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Urarkan

Arkan of Knowledge, Burrow Elves, High Elves


dominated nation of Ar-Urarkan provides the clearest example of Urarkan ethics and values: studiousness, attentiveness to detail, and cautiousness adequately describe the average Ar-Urarkan and the average Urarkan. Urarkan have a religious system similar to the Daedolian religious system, although they would never make such a comparison themselves. Their faith focuses on the metaphysical process of Becoming, the path by which an Urarkan seeks to leave behind its limited existence and become a worldchanging concept or animating force. Unlike the Daedolians, who are rumored to have never succeeded in their quest to obtain perfect knowledge of the First Principle, the Urarkan have many legends of powerful and wise Urarkan completing the process of Becoming and transforming immediately on the spot into a sort of genius loci. The truth of such tales is subject to debate.

Urarkan

are communal sentients exhibiting the same characteristics and variety generally found amongst humans on Earth, with their most notable traits being their slender builds across both genders and their elongated, almost bat-like ears. The Urarkan of Aldemak are proud and inventive folk with rigid traditions and a taciturn nature that other races often find off-putting. Urarkan differ from Munarkan in that they are completely hairless. Both genders are completely bald throughout every stage of their lives, to the extent that they do not even possess eyebrows. They have an extremely pallid skin color bordering on translucent. The Urarkan possess some nations of their own, which they guard fiercely against outsiders, especially Daedolians. They build underground cities and small burrows in the sides of hills and mountains for shelter, using whatever materials are nearby and convenient. The Urarkan

Urarkan as a race tend to be on best


terms with the other arkan and the Kysweft and Kysgreppen. Urarkan see the Kysweft and the Kysgreppen as useful spies, and see the Kaedarkan and the Munarkan as fellow elves with whom they share a historical bond. Urarkan get along least with Humans

and the Kysgilden. The Urarkan see all Humans as descendants of their former masters and the Kysgilden as their former masters' loyal pets. Urarkan reactions to the Daani are largely determined by each individual Urarkan, but the Urarkan would likely see visiting Daani as simply another potential threat.

Racial Modifiers: Intelligent: Two basic skills from any non-combat disciplines. Weak: May not learn any skills from a combat discipline. Will to Succeed: Whenever an Urarkan would roll one or more dice to determine whether or not an action succeeds or fails, that Urarkans player may spend up to five will to add the same amount spent to the total of the roll. Wealth Modifier: 1.

Disciplines Each Archetype further divides its skills into disciplines, representing packages of skills of similar subject matter with complimentary functions. There are 21 disciplines presented in this book. More disciplines will be released in future game expansions. Stealth Stealth skills aid characters in avoiding detection in low light environments and in detecting things hidden in low light environments. Survival Survival skills aid characters in surviving in hostile environments, allowing them to withstand severe weather conditions and thrive in undeveloped areas. Dungeoneering Dungeoneering skills aid characters in escaping from prisons, exploring dangerous ruins, and in creating hazards for unwary enemies. Fire Magic Fire Magic skills use the study of mystical forces to create sources of heat and warmth, or to incinerate your foes. Ice Magic Ice Magic skills use the study of mystical forces to cool heated objects and to extinguish fires, or to rain freezing death upon your foes.

Lightning Magic Lightning Magic skills use the study of mystical forces to charge engineering constructs and their components, or to electrocute your foes. Engineering Engineering skills aid Enchantment Enchantment skills use characters in constructing weapons and the study of mystical forces to machinery, which can be used in a understand and control the characters variety of situations in and out of environment. combat. Medical Medical skills aid characters Conjuration Conjuration skills use the in recovering from damage and study of mystical forces to create weariness during and after combat or magically formed beings at the expense misadventure. of the characters own health. Shield Shield skills enable characters Mind Magic Mind Magic skills use the to use Shields to prevent themselves study of mystical forces to obtain from taking damage and to engage in control over the minds of others and to limited tactical combat. prevent a characters own mind from being controlled.

Edged Weapon Edged Weapon skills enable characters to use edged weapons more effectively in combat.

Blunt Weapon - Blunt Weapon skills enable characters to use blunt weapons more effectively in combat. Pointed Weapon - Pointed Weapon Alchemy Alchemy skills allow a skills enable characters to use pointed character to combine alchemical weapons and bows more effectively in reagents to produce a useful array of combat. powerful potions and deadly poisons. Unarmed - Unarmed skills enable Armorer Armorer skills allow a characters to use their fists and feet character to restore, create, and more effectively in combat. improve weapons and armor. Combat Expertise Combat Expertise improves a characters overall strength and survivability in combat.

Force Magic Force Magic skills use the study of mystical forces to control the dispersion of kinetic energy, enhancing the character in a number of useful ways and controlling the movement of foes. Influence Influence skills improve a characters influence rolls.

Type Identifiers: Part Five of this book covers the skills that Characters and NPCs may use in the Masters of Creation Role-Playing Game. To make it easier to keep track of how skills work, skills have certain identifiers, indicated under the type category in the skill description. Identifiers provide insight into how a skill functions, although to truly understand a skill it is important to read the skills effect description. Listed below are some commonly used identifiers and their meanings, as well as any special rules for such identifiers.

Time Manipulation Prerequisite: Painbringer's Aura Type: Spell, Enchantment, Maintained. Implements: None. Cost: 5 will, +1 will per round to maintain. Duration: One round per level or until no longer maintained. Effect: You enchant the entire area within twenty paces of yourself in any direction, gaining control over all time therein. So long as you maintain Time Manipulation, your allies take two turns per round and your enemies take one turn per every two rounds. You may not move or use any other skill, including REACTIVE skills, so long as you maintain Time Manipulation. Upgrade: 3 upgrade points: You may alternatively use Time Manipulation as a REACTIVE skill when a round of combat would end to undo the entire previous round of combat. If you use Time Manipulation in this manner, all actions within the past round of combat are undone and play proceeds as if that round of combat never occurred, except that the will cost for this skill is paid. This use of Time Manipulation is not Maintained. You may upgrade Time Manipulation in this manner no more than once.

Living Flesh Shield Prerequisite: Eye Spy. Type: Spell, Summon, Maintained. Implements: Magical Focus, 2 health (consumed), one shield. Cost: 2 will, +1 will per round of combat. Duration: Until no longer maintained or until defeated. Effect: You sacrifice some of your blood and transform a shield you are carrying into a hideous living monstrosity that hovers around you, seeking out pain. The Living Flesh Shield comes into being with 5 health and eagerly seeks to interpose itself between you and any strike or ranged attack that may be directed at you. While you maintain Living Flesh Shield, and when you would be targeted by a strike or ranged skill that deals damage, the damage is instead dealt to the Living Flesh Shield. If the Living Flesh Shield's health is depleted, the Living Flesh Shield is dismissed, returning to an ordinary shield that crashes to the ground. Upgrade: 1 upgrade point: Your Living Flesh Shield gains 10 additional health. You may upgrade Living Flesh Shield in this manner no more than five times. 2 upgrade points: Your Living Flesh Shield regenerates 1 health per round of combat. You may upgrade your Living Flesh Shield in this manner no more than three times.

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