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We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.
We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.
We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.
We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.
BELDORAN WAR TECHNOLOGY
These inventions are rare, expensive, and dangerous. Many were originally created during the Iron Wars of Beldora.
FIREARMS
Firearms deal Piercing + Concussive damage.
They ignore 1 point of armor severity reduction.
Reloading usually takes 1 action.
REVOLVER
Weapon Slots: 1
Ammo Capacity: 6
Range: Medium
Damage Type
Piercing
Severity Modifier
+1
Traits
Reliable
Fast draw
Special
Fan the Hammer
Fire 3 shots quickly (Disadvantage)
SHOTGUN
Slots: 2
Range: Close
Damage Type
Piercing + Concussive
Severity Modifier
+2
Traits
Scatter Shot
Rules
Targets within 1 hex take damage.
Advantage at close range.
RIFLE
Slots: 2
Range: Long
Damage Type
Piercing
Severity Modifier
+2
Traits
High Accuracy
Special
Braced Shot
Gain advantage if stationary.
HEAVY MACHINE GUN
Slots: 3
Crew: 2
Damage
Piercing
Area attack across 3 hex line
Special
Suppressing Fire
Enemies must take cover or suffer penalties.
GRENADES
Slots: 1 (3 per slot)
Range: Thrown
Damage
Fragmentation (Piercing + Concussive)
Severity Modifier
+2
Area
2 hex radius
Special
Targets may attempt Reflex save to reduce severity.
BOMBS
Usually dropped from aircraft or launched.
Damage Type
Crushing + Fire
Severity Modifier
+4
Area
3–5 hex radius
Effects
Structures take extra Integrity damage.
ROCKETS
Experimental weapons.
Damage
Fire + Concussive
Severity Modifier
+3
Range
Long
Special
Unstable
Critical failure causes explosion.
VEHICLES
Vehicles act like large creatures.
They have:
Integrity
Crew Morale
Zones
Speed
BIPLANE
Early aircraft used for reconnaissance and dogfights.
Integrity: 10
Crew: 1–2
Speed: Very Fast
Zones
Wings
Engine
Cockpit
Fuel Tank
Traits
Fragile
Aerial Mobility
Weapons
Machine gun
Bomb rack
Special Maneuvers
Dive Attack
Gain severity bonus.
Barrel Roll
Avoid incoming attack.
BLIMP / AIRSHIP
Large floating vessels used for transport or bombing.
Integrity: 25
Crew: 6–20
Speed: Slow
Zones
Gas envelope
Engines
Bridge
Bomb bay
Traits
Floating Fortress
Weakness
Highly vulnerable to fire.
STEEL WARSHIP
Early industrial warships.
Integrity: 40
Crew: 40–200
Speed: Medium
Zones
Hull
Engine room
Cannons
Bridge
Weapons
Naval cannons
Torpedoes
Special Maneuvers
Broadside
Fire multiple cannons.
Ram
Deal crushing damage.
PRIMITIVE TANK
Early armored vehicles.
Integrity: 18
Crew: 3–5
Speed: Slow
Zones
Tracks
Engine
Turret
Hull
Traits
Heavy Armor
Weakness
Poor visibility
Special
Trample
Crushing attack vs infantry.
ARTILLERY CANNON
Crew: 3
Range: Extreme
Damage
Crushing
Severity Modifier
+5
Area
3 hex radius
Used primarily against structures and monsters.
VEHICLE CONDITIONS
Vehicles suffer unique conditions.
ENGINE DAMAGE
Speed reduced.
TRACK DAMAGE
Tank cannot move.
HULL BREACH
Flooding or loss of structural integrity.
FUEL FIRE
Vehicle will explode if untreated.
VEHICLES AS MONSTERS
Some vehicles may be treated exactly like monsters.
Examples
War Tank = Tier IV monster
Steel Warship = Tier VI monster
Dragon-hunting Airship = Tier VII monster
This lets them interact with:
SPECIAL WEAPON VS MONSTERS
These technologies were invented to fight giant creatures.
Examples
Ballista Cannons
Dragon Rockets
Harpoon Guns
Many monsters fear or avoid these weapons.
BELDORA TECHNOLOGY TRAITS
Some vehicles have special traits.
STEAM POWERED
Requires fuel and maintenance.
ARCANE ENGINE
Powered by magical crystals.
EXPERIMENTAL
Unstable but powerful.
EXAMPLE ENCOUNTER
Dragon vs Biplane Squadron
Dragon breath weapon can ignite planes.
Planes can attack wings or eyes.
Result
Very cinematic combat.
MONSTER-HUNTER TECHNOLOGY
These weapons were designed to fight creatures that normal weapons cannot reliably kill.
Most of them share traits:
Massive Severity Bonus
Limited Ammunition
Crew Required
They are expensive and often illegal outside military control.
DRAGON HUNTER WEAPONS
Dragon Harpoon Launcher
A massive ballista that fires barbed harpoons.
Slots: Siege Weapon
Crew: 2–3
Range: Long
Damage Type
Piercing
Severity Modifier
+4
Special Effects
Harpoon attaches to dragon.
Dragon must pass Endurance save or suffer:
• movement penalty
• grounded flight
A second harpoon may pin the dragon.
Dragon Chain Ballista
Heavy siege ballista firing chained bolts.
Damage
Piercing + Grapple
Severity Modifier
+3
Effect
If hit succeeds:
Dragon’s wings become entangled.
Dragon must pass Endurance or Strength check.
Failure:
Flight disabled temporarily.
Dragonfire Rockets
Explosive anti-dragon rockets.
Damage Type
Fire + Concussive
Severity Modifier
+4
Area
2 hex radius
Special
Dragons suffer +1 severity due to internal combustion reaction.
Dragonslayer Lance
Massive cavalry weapon used for dragon charges.
Damage Type
Piercing
Severity Modifier
+3
If used during mounted charge:
+2 additional severity.
Aether Disruption Cannon
Experimental weapon developed by mage engineers.
Damage Type
Arcane Disruption
Effect
Drains magical energy.
Dragons suffer:
• –2 Focus
• –1 morale
Can interrupt breath weapon buildup.
GIANT HUNTER WEAPONS
Giants are huge targets, but extremely resilient.
These weapons focus on immobilization and crushing damage.
Giantbreaker Cannon
Heavy artillery piece.
Damage Type
Crushing
Severity Modifier
+5
Special
Giants suffer knockdown if hit.
Anchor Net Launcher
Fires massive chain nets.
Damage Type
Control
Effect
Restrains large creatures.
Targets must pass Endurance save to break free.
Thunder Hammer
Massive shock weapon.
Damage Type
Blunt + Concussive
Severity Modifier
+3
Special
Giants suffer +1 severity due to skeletal shock.
TITAN HUNTER WEAPONS
Used against kaiju-scale monsters.
Leviathan Harpoon
Ship-mounted weapon.
Damage
Piercing
Severity Modifier
+5
Special
Designed to anchor sea monsters.
Titan Rocket Battery
Multiple rocket launcher.
Damage
Fire + Crushing
Area
4 hex radius
Special
Structures and monsters both take heavy damage.
MONSTER HUNTER TRAITS
Many of these weapons use special rules.
Armor Piercing
Ignores 2 armor severity reduction.
Creature Killer
Against certain monster types:
+1 severity.
Grappling Impact
On hit the monster must make Endurance check.
Failure results in:
• restrained
• slowed
• grounded
BIOPUNK / BIOMANCY SYSTEM
Beldora’s biomancy has created living tools, weapons, and creatures.
Biopunk equipment is grown, not forged.
BIOMANCY TRAITS
Living items have special traits.
Living Weapon
Weapon slowly regenerates durability.
Repair requires nutrients instead of smithing.
Symbiotic
Item bonds with owner.
Provides bonus but cannot be easily removed.
Parasitic
Powerful but slowly drains Vigor or Morale.
Adaptive
Changes form depending on environment.
BIOMANCY WEAPONS
Boneblade
Weapon grown from monster bone.
Damage Type
Cutting
Severity Modifier
+1
Trait
Self-sharpening.
Living Whipvine
Plant-based weapon.
Damage Type
Piercing + Grapple
Effect
Can restrain targets.
Venom Spitter
Symbiotic arm creature.
Damage Type
Poison
Range
Short
Trait
Regenerates venom daily.
BIOMANCY ARMOR
Living Bark Armor
Armor grown from Sylvara wood.
Armor Rating: Medium
Traits
Self-repairing slowly.
Weakness
Fire damage.
Carapace Armor
Armor made from giant insect shells.
Armor Rating: Heavy
Traits
Excellent vs piercing.
Weakness
Crushing damage.
BIOMANCY ITEMS
Heartseed Grenade
Explodes into fast-growing vines.
Effect
Creates difficult terrain.
Flesh Lantern
Living organism that emits light.
Requires feeding.
Regrowth Serum
Biomantic potion.
Effect
Accelerates healing.
Side effect
Possible mutation.
BIOMANCY CREATURES
Biomancers often create new life.
War Beasts
Genetically enhanced animals.
Examples
• giant war wolves
• armored lizards
• bio-engineered cavalry
Living Siege Creatures
Massive organisms used as siege engines.
Examples
• beetle tanks
• walking siege worms
Symbiotes
Attach to hosts.
Provide bonuses but may influence behavior.
BIOMANCY RISKS
Biomantic items may cause mutations.
Possible side effects:
• skin changes
• unnatural hunger
• emotional instability
• physical transformation
Some characters may eventually become Biomera.
BLACK MARKET BIOMANCY
Many biomantic items are illegal.
Reasons
• unstable
• morally questionable
• possible monster creation
Orrans and Yajjarri black markets commonly trade these items.
FINAL RESULT
Beldora now contains three technological layers:
Traditional Fantasy
swords
bows
magic
Industrial Warfare
guns
tanks
airships
Biopunk Biomancy
living weapons
symbiotes
bio-engineered creatures
This combination is extremely distinctive.
We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.
We are dedicated to providing the most thrilling and captivating RPG games in the industry. Our games feature richly detailed worlds, complex characters, and exciting storylines that will keep you engaged for hours. Our team of developers is passionate about bringing your favorite RPG themes to life with innovative gameplay mechanics and stunning graphics.
Each race provides:
This keeps races flavorful but balanced, since most power comes from skills, age, background, and training.
Below are clean mechanical versions of the Beldoran races.
AESMYR (Humans)
Versatile and adaptable people found across Beldora.
Skill Affinity (choose where to spend racial skill points)
Any two skills.
Racial Abilities (choose one)
Adaptable Mind
Gain +1 additional skill point that can be spent anywhere.
Determined Survivor
+1 to Endurance and Resolve saves.
Cultural Flexibility
Gain one extra Favored Specialization.
ELARII (Elves)
Ageless beings whose bodies do not decay with time, but whose minds can fracture under centuries of memory.
Skill Affinity
Stealth
Perception
Divination
Navigation
Speechcraft
Racial Abilities
Ageless Physiology
Immune to aging penalties but must make Resolve saves vs long-term madness.
Grace of the Elders
+1 Tumbling and Stealth.
Ancient Memory
+1 History and Divination.
DURKA (Dwarves)
Blue-skinned, red-haired mountain dwellers who thrive underground but feel uneasy under open skies.
Skill Affinity
Smithing
Engineering
Endurance
Masonry
Mining (Engineering specialization)
Racial Abilities
Stoneborn
Reduce crushing or blunt severity by 1.
Deepcraft
+1 Smithing and Equipment Maintenance.
Tunnel Instinct
Advantage on Navigation and Perception underground.
Disadvantage in wide open terrain.
CELTHARII (Half-Elves)
Children of both Elarii and Aesmyr cultures.
Skill Affinity
Persuasion
Stealth
Insight
Speechcraft
Perception
Racial Abilities
Dual Heritage
+1 skill point and +1 Social skill of choice.
Diplomatic Presence
Advantage on first social interaction with strangers.
Mixed Blood Resilience
Advantage on Resolve saves vs mental effects.
RÜNGAR
Warrior race combining traits of orcs, gnolls, and proud warrior cultures.
Skill Affinity
Melee Combat
Intimidation
Endurance
Tracking
Tactics
Racial Abilities
Battle Fury
Gain +1 melee severity while raging.
War Instinct
+1 Tactics and Perception.
Thick Hide
Reduce cutting damage severity by 1.
TAKA (Otterfolk)
Playful river-dwelling explorers.
Skill Affinity
Swimming
Fishing
Stealth
Navigation
Animal Handling
Racial Abilities
Aquatic Grace
Advantage on Swimming checks.
River Hunter
+1 Fishing and Tracking near water.
Playful Mind
+1 Morale recovery during rest near water.
ANDARII (Salamander Lizardfolk)
Amphibious reptilian people adapted to wetlands.
Skill Affinity
Swimming
Endurance
Herbalism
Bushcraft
Medicine
Racial Abilities
Amphibious Physiology
Can breathe underwater for extended periods.
Cold Blooded
Disadvantage in cold climates but resistance to heat damage.
Regenerative Skin
Recover +1 Vigor during long rests.
SHASA (Feline Humanoids)
Predatory hunters with exceptional agility.
Skill Affinity
Stealth
Tumbling
Tracking
Perception
Unarmed Combat
Racial Abilities
Predatory Reflexes
+1 Reflex saves.
Pounce
After sprinting, gain +1 severity on melee attack.
Night Hunter
Advantage on Perception in darkness.
SYLVARA (Plantfolk)
Female-only botanical humanoids.
Skill Affinity
Herbalism
Restoration
Bushcraft
Medicine
Nature Lore (Herbalism specialization)
Racial Abilities
Photosynthetic Vitality
Recover +1 Vigor during daylight rests.
Sylvan Communion
Advantage interacting with plant life.
Bark Transformation (permanent choice)
Gain +2 melee severity and +1 armor, but lifespan greatly reducedand reduced agility.
WOLFKIN
Nomadic wolf humanoids.
Skill Affinity
Tracking
Stealth
Perception
Endurance
Unarmed Combat
Racial Abilities
Pack Instinct
+1 attack when an ally is adjacent.
Keen Senses
Advantage on Perception (smell/hearing).
Lycan Blood
Some bloodlines can infect others with permanent transformation bite.
KITSUA (Kitsune)
Mystical foxfolk.
Skill Affinity
Deception
Performance
Stealth
Divination
Speechcraft
Racial Abilities
Illusory Trickster
+1 Deception and Performance.
Spirit Tails
Gain one tail per major milestone (max 9).
Each tail grants a small magical bonus.
Foxfire
Minor magical flame used as light or distraction.
ORRANS (Snakefolk)
Serpentine traders and black market specialists.
Skill Affinity
Bartering
Deception
Poisoncraft (Alchemy specialization)
Insight
Speechcraft
Racial Abilities
Serpentine Body
Immune to trip maneuvers.
Venom Knowledge
+1 Alchemy and poison crafting.
Cold-Blooded Calm
Advantage on Resolve saves during negotiation.
YAJJARRI (Orran Subspecies)
Humanoid form with pheromone influence.
Skill Affinity
Persuasion
Charm
Performance
Deception
Speechcraft
Racial Abilities
Pheromone Aura
+1 Charm and Persuasion.
Hypnotic Presence
Once per encounter, impose disadvantage on a Resolve save.
Graceful Movement
+1 Tumbling.
GITERABLU
Horned, hoofed humanoids with scorpion tails.
Skill Affinity
Endurance
Intimidation
Survival
Tracking
Unarmed Combat
Racial Abilities
Venom Tail
Natural attack with poison effect.
Desert Adaptation
Ignore penalties from heat.
Iron Constitution
+1 Stamina saves.
AURELIANS
Winged humanoids with avian traits.
Skill Affinity
Tumbling
Perception
Navigation
Ranged Combat
Speechcraft
Racial Abilities
Winged Flight
Limited flight capability.
Sky Hunter
+1 Ranged Combat while airborne.
Wind Sense
Advantage on weather and navigation checks.
GOBLINS
Subspecies of Durka adapted to caves and forests.
Skill Affinity
Stealth
Trapwork
Lockpicking
Sleight of Hand
Sabotage
Racial Abilities
Cave Skulker
Advantage on Stealth underground.
Trap Tinker
+1 Trapwork.
Cowardly Survival
Advantage on escape maneuvers.
RÜNGAMYR (Half-Rüngar)
Hybrid warrior race.
Skill Affinity
Melee Combat
Endurance
Intimidation
Tracking
Tactics
Racial Abilities
War Blood
+1 Melee Combat.
Relentless Fighter
Once per combat ignore 1 vigor loss.
Survivor Instinct
Advantage on Endurance saves.
Q’LARII (Drow)
Underground elves distinct from Elarii.
Skill Affinity
Stealth
Climbing
Poisoncraft
Perception
Deception
Racial Abilities
Spider Climber
Climb walls easily.
Darkvision
Excellent vision in darkness but disadvantage in bright light.
Flexible Physiology
+1 Tumbling and Escape Artist.
BIOMERA
Artificially created beings.
Skill Affinity
Varies by creation.
Racial Abilities
Choose one biological adaptation:
Adaptive Flesh
Reduce one damage type severity by 1.
Enhanced Strength
+1 melee severity.
Engineered Mind
+1 spellcasting skill.