priests are the most common of any Mantoid class, making up 55% of the overall population. The Priests posses an astounding
amount of mystic energy, even more than the Warriors. The older Priests are some of the most powerful magic-users in the Megaverse. They are well versed in Healing magic, as well as Combat magic. Although they are well
equipped with magic, they are also trained in basic hand to hand fighting. Because they have not had the rigorous training that Warriors are required to do, they are not as strong or large as the Warrior class, but this
does not make them any less dangerous. Priests are also in charge of creating the various Mantoid weapons, vehicles, and armor, as well as the gateways. Alhtough the Priests are similar to the Warrior Mantoids, they are
actually a genetic variation, each specie has slighty different genetic code, making one more combat oriented as well as stronger and faster. Mantoid Common Priest (Priest Class O.C.C.) O.C.C. Skills:
Land Navigation (+10%) Language: Mantoid (98%) Language: 2 of choice (98%) Climb (+10%) Literacy: Mantoid (98%) Botany Math: Basic Streetwise W.P. Knife W.P.: Energy Pistol
R.C.C. Related Skills: Select Six Skills from the list below, plus select two additional skills at levels 3, 6, 9, and 12 Communications: Radio: Basic Domestic: Any Electrical: Basic Electronics only
Mechanical: None Medical: First Aid only Military: None Physical: Any (+10% Where applicable) Pilot Skills: Any, except Aircraft, Helicopter, Jet Aircraft, Jet Fighters, Robots and Power Armor, and Tanks and
APCs Pilot Related: Any Rouge Skills: Prowl Only (+5%) Science: Any Technical: Any (+5%) Weapon Proficiencies: Any Wilderness: Any (+5%) Money: 2D4 x 100 Trans-Galactic Credits
Cybernetics: None, cybernetics dampens Magic power Bio-Wizardry: None, Mantoids hate any race that uses Bio-Wizardry or Rune weapons, which is considered worse than slavery to them
Transportation: None to start, but some Priests may acquire Mantoid Hover Cycles or Disc Flyers Standard Equipment: Medium Knapsack, Bandoleer style utility belt, knife sheath, leather belt, Large Sleeping Bag, 1D4
small pouches, one large sack, as well as personal items, can also use any Techno-Wizardry item with perfect ease Mantoid Priests do not use many weapons, and only start with a Mantoid Dagger and lightning pistol,
but may acquire more later on Armor: Armor for Mantoid Priests is usually light Priest armor Experience: Use the same table as the Ley Line Walker
Initial Spell Knowledge: At level one, the character automatically knows the following spells: Globe of Daylight Chameleon Purification (Food/Water) Levitation Cure Illness
Armor of Ithan Energy Bolt Fire Bolt Healing touch and may select four spells from levels one through level five, and then may select two spells from levels one up to three levels
above his own (for example, if the character is third level, they may select any two spells from levels one through six) whenever he gains a level. Note: Priests are most likely to choose spells that heal or defend,
and usully have no more than four or five offensive spells. Mantoid Weapons Magi Ore Clips: Magi Ore clips are the ammunition for all of the Mantoid weapons. They are small polished orbs ranging in size from about
the size of a golf ball to the size of a softball, made entirely of Magi Ore. These Clips, once drained, can also be recharged by directing P.P.E. into them, the amount varies depending on the size. Weapons powered by
these clips can be used by anyone, they do not have to be magic users. P.P.E. costs to recharge the weapons are as follows: Small Clip: 40 P.P.E. Medium Clip: 80 P.P.E. Large Clip: 130 P.P.E. Clips can be
recharged by any magic user with enough P.P.E., P.P.E. spent in this way is gained back normally. Cost Per Clip: Small: 8,000 Credits Medium: 12,000 Credits Large: 20,000 Credits Hand to Hand Weapons
Mantoid Dagger: These weapons are small, about twelve inch dagger made of smelted Magi Ore. Despite their size, they are quite powerful M.D.C. weapons. Weapon Type: Knife Damage: 2D6 M.D.C. Range: Hand to Hand
Cost: 10,000 Trans-Galactic Credits Mantoid Sword: A large, elegant sword, which is favored by many Warriors. Weapon Type: Sword Damage: 4D6 M.D.C. Range: Hand to Hand Size: about eight feet (1.3 m)
Weight: About 45 Lbs. Cost: 25,000 Credits Mantoid Spear: Despite the name, this weapon is more of a Halberd than a spear, and is one of the standard weapon for Warriors. Weapon Type: Polearm
Damage: 4D6 M.D.C. Range: Hand to Hand Size: twelve feet (1.6 m) long Weight: About 55 Lbs. Cost: 31,000 Credits Mantoid Nigara- A double-bladed Halberd of sorts, this weapon is the signature weapon
of many fighting priests and other warriors. This weapon resembles two scimitars or japenese Katanas joined at the hilt, sharpened to extreme keeness. Weapon Type: Pole Arm Damage: 5D6 MDC Range: Hand to Hand
Size: Fifteen Feet Long Weight: About 65 Lbs. Cost: 45,000, sometimes more depending on designs and level of ornateness Mantoid Battle Ax: A large, formidable ax, with etchings and carvings all down the
blade, that many warriors use because of its size and damage capacity. It is as deadly as it is ornate. Weapon Type: Ax Damage: 5D6 M.D.C. Range: Hand to Hand
Size: About seven feet (1.3 M) long, and the Blade is 4 feet (.6 M) wide Weight: About 65 Lbs. Cost: 30,000 Credits Mantoid Throwing Ax: A smaller version of the Battle Ax that is capable of being thrown great
distances by those that are skilled. Weapon Type: Throwing Ax Damage: 3D4 M.D.C. Range: Varies with the strength of the thrower Size: About two feet (.3 M) long, and one foot wide
Weight: About 15 Lbs. Cost: 10,000 Credits Heritage Scythes: Weapons that denote the mantoids insect ancestry, these weapons appear to be small (For a Mantoid) scythes but, when they are activated, create huge
blades of fire which emit from the small magi-ore blades. The flame blades resemble the bladed forearms of a praying mantis, long and serrated with dark red spines. Weapon Type: Magic Scythes
Damage: 2D6 MDC as normal scythes, 1D4x 10 MDC when flame blades are activated Range: Hand to hand Size: Three and a half feet long, and two feet wide when blades are unactive, but Five feet long when flame blades
are active Weight: 25 Lbs. Regardless of state of blades Cost: 250,000 Credits, sometimes more Note: Flame blades require 20 PPE to activate, and last for five minutes Mantoid Disc: This unique weapon is one
of the least common weapon made by the Priests, because it requires so much mystical energy needs to be spent to create it. When the user holds the weapons, an invisible strand of mystic energy it created between the
user and the weapon, which allows the weapon to return when thrown, and can only be seen by the user and those who can see the invisible. This mystic strand is much like ectoplasm, and can be destroyed just like
ectoplasm. These weapons are small discs, with two holes with which the Warriors can hold it, and is, as with all other weapons made by the Mantoids, made completely of Magi Ore. The mystic tie allows the weapon to
return automatically to the user, and will stay connected to them until mentally dispelled. The disc can also fly incredible distances because it is magically powered. Note: Should the mystic tie be destroyed in
flight, the weapons magic-enhanced flight will cease, and will only be carried by inertia, fly another 3 feet before falling to the ground. The mystic tie can be restored at anytime by touching the weapon.
Weapon type: Ax Damage: 4D6 M.D.C. Range: 1000 Ft., when it reaches the limit the mystic tie causes it to return automatically Size: one and a half feet in diameter Weight: 10 lbs. Cost: 80,000 redits
Note: Because all of these weapons are made of Magi Ore, they radiate magic, and the P.P.E. within them can be used by Ley Line Walkers and other practitioners of magic. The amount is about 15 P.P.E. per ten pounds, and
they will regenerate P.P.E. at a rate of one point per hour, but that rate will double that if they are left on a ley line, and will triple if left on a ley line nexus point! Charging Magic Spells into Weapons
Some higher level Priests (5th Level or Higher), can make certain weapons, specifically those with blades made of Magi Ore, retain the energies of spells cast, to be cast later with no P.P.E. cost to the user of
the weapon. To do this, the Priest must know the spell he is casting into the weapon, and must have at least twenty additional points of P.P.E. to charge the weapon with, in addition to the cost of the spell. To
charge the weapon, the Priest must concentrate for 2D4 minutes, and then cast the spell into the blade of the weapon. Then they must direct at least 20 points of P.P.E. into the weapon, or more depending on how many
shots the Priest wishes the weapon to have. The number of charges depends on how much P.P.E. is sent to the weapon, 20 points for the first charge, and an additional ten for every shot after the first. There can
not be more than five charges in the weapon, however, or the energy in the weapon will destroy it. There is a drawback, however, only magic users can use the spells in the weapons, which need to be activated mentally.
Also, the P.P.E. points in the weapon will dissipate over time, with ten points dissipating every three hours. Spells may include any offensive spells, as well as globe of daylight, lantern light, and deflect. When
deflect is cast into the weapon, its enables the weapon, rather than the caster, to deflect attacks. The spells level is equal to the level of the Priest that charged the weapon. Mantoid Energy Weapons Note: Most
Mantoid weapons are designed for Mantoid Warriors, and may be large and cumbersome to most races under ten feet tall, who are at -2 to strike. Mantoid Lightning Pistol: This weapon is one of the most common Mantoid
weapon, since it is the easiest for the Priests to produce. This weapon, when fired, shoots a blue white lightning bolt at the intended target. They are quite powerful, despite their small size.
Weapon Type: Energy Pistol Damage: 4D6 M.D.C. Range: 2000 Ft. Payload: 20 Shots Per small Ore Clip, No Medium Ore Clips, No Large Ore Clips Cost: 30,000 Credits
Mantoid Lightning Rifle: A Larger, more powerful version of the Lightning Pistol. Weapon Type: Energy Rifle Damage: 5D6 M.D.C. Range: 3000 Ft.
Payload: 15 shots Per Small Ore Clip, 25 Shots Per Medium Ore Clip, No Large Ore Clips Cost: 50,000, Credits Magi Hand held Heavy Assault Cannon These magnificent weapons are the most powerful energy rifles that
the Mantoids have created. Instead of firing magical lightning, like most other weapons of the Mantoids, these fire large, green energy blasts, which are extremely powerful. Weapon Type: Heavy Energy Weapon
Damage: 1D6 x 10 M.D.C. Range: 1000 Ft. Payload: 5 Shots Per Large Ore Clip, but can carry a maximum of three Large Ore clips, giving it a total of 15 shots, no Small Clips, no medium Clips
Cost: 85,000 Credits Note: This Weapon is extremely heavy to most races, and anybody with a P.S. of 25 or lower, or a Supernatural P.S. of 15 or lower, is at -4 to strike.
Magi Light Assault Rifle: A Smaller version of the Heavy Assault cannon. Weapon Type: Energy Rifle Damage: 6D6 M.D.C. Range: 2500 Ft.
Payload: 10 Shot Per Small Ore Clip, 25 Shots per Medium Ore Slips, 30 Shots Per Large Ore Clips Cost: 60,000 Credits Magi Sniper Rifle: An Energy Rifle made specifically for assassins and snipers. Fires Energy
bolts similar to the Assault Rifles Weapon Type: Energy Rifle Damage: 5D6 M.D.C. Range: 5500 Ft. Payload: 25 shots Per Small Ore Clip, 35 Shots per Medium Ore Clip, No Large Ore Clips Cost: 55,000 Credits
*Comes with a Mantoid Sniper Scope "Weeping Thunder" Grenade launcher: A modified version of conventional grenade launchers that actually shoots over-charged Magi-Ore Clips, causing them to explode and cause
massive amounts of damage. Although this may seem like a huge advantage, the high price for the Ore Clips, ands the small payload of the launcher, can be a detriment in some situations. Seapon Type: Heavy Damage:
1D6 x 10 MDC for small clips, 2D6 x 10 MDC for medium, and 3D6 x 10 MDC for large, all to a fifteen foot area Range: 600 ft. Payload: 10 small clips, seven medium, or four large Cost: 95, 000 Credits
Mantoid Equipment Gateway Controller: These appear as small, discs about six inches in diameter, and four inches thick. These are used to control gateways, setting them to go to locations other than the gateway it is
linked to, provided they know the coordinates, and also enables the user to rift the gateway he has used to him. Cost: 35,000 Credits Portable Gateway: These Gateways, described above, are the primary means of
interplanetary transportation for the Mantoids, due to a large asteroid field surrounding Charnas, which makes space travel impossible to or from Charnas. These come as either two linked gateways, or as individual
gateways, and may be purchased with or without controllers. Cost; Linked Pair With Controller, 150,000 Credits Linked Pair Without Controller, 100,000 Credits
One Gateway With Controller, 70,000 Credits One Gateway Without Controller, 55,000 Credits Note: Two Gateways can be linked by a Priest of 5th level or higher, but at the permanent cost of 10 of his P.P.E. base.
Mantoid Sniper Scope: These appear as five inch long hollow tubes made of polished Magi Ore, which can be attached to the top of any energy weapon, in place of the normal scope. What is odd about these scopes is that
they have no lenses or means of magnification! They are magnified by the magic energy of the Magi Ore, concentrating it in the shaft of the tube, greatly magnified anything viewed through it. The magic energies also
give the scope nightvision without the use of electronics or external power sources. Targeting Bonuses: +4 to strike on an aimed shot Nightvision 2000 Ft., Magnification allows user to read sign post one and a half
miles away Cost: 20,000 Credits Armor Standard Warrior Armor: This is light, maneuverable armor designed specifically for the Warrior class of Mantoids. They are tailored specially for each Mantoid,
and no two are identical. M.D.C. Capacity: 65 Prowl Penalty: No Prowl penalty! Cost: Unless the Warrior is desperate, they will never sell their armor. Even if they do, it is made for than Mantoid only and
would not fit any other being of any race. Usually sell for 10,000 Credits due to the size Modified Warrior Armor: These sits are modified versions of standard Warrior armor. They have more M.D.C. than the usual
armor, but they also reduce the ability to prowl a great deal. M.D.C. Capacity: 85 Prowl Penalty: -15% Cost: because these are not standard issue for Warriors, these are frequently sold, average is about
35,000 Credits Light Priest Armor: This armor, like the Warriors, is specifically made for each Priest, and are decorated with intricate etchings, as well as their clans symbol. M.D.C. Capacity: 45
Prowl Penalty: None Cost: Never sold unless the Priest is desperate, usually 10,000 Credits due to the size Mantoid Ceremonial Armor: This armor is worn on ceremonial occasions, such as weddings and the ceremonies
of ascension, when a Mantoid is considered a true Warrior or Priest. They are ornate, and offer more protection than light armor, but are cumbersome and clunky. M.D.C. Capacity: 95 Prowl Penalty: -30%
Cost: Never sold unless the Mantoid is desperate, usually 35,000 Credits due to the size Vehicles Mantoid Hover Cycle: These cycles are the standard Mantoid vehicle, being the easiest to manufacture. They are made
of a titanium-like alloy, but it does not appear on any periodic tables in the known Megaverse, and is believed to be a lesser type of Magi Ore, and that may be true, for faint traces of magic energy are found in the
cycle, even without the Magi Ore power supply. They are powered by a basketball sized sphere of Magi Ore, and because of this they have a very long power supply, nearly three years! Vehicle Type: Hover Cycle
Crew: One Rider, and one passenger is possible when not carrying any cargo Maximum Speed: 300 MPH Cargo: May carry 50 lbs. of additional weight Engine: Magi Ore Power Supply, two and a half year life Maximum
Range: Due to the Magi Ore Power supply, this vehicle may go for up to 2000 miles before requiring to stop and cool for one hour Length: 10 feet Weight: 1300Lbs. Can reach a maximum altitude of 150 feet
The power supply can be recharged by directing 285 P.P.E. into the Magi Ore Power supply M.D.C. By location Main Body - 150 Cost: 250,000 Credits Weapons: May have up to two Lightning Rifles, one
on each side of the Cycle, but at the cost of 35,000 credits for each rifle Mantoid Disc Flyer: These rather odd vehicles are one of the most interesting Mantoid items ever discovered. These appear much like a
Pre-Rifts surfboard, measuring about 18 feet long, with a thick, smaller disc made of Magi Ore on the bottom. The vehicle is activated by stepping on a switch on the top of the board, which causes the vehicle to hover
about two feet above the ground. Although there are no restraints, this vehicle can also hover fifty feet into the air, but this is only recommended to skilled Warriors. To avoid having the rider fly off when reaching
maximum speed, the Magi Ore has been programmed to erect a inertia dampening force field, which blocks centrifugal force, enabling the flyer to achieve speeds of over two hundred miles per hour, but is not strong enough
to block energy blasts or shots, which go right through. Vehicle Type: Hover Vehicle Crew: One Rider Maximum Speed: 165 MPH Cargo: None Engine: Magi Ore power supply, due to the inertia dampening force
field, the power life of this vehicle is reduced to one year Maximum Range: 1200 Miles before the magi ore swithes off automatically for one hour Length: 15 feet Weight: 150 Lbs.
The Power Supply may be recharged by directing 250 P.P.E. into the Magi Ore Disc M.D.C. By Location Main Body - 85*
*Due to its small height, it is difficult to hit from the side, and the attacker is at -5 to strike Cost: 200,000 Credits Weapons: None Mantoid Heavy Assault Tank The mantoids most powerful ground-based
vehicle, the heavy assault tank is a weapon that is devastatinly powerful. The development of this tank was, in fact, the turning point of the Brethren Wars, and has since become the backbone of many of the clans armies.
Vehicle Type: Tank/APC Crew: 5 , One piolot, 4 gunners, Max Speed: 160 MPH Cargo: 350 Lbs Engine: Magi ore reactor, approximatly 500 lbs, life span 10 years, five under heavy combat action, such as the
Brethren War. Max Range: 2500 Miles, then requires a 4 hour cooling period Length: 45 Ft. Height: 15 Feet Weight: 25 Tons Power supply may be recharged by directing 1500 PPE into the Magi Ore Ractor
Cost: Not usually sold, about One million Credits M.D.C. by location: Main Body: 1200 Treads (2): 350 each Reinforced Piolots Compartment: 200 Magi Ore Heavy Assault Cannons(4): 75 each Hatch: (3) 25
Radio Antennae(4): 10 each Weapon Systems: Magi Ore Heavy Assault Cannons- These are the main weapons of the tank, four large, swviling cannons, two on each side. Can rotate 180o. Damage: 4D6x10 +20 MDC
Range: 3000 Ft. Payload: Unlimited, syphons off the Magi ore ractor magi Ore light assaultcannons (2), Front facing Damage: 6D6 MDC Range: 2500 Ft. Payload: Unlimited |