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Surface-dwelling humanoids eventually found other methods of adapting to the great dangers posed by kaijan and dinosaurs. It became known that dinosaurs are vulnerable to psychic energy; psionic casters, therefore, rigorously trained to ward off dinosaurs from their settlements. Other psions went farther, learning to briefly control and domesticate dinosaurs and incorporate them into their societies. Psionic sentinels and dino wranglers both enabled their societies to set permanent roots and offered them the means to resist the terrors of the kaijan.
Surface-dwelling humanoids eventually found other methods of adapting to the great dangers posed by kaijan and dinosaurs. It became known that dinosaurs are vulnerable to psychic energy; psionic casters, therefore, rigorously trained to ward off dinosaurs from their settlements. Other psions went farther, learning to briefly control and domesticate dinosaurs and incorporate them into their societies. Psionic sentinels and dino wranglers both enabled their societies to set permanent roots and offered them the means to resist the terrors of the kaijan.


== Economy and Equipment ==
== Economy ==
Telgaia operates with a different economic reality than later settings on Ancerra.
Telgaia operates with a different economic reality than later settings on Ancerra.


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|1
|1
|}
|}
So if you use a BOP from the CRB, and it directs you to gain 2d10 sc, instead gain 2d10x10 a!


==== '''Shopping and Trading in Supereon One''' ====
==== '''Shopping and Trading in Supereon One''' ====
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|7650 sc
|7650 sc
|60,000 a
|60,000 a
|}
== Equipment ==
It is recommended to use the following [[equipment]] tables when playing in the first Supereon. These tables reflect certain weapons and [[armor]] not being fully developed yet. These weapons might also be made of bone, stone, or bronze, but are very unlikely to be made of iron unless you are playing in the very late years of the first Supereon. Consult the table below to modify your weapon accordingly.
When you gain starting equipment in Supereon One, check with your MC to determine what time period you are playing in and what materials your weapons are made of as a result. Bone and stone weapons are available at any point in Supereon One. Bronze weapons become widely available circa the 1800s BT (contemporaneously with the ''[[Kings of Tyranny]]'' campaign), and the advent of iron weapons is roughly the first century BT.
{| class="wikitable"
|+
!Weapon Type
!Bone
!Bronze
!Iron
!Stone
|-
|Axes
| -1 to attacks and [[damage]]. Breaks on a crit fail. 1/5 the market cost.
|Is damaged on a crit fail.
|As written in the CRB
|Breaks on a crit fail. 1/4 the market cost.
|-
|Blades (Small)
| -1 to attacks and damage. Breaks on a crit fail. 1/5 the market cost.
|Is damaged on a crit fail.
|As written in the CRB
|Breaks on a crit fail. 1/4 the market cost.
|-
|Blades (Large)
| -1 to attacks and damage. Breaks on a crit fail. 1/5 the market cost.
|Is damaged on a crit fail.
|As written in the CRB
|Breaks on a crit fail. 1/4 the market cost.
|-
|Bludgeons
| -1 to attacks and damage. Breaks on a crit fail. 1/5 the market cost.
|As written in the CRB
|As written in the CRB
|As written in the CRB
|-
|Polearms
|As written in the CRB
|As written in the CRB
|As written in the CRB
|As written in the CRB
|}
'''Damaged Weapons:''' When you crit fail with a bronze axe or blade, it becomes "damaged." A damaged weapon gains the stats of an improvised bludgeon if it is an axe or large blade, and the stats of an improvised small blade if it is a small blade. If you crit fail with a damaged weapon, it breaks. You may make an INT check to repair your damaged weapon when Recouping or Taking a Rest. The DC is 8 + the damage die's maximum roll. On a success, you repair the weapon. On a fail, the weapon is not repaired and you cannot attempt to repair it  again until the next time you Recoup or Take a Rest.
Below is a list of many weapons you might want to use on your quests. All weapon costs are in amber (a) and are not modified (this is the cost you would pay for a bronze or iron weapon).
=== Axes ===
{| class="wikitable sortable"
!Weapon
!Damage
!Attr.
!APC
!Range
!Tags
!cost
|-
|Battle Axe
|1d8 sharp
|STR
|5-STR, min 3
|Melee
|Hand-and-a-Half (1d10)
|875
|-
|Greataxe
|2d8 sharp
|STR
|8-STR, min 4
|Melee
|Two-Handed, Unwieldy
|1500
|-
|Handaxe
|1d6 sharp
|STR
|3-STR, min 2
|Melee
|One-Handed, Light
|500
|-
|Hatchet
|1d4 sharp
|STR
|2
|Thrown 20 ft
|One-Handed
|375
|-
|Throwing Axe
|1d4 sharp
|STR
|2
|Thrown 30 ft
|One-Handed, Light
|500
|-
|War Axe
|1d8 sharp
|STR
|5-STR, min 3
|Melee
|Hand-and-a-Half (reduce APCby 1, min 2)
|1000
|-
|Wood Splitter
|1d8 sharp
|STR
|3
|Melee
|Two-Handed
|250
|}
=== Blades (Small) ===
{| class="wikitable sortable"
!Weapon
!Damage
!Attr.
!APC
!Range
!Tags
!cost
|-
|Improvised Small Blade
|1d4 sharp
|DEX
|3
|Melee
|One-Handed, Light,
Concealed
| -
|-
|Dagger
|1d4 sharp
|DEX
|2
|Thrown 20 ft
|One-Handed, Light, Concealed
|250
|-
|Dirk
|1d4 sharp
|STR
|2
|Melee
|One-Handed, Light,Concealed
|300
|-
|Knife
|1d4 sharp
|INT
|2
|Thrown 20 ft
|One-Handed, Light,Concealed
|150
|-
|Kunai
|1d2 sharp
|DEX
|2
|Thrown 40
|ft One-Handed, Light, Concealed, Special
|450
|-
|Scimitar
|1d6 sharp
|DEX
|2
|Melee
|One-Handed, Light
|750
|-
|Shortsword
|1d6 sharp
|STR
|2
|Melee
|One-Handed, Light
|750
|}
'''Kunai'''
You can tie your kunai to a cord; if you do, it loses its Thrown property but gains base reach 15 ft.
=== Blades (Large) ===
{| class="wikitable sortable"
!Weapon
!Damage
!Attr.
!APC
!Range
!Tags
!cost
|-
|Improvised Large Blade
|1d8 sharp
|STR
|4-STR, min 3
|Melee
|Two-Handed
| -
|-
|Bastard Sword
|1d8 sharp
|STR
|4-STR, min 3
|Melee
|Hand-and-a-Half (reduce APC by 1, min 2)
|1125
|-
|Broadsword
|1d10 sharp
|STR
|5-STR, min 2
|Melee
|Two-Handed
|1000
|-
|Claymore
|1d12 sharp
|STR
|6-STR, min 3
|Melee
|Two-Handed, Unwieldy
|1875
|-
|Greatsword
|2d6 sharp
|STR
|8-STR, min 3
|Melee
|Two-Handed, Unwieldy
|2000
|-
|Katana
|1d8 sharp
|DEX
|5-DEX, min 3
|Melee
|Hand-and-a-Half (1d10)
|3000
|-
|Khopesh
|1d6 sharp
|STR
|3-STR, min 2
|Melee
|One-Handed
|1625
|-
|Longsword
|1d8 sharp
|STR
|5-STR, min 2
|Melee
|Hand-and-a-Half (1d10)
|1250
|}
=== Bludgeons ===
{| class="wikitable sortable"
!Weapon
!Damage
!Attr.
!APC
!Range
!Tags
!cost
|-
|Unarmed
|1+STR blunt
|STR
|2
|Melee
|One-Handed, Light
| -
|-
|Improvised Bludgeon
|1d6 blunt
|STR
|5-STR, min 3
|Melee
|Hand-and-a-Half (1d8)
| -
|-
|Baton
|1d4 blunt
|STR
|2
|Melee
|One-Handed, Light
|250
|-
|Brass Knuckles
| -
| -
| -
|Melee
|One-Handed, Light, Concealed, Special
|250
|-
|Cestus
|1d4 blunt
|STR
|2
|Melee
|One-Handed, Light, Special
|375
|-
|Club
|1d6 blunt
|STR
|3
|Melee
|One-Handed
|50
|-
|Flail
|1d12 blunt
|STR
|6-STR, min 3
|Melee
|Two-Handed
|875
|-
|Hammer
|1d6 blunt
|STR
|4-STR, min 2
|Melee
|One-Handed
|75
|-
|Mace
|1d6 blunt
|STR
|4-STR, min 2
|Melee
|Hand-and-a-Half (1d8)
|625
|-
|Maul
|2d6 blunt
|STR
|6-STR, min 3
|Melee
|Two-Handed, Unwieldy
|1250
|-
|Morningstar
|1d8 physical
|STR
|5-STR, min 3
|Melee
|Hand-and-a-Half (reduce APC by 1, min 2)
|1000
|-
|Nunchucks
|1d4 blunt
|COR
|12-COR, min 2
|Melee
|One-Handed, Light
|750
|-
|Quarterstaff
|1d4 blunt
|DEX
|3
|Melee
|Hand-and-a-Half (reduce APC by 1, min 2)
|125
|-
|Tetsubo
|1d8 blunt
|STR
|4-STR, min 2
|Melee
|One-Handed
|1250
|-
|Tonfa
|1d4 blunt
|DEX
|2
|Melee
|One-Handed, Light
|125
|-
|Warhammer
|1d10 blunt
|STR
|6-STR, min 3
|Melee
|Hand-and-a-Half (1d12),Unwieldy
|875
|}
'''Brass Knuckles'''
Increase your unarmed damage die size by 1. (E.g., if your unarmed damage deals 1d6, it now deals 1d8.) This cannot exceed 1d12. If you did not have an unarmed damage die, it becomes 1d4.
'''Cestus'''
While wearing a cestus, gain +1 AR.
=== Polearms ===
{| class="wikitable sortable"
!Weapon
!Damage
!Attr.
!APC
!Range
!Tags
!cost
|-
|Glaive
|1d8 physical
|STR
|6-STR, min 2
|Reach 10 ft
|Two-Handed
|1375
|-
|Glaive Guisarme
|1d8 sharp
|STR
|5-STR, min 3
|Reach 10 ft
|Two-Handed, Special
|1625
|-
|Javelin
|1d6 sharp
|STR
|2
|Thrown 60 ft
|One-Handed, Light
|375
|-
|Lance
|1d12 sharp
|STR
|6-STR, min 4
|Reach 10 ft
|Two-Handed, Unwieldy,Special
|625
|-
|Pike
|1d6 physical
|STR
|3
|Reach 15 ft
|Two-Handed
|875
|-
|Spear
|1d6 physical
|STR
|3
|Thrown 20 ft
|Hand-and-a-Half (reduce APCby 1, min 2)
|250
|}
'''Glaive Guisarme'''
When you make an attack against a mounted target, you may spend 2 additional AP to also make a separate attack against the creature’s FORT. On a hit, then the target is dismounted and falls Prone.
'''Lance'''
A lance is a two-handed weapon; however, if you are riding a mount, then a lance is a one-handed weapon.
=== Ranged ===
Note: In the early days of the first Supereon, bows did not exist. Depending on what time period you are playing in, consider restricting bows. In [[order]] from earliest to latest invention, heroes might access the shortbow, recurve bow, longbow, then standing longbow.
{| class="wikitable sortable"
!Weapon
!Damage
!Attr.
!APC
!Range
!Tags
!cost
|-
|Improvised Thrown
|1d4 blunt
|STR
|3
|Thrown 20 ft
|One-Handed
| -
|-
|Blowgun
|1d4 sharp
|DEX
|2
|Ranged 120 ft
|Two-Handed, Light, Concealed, Ammunition
|250
|-
|Dart
|1d2 sharp
|DEX
|2
|Ranged 60 ft
|One-Handed, Light, Concealed
|125
|-
|Longbow
|1d10 sharp
|DEX
|6-STR, min 2
|Ranged 900 ft
|Two-Handed, Ammunition
|2250
|-
|Recurve Bow
|1d6 sharp
|DEX
|2
|Ranged 200 ft
|Two-Handed, Ammunition
|3000
|-
|Shortbow
|1d4 sharp
|DEX
|2
|Ranged 200 ft
|Two-Handed, Ammunition
|1250
|-
|Sling
|1d4 blunt
|DEX
|2
|Ranged 120 ft
|One-Handed, Light, Concealed, Ammunition
|125
|-
|Standing Longbow
|1d12 sharp
|DEX
|8-STR, min 3
|Ranged 1000 ft
|Two-Handed, Ammunition, Unwieldy
|3000
|-
|War Sling
|1d6 blunt
|DEX
|2
|Ranged 200 ft
|One-Handed, Light, Ammunition
|250
|}
=== Miscellaneous ===
{| class="wikitable sortable"
!Weapon
!Damage
!Attr.
!APC
!Range
!Tags
!cost
|-
|Boomerang
|1d6 blunt
|DEX
|2
|Thrown 60 ft
|One-Handed, Special
|375
|-
|Cat-o-Nines
|3d2 sharp
|DEX
|6-DEX, min 3
|Melee
|One-Handed, Special
|1000
|-
|Net
| -
|DEX
|4-STR, min 3
|Ranged 10 ft
|Two-Handed, Special
|625
|-
|Pickaxe
|1d8 physical
|STR
|5-STR, min 3
|Melee
|Hand-and-a-Half (1d10)
|375
|-
|Trident
|1d6 sharp
|DEX
|4-DEX, min 2
|Thrown 20 ft
|Hand-and-a-Half (1d8)
|1250
|-
|Whip
|1d4 sharp
|DEX
|5-DEX, min 2
|Reach 10 ft
|One-Handed, Light, Special
|625
|}
'''Boomerang'''
When you throw a boomerang, it comes back to you at the start of your next turn unless it is knocked to the ground or physically blocked. If it hits an enemy, it still comes back to you.
'''Cat-O-Nines'''
If you crit with a Cat-o-Nines, inflict Bleeding (1d4) on the target creature.
'''Net'''
On a hit, the target takes no damage, but is Restrained (escape DC 15). Nets have 15 HP.
'''Whip'''
When you attack with your whip, if you hit you can spend 2 additional AP to make a second attack against a target's REF: on a hit, if the target is Larger or smaller, it falls prone.
=== Light Armor ===
{| class="wikitable sortable"
!Armor
!AR
!REF
!FOR
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Cuirass (Leather)
|12
| +1
| +1
| -
| -
| -
| -
| -
| -
|Blunt 2
|2500
|-
|Gambeson
|10
| +1
| +1
| -
| -
| -
| -
| -
| -
|Cold 1, Blunt 1
|300
|-
|Hide
|11
| -
| +1
| -
| -
| -
| -
| -
| -
|Cold 3
|625
|-
|Leather
|11
| +1
| -
| -
| -
| -
| -
| -
| -
|Blunt 1
|425
|}
=== Medium Armor ===
{| class="wikitable sortable"
!Armor
!AR
!REF
!FOR
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Breastplate (bronze)*
|13
| -
| -
| -
| -
| -
|2
|8
| -
|Sharp 3
|8750
|-
|Brigandine
|12
| -
| -
| -
| -
| -
| -
| -
| -
|Sharp 2
|1000
|-
|Cuirass (bronze)*
|12
| +1
| +1
| -
| -
| -
|1
| -
| -
|Sharp 2
|12,500
|-
|Half Plate (bronze)*
|14
| -
| -
| -
| -
| -
|2
|8
| -5 ft
|Sharp 3
|20,000
|-
|Leather-and-Bronze*
|13
| +1
| +1
| +1
| -
| -
| -
| -
| -
|Sharp 2
|5000
|}
'''Bronze:''' Bronze armor is softer than iron armor. It existed long before iron armor and is much more common than iron armor even when iron armor is developed late in the first Supereon. When wearing bronze armor, if another creature crits against you with physical damage, your AR goes down by 1. If this would reduce your AR to 10, then your armor is destroyed beyond repair. You may make an INT check to repair your damaged armor when Taking a Rest. The DC is the armor's normal AR. On a success, your AR goes back up by 1, unless this would cause it to exceed its normal AR. On a fail, the armor is not repaired and you cannot attempt to repair it again until the next time you Take a Rest.
=== Heavy Armor ===
{| class="wikitable sortable"
!Armor
!AR
!REF
!FOR
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Banded Mail (bronze)*
|14
| -1
| -
| -
| -
| -
|2
|8
| -5 ft
|Physical 3
|1125
|-
|Bronze Plate (Field)*
|15
| -1
| -
| -
| -
| -
|3
|6
| -5 ft
|Physical 3
|30,000
|-
|Bronze Plate (Full)*
|15
| -2
| -
| +1
| +1
| +3
|4
|4
| -10 ft
|Physical 3
|37,500
|}
=== Shields ===
{| class="wikitable sortable"
!Armor
!AR
!REF
!FOR
!ANT
!LOG
!WILL
!STR min
!DEX max
!Speed
!Resist
!Cost
|-
|Buckler
| -
| +2
| -
| +2
| -
| -
| -
| -
| -
|Physical 1
|250
|-
|Heater [[Shield]]
| +1
| +1
| -
| +1
| -
| -
| -
| -
| -
|Physical 2
|1250
|-
|Kite Shield
| +2
| +1
| +1
| +1
| -
| -
| -
| -
| -
|Physical 2
|1500
|-
|Tower Shield*
| -
| -
| -
| -
| -
| -
|3
|10
| -5 ft
| -
|2500
|}
|}


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If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.
If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.


'''Forward Compatible Lineages:''' The lineages introduced in this setting still exist in future settings. However, Kosavran and Dwellvur are much less common, and the elf and [[dwarf]] sublineages are disproportionately small compared to their other sublineages.
'''Forward Compatible [[Lineages]]:''' The lineages introduced in this setting still exist in future settings. However, Kosavran and Dwellvur are much less common, and the elf and [[dwarf]] sublineages are disproportionately small compared to their other sublineages.


'''Forward Compatible BOPs:''' The BOPs introduced in this setting are mostly forward-compatible. The Augur and Godking are specific to this setting, unless your MC makes an exception.
'''Forward Compatible BOPs:''' The BOPs introduced in this setting are mostly forward-compatible. The Augur and Godking are specific to this setting, unless your MC makes an exception.


'''Forward Compatible Class Tracks.''' Your MC may allow these tracks in other settings. Be aware that some of these talents are specifically designed to interact with dinosaurs. Others are intended to counteract creatures that have DT or are dramatically larger in scale than you might encounter in other supereons, so not all talents will be particularly relevant in other settings.
'''Forward Compatible Class Tracks.''' Your MC may allow these tracks in other settings. Be aware that some of these talents are specifically designed to interact with dinosaurs. Others are intended to counteract creatures that have DT or are dramatically larger in scale than you might encounter in other supereons, so not all talents will be particularly relevant in other settings.
== Full List of Supereon 1 Creatures ==
Click [[Supereon 1 Creatures|here]].
== Table of contents ==


{| class="wikitable"
{| class="wikitable"
Line 135: Line 1,043:
!Class Options
!Class Options
|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[Champion Pugilist]] • [[Dragonspeaker Oracle]] • [[Nature's Fury Berzerker|Nature's Fury Berzerker]]
|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[Champion Pugilist]] • [[Dragonspeaker Oracle]] • [[Nature's Fury Berzerker|Nature's Fury Berzerker]]
|-
!Bestiary
|[[Supereon 1 Creatures|All Supereon 1 Creatures]]
|}
|}

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