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The 'Verse: The Fellwars

Started by deadone, March 28, 2007, 04:54:36 PM

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deadone

Helania

Helania is one of the most important systems in human space.  It boasts three rich asteriod rings, Seven habitable planets and four gas giants.  It is convieniently located near the center of a cluster of important systems and at the heart of an etensive trade network.
It is also home to Peladino, the capitol of the human empire.  


Pelandino
The fifth planet of the Helania system, Peladino is a large, primarily oceanic world.  It sports two land masses near to the south pole, each around 2/3s the size of Austrilia.  Each is covered in massive agricultural works, terraforming stations and starports.
The shallow seas of the world are dotted with underwater cities that rise up through the depths into massive spires that tower into the skys.  The skys, in turn, are filled with endless streams of traffic from the landmasses, bearing goods and people.
Peladino has the largest Born population in the galaxy.  Of the 8.3 billion who live here nearly 75% are Born, and a further 60% of those are Arbiters.
The greatest of the undersea cities is New Sehkmet.  Nearly the size of a small continent in its own right, the city boasts a population of nearly 3.2 billion, and almost 80% of these are Born.  New Sehkmet is the capitol of the Arbiters.  Training facilities the size of many old Earth cities fill the lower reaches of the city, and massive administrative complexes fill the upper spire.  At the city's heart are the homes of the Master Arbiters, the Wings and the High Arbiter himself.
The orbits of Peladino is not vacent.  Three moons carve a graceful dance about the planets, accompanied by an unimaginable plethora of orbital stations, ships and defensive installations.  Among the myriad stations in orbit, the most noteable is the High Academy.  A massive station in low planetary orbit, the High Academy is the home of several hundred hyperitellect scientists and their attendant research staffs.  The High Academy is one of the most productive research facilities in the galaxy.  It is headed by a board of 3 the generation's 4 c2 hyperintellects and a the current generation's only c3 hyperintellect.
The two moons house the industrial sectors that support Peladino and are inhabited primarily by Pure.

Astar Spaceyards
Located in the second asteriod belt, the Astar Spaceyards are one of the largest shipping facilities in the galaxy, second only to the AriesTech facilities in the Olympus system.
The shipyards boast a population of 2.6 billion employees, and is capable of turning out thousands of crafts a month, and its extensive stardocks can repair/retrofit tens of thousands of ships at once.
The Astar Spaceyards are firmly under the control of the Arbiters.

The Nexus
The Nexus is a truely collosal network of Jump Stations that surrounds three of Helania's four gas giants, and which has dozens of stations orbiting each of Helania's planets and asteriod belts, as well as outposts in every other system inhabited by hummanity (and even a few in systems beyond mankind's reach)
The Nexus can take you anywhere you should wish to go.
Filthy human worm-babies!

deadone

The Shartan Canyonlands

On the ascentant galwestern* edge of habitated space is the Shartan dust field.  The pluverised remnants of at least four large planets, three asteriod fields, an artifical sun and a small dyson sphere, the Canyonlands is a massive cloud of dust and asteriods of varying sizes.  The close proximity of the asteriods to one another creates a three dimensional maze of tight spaces and tunnles, which grants the region its name.
The Shartan Canyonlands are littered with the broken hulls of thousands of ruined starcrafts, ranging in size from light swarmer drones to carrier class hulls, remnants of the Fell wars.  The brief exploritory survey performed on the Canyonlands revealed that they were once home to an artifical solar system inhabited by an extremely advanced race.  The system was destroyed when the Fell invaded, destroying the dyson sphere which in turn caused the collapse of the artifical star at the system's heart.
These days, the Canyonlands serve as a base of operations for pirates and scavengers of all kinds.  The massive scope of the Canyonlands have allowed these outcasts and criminals to hide from the Arbiters.  This fact has resulted in an inordinate number of renegade Born among the inhabitants of the Canyonlands.



* Directions in the 'Verse are determined as follows.  Place a birds eye view map of the galaxy so that the galaxy spins clockwise.  Draw a line from the center of the galaxy through Earth.  This is galnorth.  Galeast, galwest and galsouth are determined based on this.
ascentant, descentant and median are based on the center of the galactic plane (ascentant being above, descentant being below and median being on the plane, according to above clockwise birds eye view)
Filthy human worm-babies!

deadone

Born Naming Conventions

Since the third generation after Galileo Ducant, certain naming conventions have been emerging among the Born.
At age 18, a Born is allowed to choose their family name.  This is an extremely important step in the Born's life, as the family name they choose is effectivly a declaration of loyalties in the world of Born politics.
A Born may use as many of their bloodlines as they want in their name.  Each name they use is seen as a pledge of alligence to that bloodline.  The order of the names used denote the priority of that alligence, from greatest to least.  So someone with the family name of Washington-Exbridge-Hyde is declaring alligence with the Washington, Exbridge and Hyde bloodlines, even though those might not be all the bloodlines they have.  This individual has declared their first loyalty to the bloodline of Washington, so if they become involved in a conflict between the Washingtons and the Exbridges, they will take sides with the Washingtons.  It should be noted that the Ducant name is almost always put first in a name.
In addition, there are certain prefixes that can be added to a name.  
El: Denotes alien ancestry.
Sur: Denotes divine or semidivine ancestry.
Li: Denotes geneticly manipulated bloodline.  A derogitory prefix, it is required by law that a Born or Pure who descended from or is the result of genetic experimentation bear it.
Bin: Denotes the product of inbreeding as recent as two generations previous.  The Bin prefix carries wildly varying social status.  On many worlds, especially those where the P.o.t.P. or Arbiters have strong influece, it carries a massive negative stigma.  However, on some strongly Unification influenced worlds, the prefix bears a "blue-blood" connotation.
Er: Not actually a prefix, the Er title comes before the family name and denotes abberant Gifts.

Bloodlines and Politics

The importance of bloodlines varies from world to world.  It is especially important in Unification worlds, but it has some impact on the politics of the Arbiters.  Bloodlines are meaningless on P.o.t.P. worlds.
Filthy human worm-babies!

deadone

Divinity in the 'Verse

To understand divinity in the 'Verse, one must understand the science of Memetics.
Memetics, as it is known in the 'Verse, was origionally discovered in the Third Generation by the c2 Hyperintellect Isaac Gates.  Gates was primarily a psychologist (as much as a c2 can be said to primarily belong to any discipline of science) and philosopher, who studied clasical Memes and thought, with a goal of discovering the nature of free will.  As a side project, he was studying Unification Theory.
In his research, he discovered two breakthroughs.  The first was the discovery and conclusive proof of Unification.  The second was the discovery and conclusive proof that the primary particle of existence was mirrored by a secondary "abstract" particle, which Gates named the Meme.  According to Gates's discovery, free will, thought and the supernatural are created when base matter is influenced by the movement of Memes.
Effectivly, according to Memetics, there exists a simultaneous reality based Memes.  Later studies have proven that this Memetic existence is inhabited.  Many have come to call this simultaneous existence the Spirit World, although Memetisists cringe at this term.
Memetic existence influences and is influenced by Material existence.  Biomemetic organisms actually develope Memetic "shadows", which allow them to do things that are often thought of as impossible (the Born are an example, the Fell another), and some Memetic entities develope Material "shadows", which many refer to as gods or spirits, although many Memetisists will collapse whimpering into a fetal position upon hearing these terms used.
(Ghosts are the result of a biomeme dying and their Memetic shadow continuing to exist).

Note: Not even Deravin Idavo could find a way to Unify the Material and the Memetic.[/color]
Filthy human worm-babies!

deadone

Charity

The second planet of the Hierophant system, Charity used to be a verdant paradise.  An agricultural/resort/research colony, Charity was one of the most heavily populated planets of its time.
Now, it is a permanent monument to the ravages of the Fellwars.  But really, what do you expect to happen to a highly strategically valuable world on the edge of human space left unprotected when an invasion begins?
- Tine Er Bin-Ducant, the Scholar of the known 'Verse


  Charity was once a a lush and beautiful planet in the Heirophant system.  Its native ecosystem combined well with the terraforming efforts, producing a healthy, vibrant biosphere.  Charity was in fact, the only Gaia class world* ever recorded.
  Then the Fellwar began.  Charity was the starting point of the war.  The Fell infected around 1/3 of the population.  Among those infected were hundreds of Born, including a handful of Master Arbiters and  Eannatum Eliot-Ducant, the 12th High Arbiter.
 On what is now known as the Day of Charity, all the infected entered the third stage of Fell infection, and went brezerk.  In less than 8 hours, the planetary population had been decimated.  The Fell invasion had begun.
  Over the next three generations, the Fell strip mined the world, turning it into a fortress world.  The verdant ecology was destroyed.  The final nail in Charity's coffin came in the last days of the war, when the fleets of Jericho Haly-Eliot-Carver had driven the Fell back.  Charity was the last Fell world to fall.  The Fell had dug in too deep to be rooted out quickly enough in a ground war, and a protracted ground war would bolster their ranks when the invaders were infected.
  So Jericho took the only option he could see.  He bombed the world into a radioactive hell.
  These days, Charity is a faintly glowing cinder.
Filthy human worm-babies!

deadone

Basic world classifications
Class 0: A class 0 world is a world where local conditions cannot support any form of human inhabitation or recognizable biosphere.  Class 0 worlds are reletivly rare.  (worse than Mercury)
Class 1: A class 1 world is a world where local conditions prevent teraforming or recognizable biosphere.  Humans inhabiting class 1 worlds requires the use of heavily shielded habitation complexes, usually located underground.  (Mercury, the Moon, ect)
Class 2: A class 2 world is a world where local conditions allow for minimal teraforming.  Human inhabitation requires constant habitat control.  Any biosphere requires constant supervision to survive. (Venus)
Class 3: A class 3 world is a world where local conditions allow for an existing biosphere (however primitive), and teraforming.  Human inhabitation requires some habitat control.  The biosphere can surivie on its own, but requires supervision to survive extensive human development. (Mars)
Terra Class:  A Terra class world can support as self sustaining biosphere and can be teraformed to the point where humans can surivive on the planet without the need for habitat control.  The biosphere can survive major disasters.
Terra+ Class:  A Terra+ class world supports a native, self sustaining biosphere.  The conditions of a Terra+ class world are actually better for human survival than Earth is, as the biosphere is capable of natural habitat control.  Terra+ is the highest class human teraforming technology is capable of.
Gaia Class:  A Gaia class world has an increadible natural biosphere, capable of adapting to any threat.  New species are almost instantly assimilated, ecological disasters such as supervolcanic erruptions or massive impacts have little to no impact on the overall biosphere.  The biosphere is even capable of surviving sustained planetary bombardment without lasting harm.  Even blowing a Gaia class world into pieces would not be entirely effective, as the largest chunks of the planet would shortly develope their own ecosystems.  The only way to truely destroy a Gaia class world's biosphere would be to reduce the planetary crust to a molten state then irradiate the world.


In light of this, it is slightly inaccurate to say that Charity is a lifeless world.  Slowly but surely, the ecosystem of the world is recovering and adapting to the new state.  Its just not really inhabitable by humans.
Filthy human worm-babies!

deadone

Abiter Blade

An Arbiter Blade is a wedge shaped blade of shimmering energy that extends from a glove when activated.  It is illegal for anyone but an Arbiter to wield one.
The blade's color denotes the wielder's rank.  Low Arbiters wield Violet & Red Violet blades, Arbiters wield Red & Red Orange blades, Master Arbiters wield Yellow & Yellow Green blades, Wings wield Green blades and the High Arbiter wields a Blue blade.

An Arbiter Blade is an exotic, one handed melee weapon that deals 1d4 damage.  For every 5 HD of its weilder, the damage dice for the Arbiter Blade increases by one step and the blade gains a +1 enhancement bonus to attack and damage.  An Arbiter Blade can deal lethal or nonlethal damage without penalty.  An Arbiter Blade may be activated as a free action.  When inactive, an Arbiter Blade resembles a simple glove of black carbonmeme fiber.
If the Arbiter wielding the blade has any Memechanneling (Weapon) abilities, the Arbiter Blade gains the traits granted by those abilities.
An Arbiter Blade has negligible weight and a black market value of 875,000 credits.  An Arbiter Blade can only be weilded by a creature with the (born) subtype.


Arbiter Armor

Arbiter Armor is a bodysuit of carbonmeme fiber with plates of Dikavnium protecting key parts of the body.  Arbiter Armor worn by Arbiters ranking Master Arbiter or higher are embossed with the symbols of that Arbiter's bloodlines at prominent places.  When active, a suit of Arbiter Armor absorbs all light that strikes it, and in fact draws light in from its surroundings.  This creates the effect of a vibrant aura of darkness surounding the Arbiter wearing it.  Some suits of Arbiter Armor come with a Dikvanium helm.
It is illegal for anyone save an Arbiter to wear Arbiter Armor.

Arbiter Armor provides an armor bonus of +6, has a max dexterity bonus of +8, an armor penalty of -2 and weighs 30 lbs.
When active, a suit of Abiter Armor gains an enhancement bonus of +1/10 HD of its wearer and grants its wearer immunity to Sneak Attacks.  Activating a suit of Arbiter Armor is a free action.
If the Arbiter wearing the Arbiter Armor has any memechanneling (Armor) abilities, the Arbiter Armor gains the traits granted by those abilities.
A suit of Arbiter Armor has a black market value of 500,000 credits.  Arbiter Armor can only be activated by a creature with the (born) subtype.


Arbiter TacHelm

An Arbiter TacHelm is a black carbonmeme fiber cowl that covers its wearer's upper face.  TecHelms are equiped with advanced, omnidirectional sensor arrays and tactical micro computers. TacHelm links directly into the optic centers of its wearer's brain, providing HUD that displays constantly feeds tacticle data to its wearer.  This provides the wearer with near perternatural combat awareness.
Furthermore, Arbiter TacHelms have access to Arbiter databases describing all registered Born and Pure criminals, as well as the Arbiter communications net.
It is illegal for any save an Arbiter to wear an Arbiter TacHelm, although weaker models are avaliable to the public.

An Arbiter TacHelm grants its wearer complete awareness of their surroundings out to 600 ft. regardless of conditions of visibility or cover.
The Arbiter TacHelm grants its wearer Improved Uncanny Dodge, a +3 insight bonus to AC, Attack and Damage rolls and Reflex saving throws.  
The Arbiter TacHelm grants its wearer a +5 bonus to spot, listen and seach checks.
If the wearer of the Arbiter TacHelm spends three rounds observing an enemy, the Arbiter TacHelm grants its wearer and anyone else wearing an Arbiter TacHelm within 600 ft. complete knowledge of opponent's base AC, attack bonus, max hit points and any special abilities they posses. This allows the wearer to "metagame", tailoring their use of Power Attack, Combat Expertise, and the like.  This ability does not work on enemies who are not in the Arbiter databases (a rare enough occurence to warrent an extrodinary ability).
An Arbiter TacHelm costs 30,000 credits on the black market.


Arbiter Medalion

The badge of authority for an Arbiter, an Arbiter Medalion is a small disc of Divkavnium laced with bilateral cabonmeme.  The symbol of the Arbiters is embossed on the front of the medalion.  Arbiters often use these medalions to enhance their abilities and to imobilize prisioners for capture.
It is illegal for anyone save an Arbiter to wear an Arbiter Medalion.

If anyone who does not have the Arbiter Acyloyte Training, Low Arbiter Training, Arbiter Training, Master Arbiter Training, Wing Training or High Arbiter Training traits tries to wear an Arbiter Medalion, they must succeed at a Fortitude saving throw (DC 30) or be paralyzed, and have anyone wearing an Arbiter Medalion within 50 miles become aware of their prescence.
If the Arbiter wearing an Arbiter Medallion posseses any memechanneling (Misc) abilities, the Arbiter Medallion gains the traits granted by that ability.
An Arbiter Medalion has negligible weight, and costs 1,000 credits on the black market.
Filthy human worm-babies!

deadone

Born Subtype

Born are humans born with superhuman powers.  Their abilities are many and various, but they share a few basic characteristics.

Born Traits
Bloodlines (ex): All Born posses this ability.  The details vary from Born to Born.
Memechanneling (ex): Some objects exist that are empowered when a Born weilds or wears them.  Three subcategories of this ability exist: Armor, Misc and Weapon.  When a Born possesing memechanneling quality wears or wields an object that is affected by the appropriate type of memechanneling, that object gains the described traits.
Filthy human worm-babies!

deadone

The High Arbiter
The High Arbiter towers well over six and a half feet.  He has the muscular physique of a powerful Born that has pushed himself to the limits of edurance every day of his life.  His appearence is immaculet, from his close cut hair to his perfectly tailored clothing, he is the image of discipline and drive.  His eyes are an icy grey, and his gaze is unsettelingly intent.

Alexander Rayner-Ducant-Exbridge-Hyde-Washington-North of New Mars, the High Arbiter; CR ?
LN Medium Sized Humanoid (born)
Init:  +35 (Dex, Superspeed, Superior Initiative); Senses: Spot +52, Listen +52, True Seeing, Darkvision 1,000 ft., Low-Light Vision
Languages: Arbiter Code, Bali, Chinese, English, French, Korean, Peladain, Spanish, Trade, Tongues
--
AC: 92 (+10 Armor, +8 Deflection, +11 Dex, +3 Insight, +9 Int, +25 Natural, +16 Superspeed), Flat Footed 28, Touch 63
HP: 943 (40 HD); Fast Healing: 44, DR: 19/-, SR: 50
Fort: +43 Ref +51 Will +28
--
Speed: 300 ft. (60 squares), fly 5,000 (perfect)
Melee: Arbiter Blade +94/+94/+94/+94/+94/+89/+84/+79 (10d6+65 plus 5d6 cosmic 19-20/x2 plus 3d6 plus destruction)
Ranged: Energy Bolt +59 (20d6+21 cosmic)
Space: 5 ft; reach: 5 ft.
Base Atk: +32 Grp: +63
--
Abilities: Str 52, Dex 32, Con 48, Int 28, Wis 18, Cha 36
SQ: Bloodlines, High Arbiter Training, Hyperintellect c1, Memechanneling, New Mars Training
Feats: Combat Expertise, Cleave, Close-Quarters Fighting, Combat Reflexes, Deflect Arrows, Diehard, Dodge, Endurance, Great Cleave, Greater Weapon Focus (Arbiter Blade), Greater Weapon Specialization (Arbiter Blade), Improved Bull Rush, Improved Critical (Arbiter Blade), Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Power Critical (Arbiter Blade), Prone Attack, Run, Skill Focus (Diplomacy), Spring Attack, Stunning Fist, Weapon Focus (Arbiter Blade), Weapon Specialization (Arbiter Blade), Whirlwind Attack
Epic Feats: Improved Combat Reflexes, Armor Skin x2, Blinding Speed x2, Devastating Critical (Arbiter Blade), Epic Dodge, Epic Prowess, Epic Skill Focus (Diplomacy), Epic Weapon Focus (Arbiter Blade), Epic Weapon Specialization (Arbiter Blade), Fast Healing, Improved Spell Resistance, Overwhelming Critical (Arbiter Blade), Self-Concealment, Superior Initiative
Skills: Bluff +53, Computer Use +57, Concentration +62, Craft (Chemistry) +57, Diplomacy +76, Disable Device +57, Disguise +51, Escape Artist +54, Gather Information +53, Intimidate +53, Knowledge (Arbiter Lore) +57, Knowledge (History) +57, Knowledge (Science) +57, Knowledge (Technology) +57, Listen +52, Move Silently +54, Navigate +57, Open Lock +54, Pilot +54, Profession (Arbiter) +47, Psicraft +36, Repair +57, Search +52, Sense Motives +49, Sleight of Hand +54, Spellcraft +35, Spot +52, Survival +47, Treat Injury +47, Tumble +54, Use Rope +54
--
Environment: Any
Organization: Solitary, Strike Squad (High Arbiter, 2-10 Master Arbiters), Legion (High Arbiter, Wings, 10-100 Master Arbiters, 100-1,000 Arbiters, 500-5,000 Low Arbiter, 50,000-500,000 Acolytes, 1,000,000-5,000,000 soldiers)
Treasure: Equipment
--
Bloodlines (Ex): The High Arbiter has the following qualities due to his bloodlines.
He can cast Alter Self at will as a swift action.
He can control any electronic device within 10,000 ft. with a purely mental swift action.  The degree to which he controls such devices is equal to the amount of control he would have if he had tapped into the device with an override kit.
He can fly with a speed of 5,000 ft. and perfect maneuverability.
He gains a +20 bonus to damage.
He gains a +10 bonus to bull rush and grapple checks.
He can lift x1024 what his strength score would indicate.
He can see and hear at a distance far beyond that of a human being. He suffers distance penalties of -1 per mile instead of 1 per 10 feet.
He has constant True Seeing, Darkvision 1,000 ft. and Low Light Vision.
He has DR /- equal to his constitution modifier.
He has fast healing equal twice to his constitution modifier
He has Mettle and Improved Mettle.
He has natural armor equal to his constitution modifier.
He has SR equal to 10+his HD.
He has Superspeed level 16, which grants him the following: +16 speed bonus to AC, initiative, and Reflex saves
+16 speed bonus to attack rolls and +8 to damage rolls
The High Arbiter may take 16 swift actions in a round
The High Arbiter reduces the amount of time to complete an action by 3 steps, allowing him to take full round actions as swift actions.
Characters with less than Superspeed level 8 are considered flat-footed for the purposes of The High Arbiter's attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
When using the run action, The High Arbiter moves x80 his movement rate (24,000 ft., fly 400,000 ft.)
By using the Push, The High Arbiter may accelerate even beyond this speed. He raises his run multiplier by a power of 1 every round he spends this way. He suffers 1d6 points of Constitution damage per round while using the Push at third level (x80^3) and 2d6 points of Constitution damage per round while using it at maximum level. (x80^4)
He has Telepathy with a range of 10,000 ft.
He is immune to cold, electricity, and fire damage.
He may, as a swift action, hurl bolts of cosmic energy that deal 20d6+20 damage.  These bolts have a range increment of 1000 ft. and no maximum range.  The High Arbiter may use this ability only once per round.
High Arbiter Training: The High Arbiter has trained his entire life with fanatical devotion.  He is one of the most skilled entities in the 'Verse.  This grants him the following benefits:
Base Attack Bonus as a fighter
All good saves
Bonus feats as a fighter of his HD
12+int modifier skill points per HD
Unarmed damage, feats and flurry of blows of a monk equal to his HD.
Uncanny Dodge.
Improved Uncanny Dodge.
Intelligent Defense.
Defensive Roll
Sneak Attack +5d6 plus 2 dex.
Missing the High Arbiter with a melee attack provokes an attack of opportunity from him.
He gains a +2 bonus to AC for every -1 penalty he takes to attack while using Combat Expertise.
He +10 to attack rolls when unarmed or wielding an Arbiter Blade.
He treats an Arbiter Blade as a special monk weapon.
He gains the following bonus feats: Combat Expertise, Combat Reflexes, Dodge, Endurance, Improved Grapple, Iron Will, Lightning Reflexes, Power Attack, Run and Weapon Focus (Arbiter Blade)
Skill Mastery: Balance, Bluff, Diplomacy, Gather Information, Listen, Sense Motives, Spot, Tumble, Use Ropes.
Hyperintellect c1 (ex): The High Arbiter is a c1 Hyperintellect.  This grants him the following:
All intelligence, charisma or wisdom based skills are class skills for the High Arbiter.
He has a +5 bonus to all intelligence checks and intelligence based skill checks.
He gains bonus skill points per level equal to his intelligence bonus (this means that he gains 12+2x his intelligence modifier skill at each level).
Memechanneling (ex): The High Arbiter has the following Memechanneling abilities:
(Armor) No maximum dexterity bonus.  No armor penalty.  Provides Energy Resistance 40 to all energy types.  Provides Immunity to Vacuum, Radiation and Atmospheric effects.  Provides immunity to critical hits.  It provides DR 30/epic.  It provides a deflection bonus equal to its wearer's Cha modifier to AC.
(Misc) Grants its wearer constant Tongues effect.  Grants its wearer immunity to mind affecting effects.  Its wearer does not need to eat, breath or sleep while it is worn.
(Weapon)  May make and additional two attacks as part of a full attack action at the wielder's highest base attack bonus.  These additional attacks stack with the extra attacks granted by such abilities as flurry of blows or the extra attack granted by the Haste spell.  Pierces damage reduction as an epic, lawful, adamantine weapon.  Deals an additional 5d6 cosmic damage.
New Mars Training: The High Arbiter is a graduate of the New Mars academy.  This grants him the following benefits:
All allies within 300 ft. of the High Arbiter that can see and hear him gain a +3 moral bonus to AC and Attack Rolls.
All enemies within 300 ft. of the High Arbiter that can see and hear him must succeed at a will saving throw (DC 43) or suffer a -3 penalty to AC and Attack rolls.
Bonus Feats: Leadership, Epic Leadership, Legendary Commander

Equipment: The High Arbiter has unlimited access to the Armory, and, as such, has access to the most powerful Tools known to man.  This lists his base equipment.
Arbiter Blade: The High Arbiter's Arbiter Blade is blue in color.  It deals 10d6+8 damage and has a +8 enhancement bonus to attack rolls.  When weilding it, the High Arbiter may make and additional two attacks as part of a full attack action at the his highest base attack bonus.  These additional attacks stack with the extra attacks granted by such abilities as flurry of blows or the extra attack granted by the Haste spell.  It pierces damage reduction as an epic, lawful, adamantine weapon.  It deals an additional 5d6 cosmic damage.
Arbiter Armor: The High Arbiter's Armor is embossed with the symbols of his bloodlines.  It has a +4 enhancement bonus to AC and a +8 deflection bonus to AC.  It has no maximum dexterity bonus, no armor penalty.  It provides Energy Resistance 40 to all energy types.  It provides Immunity to Vacuum, Radiation and Atmospheric effects.  It provides immunity to critical hits.  It provides DR 30/epic.
Arbiter TacHelm: The High Arbiter's Arbiter TacHelm grants its wearer complete awareness of their surroundings out to 600 ft. regardless of conditions of visibility or cover.
The Arbiter TacHelm grants its wearer Improved Uncanny Dodge, a +3 insight bonus to AC, Attack and Damage rolls and Reflex saving throws.
The Arbiter TacHelm grants its wearer a +5 bonus to spot, listen and search checks.
If the wearer of the Arbiter TacHelm spends three rounds observing an enemy, the Arbiter TacHelm grants its wearer and anyone else wearing an Arbiter TacHelm within 600 ft. complete knowledge of opponent's base AC, attack bonus, max hit points and any special abilities they posses. This allows the wearer to "metagame", tailoring their use of Power Attack, Combat Expertise, and the like. This ability does not work on enemies who are not in the Arbiter databases (a rare enough occurrence to warrant an extraordinary ability).
Arbiter Medallion:  The High Arbiter's Arbiter Medallion grants him constant Tongues effect.  It grants him immunity to mind affecting effects.  Its wearer does not need to eat, breath or sleep while it is worn.

Alexander Rayner-Ducant-Exbridge-Hyde-Washington-North of New Mars is the single most powerful man in the 'Verse.  The supreme ruler of Peladino, the lord of the Arbiters, practically a force of nature in his might.
He is the 23rd High Arbiter.  He was born on Peladino, the son of the previous High Arbiter and one of his Wings.  From birth, his power was evident.  He grew quickly, completeing his Arbiter Training by age 12, his Master Arbiter Training by 22, and his High Arbiter Training by 28.  When his father died at Chion, he assumed the role as High Arbiter.
The High Arbiter is devoted to the cause of his people.  He sees all Born as family, regardless of power, and he extends a sort of honorary Born status to those Pure who become Acolytes.  He has fathered thirteen children in the name of his people, among both powerful and weak bloodlines, in the hope of spreading his gifts through the future generations.  Those Born that become criminals and prey on other Born are subject to the wrath that only a betrayle of blood can provoke.
Filthy human worm-babies!

deadone

Tine Er Bin-Ducant, the Scholar of the 'Verse[/size]
The Bin-Ducant is a small man, slight in his build.  He has the high cheekbones and gray eyes of a direct descendant of Ducant.  He is garbed in a charcoal gray suit of armor, and his left arm is encased in a monstrous gauntlet.

Tine Er Bin-Ducant; CR ?
NE Medium Sized Humaniod (born, fell)
Init: +64 (Dex, Improved Initiative, Speed); Senses:
Languages: Trade, Peladian
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AC: 94 (+4 armor, +38 dex, +4 dodge, +38 speed)
HP: 538 (20 HD); DR: 5/magic
Fort: +28 Ref +88 Will +4
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Speed: 6,000 ft. (300 squares), fly 8,000 (perfect)
Melee: Ir'shak Tar +97/+97/+97/+97/+92/+87/+82 (1d4+20 plus 1d2 constitution)
Space: 5 ft; reach: 5 ft.
Base Atk: +20 Grp: +21
Atk Options: Combat Expertise, Flyby Attack, Improved Bull Rush, Improved Feint, Improved Overrun, Improved Trip, Power Attack, Spring Attack
--
Abilities: Str 12, Dex 86, Con 54, Int 23, Wis 6, Cha 12
SQ: Bloodlines, Fell, Memechanneling, Warfield, Warplord
Feats: Combat Expertise, Dodge, Exotic Weapon Proficiency (Ir'shak Tar), Flyby Attack, Improved Feint, Improved Initiative, Improved Overrun, Improved Trip, Improved Unarmed Attack, Mobility, Power Attack, Run, Spring Attack, Weapon Focus (Ir'shak Tar), Weapon Finesse (Ir'shak Tar)
Skills:
--
Environment: Any
Organization: Solitary
Treasure: Equipment
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Bloodlines: Due to Tine Er Bin-Ducant's bloodlines, he has the following abilities:
He has a fly speed of 8,000 ft. with perfect maneuverability.
He has DR 5/magic.
He has Superspeed level 19, which grants him the following: +38 speed bonus to AC, initiative, and Reflex saves
+38 speed bonus to attack rolls and +19 to damage rolls
The Bin-Ducant may take 19 swift actions in a round
The Bin-Ducant reduces the amount of time to complete an action by 4 steps, allowing him to take full round actions as immediate actions.
Characters with less than Superspeed level 9 are considered flat-footed for the purposes of The Bin-Ducant's attacks. Characters with Uncanny Dodge have an effective Superspeed Level equal to their Dexterity modifier for this purpose.
When using the run action, The Bin-Ducant moves x80 his movement rate (480,000 feet, fly 640,000 ft.)
By using the Push, The Bin-Ducant may accelerate even beyond this speed. He raises his run multiplier by a power of 1 every round he spends this way. He suffers 1d6 points of Constitution damage per round while using the Push at third level (x80^3) and 2d6 points of Constitution damage per round while using it at maximum level. (x80^4).
He cannot move faster than 6,000,000,000 ft. a round without using Warpfield.
He may â,¬Å"borrowâ,¬Â othersâ,¬,,¢ kinetic energy and divert it elsewhere. This is a swift action for him. The victim must make a fort save (DC 62) or lose their movement rate. He must place this speed energy into another object or person. If placed into an object, the object moves at the victimâ,¬,,¢s movement rate for as many rounds as he concentrates on the object. If placed into a person, the personâ,¬,,¢s movement rate is increased by the amount of the victimâ,¬,,¢s loss. If the victim has a Superspeed level, this too can be lost and transferred, although the victim gets a bonus equal to their Superspeed level to their save.
He may only take a portion of an object/personâ,¬,,¢s speed instead of draining them completely. It is up to him to decide how much speed to leave the victim with.
Fell (Ex): Tine Er Bin-Ducant is a stage 4 Fell.
Memechanneling: The Bin-Ducant has the following Memechanneling abilities:
(armor) No maximum dexterity bonus.  No armor check penalty.  Grants a +4 dodge bonus to AC.
(weapon)  May make an additional attack per round at the wielder's highest base attack bonus.  This  additional attack stack with the extra attacks granted by such abilities as flurry of blows or the extra attack granted by the Haste spell.
Warpfield: Tine Er Bin-Ducant has a unique power over his superspeed.  As a standard action, once per round, he may increase his superspeed level by 1.  Doing so inflicts 2d4 constitution damage on him.  This increase to his superspeed level vanishes after 1 minute.
As long as his superspeed level is greater than 20, he gains the incorpereal subtype, may move more than 6,000,000,000 feet a round.  His unarmed strikes and any weapon he might wield are treated as ghost touch weapons as long as this ability is active.
Warplord: Tine Er Bin-Ducant comes from a long Tradition of Warpfield masters.  This grants him the following bonuses:
Hit Dice d8.
Base Attack Bonus as fighter.
4+intelligence modifier skill points per level.
Good Reflex saves.
Poor Fort and Will saves.
Bonus Feats as a fighter half his hit dice.
Unarmed damage and AC bonus of a monk of half his hit dice.
Flurry of Blows of a monk equal to his hit dice.
Uncanny Dodge and Improved Uncanny Dodge.
He may use his Reflex saving throw instead of his Fort saving throw.
All speed bonuses he posses are doubled.
Equipment: Tine Er Bin-Ducant has access to the Tools scavenged from a thousand fallen races.  Listed here is his base equipment.
Ir'shak Tar: The Ir'shak Tar is an over sized (by human standards) gauntlet of metal bands designed for a hand with six five jointed fingers and two four jointed thumbs.  Extending from each finger of the glove is a hollow, wickedly curved blade.  A braid of flexible, hollow, crystalline tubes runs from the back of each blade to the top of the gauntlet, where they attach to a series of needle.  When worn, these needles insert themselves into the wearer's major arteries.
The Ir'shak Tar is a one handed alien weapon that deals 1d4 slashing and piercing damage and 1d2 constitution damage.  
Once per minute, the wearer can, with a successful touch attack, deal 2d8 constitution damage.  If the wearer has suffered any constitution damage themselves when they use this ability, they are healed a number of ability points equal to the constitution damage dealt.  If they have not suffered any constitution damage, their constitution increases by the damage dealt for 2 rounds.
Fellarmor: A suit of charcoal gray body armor, the Fellarmor offers an armor bonus to AC of 4 and has no armor check penalty or max dexterity bonus.
The Fellarmor grants its wearer DR 10/-, Energy Resistance (All) 20, Divine Resistance 5, immunity to the effects of Vacuum, radiation or hostile environment.

Tine Er Bin-Ducant is the last scion of a line that stretches back to Galileo and Gabrielle Ducant.  He is demented, even by the measure of the Fell and the Fellborn, who he rules.
He dwells in the ruins of Charity, raising his armies of Fellborn and cultivating the last remaining strains of the Fell virus in himself, waiting for the opportunity to unleash it once again on the universe.
Filthy human worm-babies!

deadone

21st century

The 21st century saw the greatest economic, political and social upheval in the history of Earth civilization.
The Arbiters were first founded by Galileo Ducant in the year 2011, with headquarters in New York.  At the time, the Arbiters, known then as the Born Inc., were a small organization, made up of Galileo Ducant, Elias Rayner, Jonathan Logan and about a dozen more Born of varying Gifts who hired out to security firms for anti born protection.  By 2013, Born Inc. was out of buisiness.  Historians agree that setting up shop in the U.S. was probably the main reason Born Inc. failed.
At the time, anti Born sentiments were prevanlent throughout the Americas, the only exceptions being Alaska and French Canaida.  The United States also had the fewest Born of any nation in the time period, with no more than 60 scattered through the country.
Dejected and hounded by anti Born groups, Galileo and most of those that would become the founding members of the Arbiters left the country and moved to Amsterdam, the then Born capitol of the world.
Three months later, the first of nine category five huricanes that were to ravage both the North and South American continents landed near New Orleans.  At the same time, the west coast was struck by two terrible earthquakes.
Over the next two years, the entire world was wracked with natural disaster after natural disaster.  Vesuvius and a dozen other volcanos erupted throughout the Mediteranian.  Undersea earthquakes and eruptions sent tsunami after tsunami against the coasts of Africa, Southern Europe and Southern Asia.  China suffered unprecedented flooding, and Russia's climate grew noticably colder
In the end, only central India, Australia and northern Europe were spared  The devastation caused by these disasters caused much of the world economy to collapse.  Wars broke out throughout the world, and refugees flooded the untouched regions.
With those refugees entering northern Europe came over 86,000 Born.  Backed by newly rich Swedish, Polish and Dutch investors, Galileo Ducant formed the Arbiters to help control the rising tide of Born crime.  This time, the organization flourished.
The high pay offered by the Arbiters served to cause their ranks to swell, and the advanced police and military training produced highly competent members.  Soon, the Arbiters had become more effective at dealing with crime of all kinds than the existing police forces, which they began to supplant, and then absorb.
Before the year 2021, the wars that plauged the world had mainly steered clear of the areas undamaged by Mother Nature's wrath.  In 2021, the NCEA (North Central European Alliance) made a push into the NEB (North European Block, an alliance of the former UK states, Denmark, Norway, Finland and Sweden).  The Arbiters were called upon to push back the attack.  They did so, with such stunning efficency that they caught the attention of the whole world.
Suddenly, the fighting lulled.  The Arbiters had crushed forces that outnumbered them 21 to 1 in a matter of days.  After all the fighting was over, the Arbiters had 21 dead and 34 wounded.
At this point, the NEB offered the waring factions their services as mediators to the disputes, with the unspoken threat that should the fighting continue, the Arbiters would become an offensive force, rather than a defensive force.  Within a month, the fighting had stopped entirely.
The next 80 years were spent rebuilding.  In this time, the Arbiters expanded, gaining contracts from the reinstated UN as a whole and with member nations, with the exception of the United States.

Notes: Born and Ethnicity

By the time of Alexander Rayner-Ducant-Exbridge-Hyde-Washington-North, Born bloodlines have so intermarried that race is practically a non issue.
However, since in the time of the Great Diaspora the NAF (North African Federation) and the NEB were the predominant powers, most colonies were founded with prominent African and North European populations, resulting in these ethnicities being the most common throughout the 'Verse, and almost everyone outside of Earth has at least a little of both in them.
Filthy human worm-babies!

deadone

22nd-23rd Century
In 2102, the first Space Elevator was constructed.  The project was funded by the Dutch hyperintellect Born industrialist, Joseph Schaffer.  Joseph's Ladder, as the project was called, was part of a much larger effort, the Maan Stad project.
The Maan Stad was a subteranean habitat located on the Moon.  Origionally meant as a research facility, it quickly expanded into a mining opperation, and then into a resort habitation.
The Age of Galileo officially began 2057, the year of Galileo Ducant's death.  However, it was not until 2104 that the Arbiters were recognized as the official peacekeeping arm of the UN.
In the year 2109, the UN was disolved.
In the relative calm of the late 21st century, the world had rebuilt itself. Generations had grown up in the ruins wrought by the wars and disasters of the earlier age, raised on stories of past wrongs.  The peace created by the Abiters was a peace built on the promise of swift retribution, and it had done little but repress the simmering anger the peoples of the world had for each other.  In 2109, war came again.
The first targets in every nation were the Abiters themselves.  Spread thin as they were over the world, the small enclaves of Arbiters in every country were torn down and the Abiters themselves were forced to flee.  Many less powerful Born, be they Abiter or not, died in riots.  The more powerful Born that could protect themselves from the civilian riots were forced to flee when military forces moved in.  Although historical recorders of the death toll are sketchy at best, it is estimated that over 8,000 Born died in the rioting, and ten times that number Pure were killed.
With the Arbiters crippled as a peacekeeping force, the armies of the world marched against each other in the 3rd World War.
Although the world had been engulfed in fighting the previous century, it had been sporadic, border skirmeshes and terrorist actions, not coherent warfare.  This was different.  The years of Arbiter enforced peace had allowed the animosities to crystalise, sides to form.  This time, sides were clear.
The war decimated the world.  The Central European Desert, the South American Waste, the destruction of the United States west coast, Chinese Wastes, all these are products of the war.  Entire nations were bombed from existence.
Eventually, a deadlock between the primary powers of the war formed.  In 2134, a cease fire between the warring factions was drawn up.
Throughout WW3, the Arbiters and those Born they could save had been quietly relocating themselves to the Maan Stad.  In 2121, the Third High Arbiter, Jonathan Ducant-Exbridge took his place at the lead of the Arbiters.  Jonathan Ducant-Exbridge was the first High Arbiter to fit the modern definition of a High Arbiter.  A third generation Born, he combined immense strength, immense durability and inhuman speed with the dedication and skill of his maternal grandfather, Galileo Ducant.
For two years after the Third World War, anti Born sentiments increased throughout the globe.  When Jonathan Ducant-Exbridge's only son was murdered by a Pure terrorist group, the growing tensions between Born and Pure exploded.  For the second time in their history, the Arbiters went to war.  But this time, they were on the offensive.
Historians agree that the Born-Human was the most terrible conflict to strike pre-interstellar human civilzation.
From their vantage on the Maan Stad, the Arbiter hurrled tons of rock from orbit, flattening whole cities in their wrath.  On the ground any army that opposed the advancing Arbiters was decimated.
In one month, every nation in the world had been crushed.  Infrastructure collapsed, trade ceased, communication was lost and a second dark age fell on the world.  Only the NEB survived with some sembalance of modern technology.
The second dark age lasted until 2313, with the rise of the NAF.
Filthy human worm-babies!

deadone

Exit Flare

An exit flare is a burst of electromagnetic radiation that occurs when a craft decelerates from FTL travel, unless the vessel in question is running dark.
While a warp field surrounds a ship, everything inside the field is constrained by the local speed of light.  Electromagnetic radiation from the craft radiates out to the edges of the field.  What happens when the radiation reaches the edge depends on the wave's direction of travel relative to the field.  Radiation moving in a direction different than the craft exit the field, experiencing extreme redshift as they do.  Waves traveling in the same direction as the ship reach the outer edge of the field.  There, they begin to ossilate in and out of the field, as the moment they leave the field they drop to the normal speed of light, to be imediatly overtaken by the field, when they begin moving at field speeds, imediatly exiting the field, only to begin the cycle again.  When the field decelerates below the speed of light, all the electromagnetic energy accumulated at the field's edge imediatly escapes in a burst that can momentarily blind some sensors.
Filthy human worm-babies!

deadone

Running dark involves either a) really expensive shielding or b) turning everything off except for a few vital functions, which must be shielded.  The former option is only viable for the military and the custom crafts of the extremely rich, and option b leaves you blind and defenseless.  Plus, the exit flare is sort of a way to announce your arrival.  And it can be a usefull military tactic, when dozens of exit flares are set off at once.

24th century
The NAF had its beginings in the late 23rd century, when a group of scavengers in what once was the middle east were able to bring an old oil drilling site online.  For a decade, they traded small amounts of oil to the NEB in exchange for commodities.  Slowly, a community grew up around the site, trading the commodities they got from the NEB for with other tribes for food and essentials.
In 2293, a group of hyperintellect tripplits (two c1s and a c2) rose to power in the community.  Under their guidance, the community became the center of a growing alliance of tribes.  Slowly, this alliance grew outward, gaining control of more and more resources and pre dark age infrastructure.  In 2313, the North African Federation was born.  It comprised of what used to be the middle east and a little over half of the African continent.
The NAF was, as a civilization, highly pragmatic in its outlooks.  Art and culture took a second seat to rebuilding and consolodation of its holdings.  Science, as long as it advanced these goals, was encouraged.  Internal disputes were settled, sometimes brutally.
 Many historians believe that the NAF would never have gotten off the ground if it were not for the relatively high number of hyperintellects found throughout its administation.  In addition to the three hyperintellects that founded it, dozens of hyperintellects were spread throughout every level of the burgeoning beuocracy.
 Other, small nations began to form elsewhere in the world, but at this point, the NEB and the NAF were the defining powers of the world.
In 2328, the NAF began a military expansion into southern Europe.  The NEB, percieving a threat, sent troops to block the expansion of the NAF.  For a tense week, war was immenent.  Then the NAF backed down.
 The next four decades saw the growth of the satalite nations that grew up around the NAF and the NEB.  By 2388, most of the damage of the Third World War had been repaired (although the North American continent would never reach its 20th-21st century power).  As a gesture of goodwill, the NEB opened the still growing Maan Stad to immigration as the first official offworld colony.
Filthy human worm-babies!

deadone

The Armory

Just below the apartments of the High Arbiter is the Armory.  The Armory's walls are a meter thick sadwich of Dikavnium, Carbonmeme, lead, magical and technological sensors of all kinds, forcefields and magical wards.  The entire complex is warded against teleportation, incorporality and other, more estortic methodes of entry.  It is always gaurded from within and without by fourteen master arbiters of the highest caliber.  Surrounding the Armory are the apartments of the Master Arbiters.
Inside the Armory is the greatest collection of Tools in the 'Verse.  Magical swords that absorb the souls of their victims, suits of armor that grant their wearers near godlike power, gauntlets that can summon forth and command the dead, vestements that grant their wearers the powers of sorcery, peripets that bring divine favor to those that hold them, a myriad of alien artifacts with strange and wondrous properties, these are what fill the Armory.

The Boot of Derivan Idavo (Major Artifact [Technological, Magical]): Noone is exactly sure why Derivan Idavo created this potent piece of apparel.  After all, the benefits it would have granted him were so far overshadowed by his own natural abilities as to have been meaningless.  Some suggest that the idea that his left shoe was smarter than the average genius was too funny for him to pass up implementing.
The Boot od Derivan Idavo is a tall, black, steel toed boot designed for a size 13 1/2 left foot.  Built into the Boot is a computer system so advanced that it baffles scientists to this day.
The Boot is an intelligent item that can communicate telepathically with its wearer. Int 21, Wis 19, Cha 19, Ego 23.  It has 15 ranks in every Int based skill, and it grants its wearer a +4 enhancement bonus to Int.

Moordklauw (Major Artifact [Technological]): In its inactive state the Moordklauw resembles a thick, oily black liquid.  If an electric current is run through it while it is being touched by one medium sized creature, it expands to cover the recipient like a second skin, before becoming invisible.   Careful examination reveals a faint shimmer around the wearer, especially around the fingers, which seem to posses spectral claws.  The wearer's shadow has massive claws on its hands.
While worn, the Moordklauw grants its wearer several potent benefits.
The Wearer of the Moordklauw gains a +10 bonus to Str and Con, and a +4 bonus to Dex.  The wearer gains two claw attacks (2d10+stength bonus damage) and a +10 insight bonus to attack rolls made with those claws.  The wearer gains fast healing 2, or, if they already posses fast healing, their fast healing increases by 2.  The wearer gains DR 10/magic.
The Wearer can cast Greater Invisibility at will as a spell like ability.  The wearer gains a +20 competence bonus to climb, hide and move silently checks.

The Vestiments van de Technologische Tovenaar (Major Artifact [Magic, Technology])
The Vestiments are a voluminous black robe, a dark grey tunic, fingerless black leather gloves, a pair of black leather pants and a small gold plated Dikavnium medalion with ten small slots.
The Wearer of the Vestiments gains the ability to cast spells as a 30th level Sorcerer and use Invokations as a 30th level Warlock.  The Wearer's spells known are determined by what Tovenaar Archieven are inserted into the medalion.  The medalion can hold ten Tovenaar Archieven.  Inserting or removing a Tovenaar Archieven is a standard action.
When the Vestiments are worn, the wearer may make use of four Hekserij Wisselaars.

Tovenaar Archief (Minor Artifact [Magic, Technology]): Tovenaar Archieven are small, wafer thin discs of a bronze colored metal, designed to be inserted in the medalion of the Vestiments van de Technologische Tovenaar.  Each Tovenaar contains up to 12 spell levels, divided up between spells from the Wizard/Sorcerer list and Warlock invocations.

Hekserij Wisselaa (Minor Artifact [Magic, Technology]): A Hekserij Wisselaa is a small, cyan crystal that glows from within, shaped like a semi ellipse.  They are designed to attach to the gloves of the Vestiments van de Technologische Tovenaar.  Each Hekserij Wisselaa contains two metamagic feats that can be added to spells cast using the Vestiments without increasing casting time.
Filthy human worm-babies!