Phoenix Rising is a large metropolitan city on an island country known as Eio, primarily populated by a species of humanoid reptilian known as the leupak, as well as various other familiar and fantasy races. The technology level is mildly futuristic by Earth standards, and since the catastrophe that disrupted the flow of magic on Arcydea, the psionic-gifted Eioan citizens with their advanced technology seemed poised to exist in a relative utopia free of concern over the outside world.
However, magic had recovered in the intervening centuries, and technological development had stagnated. Those responsible, known for following an enigmatic god known as the Traveler, saw the Eioans as an obstacle that would be a major threat if not destroyed, and they calmly and meticulously planned to eliminate their adversaries. Centuries of planning, culminating in a single terrible day.
The land of Eio was rocked by explosions, covered in toxic dust, invaded by strange and terrible monsters, blasted by electromagnetic pulses, and trapped under a strange energy shield. In a matter of hours, the great civilization was forced underground and crippled. Millions died as alchemical toxins dissolved bone and muscle, tore apart lungs, and melted brain tissue. Millions more died from starvation and infighting as society fell apart in the aftermath.
Generations have passed, as Eio has struggled to survive the day to day horror resulting from becoming a contaminated wasteland. The Mother has directed your people through this dark hour, but many of those who follow her words are gone now. Now it is up to you to choose your role – survive at all costs, or seek to restore the land of Eio to its former glory.
Leupak: The leupa civis, or citizen leupak, was the majority population of Eio before the Traveler's Shroud, with a population of approximately 50 million. However, the chemical weapons used to poison the Eioan atmosphere were primarily targeted against reptilians such as leupaks and dragons in particular, and as such the population has dropped alarmingly in the intervening 80 years.
Wulven: The lupus civis is a humanoid wolflike creature who is designed around exceptional strength. While not directly targeted by the Traveler's Shroud, they find the chemicals used to be harmful and uncomfortable, and cannot tolerate long exposures to the Shroud.
Felinoids: The felis civis is a humanoid feline creature that is designed to be graceful, elegant, and beautiful; many formerly worked in the entertainment industry before the fall of Eio. Felinoids are not directly targeted by the Traveler's Shroud and have some ability to purge it from their bodies.
Avyans: The strix civix is a pecuilar creature - a humanoid bird-like individual whose wing-tips double as prehensile fingers. They are one of the more peculiar and rare members of the Eioan population, although exceptionally well-represented in the merchant classes, and often seem to be carrying an almost impossibly great supply of goods with them on their travels.
Humans: Classical homo civix, this species is one of the most populous species in Arcydea overall, and on Eio it had the distinction of being the second most populous species, particularly in industrial and laboratory environments. Humans are generally fairly tough and resilient, and while affected by the Shroud they endure it better than most other species.
Sylvans: While most elves would prefer to think they are separated by differences that are deeper than coloration and ear length, the sylvanis civix line is the general classification most non-anthropologists assign elves of all stripes to. Elves are naturally gifted in magic, and very few do not have at least a dabbling level of skill in it; more importantly, elves are practically immune to the effects of the Shroud. Functionally, elves have the longest lifespans of all non-immortal entities, but this distinction seldom comes into importance.
Dwarves: The existence of dwarves on Eio was at one point a matter of speculation; after all, they were seldom seen on the surface. When the Shroud hit and the survivors were forced underground, the first thing they discovered was that the racial stereotype of pumilio civix being an underground dweller who works in mining and metallurgy wasn't all that off the mark. Dwarves are masters of the tunnel systems under Eio, and are responsible for making most of them; they are also highly resistant to the effects of the Shroud on their lungs, as well as other poisonous gases. They are short, stocky, and tend to not take crap from anyone.
Gnomes: While the gnomish approach to development has always been more reminiscent of steampunk than cyberpunk, the nanus civix were invited into Eioan research and development circles after existing methods of inspiring technological innovation began to flag. While their efforts were certainly flashy, they were mostly in vain. Gnomes are typically creative and intelligent, and their small frames mean they can get through small crevices and air vents, but they have limited advantages in the Eioan environment.
Faelinn: Commonly known as wanderkin in the days before the Traveler's Shroud swept across Arcydea, the fabula civix are found throughout Arcydean society in the most unusual places. They are keen-eyed, graceful, and ideal at spelunking in the collapsed ruins of Eioan society, but they are also easily crushed by its hazards.
Genetic Redevelopment: Eioan science has been capable of transmogrifying an individual's genetic makeup while keeping their personality mostly intact for centuries, even when the state of science has been reduced to random chemicals thrown into a beaker with a dash of slime. Look for ingredients and you too may be able to transform your friends and enemies!
Mutations: Unfortunately, there are a number of biological hazards in the Eioan environment, whether caused by the Shroud itself, or by the release of alchemical experiments that were meant to remain isolated before the bombs dropped. Mutations can change the general attributes and body type of an individual, sometimes significantly, and are usually harsh on one's personal appearance as a side effect. Fortunately, mutations can be removed, although obviously this also removes most or all of the positive benefit.
Vampirism: Vampirism is alive and well in Eio, and the hunger for blood is not always limited to leupaks. Catching vampirism causes undeath in the subject (which can be problematic for one's health) but also means they aren't killed as easily (isn't that a fun paradox?) and don't need to breathe (which means less damage from the Shroud, or practically none at all for certain races, if one is careful.)
Lycanthropy: One would think this is the default state of Wulvens, but as it happens, lycanthropy can transform the subject into any of a number of creatures, not just wolves, with dramatic effects on their personality and physiology. Just hope you don't transform into a were-sheep or something - that would make anyone baashful.
Companions: You can acquire companion creatures to accompany you on your quest, from tarns and leupai to dogs and cats. These creatures can gradually gain levels and experience too, but be careful, as they are just as vulnerable to the environment and opponents as you are, if not much more so!
Monsters: There are a variety of monsters that have been unleashed on Eio; aside from ordinary individuals turned savage, there are experiments that should never have been let out, and creations of the Traveler that seek to punish the populace in ironic or simply horrific ways.
Fortresses: You can, with sufficient resources, establish your own bases of operations in the wastelands that are Eio, for the good of yourself, of those you ally with, etc. Some unscrupulous types might use fortresses to enable banditry, charging tolls to passengers or simply attacking them outright in the hopes of looting crucial technology from their corpses, or even to manufacture adversaries to release into the world.
Body type is surprisingly important in this game, especially when it comes to fitting into protective gear; a lithe little faelinn will be swimming in the same protective suit that fits a leupak comfortably, and a leupak is not likely to fit into a faelinn's outfit. As being exposed in an environment where the air can burn away at your flesh and destroy your lungs is generally a bad thing, finding gear that fits well can be one of the most significant challenges.
Form-Fitting: This fits a very narrow band of sizes, but fits it very well.
Fitted: This fits a standard body size.
Loose: This fits a number of body sizes.
Bulky: This fits a broad number of body sizes, but none of them well.
Most clothing items have a type as mentioned above, a general height and weight they were designed for, and a general species they were designed for. Some people can wear items from similar species - example: a felinoid could probably stuff herself into an elf's outfit with only moderate discomfort by tucking in the tail, and could wear a leupak's outfit if they didn't mind it being looser than usual on them. Others have significant problems: clothing that fits an avyan is exceptionally bulky on other races due to the wing-arms, and practically all other types except leupak are uncomfortably tight on avyans in turn.
TL;DR: X-Large Demi is probably for a dwarf; X-Large Avyan probably won't fit anyone else except maybe a leupak. Items will warn you if they would be uncomfortable or awkward to wear, or wouldn't fit at all.
Aside from the more prosaic piercings and tattoos, characters can choose to alter their skin, hair, and bodies in a wide variety of ways using pre-Shroud technology, alchemy, and the like. Just remember that if you want to bodysculpt your character to ridiculous proportions you may have problems fitting in the clothing meant to keep you from dying horribly. Just saying. Also, some procedures are safer than others, or more easily found. Coloring your hair is very easy. Enlarging your breasts is fairly common (mostly among females). Changing gender is uncommon but not terribly difficult with the right alchemy or tech. Giving yourself a body covered in barbed spikes… not quite so common, and not likely to get you invited to someone's bunker for coffee.
Phoenix Rising was the capital city of Eio at one time, and is currently the most populated area in the post-Shroud empire. It has extensive underground structures that are still uncontaminated, as well as subway connections to the other cities, although the subways are not currently working and must be repaired before players can make use of them. Phoenix Rising is where all players start their career.
Many cities have a gem-name theme. Others have a plant-name theme, or occasionally an animal-name theme.
Churches to various gods can be restored, which can allow the gods to offer help to those trapped within Eio.
You can choose to work for the Mother faction, or you can create your own faction to eke out survival in the wastelands. Just note that if you make life miserable for the people of Eio, your game will become much more difficult.
Factions can send out orders to their operatives, which may include requests for particular supplies, specific accomplishments, the neutralization of specific individuals, monsters, or fortresses, and so on. These requests can be reviewed in a number of ways. Meeting certain supply requirements can improve a faction's presence and ability to supply its members.
Each faction has its own credit – helping the Mother faction by exchanging your supplies for their credits will do you no good when dealing with the PirateBois faction, unless they're specifically trading for those credits – and the exchange rate may be unpleasant.
Without faction credits, traders will have a rough idea what things are worth and what they can get for them, but may not be willing to trade (your four Sawblade Lances might technically be worth the same as a Triple-Barreled Shotgun when new, but the trader probably won't accept them at full 'value', especially if they're not in excellent condition. Some traders carry a quantity of small, common items to make up for this (bottles of alcohol or food, for example, are often valued as trade goods, as is junk that may be reworked into equipment.)
Not every creature you encounter is an unthinking beast. Many of them have feelings and thoughts. Some will run when the going gets tough. Some might want to talk things over. Others might be vulnerable to being fooled or flattered. Still others, like Champions and NPCs, might have things to do that don't involve the players.
A monster marked as belonging to a humanoid faction will want to make his way to a nearby hangout of that faction, sell things he isn't using, buy and equip better gear if he can, stock up on supplies, rest up until healed, and then go back out into the world to inflict more harm.
Monsters will want to establish a nest somewhere that's away from paved roads and foot traffic, and will establish this as a de facto fortress to hole up. Other monsters may end up living here as well if they are on good terms with the monster in question. Monsters that hoard treasure tend to bring it to their lair; monsters that eat the dead bring corpses back to their lair once they have one. In either case, monsters tend to rest and recover at their lair when they have one unless it is destroyed or they are very hungry, which can motivate them to go search for food even if they aren't in the best condition.
Typically, these 'ally factions' are monsters or other entities that work for humanoid factions, and as such will assist them but will generally not act to form their own plans and goals. As such, they usually require direction and often stay in one general area.
The Hostile archetype lacks subtlety - if it sees an enemy and isn't already avoiding combat due to injury, it will head straight for them and engage. They are typically not stealthy, and they are seldom talkative. They mostly focus on the thrill of the kill, but aren't above picking up equipment better than their own, or needed supplies, for their own use.
The Scavenger archetype is always looking for loot. If they spot a corpse or interesting objects, they will head for them and examine them to see if anything is there that they want. Scavengers return to their base of operations if they are injured and can't heal with medical supplies, or if they are encumbered. If unhurt, they will pick up things en route if not too inconvenient. Scavengers are generally not interested in starting combat unless they are hungry or desperate.
The Predator archetype likes to be stealthy and attack PCs from a point of surprise. They will often skip pre-combat if they successfully ambush a PC. They return to their base once they have made a kill, picking up what they need as a result. Predator monsters will eat their kills if nobody is nearby, or attempt to drag their kills off if they detect someone in the general area. Predator humanoids will loot the body of valuables and head for town to cash in - but may be willing to pick up one more big score on the way, if convenient.
The Wanderer archetype is as it says, a wanderer. It will roam the area without a particular goal in mind, and may or may not decide to investigate a particular location, hole up and rest, or head for a base of operations based on its current mood. It has no real objection to facing a player, but also has no interest in chasing them down if they escape a fight, for example.
The Paranoid archetype is a Scavenger that avoids PCs at all costs. It wanders and loots as it can, but will go out of its way to evade PCs if at all possible by the shortest route. If a PC is dangerously close to a Paranoid's lair, they will stay away from that location; if a PC is spotted when a Paranoid exits a lair, they will immediately return and fortify in their lair.
The Hunter archetype will go out of its way to confront PCs if it thinks they're weaker and easily bullied or killed, often preferring to stealthily sneak up and surprise them if possible. Hunter-AI monsters are basically Predators that prefer to choose their targets wisely, while Hunter-AI humanoids are basically Scavengers that aren't above scavenging pre-dead targets. Hunters are not above taking advantage of a fight already in progress.
The Defender archetype is most often found near a lair, and will deliberately act to defend that lair from intrusion. If patrolling the area around its lair, which it will do on occasion if the lair itself is not currently under threat, it will move to engage targets that are currently fighting its allies, or are too close to its lair.
The Trapper archetype is usually only found in humanoids; it is, essentially, a Hunter that routinely sets up traps to ensnare or dispatch weak targets, then moves in to clean up what's left behind. As such, some of their earnings tend to go towards new trap supplies to snare more people. Trappers that spot 'camped' players enjoy leaving a circle of traps around them, forcing them to step into trouble. Trappers like to leave their traps on known roads near their base of operations, but may wander if sufficiently motivated (insufficient successes).
AIs tend to follow basic routines and behaviors based on their current needs. If they're hungry, they eat. If they have no food, they'll try to find some. If they're monsters, they'll hunt prey; if they're human, they'll hunt a target if they don't have enough money to buy food. And so on. Medium term tends to be their 'general behavior', with short term being 'what are you doing now?' and long term being 'what are your basic goals?'
AI in the game uses a basic memory recall system regarding particular locations and creatures. If an AI is familiar with a player because it lost to them, then it may flee – or may want revenge. If an AI saw treasure on the road but couldn't carry it, they might go back for it. And so on. Typically, AIs have a 'morale' check based on their character type that determines how they deal with their memories and experiences - a Predator who barely survived their last encounter with a player may not be so quick to face them twice, while a Defender who recognizes the player as hostile will immediately move to defend the lair.
Faction Reputation influences AI behavior as well - a gang member will know if you have a significant reputation with their gang, and will bear this in mind when deciding whether to pick a fight with you. Reputation can scare off lesser entities while encouraging greater ones to see you as a threat; lack of reputation, meanwhile, might encourage lesser entities to fight while greater ones will assess you rationally.
A note on value:
Appraise is the amount 'Appraise' software will estimate its value as - you will get a close approximation via your own skills, but the software gets the number perfect. However, List Price (what you pay in stores) is increased by 10% (for levels 11 through 20) or 25% (levels 21 onward) due to the New Player Redistribution Tax Fund, which helps fund new players on their adventures. Occasionally, stores may sell an item for 40% off list price. Stores also buy items at (35% or more depending on the store) off of appraise price.
Items may be listed as Rechargeable or Repairable; Rechargeable items use power to function, and Repairable items can be repaired with a repair kit.
Armor items have the basic traits of Coverage, Bulk, Resistance, and Durability. They also have Additional Traits.
Coverage is written in percentage, and is what amount of your body is covered by the item. In most cases, the Coverage is limited at most to the size of the body part; Torso covers 50%, Pants cover 25%, Helmet covers 15%, Hands cover 5%, Feet cover 5%, and Accessories cover nothing (or 1% - the chance of a lucky save.)
Bulk is a number between 0 and infinity, and effectively reduces your Agility and ability to evade or move quickly when the armor is worn.
This is how much damage armor actually stops from hitting you if it does intercept an attack. Higher is better, though any damage intercepted by the armor comes out of the item's Durability.
This is how much punishment the armor in question can take before breaking. Broken armor is at half Coverage and Resistance, rounded down. If it takes more than twice Durability in total damage, it is destroyed outright and unrepairable. Certain armors have the Additional Trait of not taking more damage than Durability - typically rechargable armors meant to simulate energy fields, which usually also have the Trait of 'No Coverage When Broken'.
These are armor 'perks' that provide additional effects to the armor in combat. Typically, they consist of a perk name and a number, though some perks are 'one level' - there's no benefit to a higher number.
This armor is an energy field or other non-physical entity that simply stops working when broken; as such, they do not (usually) take further damage past Durability.
This armor can be repaired. Energy armor cannot be repaired, but must be recharged; other esoteric armors might be unrepairable and thus much less useful when they break.
This armor can be recharged. This is typically restricted to energy armor, which can only be restored via recharging. Certain ultratech items might also benefit from a jolt.
Typically combined with 'rechargeable', this allows a specific type of ammunition to recharge the armor. Note that 'Uses Q-Cells' is an option, as is 'Uses Rechargers' (special 'ammo' not used in weapons, but only to power objects) and 'Uses Anything', which allows it to convert any sort of power.
This armor requires magical energy to function, and in anti-magic zones (including temporary ones), it automatically has halved Resistance and Coverage.
This armor automatically repairs when the wearer defeats someone in combat (regains Durability equal to the negative HP the enemy was pushed to).
This armor cannot be destroyed by normal means - disintegration, overload, and similar effects may still work, but normal combat damage will not suffice. It is usually paired with No Coverage When Broken; without it, it is effectively Always On.
Add X x 10% x Coverage% to user's effective Agility when using this armor.
Add X x 10% x Coverage% to user's effective Strength when using this armor.
Add X x 5% x Coverage% to user's effective Charisma when using this armor.
Increases Charisma by X x 10% x Coverage% when intimidating others, but reduces Charisma by X x 5% x Coverage% when negotiating, getting prices, etc. Double these numbers if a helmet.
Add X x 5% x Coverage% to user's effective Dexterity when using this armor.
Add X x 5% x Coverage% to user's effective Luck when using this armor.
Add X x 5% x Coverage% to user's effective Willpower when using this armor.
Add X x 5% x Coverage% to user's effective Endurance when using this armor.
Add X x 5% x Coverage% to user's effective Perception when using this armor.
Allows you to use the Heads-Up Display combat options, as well as allowing you to use certain items without having to select them directly.
Heals you every (100 / X) steps.
Allows you to configure an automatic injection system using a Computer.
Allows you to eat without stopping using special feeding tube.
Allows you to drink while on the go, keeping you hydrated.
Monitors vital statistics and keeps you informed. The cheapest Biomonitor is available as a wrist Accessory, but they are also integrated into some heavy-duty combat armors.
Allows you to communicate with others far away.
Lets you hear (but not respond to) broadcasts from far away.
Device functions as a computer with power level X and can have programs installed on it.
Device automatically generates power that recharges available cells by X units per turn.
As with all items, armor value has three basic levels - list price, which is what a player is actually charged if bought new in a store; appraisal value, which is what it's currently worth; and sale price, which is what the player can get by selling it to a shop. Only appraisal value is set. As a rule, any item with damage loses part of its value - minus 20% immediately for the slightest scratch, then proportionately removing up to 70% more for amount of damage, down to 10% if broken; further damage reduces value from 10% down to zero based on the significance of damage.
Special traits add significant value based on a multiple of the appraisal price, and the cost to add them to an existing armor is similar.
The value modifier also is applied to any recycling gains - if an item gives 10 Steel normally, then a damaged item gives 1 to 8 Steel, and a broken one gives none.
All values are rounded down.
The worlds being dangerous places, most people will want to keep ammunition handy for their weapon of choice. In most cases, players do not get time to reload weapons in the middle of a tense fight, so making sure your weapons are reloaded after a difficult combat is important. Woe be to him who hears the dreaded 'click' of a weapon without ammo!
As a rule, ammo comes in the following formats:
Magazine - Works with a specific weapon type and ammo type, holds a specified amount of ammunition. Often found empty and can be manually reloaded. If you have a magazine with ammunition in it, you can choose to load it into your weapon and get the weapon's current magazine in exchange. You can also unload a weapon or magazine to extract all ammunition from it.
Box - A box full of loose ammunition. Can be manually loaded into a weapon or magazine.
Ammofac - This complicated device requires power to run, but allows you to convert ammunition into its components, and then convert those components into other ammunition as necessary. No longer must you suffer through having your .38 Special unloaded but have rivers of .22 LR ammo flowing past your feet!
Cell - A generic power cell meant to discharge into a weapon or other item to power it. Typically has a visible battery life; you cannot typically combine cells, but you can drain the power out of a cell with a Charge Unit.
Charge Unit - A power cell built to be rechargable from building power or other cells, and to be dischargable into other cells or appliances.
Generator - A device that automatically generates power, gradually recharging cells or charge units connected to it.
If a weapon runs out of ammunition, it can be reloaded with a combat turn if you have appropriate materials to reload with, but this may give your opponent time to close to ranges where it's no longer useful! Combat reloads also may cause you to drop the replaced magazine or battery onto the ground, if you have a replacement available - this allows you to reload quickly, at the cost of having to pick up the replacement later when there's time. Manually reloading a weapon takes much longer and is less likely to be useful outside of non-combat situations (unless you really just need one bullet).
While accessories are technically armor, their Coverage rating is usually very small (only capable of being hit on a lucky shot). Usually, they are carriers of Traits that aren't usually incorporated in lower-tech armor, such as radio broadcasting.