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==== '''Magic Heroes and Creatures''' ==== | ==== '''Magic Heroes and Creatures''' ==== | ||
The lack of magic in pre-Tear Ancerra dramatically impacts some classes and talents. The [[Cleric]], [[Mage]], [[Vessel]], and [[Witch]] classes from the Core Rulebook are unplayable in this setting. You may play a [[Zealot]], but you do not gain Divine Power. Additionally, Tinkerers some tracks of the [[Rogue]] (such as Guild Affiliate and Conman) are extremely rare in Telgaia during this time period. They would only be found in the rare city-state or national capital large enough to have a robust economy similar to that of a nation in the second Supereon. Most cities are utilitarian, focusing only on a surplus of food and on security, so economically dependent tracks are illogical. | The lack of magic in pre-Tear Ancerra dramatically impacts some classes and talents. The [[Cleric]], [[Mage]], [[Vessel]], and [[Witch]] classes from the Core Rulebook are unplayable in this setting. You may play a [[Zealot]], but you do not gain Divine Power. Additionally, Tinkerers and some tracks of the [[Rogue]] (such as Guild Affiliate and Conman) are extremely rare in Telgaia during this time period. They would only be found in the rare city-state or national capital large enough to have a robust economy similar to that of a nation in the second Supereon. Most cities are utilitarian, focusing only on a surplus of food and on security, so economically dependent tracks are illogical. | ||
Furthermore, you may not learn the [[Student]] of the Arcane, Disciple of the Divine, Initiate of the Occult, or Warden of the Primal talents, even if you would normally learn them through a class talent. If you play an [[Oracle]], for example, you must choose Adept of the Psionic instead of Warden of the Primal. | Furthermore, you may not learn the [[Student]] of the Arcane, Disciple of the Divine, Initiate of the Occult, or Warden of the Primal talents, even if you would normally learn them through a class talent. If you play an [[Oracle]], for example, you must choose Adept of the Psionic instead of Warden of the Primal. | ||
The [[Fiendblood]] lineage is incompatible with this setting as Inferno has no contact with Ancerra. Similarly, Golems are not created until after the Tear, with the exception of Psionic Golems. [[Undead]] exist in very rare circumstances, but cannot be created via any form of harnessable resurrection magic; instead, they seem to just be anomalies of nature. You may not select any options from any lineage that would give you access to magic, unless it is Psionic or Primal. | The [[Fiendblood]] lineage is incompatible with this setting as Inferno has no contact with Ancerra. Similarly, Golems are not created until after the Tear, with the exception of Psionic Golems. [[Undead]] exist in very rare circumstances, but cannot be created via any form of harnessable [[resurrection]] magic; instead, they seem to just be anomalies of nature. You may not select any options from any lineage that would give you access to magic, unless it is Psionic or Primal. | ||
Creatures that use Arcane, Divine, and Occult magic cannot be found on Ancerra during this time period. Creatures that use Primal or Psionic magic are unaffected. | Creatures that use Arcane, Divine, and Occult magic cannot be found on Ancerra during this time period. Creatures that use Primal or Psionic magic are unaffected. | ||
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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 == | |||
Telgaia operates with a different economic reality than later settings on Ancerra. | |||
==== Academic and Underworld ==== | |||
In a civilization’s early history, the primary concern of its populace is developing a surplus of food and maintaining adequate shelter. Academic and [[criminal]] endeavors are usually simple and disorganized. Most of these nations’ entries do not mention academic or underworld occupational spheres. Unless otherwise noted, it is safe to assume that these nations have very basic academic institutions that teach standardized writing practices and basic mathematics. Such institutions will primarily be hobbies among the wealthy. Likewise, you can safely assume that a nation’s criminal element does not extend beyond petty thievery unless it is otherwise noted. | |||
==== Economy Notes ==== | |||
Early Supereon 1 deals mostly with trade and varies greatly based on supply and demand. Eventually, as societies form, common weights and volumes are established via Elderwind Tree seeds. These measurements persist throughout Supereons 1-4, even though seeds as a currency has mostly been depreciated. | |||
The Elderwind tree is hearty in nearly all environments and its seeds are almost perfectly identical regardless of its age or environment. A seed (Colloquallity 1es or 1 seed) weighs 1 gram and displaces water by exactly 1ml. Thus, units of measurement of weight are 1es to 1 gram and 1Kes to 1 kg and 1d/1 drop to 1 milliliter and 1Kd to 1 liter. Using these measurements may increase immersion for your players, but don’t feel the need to add extra bookkeeping if that’s not something your table loves! | |||
Elderwind Trees can be found as decoration in most places of lending or exchange. Amber is a pellet-sized, orange, semi-translucent piece of hardened resin made from the resin exuded from the Elderwind Tree, which produces a set amount of resin that takes a uniform amount of time to petrify. This petrification process takes about a year. Once petrified, amber can withstand an incredible amount of heat and pressure, making counterfeiting surprisingly difficult but not impossible. They weigh about the same as a grain of rice. | |||
The depreciation from Amber relative to Silver is 10x in early SE2. The conversion chart for SE1 is simply: | |||
{| class="wikitable" | |||
|+ | |||
!Unit | |||
!a | |||
!sc | |||
|- | |||
|Amber (a) | |||
|1 | |||
|1/10 | |||
|- | |||
|Silver Coin (sc) | |||
|10 | |||
|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''' ==== | |||
In the first Supereon, trade and barter are always going to fetch better deals than trading in amber. The general formula for pricing goods with amber is: | |||
==== '''Simple goods or trade goods''' ==== | |||
(SE2 Silver Coin Cost of good) * (1.1) * (10) = Amber Cost of Good | |||
==== '''Goods that require specialized labor''' ==== | |||
(SE2 Silver Coin Cost of Good) * (1.35) * (10) = Amber Cost of Good | |||
==== '''Goods that require some metal''' ==== | |||
(SE2 Silver Coin Cost of Good) * (1.5) * (10) = Amber Cost of Good | |||
==== '''Weapons, Armor, and Shields that are mostly metal''' ==== | |||
(SE2 Silver Coin Cost of Good) * (2.5) * (10) = Amber Cost of Good | |||
Incomes are adjusted in Supereon One to reflect less income inequality and less aristocratic hold over economies. Generally, people would have more goods than Amber, and you can assume an individual would have about 5-25% of their annual Amber income on hand and available for trade. | |||
Remember that these are meant to be guidelines, and your table may not enjoy crunchy economic bookkeeping. Do not slow down your table’s gameplay with calculations unless you are into that kind of immersion. | |||
{| class="wikitable" | |||
|+ | |||
! | |||
!SE2 Value | |||
!SE1 Value | |||
|- | |||
|Average Income | |||
|1400 sc | |||
|10,000 a | |||
|- | |||
|Average Skilled Income | |||
|3000 sc | |||
|20,000 a | |||
|- | |||
|Aristocratic Income | |||
|100,000 sc | |||
|80,000 a | |||
|- | |||
|Peasant | |||
|800 sc | |||
|9000 a | |||
|- | |||
|Master/Artisan | |||
|7650 sc | |||
|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 | |||
|} | |||
== Technology Levels == | == Technology Levels == | ||
| Line 36: | Line 1,013: | ||
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 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. | |||
== Full List of Supereon 1 Creatures == | |||
Click [[Supereon 1 Creatures|here]]. | |||
== Table of contents == | |||
{| class="wikitable" | {| class="wikitable" | ||
| Line 45: | Line 1,033: | ||
|- | |- | ||
!Setting | !Setting | ||
|[[Telgaia]] • [[Supereon 1 Timeline|Timeline]] • [[ | |[[Telgaia]] • [[Supereon 1 Timeline|Timeline]] • [[Creature List|Creatures]] | ||
|- | |- | ||
!BOPs | !BOPs | ||
| [[Supereon 1 Backgrounds|Backgrounds]] • [[Augur]] • [[Chef]] • [[Godking]] • [[Forager]] • [[Shepherd]] • [[Stable Sweep | | [[Supereon 1 Backgrounds|Backgrounds]] • [[Augur]] • [[Chef]] • [[Godking]] • [[Forager]] • [[Shepherd]] • [[Stable Sweep]] | ||
|- | |- | ||
!Lineages | !Lineages | ||
| Line 54: | Line 1,042: | ||
|- | |- | ||
!Class Options | !Class Options | ||
|[[Honor Guard Zealot]] • [[Dinosaur Hunter Warrior]] • [[Kaijan Slayer Rogue]] • [[Dinosaur Wrangler Ranger]] • [[ | |[[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]] | |||
|} | |} | ||
Latest revision as of 15:16, 18 September 2024
Playtest Disclaimer THIS IS PLAYTEST MATERIAL. All content within this document is subject to change.
Ancerra Before: The First Supereon introduces Telgaia, a massive supercontinent from the centuries before the Tear that brough Ancerra back into contact with the other planes of existence. Explore Telgaia and discover the living kingdoms that either fall to ruin or manage to endure the many challenges of the ancient world.
Gathandia and its sister continents are quite young, historically speaking. For dozens of centuries before its creation, the land of Ancerra was a single great supercontinent, plus a few surrounding islands and large ice caps. The supercontinent was known as Telgaia.
In the days of Telgaia, Ancerra was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.
Magic
Magic enters into Ancerra in full force when the Tear opens in the demi plane protecting the planet. Prior to the Tear, magic is exceedingly rare and quite limited in its capacity. Arcane, Divine, and Occult magic do not exist before the Tear.
Psionic magic is directly tied to a creature’s Essence, so it exists in this time period. Psions are powerful contributors to society and instrumental in protecting towns and cities from the threat of enormous monsters, so most towns of any notable size have at least one psionic caster.
Primal magic also exists in very small quantities across Telgaia. Points of raw environmental energy, such as volcanoes and the deepest hearts of jungles, have thin barriers between Ancerra and the Everwilds, allowing trace amounts of primal magic to seep through.
Magic Heroes and Creatures
The lack of magic in pre-Tear Ancerra dramatically impacts some classes and talents. The Cleric, Mage, Vessel, and Witch classes from the Core Rulebook are unplayable in this setting. You may play a Zealot, but you do not gain Divine Power. Additionally, Tinkerers and some tracks of the Rogue (such as Guild Affiliate and Conman) are extremely rare in Telgaia during this time period. They would only be found in the rare city-state or national capital large enough to have a robust economy similar to that of a nation in the second Supereon. Most cities are utilitarian, focusing only on a surplus of food and on security, so economically dependent tracks are illogical.
Furthermore, you may not learn the Student of the Arcane, Disciple of the Divine, Initiate of the Occult, or Warden of the Primal talents, even if you would normally learn them through a class talent. If you play an Oracle, for example, you must choose Adept of the Psionic instead of Warden of the Primal.
The Fiendblood lineage is incompatible with this setting as Inferno has no contact with Ancerra. Similarly, Golems are not created until after the Tear, with the exception of Psionic Golems. Undead exist in very rare circumstances, but cannot be created via any form of harnessable resurrection magic; instead, they seem to just be anomalies of nature. You may not select any options from any lineage that would give you access to magic, unless it is Psionic or Primal.
Creatures that use Arcane, Divine, and Occult magic cannot be found on Ancerra during this time period. Creatures that use Primal or Psionic magic are unaffected.
An Age of Titans
Telgaia is home to creatures of enormous proportions. Dinosaurs tower over humanoids, and the dreaded kaijan in turn cast black shadows over these terrible lizards.
The greatest struggle of humanoid creatures in the First Supereon is survival in the face of such enormous predators. The earliest groupings of humanoids were disorganized nomadic groups whose travel patterns followed prey and fled from predators. Eventually, some nomads began making permanent or semipermanent homes below ground. While enormous subterranean caverns came with their own threats, they were generally safer than the surface world. An, the first nation, existed primarily underground.
Many subterranean nations came into contact with technology far beyond anything they could have imagined, including the Remnant lineage. These ancient artifacts are the legacy of the Avadri that created Ancerra in the distant, unknowable past.
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
Telgaia operates with a different economic reality than later settings on Ancerra.
Academic and Underworld
In a civilization’s early history, the primary concern of its populace is developing a surplus of food and maintaining adequate shelter. Academic and criminal endeavors are usually simple and disorganized. Most of these nations’ entries do not mention academic or underworld occupational spheres. Unless otherwise noted, it is safe to assume that these nations have very basic academic institutions that teach standardized writing practices and basic mathematics. Such institutions will primarily be hobbies among the wealthy. Likewise, you can safely assume that a nation’s criminal element does not extend beyond petty thievery unless it is otherwise noted.
Economy Notes
Early Supereon 1 deals mostly with trade and varies greatly based on supply and demand. Eventually, as societies form, common weights and volumes are established via Elderwind Tree seeds. These measurements persist throughout Supereons 1-4, even though seeds as a currency has mostly been depreciated.
The Elderwind tree is hearty in nearly all environments and its seeds are almost perfectly identical regardless of its age or environment. A seed (Colloquallity 1es or 1 seed) weighs 1 gram and displaces water by exactly 1ml. Thus, units of measurement of weight are 1es to 1 gram and 1Kes to 1 kg and 1d/1 drop to 1 milliliter and 1Kd to 1 liter. Using these measurements may increase immersion for your players, but don’t feel the need to add extra bookkeeping if that’s not something your table loves!
Elderwind Trees can be found as decoration in most places of lending or exchange. Amber is a pellet-sized, orange, semi-translucent piece of hardened resin made from the resin exuded from the Elderwind Tree, which produces a set amount of resin that takes a uniform amount of time to petrify. This petrification process takes about a year. Once petrified, amber can withstand an incredible amount of heat and pressure, making counterfeiting surprisingly difficult but not impossible. They weigh about the same as a grain of rice.
The depreciation from Amber relative to Silver is 10x in early SE2. The conversion chart for SE1 is simply:
| Unit | a | sc |
|---|---|---|
| Amber (a) | 1 | 1/10 |
| Silver Coin (sc) | 10 | 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
In the first Supereon, trade and barter are always going to fetch better deals than trading in amber. The general formula for pricing goods with amber is:
Simple goods or trade goods
(SE2 Silver Coin Cost of good) * (1.1) * (10) = Amber Cost of Good
Goods that require specialized labor
(SE2 Silver Coin Cost of Good) * (1.35) * (10) = Amber Cost of Good
Goods that require some metal
(SE2 Silver Coin Cost of Good) * (1.5) * (10) = Amber Cost of Good
Weapons, Armor, and Shields that are mostly metal
(SE2 Silver Coin Cost of Good) * (2.5) * (10) = Amber Cost of Good
Incomes are adjusted in Supereon One to reflect less income inequality and less aristocratic hold over economies. Generally, people would have more goods than Amber, and you can assume an individual would have about 5-25% of their annual Amber income on hand and available for trade.
Remember that these are meant to be guidelines, and your table may not enjoy crunchy economic bookkeeping. Do not slow down your table’s gameplay with calculations unless you are into that kind of immersion.
| SE2 Value | SE1 Value | |
|---|---|---|
| Average Income | 1400 sc | 10,000 a |
| Average Skilled Income | 3000 sc | 20,000 a |
| Aristocratic Income | 100,000 sc | 80,000 a |
| Peasant | 800 sc | 9000 a |
| Master/Artisan | 7650 sc | 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.
| 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
| 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)
| 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)
| 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
| 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
| 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.
| 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
| 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
| 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
| 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
| 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
| 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 |
Technology Levels
Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out how to build large buildings and monuments, and iron weapons were far less common than bronze ones due to the latter metal’s abundance and pliability.
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 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.
Full List of Supereon 1 Creatures
Click here.
Table of contents
| Ancerra Before: Supereon 1 Setting | |
|---|---|
| Telgaian Nations | Ahten • Balthuani • Ahten • Betaal • Brazodir • Cebunia • Doshairiel • Ekulad • Fjordenhaven • Gavare • Gilgalon • Kendaria • Lachonet • Mitsutor • Musatal • Nalathesh • Nevna • Prenedonia • Shomachyr • Skavr • Tekola • Unjaarn • Yodvan • Zakache |
| Setting | Telgaia • Timeline • Creatures |
| BOPs | Backgrounds • Augur • Chef • Godking • Forager • Shepherd • Stable Sweep |
| Lineages | Dwellvur • Kosavran • Merfolk • River Dwarf • Coast Elf |
| Class Options | Honor Guard Zealot • Dinosaur Hunter Warrior • Kaijan Slayer Rogue • Dinosaur Wrangler Ranger • Champion Pugilist • Dragonspeaker Oracle • Nature's Fury Berzerker |
| Bestiary | All Supereon 1 Creatures |