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Overview

This World Playbook is for the world of Avarice. The Avarice World Playbook contains: Species, Augmentation Groups, Weapons, Consumable Categories, Creature Types, Optional World-Specific Rules you can choose to play by, and a World Summary of the world of Avarice. This playbook is condensed to only contain what is necessary to play on Avarice, so you don't have to go searching through the lore for what you need. If you are interested, you can sign up for our mailing list to be informed of when we finish writing the lore.

Species

The following are the currently known sentient and playable species on Avarice.

    Freemaker

    Appearance

    Being the most humanoid of all the species, the Freemakers look just about how you would imagine a human to look, and average about 5 – 6 feet tall. One glaring difference is that with Freemakers, there seems to be a significant lack of realism. There isn’t much wide variance in the way they look, and their features almost seem as if they were polished and touched up by somebody, to look better than regular humans. However, as that is the natural look of the Freemakers, it seems to just be a genetics thing.

    Activated Ability

    Freemaker Ingenuity: Once per rest, you can upgrade a Stat Die before a roll. The Stat die returns to normal after you get a critical Success with that Stat Die.

    Passive Abilities

    Human Intuition: Gain a permanent +2 Modifier to Awareness.

    Human Biology: Consumables are +1 level when being used by a Freemaker.

    Endurance: Freemakers gain a permanent +2 Modifier to Athletics .

    Detraction

    Exposed: Critical Hits against Freemakers ignore shield value.

    Health
    10
    Increment
    4
    Strength
    D4
    Agility
    D4
    Persona
    D4
    Aptitude
    D4
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    Kuma

    Appearance

    Kuma are one of the largest of the known sentient species, being on average 7 – 8 feet tall, and full of brawn and muscle. They are very well built, physically, and typically have hair covering most of their bodies, except their face, hands, and feet.

    Their faces resemble ape faces but have a much stronger brow and more defined chins. In addition, their torsos are longer and wider than an ape would be. They were obvious born and evolved in torrent environments, as they have thick fur and any skin that shows is hard and leathery.

    Activated Ability

    Second Wind: Once per rest, after becoming Nearly Dead, you may choose to immediately revive yourself without making a revival roll or another character attempting to revive you. If you choose to do this, you get back up at the beginning of your next turn at full health. However, your mortality goes up by 2 instead of 1.

    Note: If you are dealt enough damage to cause Instant Death, then you cannot use this ability, and you are Totally Dead.

    Passive Abilities

    Walk like an Ape: Kuma have opposable thumbs on their feet and while they typically walk upright, their feet can be used as hands with little to no issue.

    Built Different: Due to their large size, Kuma can carry 2 handed items with 1 hand.

    Behemoth: Kuma can carry any other species in their arms, or on their back with no detraction to other rolls.

    Detraction

    Enemies gain +1 advantage when attacking a Kuma.

    Health
    15
    Increment
    7
    Strength
    D6
    Agility
    D2
    Persona
    D6
    Aptitude
    D2
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    Lowca

    Appearance

    Lowca are tall, slender beings. Their skin is smooth to the touch, almost appearing to be polished wood with overlapping layers stretching across their entire body. Their outer layers closely resemble the muscular structure of a human. Lowca stand on average 6 – 7 feet tall. Their faces and features are elegant and flowy, causing Lowca to seem as if they have always been closer to nature than other creatures you may encounter.

    Activated Ability

    Battle Focus: You may use a major and minor action to focus. For your next Test, you may re-roll your die and use the higher of the two rolls. If you are out of combat, you may take 5 minutes of in-game time for the same effect.

    Passive Abilities

    Chameleon: A Lowca can change the light absorbed by the chlorophyll in their cells, allowing them to change their color at will.

    Photosynthesis: Lowca can be sustained by sunlight alone. Each hour of sunlight that the lowca is exposed to can be treated as a level 1 consumable.

    Contortionist: With no bones or joints to speak of, the Lowca has an extreme amount of control over their bodies in comparison to other species. While lowca cannot remove mass, or mangle their features, Lowca can bend themselves into any shape that they wish.

    Detraction

    Sources of fire deal double damage to Lowca.

    Health
    10
    Increment
    5
    Strength
    D4
    Agility
    D6
    Persona
    D4
    Aptitude
    D2
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    Narak

    Appearance

    Narak, despite their humanoid bodies and faces (they average 5 – 6 feet tall), have feathers covering most of their bodies. Their feathers can range in color and style, though the male patterns are more typically bright and colorful in comparison to their female counterparts. In the past, the plumage of a Narak meant something, now, it’s just a way to show off.

    Though they have feathers across their body and on their head, Narak do not have beaks, and have a more human-like face structure, albeit more angled and bird like. They also have opposable thumbs and overall, just look like mystical works of art to other species.

    Activated Ability

    Burst of Speed: Once per rest, the Narak can instantly move up to 10 spaces (or meters) as a minor action in any unobstructed direction (including up), ignoring any other restrictions that would otherwise prevent the Narak from moving that far.

    Passive Abilities

    Parrot: You can perfectly imitate any sound you have heard, and any voice that you have listened to for more than a minute.

    Constant awareness: Like ducks, Narak can literally sleep with one eye open, leaving one half of their brain awake at a time while still getting a full night’s rest.

    Pneumatized Bones: With highly dense, but hollow bones, Narak bones are virtually unbreakable. They also serve a second purpose. Narak can store air within their bones, allowing them to easily go without taking a breath for 10 minutes.

    Detraction

    Loud: Narak have an impulse to always be making noise with their mouths and will often mimic and echo any unusual sounds that they encounter. While they can fight it, Naraks gain -2 advantage to any sound-related stealth tests.

    Health
    5
    Increment
    3
    Strength
    D2
    Agility
    D4
    Persona
    D6
    Aptitude
    D6
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    Sedie

    Appearance

    Sedie, preferring to live primarily underground, are on the shorter side (4 – 5 feet tall on average). They are also very stout, and have shorter than proportional necks. They have small, round ears on the sides of their heads, and typically don’t have much hair on them, although a good head of hair is usually seen on their heads.

    Their hands are large, flat, and spade-like with large spoon shaped claws at the end of each finger. Their feet are much the same, although a little less like spades, and their heads are slightly wider than they are tall. Naturally, their eyesight is quite bad in the light, but their other senses compensate so that Sedie can easily participate in most areas of everyday society.

    Activated Ability

    All or Nothing: Once per rest, you may choose to make an All or Nothing Stat test. All or Nothing Stat Tests allow you to remove all advantage variables from your Stat Test and only roll one die. If the result is above half, then you Pass the test. If it’s, below, then you fail.

    Passive Abilities

    Blind as a Bat: Evolving in dark caves and tunnels, Sedie do not have great eyesight and instead rely on their other senses to navigate their surroundings. Sedie have an almost unnatural sense of their surroundings as they can judge movement in any direction through the vibrations in the ground or floor.

    Claws are sharp: The sharp claws of the Sedie can be used as an Agility or Strength weapon with a +4 modifier.

    These hands are made for digging: Sedie are natural diggers and can dig Sedie-sized tunnels up to 30 meters an hour into normal earth without the need for tools. Sedie can dig through concrete, or solid rock at a rate of 10 meters an hour without the need for tools.

    Detraction

    Any visual details further than 3 meters (3 spaces) away from the sedie are fuzzy blurs to their eyesight.

    Health
    15
    Increment
    6
    Strength
    D4
    Agility
    D2
    Persona
    D2
    Aptitude
    D6
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    Sourit

    Appearance

    Sourit are a small (3 – 4 feet tall on average) hairy species. They have large, rabbit-like ears (that they are all very proud of), snubbed faces and noses, and large, bushy tails. The colorings and patterns of a Sourit range drastically, and the only coloring consistent coloring that every single Sourit has in common is a white coloring on their face around their nose and above their eyes.

    Sourit can use their hands to do just about anything, as their hands are just that, hands, and not paws. They all have a mouth of sharp teeth ready to snap at anybody who demeans them, and despite their small stature, can jump up to just about anywhere that a larger species would be able to.

    Activated Ability

    Too cute to kill: Once per rest, using a major action you may cause your eyes to get unnaturally large and fill with tears as you stare into the eyes of an opponent. Make a Persona Test. If that creature attempts to make an attack or contested test against you within the next minute, or the next round if in combat, that creature removes a number of successes equal to your Persona Test Result from their roll.

    Passive Abilities

    Sourit gain permanent +4 Modifier to Acrobatics

    Sourit can fit into any space they can fit their nose into

    Sourit cannot take falling damage

    Detraction

    Sourit take double damage from poisons and gain -2 advantage to Endurance Tests.

    Health
    5
    Increment
    2
    Strength
    D4
    Agility
    D6
    Persona
    D2
    Aptitude
    D6
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Augmentation Groups

Below are the five augmentation groups, with their Augmentations and the associated cost. When you are downloading an augmentation, you must spend the listed number of Experience to purchase it. You may download augmentations from any group and level during a Milestone event. 

Remember: it takes 6 in-game hours for an augmentation to fully activate.

The Charmer (Face/Light)

1 Point
Thespian of War: When in combat, gain +1 Advantage to Persona rolls (not including attack rolls made with Persona).
2 Points
Stage Magic: Using a minor action, you may cause an object that can fit in your hand to disappear. This item cannot be seen by other players and remains undetectable on your person until you use another minor action to reveal it, it leaves your person, or you die. You can only use this augmentation on one item at once.
3 Points
Enlightened Discernment: When making an Insight Stat test, gain +2 advantage.
4 Points
Take Advantage: Creatures making a Persona or Aptitude contested test against you gain -1 advantage to their roll.
5 Points
Speech and Debate: Make a contested Persona vs Persona test against a single creature within 2 spaces. If that creature fails this test, they must use their next turn to attack a target of your choice.

The Fighter (DPS/Fire)

1 Point
Switch it Up: If you use both your major and minor action to attack, you may replace your weapon's associated stat with another associated stat of your choice for this attack roll.
2 Points
Target Acquired: For each consecutive successful attack you make against the same opponent, gain +1 die to your attack roll, up to +3 dice. If you go a turn without dealing damage to that character, this number returns to 0.
3 Points
The Ends Justify the Means: Use both your major and minor actions to make an attack. Your target receives full damage, but all characters adjacent to your target receive half damage from your attack.
4 Points
Roid Rage: You gain an additional major action each turn. This action must be used to attack, and cannot be combined with any other actions for other abilities or augmentations.
5 Points
Did I Win?: After killing an enemy, you gain +1 die to attack rolls for the rest of combat.

The Helper (Support/Water)

1 Point
Selfish Altruism: When you assist another character and that target gains an experience point, you may also gain an experience point in the same Stat.
2 Points
That Looks Fun: Once per round, you may use a free action to attack an enemy at the same time as an adjacent ally.
3 Points
Medical Mediator: As a free action, when you or an adjacent character takes damage, you may evenly distribute that damage between all adjacent, willing, and friendly characters instead.
4 Points
Share the Love: When healing yourself, you may heal an adjacent character for the same amount.
5 Points
Get Well Soon: In combat, you may use both your minor and major action to attempt to revive a character on the spot. You must be in the same space as them. You are the only person who can add advantage to their roll. If the character is revived, they enter the turn order and cannot take damage until after their next turn.

The Mover (Explorer/Wind)

1 Point
Dash Pass: Once per round, after being hit with an attack, you may sprint as a free action.
2 Points
Light on the Feet: When making an attack, you may also move two spaces as a free action.
3 Points
Sneaky Sneaky: Gain +1 advantage to stealth tests.
4 Points
Unwearyingly Optimistic: Each time you might gain Disturbed, you gain 1 less Disturbed instead.
5 Points
Adrenaline Rush: After being hit with an attack, gain +5 Shield Value until the start of your next turn.

The Tank (Tank/Rock)

1 Point
Gimme it: For every successful attack you make against an opponent, gain 1 Health Point.
2 Points
Rattle the Cage: Make a Contested Fortitude vs Aptitude Test against every non-friendly creature within a 5-space radius. Any creatures that fail this test must use their next turn to attack you instead of performing any other actions.
3 Points
What do you mean I'm bleeding?: You no longer suffer negative effects from low-health conditions.
4 Points
How Dare You: If you gain a Low-Health condition, you may interrupt the turn order and gain an additional turn. After your turn, the turn order resumes as normal. This can be used twice per combat, once when becoming bloodied and once when becoming mauled.
5 Points
Right Back Atcha: Once per round, after being hit with an attack, you may interrupt the combat turn order to make an attack as a free action.

Weapons

The following are the types of weapons currently available on Avarice.

Weapon ranges are labeled as follows: Close (0 – 1 spaces), Short (2 – 4 spaces), Long (4 – 6 spaces), and Far (6 – 10 spaces). Attacking a target outside of your weapons range gives you –1 Advantage for each space outside the range that you are.

Assassin's Blade

Range
close
Stat
persona
Ability

SURPRISE! Double damage to both Surprise & Sneak attacks.

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Blow Darts

Range
short
Stat
persona
Ability

Phoot: Once per opponent, if you successfully hit said opponent at least once with your Blow Darts, you may choose not to deal damage. Instead, that opponent takes gains Agony (due to poison) equal to your weapons level. In addition, you may use your blow darts to remove points in Agony (with the antidote) instead of dealing damage.

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Bo Staff

Range
close
Stat
aptitude
Ability

Wrathful Reaction: Once per round, after being targeted with an attack from another creature within range, you can make a retaliatory attack on that creature immediately after.

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Bolas

Range
short
Stat
persona
Ability

Give it Back: You can choose to not deal damage with your Bolas. If so, for every successful hit you make against your opponent, the opponent’s base movement speed and shield value are both reduced by 1. Creatures affected by bolas can still attempt to sprint. This effect lasts until the opponent uses a minor action to remove the bolas, or until you decide to de-formulate them.

After throwing this weapon, using a free action, you can cause this weapon to harmlessly de-formulate and have a new copy formulate in your hand.

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Bow

Range
long
Stat
aptitude
Ability

Watch my Back: To reload the bow with another arrow after attacking, it takes 1 Minor Action, however, you gain +2 Advantage whenever attacking with the bow.

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Hammer

Range
close
Stat
strength
Ability

Kablamo: Once per turn, you may use an action and a minor action to deal a single attack dealing double damage.

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Javelin

Range
long
Stat
strength
Ability

Got'em: If you successfully hit your opponent at least once, you may choose not to deal damage with your Javelin, and instead cause your target to gain 1 point in Injured.

After throwing this weapon, using a free action, you can cause this weapon to harmlessly de-formulate and have a new copy formulate in your hand.

IMAGE COMING SOON

Knife

Range
close
Stat
agility
Ability

Throwing: You can throw this object. When being thrown, it gains +3 Max range and still uses Agility as the associated stat, becoming a ranged weapon. Using a free action, you can cause this weapon to harmlessly de-formulate and have a new copy formulate in your hand.

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Machete

Range
close
Stat
agility
Ability

It’s Sharp: If you made an attack against an opponent last turn, gain +1 die to attacking that same opponent.

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Nun-chucks

Range
close
Stat
persona
Ability

Discombobulation: For every successful hit you make against an opponent, your Shield Value is increased by 1 when being attacked by that character for the next round.

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Pistol

Range
short
Stat
agility
Ability

First Strike: When combat is initiated you may make a single attack before everyone rolls for initiative. If two combatants have pistols, the attacks are made at the exact same time.

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Rapier

Range
close
Stat
aptitude
Ability

Quick Strikes: On critical strikes, you may gain an additional attack this turn. This ability can only be used once per round.

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SMG

Range
long
Stat
agility
Ability

Spray and Pray: You may make 2 attacks on up to two targets using your major action. When calculating advantage with these attacks, negative advantage is doubled.

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Shield

Range
close
Stat
strength
Ability

Deflect: Your shield value is increased by a number equal to this weapon’s level.

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Shotgun

Range
short
Stat
strength
Ability

Stun Rounds: Targets hit with shotgun get -1 advantage to attack on their next turn.

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Sniper Rifle

Range
far
Stat
aptitude
Ability

Headshot: On critical successes, deal double damage.

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Consumable Categories

The following are the categories of consumables that are currently available on Avarice.

Enhancers

Description

Enhancers temporarily add the level of the Enhancer to any Stat Test rolled for the stat it is associated with, until you roll a critical Failure.

Example: You consume a level 5 Enhancer in Persona. You make a Persona Stat Test and roll 6. Your new total is 11.

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Healers

Description

Healers remove Injured points upon consumption. You can remove a number of points in Injured equal to the Healers level.

Example: You have 4 Injured. You consume a level 2 Healer. You now have 2 Injured.

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Poisons & Antidotes

Description

Poisons increase your Agony condition by the level of the poison. A poison can be administering in any number of ways. Conversely, antidotes decrease any Agony condition points caused by poison, by the antidotes level.

Example: You have 1 Agony. You are shot by a dart that administers a level 2 poison. You now have 3 Agony. You take a level 4 antidote. You now have 1 Agony, as the antidote only removed Agony caused by poison.

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Rations

Description

Rations heal your health upon consumption. The amount of Health restored is equal to the Ration’s level.

Example: You consume a level 5 Ration. You heal 5 health.

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Stimulants

Description

Stimulants remove Disturbed points upon consumption. You can remove a number of points in Disturbed equal to the Stimulants level.

Example: You have 2 Disturbed. You consume a level 2 stimulant. You now have 0 Disturbed.

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Creature Types

This section is for CC’s (and curious players) to help guide the creature creation process, and learn what kind of creatures you might be up against as you explore the world. Below is the list of creature types there are discovered on Avarice.

Any given creature can have multiple creature types that build off each other (such as a Monkey with the types: Pack and Aggressor).

Aggressor

Description

Creatures with the Aggressor type will ALWAYS attack when they see what they think is an opponent, no matter what. Aggressor creatures can be trained to ignore certain creatures, but it is an extremely difficult process. The safest bet when it comes to Aggressors is trying to sneak past them without them noticing, because otherwise you have no other options but to run or fight.

One trick that will almost always work with Aggressors, is playing dead. If you drop to the ground and remain still, Aggressors will assume that you are dead and move on. Due to their nature, attacking you was likely not out of hunger, but the possibility remains that it might try to eat you, but we did say ‘almost always’. In addition, Aggressors with a really high sentience might also be able to reason that you are not dead if they see you breathing.

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Boss

Description

Creatures with the Boss type defy all rules. They are often extremely difficult to fight and kill. Some are large, and some are small, but all are difficult. It is impossible to safely predict a pattern among Max Hp, damage output, and its other stats. It is just something that has to be figured out as you play.

Boss creatures will most often have special attacks that will give them the upper hand in battles. But before you despair, know that these special attacks also come with a benefit to you, as they nearly always open up an exposed side of the Boss that will boost your advantage when you make an attack in that spot, or it may cause a negative effect on the Boss for the next turn.

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Charger

Description

Creatures with the Charger type have a regular speed assigned to them, but also have an aptly named ability available to them: Charge. This ability has to potential to allow them to move at ridiculous speeds.

Charge: Each turn this creature may use a minor and major action to Charge. When this creature charges, they make an Agility stat test. After counting the successes, they move a number of spaces equal to the face value of all of their successes added together. If they charge through a character, then their Charge roll is treated as an Agility attack.

Example: A creature charges at you. The creature rolls Agility, and gets 2 successes (a 4 and a 6). That creature can now charge 10 spaces. You are in the creature path, so when the creature hits you, it makes an attack on you with 2 successes. You have one Dodge Value, and take 1 hit (damage per hit is dependent on the creature's level).

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Competitor

Description

Creatures with the Competitor type stick together like family, but also have a very clear pecking order, and will fight to the death to defend that. If you come in to try to disrupt or enter that pecking order, there will be hell to pay. The creatures will start attacking, you and each other, to re-establish the hierarchy among them. After all, who would take the chance to get closer to the top?

It is said that taking out what seems to be the leader, or issuing a challenge in the way that the creatures communicate is a good way to disrupt the order of things.

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Defender

Description

Defenders only care about one thing: protecting what they love. Whether that is a pile of trash and cotton that they call a nest, a horde of gold, or their children, defenders will viciously attack anything that is a threat to what they treasure. When the threat is gone, they won’t waste any time chasing it down. They will just hang back and make sure that everything is okay.

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Pack

Description

Pack creatures feel safest when around other creatures of their kind. When threatened or attacking, they will try to call more of their friends to join the fight around them. Pack creatures can have various stats and abilities, but one ability remains consistent among them all: Cry for Help.

Cry for Help: Each turn, this creature may use a minor action to Cry for Help. When a Pack creature cries for help, they roll 1 D6. If the roll is a success (4-6), then another creature of their type enters combat.

Note: Depending on the creature you are fighting, entering the battlefield can happen in different ways. For example, bursting from the bushes and making a surprise attack, or just simply coming from the bushes and entering the turn order patiently.

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Shifter

Description

Creatures of the Shifter type have the ability to move their consciousness into already existing beings or objects around them. Shifters will be one of two types – Object Shifters or Being Shifters. Object Shifters can only Shift into non-living objects. Being Shifters can only shift into living beings (from plants, insects, mammals, fish, etc.). All Shifters can live forever, if not killed via harm or loss of material to shift into.

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World Rules

SURONIS in World Lore

In the lore of Avarice, the SURONIS is technology that was developed by the CorpoNation of Ambrosia. This means that the SURONIS has extra capabilities that CC’s can choose to add to their campaigns, if desired. The following list outlines abilities that your CC might add to your already existing SURONIS.

Communication Device: Due to the advance nature of Avarice, your CC may decide to allow your SURONIS to be used as a communication device – this includes text, talk, and radio, connected wirelessly to your ear. When using your SURONIS as a communication device, it functions similar to how a smart-phone would.

Note: Unless you had service, your communication abilities on your SURONIS would be limited to only any other SURONIS within a close range of you, similar to a Bluetooth connection. This local connection is still vulnerable to jamming or other malicious activities that might happen.

Internet Connection: In addition to communication capabilities, your CC may allow you to access the Internet on your SURONIS. This allows you to search details of things you may encounter, such as what a certain creature is, how much something is worth, or a fact that you may want to know. If a search is particularly hard, your CC may ask you to make an Investigation check to see how well you can search the internet to find the answer you are looking for.

Note: You must have service in order to search the Internet, so you might not have access to it in certain remote areas, or if a jammer or other device was preventing you from connecting.

Video and Photo Capabilities: On top of everything, since your SURONIS acts as a phone, you may have video and photo capabilities that allow you to take photos, film video, live-stream, or any other number of capabilities that videos and pictures offer you.

Outdated SURONIS: The current SURONIS version is v9. There were 8 other versions before this one, and a few of those versions are still out there for public use. With that in mind, your CC may choose to have you start with a lower-versioned SURONIS, especially if they are choosing to base the campaign in a year that is not part of the current era on the timeline.

  • Version 2: Version 2 of the SURONIS is a briefcase that you must have equipped as a weapon in order to use. Meaning, you must always have it equipped and if you lose your briefcase, you lose all of your belongings.
  • Version 8: Version 8 of the SURONIS only has the ability to store up to 9 copies of the same item, because it still used a physical screen, and there was not enough space on the screen to allow for double digits.

World Summary

The following is a general summary of Avarice, to give you an idea of what kind of world it is. More in-depth and detailed information and lore on Avarice, is in the works. We are working hard to get it written, and are looking forward to its release. If you want to stay in the loop, you can sign up for our mailing list

Avarice was almost a utopia. There was a moment, after a period of seemingly endless war, where it appeared that everyone might be able to come to a consensus and unify under one flag. The invention of the Formulator, a molecular 3D printer with the ability to create virtually anything out of the molecules in the air, could have eliminated poverty, famine, war, and sickness overnight. Instead, Ambrosia Apparatus Incorporated bought the patent and privatized Formulators for their own personal use, now only leasing them out to others for insanely high prices or using them for grandiose acts of charity (which are truly just thinly-veiled marketing stunts.)

The tragedy of the Formulator is not unique. Throughout the years, Avarice has been on the cusp of creating a paradise for its inhabitants countless times, only to have these humanitarian efforts destroyed by the goals and ambitions of the wealthy. Corpo-Nations have replaced traditional countries and created a society of haves and have nots. Cleverly-written tax laws, unfettered nepotism, unbalanced wages, and a lack of labor laws have created a disjointed reality. This reality mimics the social structure of feudal age Europe, with a powerful but small upper class overseeing a large lower class that struggles just to get by. Thousands die during battles over who cheated in a tennis match as the richest of the rich (called the Chief Officers) typically regard lower-class life with gross apathy.

Law enforcement is controlled by the Chief Officers of various cities, resulting in little-to-no official police presence outside of the cities themselves. Instead, nomads and raiders roam the lands, pillaging whatever they can and returning their bounties to the warlords who they’ve pledged their lives to. Whether it be in the cities, or outside their walls, people’s lives are ever determined by the whims of vanity or the boredom of those in power.