Game mechanicsMelee attacksNearly everyone might be forced to rely on their fists eventually, or simulacrum thereof. While they are not listed for every unit, every Oid is capable of them. All unarmed, untrained or improvisational melee attacks by Human sized Oids do 1 damage, plus the power rating of the Oid in question. Larger and stronger ones are capable of far more.
Fight DefensivelyYou can choose to fight defensively when attacking. If you do so, you take a -4 penalty on all attacks in a turn, to gain a +2 defense for the same round. If you trying to defend with a weapon appropriate to parrying the attack in question (such as melee vs melee, or ranged vs ranged), you gain a further +2 defense bonus.
Sneak AttackWhen attacking from surprise or firing with a concealed weapon on the first shot, a SNEAK ATTACK does double damage and ignores DEF bonuses granted by armor.
Tactics The base DC of a tactics roll is 10. Every 5 above that gives a +1 bonus, to a maximum of plus 6. You can apply the bonus to any of the following tactical plans-which require the minimum of logic and battlefield information, to fit in the situation you are planning for. You need some time to develop a tactical plan, and the bonuses may be redacted if battlefield conditions change greatly. 1/2 bonuses are rounded up. Competing tactics rolls are decided by whichever was higher-with the loser unaware until the attack his group is receiving no bonuses-likewise, an ambush tactic can be quickly thwarted with a higher roll.
Only one unit may be designated as 'commander' of a group, but others can assist with the aid action.
1/Assault Plan: Full bonus to Attack Rolls and 1/2 bonus to firepower to all units firing from well chosen position. Lasts as long as Commander remains in position and active to direct fire.
2/Defense In Depth: Full bonus to Defense and 1/2 Bonus to Armor to all units in a fortified area-lasts until the position is abandoned or heavily damaged.
3/Ambush: Full bonus to Initiative and 1/2 bonus to increase crit chance. Last three turns.
Aid ActionIn combat, Oids can aid one another. If you’re in position to make an attack on an opponent that is engaging a friend, you can attempt to aid your friend. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent, or a +2 bonus to Defense against that opponent’s next attack, as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack. This can be combined with a standard movement, or a standard attack-though you may receive a penalty for helping, in exchange for what you provide.
You can also use this standard action to help a friend in other ways, such as when he is affected by a malady, or to assist another players skill check.
Oid VirusesVarious computer viruses that effect Oids can be resisted with a successful WILL check, otherwise damage will be incurred-at which point, WILL checks are rolled every turn until the virus is deleted. Preforming no action in a turn but concentrating on curing yourself will give you a +5 to your WILL check and successes count as double in regards to amount of passed saves required to ameliorate the virus. Successful resisting or merely surviving a virus will give you a bonus to resisting that specific virus in the future. Nanoviruses are similar, except they are spread through physical means-and resisted with an ENDURANCE check.
Every Oid can also choose to perform a 'Hard Reset' maneuver in an emergency-which renders them completely incapacitated and helpless for at least 1d3 turns and has a chance to damage existing Fios and Chip programs, but will usually eradicate all viruses currently present. Extremely deadly viruses-such as RUTIACS-are special cases where all these rules may not apply.
Traits
Cannot be removed
Equippable
Unlimited Upgrade Slots/This item can process many devices and enhancements, but may require a general upgrade to the systems to handle increasing amounts.
Vulnerable to Crits/This item can critically fail on a roll of 1 during your attack roll.
No Firepower Bonus/This is an external weapon not linked to your systems, and gains no advantage from your FP stat
Heatbased/This weapon has a heat bar that rises as it is used. Firing the weapon with high heat is not wise. Cool and Hot climates slow and increase the gains and losses of heat, respectively.
Variable Fire/This weapon can choose from several different style of attack
Massive Recoil/Defense is halved while this weapon is being deployed and fired. Reflex checks automatically fail and you are immobile.
Double Hits/On one successful hit, you may attack again
Armor Piercer/This weapon ignores half the foes armor stat, rounded up
Building Power Boost(#)(+?)/This weapon is charged over time and unleashes bonus damage. The first number is the maximum turns it can be charged, the second is the bonus per charge. The effect expires if one full turn passes without satisfying the requirements.
Ammobased/These weapons can only fire a set amount of shots, then require reload-this usually takes an entire turn uninterrupted.
Skills
Athletics/Climbing, Jumping, Running, Swimming, Swinging. Might be required to hit extremely agile enemies or avoid very deadly area attacks.
Social/Seduction, Negotiation, Bartering, Diplomacy, General Charisma. Finding the best shops and facilities in Paradisum.
Perception/Searching, Spotting Hidden Foes, Deciphering Clues, Detecting Traps. Might be required to hit extremely stealthy enemies.
Subterfuge/Sneaking and Deceptive Actions-evading sensors, breaking locks, disabling alarms. Also countering deceptive actions against yourself.
Engineering/Upgrades and repairs, scrap enemies to make Chips. Can restore energy in field.
Medical/Tending to living beings. Surgery, Diagnosis and first aid. Can restore health to Humans in field.
Cyberspace/Moving through CS, hacking systems, and general user saavy-ness. Finding information and obtaining or upgrading advanced FIO
Lore/General uncommon History of Paradisum and the 'World Before'
Tactics/Gain Information on Unknown Enemies. Also used if leading a large force of soldiers in battle.
Piloting/Used for advanced vehicle control. For Flyers, needed for advanced aerial maneuvers.
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Known ShopsRestaurants1. Good Receptions/An expensive, trendy place that caters to Humoids-located in a scenic spot near the Garden Ring. Excellent food, drink and services.
Cost=500 Sil
Benefit=Well Fed (For 24 hours, you regenerate 10% of your Energy every 10 minutes~Equiv to 10 turns when not traveling)
Known by=RIU
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Loading Historical Archives...*New!*
Dimethylaminopropyline or DEP, is a term used for the various hazardous agents which are still found in quantities in the wastelands outside of Paradisum-they are usually concentrated in ruins and old structures, a sure hazard for any scavengers or explorers. There are so many different varieties classification remains elusive. It's theorized some sort of mass exchange of chemical weapons marked the most widescale of destruction of our world, though to what point, none can say. Perhaps there was none.
Oids are immune or resistant to nearly all effects of these chemicals-and a prime choice for forward scouts into such area afflicted.
DEP5/The least dangerous level five chems have usually gone 'bad' after exposure to the elements-they are harmless in the short term, though they may cause respiratory and hallucinatory issues if exposure is long term. Typically they are marked by pockets of harmless gas or smog, or viscous sludge-which may restrict visibility or mobility.
DEP4/This chems are not inherently toxic, but are highly corrosive. At this level, even Oids cannot sustain indefinite contact without extensive damage. Typically a 'hot zone' of chems remains heated by nearby malfunctioning equipment or underground phenomena.
DEP3/A defoliating agent primarily, DEP3 has been found to have the highest saturation levels of any chem weapon-and, they in turn left most of the world barren. They are harmless to non-plant based lifeforms.
DEP2/The 'Mutant' Chem, these compounds affect spontaneous changes in any living, cellular structure. Weaker types might only affect ensuing generations, but the stronger types can physically change a human being on contact. The Mutant Tribes have been known to fashion weapons using compound to use against humans-and in addition, the Paradisum council has authorized research grants into both chemical defense, and processing the chemical into a useable, steroid form.
DEP1/The most hostile of chemicals-these will kill a living being on contact, nearly instantly. There is no inoculation and no defense, except for being an Oid of course. DEP1 saturated ruins, and there are many, must be explored by entire Oid teams.
Chemical Warfare: A bleak evening
Around the time of the 'Fall', mankind's war machine was in full pitch-Wild Titans and genetic monstrosities were large enough to flatten entire cities single-handedly. In fact, much of the damage during this time was due to such devices, little more than walking weapons of mass destruction unleashed on the world. As the conflict ground on, the spectacular cost-of materials and human life-made these monstrosities increasingly untenable to produce-the machines alone required crews of upwards to twenty thousand men.
Decommissioning resulted in most cases-but in others, the host nation decided on an alternate choice-automation. This would turn out to be a mistake...given the relative simplicity of machine-mind interface at the time, it was inevitable they would not only gain a degree of sentience. In many cases, they merely defended themselves when their countries attempted to take them apart. In others, megalomaniac tendencies developed...
Simply put, the monsters went mad.
Naturally, that was the least of their problems at the time
...
Jaegoids were the third and final generation of the Great War Machines. Developed carefully and artistically by what few minds remained at the time with what littler material could be gathered, they were much smaller than their ancestors-yet still upwards of 250 feet-but, blessed with a full degree of intelligence, and more importantly...conscience. They were not built to fight one another-they were built to defend humanity against what had come before, in many cases their own predecessors.
In this, they performed admirably, their massive size and armament a fair match against the worst the war had produced-their intelligence and courage, more than making up for their size. The War between Jaegoids and the Waste Titans and Other Horrors has never been fully recorded-the Jaegoids themselves spoke little of such things-and only fractured lands and piles of scrap littering the wastelands testify to the awesome conflicts they endured. But many believe, if not for the Heroism of these very Oid-like beings, mankind would never have recovered.
When Paradisum was founded, only thee Jaegoids accompanied the caravan. One of which fell on the spot-his remains, by his own choice, stripped and made into housing. The second would fall in the Great Mutant Wars, protecting a desperate breach in the wall. The Third would be lost during an industrial accident, deep in zone 19-in his death throes, his body still holds up the collapsing ceiling that would have crushed the entire zone and all it's inhabitants, and it's there where his sad bones still lie. Many attempts have been made to persuade the Paradisum council to honor him, but citing the cost of such an endeavor and the disturbance to the community, all have been refused.
In many ways, though, the Jaegoid who saved Zone 19 is viewed as their own-an old Oid who did his duty, and now can rest in peace.
Del Toro's Megamachines Vol 5
Frezon/A powerful hydrogen based coolant compound, used by many hover vehicles in Paradisum for propulsion. Non-toxic and non-corrosive, it's only by-product is water mist, which alleviates concerns of air pollution, despite Paradisums extensive system of transport. Frezon can also be used as a potent weapon, capable of disabling and stunning hostiles with powerful, yet short blasts of extreme cold-and it works just as well on Oids as it does Humans. There's little chance of long term damage, assuming the subject is thawed quickly enough. The PPD uses Frezon stunners often, citing a high rate of success in taking down criminals non-lethally.
Frezon is produced in the Garden Ring under carefully controlled conditions.
Phospho/The source of energy that powers Paradisum's most hungry needs, 'Phospho' is a chemical derived from high intensity solar ray collectors-which are actually in high orbit, far above Paradisum. Delivered via space capsule, Phospho is always in high demand. When the viscous red chemical agent is exposed to air, it burns with great, yet brief intensity-and as such, finds good work in nearly all sectors of industry, powering industrial devices. It's also a potent offensive tool, capable of extreme incendiary damage to any lifeforms, or oidform.
Phospho itself replaced Plasma, which served a similar function, almost 30 years ago.
Electike/Electricity in it's purest form, Electike is the third 'base' chemical, around which Paradisum is built-and is unique in that it is a electrically powered, self sustaining liquid. All Oids have Electike in their bodies, similar to blood in that it is used to circulate and power their outer systems, while providing the metaphysical illusion of a pulse and living warmth. Electike runs through most of Paradisum's pipes, and to most of it's hub systems-a cumbersome system of above ground power lines is not needed.
74% of Electike is produced in the lower portions of the city, where chemical runoff can be safely disposed of-though the upper ring boasts many solar collector stations in a similar fashion, to supply the rest.
Elemental Chemistry 101
Among Oidkind, there is a much contested position among each of the Elemental Orders-that of the Master Oid, the most advanced and most influential. The 25 Senators majority vote on a candidate offered by Oid population, and as of 2097 no Master who has gotten to the Senatorial Chamber has been denied this position, or even lacked a single vote.
The Eight masters are primarily considered the premiere defenders of Paradisum-and by extension, Oidkind itself.
It's traditional for the master to take new (and somewhat ostentatious) titles as they ascend, pertaining to their elemental specialty.
1. Inferno Archmage
2. Jet Leviathan
3. Wirerider
4. Typhoon Falcon
5. Sniper Worg
6. Boomer Exfiltrate
7. Avalanche Allegro
8. Thega Illumares
Oidrights Initiative Primer
Paradisum is divided 25 zones, each of which is ruled by a Senator, elected through popular vote via that sectors population.
These 25 senators nominate one from their number to serve as chairman of Paradisum. The current Chairman, as of 2097, if the honorable Jadge Cleinton Maxwell of Zone 3.
Since 2084, Oids have been allowed to run for office, though not one has been elected.
Lrn-t0-V0te Dossier
The question many young people have asked-the one we can't answer-is what came before Paradisium?
I find it easier to say there was nothing before us.
It's better than the truth. And it's not entirely a lie, either. Whatever our ancestors did so ruined the Earth it was left nearly uninhabitable. The weather follows no natural patterns any longer-oceans occupy much of what was once our world-and, most of what land exists is merely dust, stone and unending desert. Their war machines, and their mutant abominations still roam, killing indiscriminately. The ruins outside our walls are a testament to their failure to uphold the promises they had made to their children.
So, tell them there was nothing before. We've to look forward, not back.
And if they persist? Well, they may not like what they find...
Hans Gartner, Pardisum Senator Sector 13
Zone 1-10: The Garden Ring, comprising of the best and brightest of the Paradisum citizenry. High defenses walls and a central location make it the secondary hub of the city, and many entertainment venues call this place home. Paradisums food and energy supplies are produced here through non environmentally destructive means.
Population/2,278,900 Humans...2,244,202 Oid
Zone 11-15: The Population Ring, occupying the top of non-radiated land cleared by the Paradisum drill rig during it's foundation. The largest population lives, works, and plays here-and the ring is constantly expanding outward, requiring ever more expensive defense walls to be installed.
Population/5,421,742 Humans...3,112,202 Oid
Zone 16-18: The Manufacturing Ring, Occupying the central area. Home to massive industrial and mining pursuits, few live here but nearly everyone works here.
Population/18,420 Humans...54,105 Oid
Zone 19-Zone 25: Deemed 'Hazard' areas, these Zones are marked for a lack of law and order and occupy the lower strata around the drill, which lies powerless lifeless to this day after it's work is done. Rebel and ACS activity is very high.
Population/1,178,900 Humans...1,167,202 Oid
2096 Census
Heading outside of Paradisum for a bit?
Wellllll hold on there little lady!
Don't you know there's MUTANTS out there? Egads! Never, ever, under any circumstance try to reason with them. Mutants are hardly better than wild, vicious animals-they're not people like you or me, or even a human robot, like all good Oids are.
No one knows where they come from, but they sure are dangerous! They can look like men, or just animals, but they're all wrong-twisted up inside and out.
If you see one, run away and call for your local 'Oid Brigade! They'll keep you safe-they keep us all safe, from the mutants and worse things outside the walls, like Titans.
You've never heard of a TITAN? Oh gosh darn! A Titan is bad machine, not like a good Oid, or even a broken Oid whose sick and needs the Hounds to help him. A Titan is a bad, bad thing left over from before Paradisium. No one knows where they come from, but if you see them you best vamoose! Even the best and bravest Oids don't tangle with them lightly!
Listen to Ranger Jed, he knows!
Ranger Jeds Saf-t Smart handbook
No one is sure what triggered their assault-the moment the scattered mutants seemed to organize into numbers we had never seen before. They literally came from nowhere, encircling Paradisum in a sea of flesh. We estimated they had more in their forces than our entire Human population in the city...and they didn't stop coming...were we a victim of some long thought out revenge? Or merely in the way of some mass migration?...
...We would have died if it wasn't for Boomer Ex. Other day I'd have laughed if you told me Oids could fight. I knew they had started to put weapons on them, but...he just came out out of nowhere. Boomer Exfiltrate! He had this cannon on his arm, he lit them Uglies up like firecrackers. He killed them all, he got us out on the lift. I asked him after, how do you feel? And he tells me...complete, but empty. Like he found his purpose in life, but...it wasn't a good purpose, you know? I suppose I'll be back out there soon enough. Just because I lost a leg doesn't mean we're a man down...
...Casualties continue to rise. We've killed so many of them they've begun making their camps from the bones. We can't win conventionally...but, Tacticus Lernica told me he had a plan...see, the mutants hate the sunlight. It makes them sicks. UV rays, for whatever reason. And...we've got a place we've known about for a long time...an artificial sun...but it's heavily guarded. You'd almost think the damn Titans are waiting for someone to come back.
...The final blast from the station put a halt to the War. None of the Oids got out, but Boomer Ex. I don't think we'll ever forget the smell of about five million Mutants burning up at once. Expansion is halted for at least 10 years while we try to clean it all up. They've all but poisoned the ground they died on. God, what a mess. But, good from bad, right? We'll plug in our growth nanites into the ground...make a forest out of their dead. It'll clean the poison, slow but sure. In thirty years, we'll cut down the forest and make tables. Good idea, huh?
Excerpts from the War of 2077
Created from the bones, ashes and bodies of the millions of Mutants who died in the 2077 invasion by quick growth Nanites. It's a dark place, where life is pernicious and deadly-most of everything is poisonous to humans, and the nanites themselves have evolved in unforeseen ways...'mechanimals' are the most deadly of these, which seem to be natural creatures infected by Nanospores and assimilated against their will. Not a few of them have evolved to hunt Oids, begging the question what exactly Paradisum has created...
Intro to Speculative Nanology
1: Arma Obsidian Elpizo/Model retrofitted for Deep Core Exploration during the time when the great drills ran. Lost in action, 2062.
2: Arma Eternus Falsch/Commended for fighting in the mutant wars of 2077. Still active of 2097, but retired.
3: Arma Atamancer Gold/Destroyed in 2093 during the Section 24 riots.
4. Arma Obsidian Francis/Missing in Action of at 2096, during deep mining expedition. Presumed Dead.
5. Arma Olympia Tiberius/Destroyed in Mutant Wars of 2077. First Oid to be given posthumous medal of gallantry.
6. Arma Atamancer Silver/Succumbed to earlier form ACS and general mechanical breakdown in 2091. Voluntary self destruction.
7. Arma Olympia Nero/Destroyed in Mutant Wars of 2077. Second Oid to be given posthumous medal of gallantry.
8. Arma Olympia Septima/Still active of 2097. Recently removed from retirement.
Coppola's Legacy, Volume 1
Deep exploration of the Wastelands has, as of 2097, been officially halted due to the crisis....and all K&E squads have now been disbanded and reapportioned. For historical purposes, the common squad manifest has been included here for perusal. At the height of the project, 15 squads were in full time, active duty.
It is known that many K&E squads suffer from a combination of E.R.A.C.S and and machine based stress disorders. The Paradisum council has promised to extend them aid after the current crisis is resolved.
Further information on the means and results of the K&E project are as of now classified by reason of state secrecy, via unanimous decision of the Paradisum Council.
STRIKER
Function:Offense, Recon
Addm: Striker Units are noted for their strong interior defenses and initial resistance to E.R.A.C.S, or early form RUTIACS. Many units have agreed to undergo testing to help resolve the current crisis.
THINKER
Function: Strategic Planning, Command Role
Addm: As of general order 78G, all Thinker Units have been decommissioned or are kept under comfortable confinement, due to invasive mental and physical flaws. Any Thinker unit not complying with the order is labeled a Rogue AI by the Paradisum Council.
SNEAKER
Function: Subterfuge, Infiltration, Covert Assault
Addm: Sneaker Units are noted for a high success rate in their missions, and the council has approved extensive upgrades and retrofitting for Hound Service.
DEFENDER
Function: Heavy Combat
Addm: Defender units have suffered high losses due to their lack of self preservation. As of 2097, only three remain in active service as Hounds.
RESOLVER
Function: Repair, Resupply, Retrofit, Medical
Addm: Resolver units have always shown high mission efficiency, but suffer from a lack of loyalty to Paradisum. Events have unfortunately made it clear that the entire line is infected with A.C.S, as all known surviving models have refused official orders and joined the Harrier Alliance. Such an event is unprecedented and requires the gravest of charges-Kill Order 16R. All Resolver Units are hereby subject for termination or capture.
Note-Lifetech is currently in legal limbo, in regards to the creator of the RIU's perceived wishes. This is a mockup advertisement intended for wide scale release, should the technology become their domain.
Have you recently lost someone you loved?
Do you wish you could hold them...one last time?
Lifetech is here to help.
Our highly advanced Humoid designs are pattern recognition trained to simulate those you've lost perfectly. They are trained in grief counseling, psychology and therapy-to make this difficult time easier.
When you're done, merely send them back to us-the Oids will be souls given purpose and life beyond death, and they'll never forget you or the love you give them. Nor will you forget them.
Our current models include...
REI, Emotive Intelligence
RIG, Integrated Genetic
RIU, Inquisitive Unit
And coming soon!
RES, Eternal Soldier
RUL, Unending Lover
RVT, Venerable Teacher
Pardisum has long evolved past the simplistic monetary standards of the olden times.
Instead of a simple system of exchange, every being-from Human to Oid and even some FIO use the 'Sil' system, or Simulated Interface Line.
A SIL is not a physical thing, but a unit of worth assigned to a beings pardisum credit account. These accounts can be accessed by nearly every Paradisum citizen and Oid remotely.
Sil is used for buying and selling goods and services. Bartering is not unheard of, but circumventing the system violates a number of laws. Use your best judgement and report illegal bartering.
Sil services can, and have been, interrupted in times of crisis-to safeguard the economy or deny funds to proven state enemies.
Intro to Economics