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A Mini-Game by John M Stater
For 3 to 5 players, aged 13-1/2 and up (sorry 13 year olds, but you'll understand why you're not allowed to play this intense sci-fi RPG when you get older)
When evil threatens from the Galactic Core, the planets of the outer rim call out for ... the Manbot Warriors!
Manbot Warriors was a Saturday morning cartoon that never existed, but could have in the late 1970's or early 1980's. It would concern a band of warriors, human minds encased in robot bodies, defending the outer rim of peaceful planets from the evils of the Galactic Core. Each episode might entail some crisis that the Manbot Brigade would respond to, from hijackings of pleasure spaceships, to the heist of the First Cosmic Bank, to a threat of planetary invasion.
The game is played by up to 5 people. One is the Game Master, who concocts an evil plot and assembles various monsters to see the plot through. The Game Master must draw up any necessary maps or plans of spaceships or secret hideouts, and must also adjudicate the game fairly on behalf of the players. He is not their opponent, per se, but rather the referee of the game.
The players must roll up their manbot characters, and then counter whatever evil machinations the Game Master has invented for them.
Rolling up a character involves rolling ability scores, choosing a class of manbot to play, choosing and rolling up skills, and finally equipping your manbot with kits.
Manbots are a collection of abilities and skills. All manbots have the same seven ability scores. Ability scores range from 1 to 6 (though some monsters might have higher scores).
Power (POW): Power measures physical strength.
Reflexes (REF): Reflexes measures how quick and accurate a character is.
Fortitude (FOR): Fortitude measures how well a manbot stands up to punishment.
Intellect (INT): Intellect measures a character’s smarts and mental quickness.
Willpower (WIL): Will measures a manbot’s mental toughness.
Awareness (AWR): Awareness measures a manbot’s perception and situational awareness.
Charm (CHR): A manbot’s charm is their ability to manipulate people.
For each of these abilities roll two dice and write the value of the higher dice roll next to the ability score.
Manbots are manufactured to one of five series, called classes. These classes are named after colors, and each class carries with it a bonus and a penalty to ability scores, and determines which skills are prime and secondary for the manbot.
A manbot black is designed for stealth missions, like the ninjas of ancient Earth. They reduce their POW and FOR scores by one point each (to minimum of one), and increase their REF and AWR scores by one point.
Primary Skills: Stealth
Secondary Skills: Dodge, Fighting, Thievery
Tertiary: Choose any three
The manbot blue series is designed for science. They reduce their POW and FOR scores by one point each (to a minimum of one), and increase their INT and WIL scores by one point.
Secondary: Detection, Engineering, Fighting
Tertiary: Choose any three
The gold series of manbots is designed for command and control. They reduce their POW and FOR by one point each (to a minimum of one), and increase their WIL and CHR scores by one.
Secondary: Detection, Fighting, Psychology
Tertiary: Choose any three
Green manbots are designed for commando operations in the wilderness. They reduce their WIL and CHR by one point each (to a minimum of one), and increase their REF and AWR by one.
Secondary: Detection, Stealth, Survival
Tertiary: Choose any three
The red series of manbots is designed for military operations – they are warriors par excellence. They reduce their INT and CHR by one point each (to a minimum of one), and increase their POW and FOR by one.
Secondary: Dodge, Drive, Endurance
Tertiary: Choose any three
Each manbot has seven skills (see above). One skill is prime, three are secondary, and three are tertiary. Skill scores range from 0 to 12. Each skill (see below) is associated with an ability score. For the prime skill, roll 3 dice and use the two highest values. For secondary skills, roll 2 dice and used their combined value. For tertiary skills, roll 1 dice and use that value.
The following are considered skills in Manbot Warriors:
Acrobatics (REF): Governs a manbot’s ability to leap, tumble, survive falls and flip over opponents.
Astronavigation (INT): Governs a manbot’s ability to navigate the stars.
Climbing (POW): Governs a manbot’s ability to climb sheer surfaces.
Detection (AWR): Governs a manbot’s ability to find clues and avoid ambushes.
Dodge (REF): Governs a manbot’s ability to dodge traps or other attacks that cover a large area.
Drive (REF): Governs a manbot’s ability to drive tanks, cars and hovercraft.
Endurance (FOR): Governs a manbot’s ability to endure pain and maintain focus despite confusion.
Engineering (INT): Governs a manbot’s knowledge of engineering and mechanics.
Fighting (POW/REF): Governs the manbot’s ability to inflict damage in combat. Melee fighting (i.e. hand-to-hand combat or combat with hand held weapons) is associated with Power, while missile fighting (i.e. shooting guns and laser beams) is associated with Reflexes.
Flight (REF): Governs a manbot’s ability to control himself in flight, or to pilot spaceships and aircraft.
Medicine (INT): Governs a manbot’s ability to provide first aid and surgery to biological creatures.
Psionics (WIL): Governs a manbot’s ability to manipulate or damage another creature’s mind, or to detect the psychic emanations of others.
Psychology (CHM): Governs a manbot’s ability to figure out a creature’s motivations and to “use psychology” to fool or manipulate and deceive people.
Science (INT): Governs a manbot’s knowledge of the sciences, including physics, biology, and astronomy.
Stealth (REF): Governs a manbot’s ability to move silently and hide.
Survival (INT): Governs a manbot’s ability to survive in the wilderness.
Thieving (REF): Governs a manbot’s ability to pick pockets, palm small objects and get past security systems, either mechanical or electronic.
Obviously, you should feel free to add additional skills as you deem necessary.
Once a manbot has his ability scores and skill scores, he can pick out the kits to equip himself. Each manbot can be fitted out with five kits. The kits are as follows:
Avionics: Avionics improve a manbot’s Flight skill by +1.
Communications: A communications kit can either be used to radio up to 5 miles away (on planet, or to an orbiting spaceship), or to jam all communications (including from other manbots) within 1 mile.
Countermeasures: Countermeasures force smart missile attacks against the manbot to add +1 to the dice roll.
Energy Shields: Energy shields force missile attacks against the manbot to add +1 to the dice roll.
Energy Sword: Energy swords deal one extra point of damage.
Fire Suppression: A fire suppression kit permits the manbot to put out fires. Putting out a fire takes 1-6 combat rounds (roll one dice).
Flame Thrower: A flamethrower forces all creatures within a cone measuring 20 feet long and 10 feet wide to succeed at a Dodge check or suffer a point of damage to Fortitude.
Grapple Fist: A grapple fist can be fired up to 100 feet, and always latches on to a surface with hand holds. It can pull up to two manbots (or the equivalent to 400 pounds) up to the grapple fist.
Jackhammer Fist: A jackhammer fist can be used in melee combat, scoring one extra point of damage against Fortitude, or to break through one foot of concrete per minute and one inch of metal per minute.
Laser Blaster: Laser blasters deal one extra point of damage to Forti-tude on a successful missile attack.
Machine Gun: A machine gun allows a manbot to make three missile attacks per round, but for each additional attack, they must roll one extra dice for their Fighting check (i.e. 3D if attacking two targets, and 4D if attacking three targets).
Mind Gem: A mind gem allows a manbot to project his mental power as a beam of piercing light. The manbot makes an attack using his Psionics score, but deals damage to FOR instead of WIL.
Psi-Helm: A psi-helm deals 2 points of damage to Willpower on a suc-cessful Psionic attack.
Repair Kit: Can be used to effect repairs on other manbots. The repair kit is no good without the Engineering skill.
Rocket Boots: Rocket boots allow a manbot to fly at a speed of 1 mile per minute.
Science Scanners: Can be used to detect radiation, life forms, and the like. The data must be interpreted using the Science skill.
Smart Missiles: A smart missile hits unerringly, unless its target can de-ploy countermeasures or makes a 3D Dodge check.
Sonic Disrupter: A sonic disrupter allows a manbot to make a missile attack using his Fighting skill that deals one point of WIL damage.
Tritanium Armor: Tritanium armor forces attacks against the manbot to add +1 to the attack roll.
CONFLICT AND COMBAT RESOLUTION
To resolve conflicts, add a character’s skill score and relevant ability score. This number is called the target. Roll 3 dice. If the roll is equal to or lower than the tar-get number, you succeed. If the roll is higher than the target, you fail.
If you are rolling against an opponent with a higher skill or ability score, add +1 to the roll. If you are rolling against an opponent with a higher skill and ability score, add +3 to the roll.
If you are rolling against an opponent with a lower skill or ability score, add +1 to the target. If you are rolling against an opponent with a lower skill and ability score, add +3 to the target.
The Game Master can also rule that there is a modifier to the roll or target based on other conditions, such as working under pressure or attacking from behind. For an advantage, add +1, +2 or +3 to the target. For disadvantages, add +1, +2 or +3 to the roll.
Psionic acts that are passive (mind reading, for example) are rolled on only 2 dice (2D). Psionic acts that actively impact the real world or a creature's mind (such as telekinesis or controlling a person's actions) are rolled on 3 dice (3D). Psionic attacks that deal damage are rolled on 4 dice (4D).
Combat is handled in combat rounds, with each round taking 10 seconds of time. To determine who goes first in a round, each player should roll 1 dice and add their REF score. Highest roll goes first, followed by the next highest, and so on. Ties go to the combatant with the highest REF score. If there is still a tie, flip a coin.
Combat uses the conflict resolution method detailed above, using a character’s Fighting skill, and either their POW ability for melee (hand-to-hand) attacks, or their REF ability for missile (ranged) attacks.
A successful physical attack roll deals one point of damage to the opponent’s FOR score. Psionics attacks deal one point of damage to the opponent’s WIL score. If the attack roll succeeds by 3 or more points, the attacker can also impose a special condition on his opponent, such as putting him in a grapple hold, tripping him or erasing a memory from his mind.
A creature reduced to 0 points of FOR or WIL is knocked unconscious and critically wounded, and they can be killed by one more attack.
Characters can be healed with the Engineering skill (for manbots and other mechanical creatures) or Medicine skill. Light healing requires a 2 dice task check, and restores one point of FOR. Serious healing requires a 3 dice task check and restores two points of FOR. Critical healing requires a 4 dice task check and restores three points of FOR. Other ability scores regenerate at a rate of 1 point per day.
Characters walk at a speed of 260 feet per minute (or 40 feet per combat round), and can sprint at a speed of 2300 feet per minute (or 390 feet per second). A sprint can last up to one minute. Running at half sprinting speed can last up to 10 minutes. An Endurance check can double the time a character can sprint or run.
Each character begins a game session with a Luck score of 6. A luck score can be substituted for an ability score or skill score when making checks. Each time this is done, the character’s Luck score is reduced by 1 point. Points of Luck can also be spent in place of damage to ability scores.
Most Manbot Warriors games involve an initial criminal or in some way hostile act by the bad guys, followed by the reaction, investigation and apprehension or destruction of the bad guys by the manbots.
For example: There is an explosion on an asteroid used as a radar station by some planetary authority, to alert them to incursions into their star system by potentially hostile aliens. The planet has two other radar stations – if they are both destroyed, they will have no warning of an invasion.
The manbots are dispatched to discover who bombed the radar station, and stop them from bombing the other two stations. This will involve investigation, follow-up on clues and confrontation.
The Game Master’s job would be to figure out who the bad guys are, and how their plot is meant to proceed. If the players are slow on the uptake, there will be a second explosion. If they fail to stop the third explosion, they will have failed their mission.
Manbot Warriors can be played as a stand-alone game, or characters can be used in multiple sessions and advanced in their abilities.
Whenever a manbot warrior survives a mission and completes it successfully, he may attempt to make two advancements, one of an ability score or primary skill, and one of a secondary or tertiary skill.
To improve an ability score, roll 1d6. If the number rolled is higher than the existing ability score, advance the ability score by one point. A manbot warrior can never have more than three ability scores at 6, and never more than five ability scores at 5 or higher.
To improve a skill, roll 2d6. If the number rolled is higher than the existing skill score, advance the skill score by one point. Primary skills can be advanced to a maximum of 12. Secondary skills can be advanced to a maximum of 9. Tertiary skills can be advanced to a maximum of 6.
Alternatively, the manbot warrior can add a new tertiary skill to his sheet, with a value of 1. A manbot warrior cannot have more than five tertiary skills.
A manbot warrior can swap out one kit at the beginning of each adventure.
A monster's threat level is calculated using the following formula: Add FOR + Fighting or Psionics (whichever is higher) + 1 per offensive or defensive kit and special ability. A value of 0 to 9 being a Level I monster, 10 to 13 a Level II monster, 14 to 17 a Level III monster, 18 to 20 a Level IV monster and 21 or higher a Level V monster.
Amazon of Ouroboros
The amazons of Ouroboros are reptilian ladies with narrow faces. They are fearless and without emotion.
LVL IV, POW 5, REF 4, FOR 5, INT 3, AWR 3, WIL 3, CHM 2; Fighting 8, Endurance 8; Energy Sword, Laser Blaster, Tritanium Armor
Androids are robots that look like human beings, or nearly so. They are stronger and more logical than humans, but lack imagination. Most androids work in boring jobs, but some develop a wild circuit and head out to explore the galaxy as a robotic hobo. They attack with their fists.
LVL I, POW 3, REF 4, FOR 4, INT 6, AWR 3, WIL 3, CHM 2; Fighting 4, Engineering 8, Science 4; Communications Kit, Science Scanner, Repair Kit
Android Prime is a massive artificial intelligence that forms the nexus of all androids, and most computers. It moves on tank treads, and can trample (2 points of damage) and strike with sonic blasts.
LVL IV, POW 6, REF 1, FOR 10, INT 8, AWR 4, WIL 4, CHM 2; Fighting 4, Psychology 6, Science 10; Communications, Energy Shields, Science Scanner, Sonic Disrupters (2), Tritanium Armor
These beauteous star maidens actually look something like long, green worms with indistinct faces. They are capable of creating the illusion that they are beautiful women, and use their psionic powers to lure spacemen to their dooms on asteroids or drifting space hulks.
LVL III, POW 1, REF 3, FOR 4, INT 3, AWR 4, WIL 4, CHM 1; Fighting 2, Endurance 6, Psionic 10, Stealth 8
The Comet King is a squat, unattractive man with the ability to control the paths of comets, but also to levitate and move bits of metal and earth. With his magnetic powers, he can hurl up to three bits of metal per round as a missile attack, and he can form the spinning metal into a magnetic shield (treat as tritanium armor and energy shield).
LVL III, POW 4, REF 5, FOR 6, INT 5, AWR 3, WIL 8, CHM 1; Fighting 6, Science 10; Communications, Energy Shields, Science Scanner
These monsters look like crystal statues, with glowing lights in their hands and heads. Their thick skin reflects lasers and psionic beams, so add +1 to rolls made to attack them with these means. Sonic attacks deal +1 point of damage to the crystal killer’s FOR. Crystal killers attack twice per round with their razor sharp fingers, or once per round with the equivalent of a mind gem.
LVL III, POW 3, REF 7, FOR 4, INT 3, AWR 4, WIL 7, CHM 2; Fighting 8, Psionics 8
Death howlers are quadrupedal monsters about the size of grizzly bears, with smooth skin of scarlet and black, fierce white claws and gnashing teeth. Each round, they can attack twice, once with claws and once with teeth. In place of an attack, they can howl, causing those who fail a WIL check (roll 2d6) to lose one point of POW and one point of FOR for one minute.
LVL II, POW 6, REF 3, FOR 4, INT 1, AWR 6, WIL 1, CHM 1; Fighting 6, Survive 10
Espers are powerful psychics with a desire to dominate other creatures. They have throbbing temples, bald heads and wear robes in weird, brilliant patterns.
LVL III, POW 2, REF 3, FOR 3, INT 5, AWR 4, WIL 7, CHM 3; Fighting 2, Psionics 9; Mind Gem, Psi-Helm
The ruffians and ne’er-do-wells of the galaxy, froglodytes look like big, bulky, humanoid frogs. They wear bits of scrap armor sometimes, and fight with normal hand weapons and firearms.
LVL II, POW 5, REF 3, FOR 4, INT 2, AWR 3, WIL 2, CHM 2; Fighting 8, Endurance 6; Machine Gun
Gaseous ghouls are cannibal humanoids that, when destroyed, turn into a puff of sulfuric smoke. They can reform in one minute. They attack with their claws.
LVL I, POW 4, REF 3, FOR 3, INT 1, AWR 3, WIL 3, CHM 1; Fighting 6, Psionics 2; Stealth 10
The grimdark commandos are fierce humanoids with noseless faces and grey skin. They hire themselves out as mercenaries, and are much feared in the cosmos.
LVL III, POW 5, REF 6, FOR 4, INT 3, AWR 5, WIL 3, CHM 2; Fighting 9, Stealth 8, Survive 6; Energy Sword, Laser Blaster, Tritanium Armor
Junk apes are primates that live on vast junk worlds. They are expert tinkers, and have a passion for taking mechanical things apart and turning them into other things. They look something like orangutans with blue-tinged fur and pale green skin. They make two attacks each round with their fists.
LVL II, POW 5, REF 4, FOR 3, INT 3, AWR 3, WIL 2, CHM 2; Fighting 6, Engineering 10, Stealth 3; Machine Gun, Repair Kit
Killbots are robots designed for combat. Their forms vary, but most are bipedal and bristling with weapons. They attack twice per round.
LVL IV, POW 5, REF 5, FOR 5, INT 1, AWR 3, WIL 1, CHM 1; Fighting 10; Energy Shields, Laster Blaster, Sonic Disrupter, Tritanium Armor
The Moondragon Warriors are a shadowy cabal of psychic warriors who sometimes appear to oppose the Galactic Core, and other times to be aiding it. They are humanoids, and dress in long, grey robes and grey pleather clothes.
LVL III, POW 4, REF 6, FOR 5, INT 4, AWR 6, WIL 5, CHM 3; Fighting 10, Psionics 6, Psychology 6; Energy Sword, Mind Gem
Nebula the Space Witch
Nebula is the self-proclaimed Queen of Space Witches, and a major power of the Galactic Core. She is a tall, gaunt woman, graceful and elegant, in luxurious silks and a tall collar. She is usually guarded by four gaseous ghouls (q.v.).
LVL V, POW 2, REF 4, FOR 6, INT 6, AWR 5, WIL 6, CHM 4; Fighting 6, Psionics 12, Psychology 9, Science 8; Energy Sword, Mind Gem, Psi-Helm
Psiborgs are robots with the minds of psychics. They are dangerous physically and mentally, but their wild emotional states sometimes prove their undoing.
LVL III, POW 6, REF 5, FOR 5, INT 4, AWR 5, WIL 5, CHM 2; Fighting 8, Endurance 6, Psionics 8, Science 3 ; Engineering Kit, Psi-Helm, Tritanium Armor
These massive reptiles dwell in space, soaking up the rays of stars and of radioactive materials in abandoned spaceships (usually abandoned because of the dragon) or asteroids. They can fly through space and in atmospheres, and attack three times per round, with a bite, claws and tail slap. All of these attacks deal 2 points of damage. In place of these attacks, they can spit radioactive fire in a 30-ft long cone, 15-ft wide at the base, that deals 2 points of damage to the FOR and POW scores of everything caught in its path.
LVL V, POW 8, REF 6, FOR 9, INT 3, AWR 5, WIL 5, CHM 2; Fighting 10, Astronavigation 6, Endurance 8, Flight 7, Psionics 5
Rust vipers are large serpents with metal scales (treat as tritanium armor) and fangs that can pierce metal. When they do, they inject a venom that quickly corrodes and dissolves the metal, ruining tritanium armor and inflicting one point of FOR damage to mechanical creatures (including manbots) per round until repaired. Injected into a biological creature (which also includes manbots), the venom causes mild nausea and hallucinations.
LVL II, POW 3, REF 6, FOR 3, INT 1, AWR 3, WIL 1, CHM 1; Fighting 6, Dodge 6, Stealth 10
Salt Mummy of Kor
The infamous salt mummies of Kor are long-dead aliens preserved in pleather bandages and animated through dark space magic and an undying hatred for living things. They are found in ruins and sometimes on abandoned spaceships, often with a small cult of spacers or space bandits serving them, with an esper as the high priest.
LVL IV, POW 6, REF 2, FOR 8, INT 4, AWR 2, WIL 6, CHM 1; Fighting 8, Endurance 12, Psionics 9; Mind Gem
Saucer men look like small, grey men with large, black, almond-shaped eyes and oversized heads. They are tremendously annoying, wanting to touch and probe everything they meet, and they have no respect for other forms of life.
LVL I, POW 2, REF 3, FOR 2, INT 6, AWR 4, WIL 4, CHM 2; Fighting 3, Psionics 4, Science 11; Repair Kit, Science Scanner, Sonic Disrupter
A shimmering death appears as a cloud of glowing, shifting motes of light. They drain the psyches of creatures, and are notoriously hard to kill. A shimmering death can only be harmed by psionics, sonic disrupters, and energy swords. They attack by enveloping a creature, who must make and Endurance check each round to avoid being stunned with fright while his mind is probed and his psyche gnawed on. Each round spent in a shimmering death drains one point of WIL.
LVL III, POW 1, REF 6, FOR 4, INT 1, AWR 6, WIL 6, CHM 1; Fighting 6, Flight 11, Psionics 8, Stealth 4
The boisterous Vikings of the space lanes are raiders, pillagers, warriors, poets and spacemen extraordinaire. They wield energy axes (treat as energy swords) and go berserk in combat, attacking twice per round and ignoring wounds on a successful Endurance task check.
LVL III, POW 5, REF 4, FOR 5, INT 3, AWR 3, WIL 3, CHM 3; Fighting 8, Astronavigation 7, Dodge 8, Endurance 8, Engineering 4; Energy Axe, Machine Gun
The Slime God
The Slime God is a horrible creature, a blob of cyan slime covered with blinking black eyes. A major power of the Galactic Core, he is bent on consuming everything in his path. The Slime God can strike up to six creatures per round with its pseudopods, or try to overrun creatures and smother them (Endurance check each round or lose one point of Fortitude).
LVL V, POW 8, REF 4, FOR 10, INT 3, AWR 3, WIL 6, CHM 1; Fighting 10, Endurance 9, Stealth 12
These magnificent creatures look like humpback whales with shimmering black hides and brilliant eyes of star shine. They attack with their flukes and fins, striking two creatures per round and dealing 2 points of damage when they hit.
LVL III, POW 9, REF 4, FOR 8, INT 2, AWR 1, WIL 4, CHM 1; Fighting 6, Astronavigation 12, Flight 8, Psionics 5
Spacers are traders who drive cruisers across the galaxy, trading exotic goods. They attack with handguns and daggers, one attack per round.
LVL I, POW 3, REF 3, FOR 3, INT 3, AWR 3, WIL 3, CHM 4; Fighting 4, Astronavigation 6, Engineering 5, Psychology 7
Star bandits are pirates. Some operate from space cruisers, others in starfighters that launch from asteroids and planetoids.
LVL II, POW 3, REF 4, FOR 3, INT 3, AWR 4, WIL 2, CHM 2; Fighting 7, Stealth 6; Energy Shield, Machine Gun
Stone men look like humanoids formed of stones. They stand about 10 feet tall, and have deep, raspy voices with which they speak very slowly. Their skin is as tough as tritanium armor, and their hands can strike like jackhammers. They attack twice per round.
LVL III, POW 8, REF 2, FOR 5, INT 2, AWR 2, WIL 2, CHM 2; Fighting 6, Endurance 12
Sun Tiger of Yaoloo
The sun tigers look like cats formed of flame and light. They radiate intense heat, forcing creatures within 10 feet to pass an Endurance check each round or suffer a -1 penalty to all physical ability scores (POW, REF, FOR). They attack twice per round, once with eye beams (up to 30 feet) and once with claws.
LVL III, POW 5, REF 5, FOR 8, INT 1, AWR 6, WIL 2, CHM 1; Fighting 6, Endurance 6, Flight 6, Stealth 5
Vampiric Plant Man
A vampiric plant man looks like a thin creature with indistinct features, pale green skin and long, thorned fingers that can tear into flesh and drink blood. They attack twice per round with their fingers. Each successful attack forces a person to pass an Endurance task check or lose one point of POW to blood drain each round until receiving first aid. Lost POW returns at the rate of one point per hour.
LVL III, POW 4, REF 4, FOR 5, INT 2, AWR 5, WIL 4, CHM 2; Fighting 8, Psionics 5, Stealth 9
Voltons are large avians with leathery skin, long, jagged beaks, and 20-ft long, whip-like tails that carry a powerful electric charge. Creatures struck by the tail must pass a 3 dice Endurance check or be stunned for one combat round and unable to move or attack, in addition to suffering 2 points of FOR damage. Their tiny minds make them immune to psionic attack.
LVL II, POW 7, REF 4, FOR 4, INT 1, AWR 4, WIL 1, CHM 1; Fighting 6, Flight 8
Xodiac, Lord of Space Magic
Xodiac is an ancient wizard steeped in cosmic magic. He is a major power in the Galactic Core, commanding many froglodytes and space bandits. He travels on a boomer, seated on a golden throne before a giant crystal ball, through which he spies on the galaxy. His awareness of the future allows him to force opponents to re-roll an attack or task check once per combat.
LVL V, POW 2, REF 5, FOR 6, INT 5, AWR 5, WIL 8, CHM 4; Fighting 6, Psionics 12; Mind Gem, Psi-Helm
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A boomer is a cruiser-sized spaceship that carries cargo, passengers or perhaps two or three starfighters. They carry three laser blasters, energy shields and tritanium armor. They move at a speed of 2 miles per minute (or 1400 feet per round), and can hyperspace one parsec away, once per day.
These ships are operated by the saucer men. They are quick and maneuverable, and are capable of teleporting up to one parsec away once per day. They are unarmed, but carry science scanners.
These small, one or two-man spaceships carry a laser blaster and six smart missiles. They can operate in space or in an atmosphere. They move at a speed of 35 miles per minute (or 6 miles per round).
A zipper is a small cargo ship designed to be a blockade runner. It is equipped with two laser blasters and energy shields. A zipper moves at a speed of 3 miles per minute (or 2600 feet per round), and can hyperspace one parsec away, once per day.