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D20 system + Luck & fate points

Magic: requires catalysts; flesh is inefficient at casting. “Ancient magic” disused due to need for large quantities of “lifeforce”. Known to kill of otherwise deform.

Wizard-run filling/fuel stations for vehicles. Gyrocopters, boats, flying carpets (short distance/treacherous modes of transport) Railed Vehicle

No planes, zeppelins or anything that flies above the clouds; there’s a layer of corrosive gas and no vehicles can endure.

Fuels; coal, crude oil, magic- use of electricity exists in places. No digital technology, only analogue. Fossil fuels are more efficient than on earth, but harder to find and utilise.

There are guns; basic volatile pistols, primitive rifles, cannons, bombs, revolvers. Chain-gun crossbows. Melee weapons. Primitive traps and mines.

LORE-

-Church of BEAR. (at some point in history, everything was BEARS) All bears, all the time.

-Water Church. Originally a whole, now splintered after ocean catastrophe.

ANIMALS AND RACES-

-Bears

-Lead Bears

-Elemental Bears

- Owlbear

-Rhinobear

-Moon Bears

-Sentient Bears

-Mechanical Bears

-Magic Bears

-Sharks

-Shark variants of all the above bears, on a nega-continent

-Sentient races

-Anthromorphs

-Photosynthetics

-Fleshy people

-Diseased, scrawny race with resistance to poisons and an aptitude for cunning. Resilient.

-Semi-aquatic magic-oriented race. Lived on the marble city on the cliff, some left and drift on the sea-brochs. WATER POPE. Revere water. Body decoration in order to aid magic channelling.

-Mole-people (subterranean dwarf-like people)

-Post-elves (technologically-supported magically-gifted life-forms birthed by a machine which predates their earliest known existence. Incredibly frail, with atrophied muscles and augmentations which allow them to live more normal lives. Levitation? Some kind of regenerative ability)

-Locales

-Frozen jungle (under ice sheet)

-Ammonia Sea

-Glacial basin

-Wretched hive of scum and villainy!

-Physically separated city divided by a recently formed canyon (tense relations)

-Marble city

-Spiral crater city

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-Classes

-Spellblade (can channel magic through weapons in order to adapt and augment)

-focused on strength/intelligence

-Gunslinger (uses gunpowder and related weapons; more scientific and creative)

-focused on dexterity/intelligence

-Wildcard (focused entirely on luck; can run any equipment. Either very foolish, or very brave)

- Thomas (steam-powered suit of armour; burns organic material as fuel to either reinforce defence or augment attacking capabilities)

-Technomancer (combination of magic and technology; typically augmented. Can manipulate technology from afar. Not particularly offensive, except against others of their class. Support particularly extends to advising on critical hits, etc.)

-Botanist (middle; high ailment resistances and can deal these back accordingly. Creates vaccines, antidotes, poisons. Stealthy, assassin-like. Aptitude with bows, daggers etc.)

-Gaiamancer (in tune with nature; supportive. Similar to technomancer, increased element of support. Emphasis on water)

-Dig Dug (brute force, dual wields- no defensive capabilities. Heavily reliant upon other party members)

-Witch (Forbidden forms of magic, plays dirty. Almost completely separate from other magical classes. Outcast.)

-Rambo (Hilariously oversized magical weapons. Definitely compensating for something. MAGIC CANNON. Range is low on projectiles, can also use magic 2-handed weapons (claymores, battle-axes, etc.) Cannot hurt magical classes.)