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CORE RULEBOOK 3.

0 Edition
Originally Created by Anthony Alicea and Christina Alicea

Rules Redesigned and Created by Dan Sardo and Richard Landes

Edited by Sarah Brand

Thank you to everyone that has supported us.

Even in literature and art, no man who bothers about originality will ever be original: whereas if you
simply try to tell the truth (without caring two pence how often it has been told before) you will, nine
times out of ten, become original without ever having noticed it. C. S. Lewis

All rights reserved. Printed in the U.S. Content Copyrights include text, photos, and illustrations. Copyrights not
belonging to Six Element Games, LLC are used solely with the expressed permission and consent of the owners
thereof. Copyrights not owned by Six Element Games, LLC are subject to the same terms and conditions listed
above. Any Copyright infringement may be punishable to the fullest extent of applicable law. FaeGlen: LARP
copyright 2013, 2014, 2015, 2016.
Introduction
Welcome to FaeGlen: LARP. Whether you are an experienced LARPER or this is your first game, we are
blessed and thankful that you have chosen to play our game. FaeGlen: LARP (FaeGlen) is a game that
was created and developed by players that attend our events and continue to attend our events,
supporting the game with in-game (IG) stories and out of game (OOG) interaction with one another. The
foundation of the game was, and will always be, the players. Without the players, there is no game, so
thank you for coming to our game, reading this rulebook, and being part of our family.

Our World
Welcome to Tellus and the nation of FaeGlen, the last of the
great kingdoms that once thrived under the loving eyes of the
Gods. The gods gave us life and blessed us with skills and
knowledge to make Tellus the perfect world, but jealousy and
anger got in the way. The gods turned against one another and
bonds were broken. The Elemental Wars caused a great
sadness to wash over Tellus that birthed an enemy the likes of
which no sentient being could imagine: The Darkness. This
entity had no shape or form, but it just was. The Darkness took
shelter deep within Tellus core and lurked there, feeding off all
of the negative energy it could consume, and it grew stronger.

The Gods saw what they had done and felt shame, knowing
that they had not only hurt their beloved creations, but that
their eldest sibling, Ignis, was affected the most. The gods did
their best to fix the damage they had done and help their
people survive and grow, but it simply wasnt enough. The
Darkness steadily purged the planet of its goodness. The gods
had to do something and it had to be soon. The Gods reached out their hands to any and all who would
heed their calls for help to bring an age of peace back to Tellus.

Our game takes place in a small duchy called Oakhaven, where the players live and protect the southern
gates of the kingdom of FaeGlen. Oakhaven has become the center of attention as more and more
adventurers travel to its borders to become heroes to stop the Darkness, whose reach covers most of
the world. As a player, you are asked to immerse yourself in a world of elemental high-fantasy, where it
truly is the ultimate struggle between good and evil. Fight for the glory of the Light; avoid being
corrupted by The Darkness.
Chapter 1
OVERVIEW
Game Departments
At events, there are several departments that
regulate particular parts of the game.

Plot Team: The Plot team is responsible for


coordinating and managing all In-game (IG) Player vs. Environment interaction. They write modules,
work with Logistics to set up module sites, oversee the flow of all IG creative aspects of the game, assist
with the development of the game world based on Player vs. Environment (and in some cases, Player vs.
Player) interactions, and incorporate character histories into the game world. They also manage module
and monster marshaling and all other IG plot-level interactions between players and the environment.

Rules Team: The Rules team is responsible for the design, implementation, administration, and
marshaling of all game mechanics, rules, and combat. They are responsible for clarifying all rules and
making all rules calls at events. Rules also coordinates at-event module setups, creates character cards
for all Non Player Characters (NPCs), inspects weapons for safety (this is called a weapons check), and
acts as guides for any players unsure of where they should be turning for assistance. Additionally, the
rules team administers rules or combat violations when appropriate.

Logistical Team: The Logistics team is responsible for out of game (OoG) event operations. They
manage sign-ins, pre-registrations, NPC shift assignments, OoG and IG inventory/items (including Player
Cards and Character Cards), prop acquisition, and sellable and non-sellable products.

PR Team: The PR Team (Public Relations) is responsible for the care of the players to make sure that
everyone is comfortable with the overall actions of the staff and other players. They are responsible for
gathering information when a problem arises and doing what has to be done to correct it so that
everyone is treated fairly. Additionally, they are open to hear any concerns and praise about the game,
players, and staff and will do their best to relate those to the appropriate departments.
EVENT INFORMATION
Periods and Times

Period 1: Friday Night 10pm-2am


Period 2: Saturday Morning 10am-2pm
Period 3: Saturday Afternoon 2pm 6pm
Period 4: Saturday Evening 6pm-10pm
Period 5: Saturday Late Night 10pm-2am

Event Costs
Full PC Weekend: A player can pay $40.00 to play for a full weekend and earn 5 Build. This is a
discounted price for attending the entire weekend.
Per Period Event: A player can pay $10.00 to play a single period and earn 1 Build.
NPC Duty: FaeGlen has 5 Periods, each split into 4-hour Mandatory NPC shifts. Mandatory
means that all players must perform an NPC shift and are responsible for making sure they
arrive for their duty on time.
Full Time NPC (FTNPC): This is a player who opts to help the game ambience by playing random
monsters, townsfolk, or important figures and teachers instead of a playable character. A FTNPC
will earn 5 BUILD for the weekend and 3 Immersion Points that can be traded in for bonuses
and benefits. Full time NPCs always attend events for free.
Event Only Bonus Build: A player can purchase a single bonus Build for $10.00. You can only
purchase this bonus build when you attend an event. You cannot purchase this build when you
purchase any back buy build.

Back Buy Build: A player that misses an event can purchase 5 Build for $ 30.00.

Yearly Bonus: Once a year, a player can purchase a bonus of 10 Build for $ 50.00.

Retirement: A player can retire their character if they wish to make a new character. When a
character is retired, the character can never be played again. Plot may facilitate that character returning
for plot reasons unless the character that was retired was permed by the player and plot. A player can
create a new character using 50% of a characters Build minus the 50 starting build. A player can only
retire one character a year.
Gameplay and Ambience
At FaeGlen, we want to keep the atmosphere of the event as
realistically fantastical as possible. Because of this, there are
certain rules that must be followed during the event. Any real-
world items that would detract from the game atmosphere,
including (but not limited to) cell phones, plastic bottles,
wrappers, boxes, backpacks, real-world clothing, plastic cups,
and other similar items must be kept out of sight at all times
(unless for some reason there is an emergency.) There will be a
designated out of game area for people who need to go OoG
for any reason. Smoking, cell phone use, and other OoG related
actions such as these must be done in the designated OoG area.
While we understand the draw to break character at certain
points during the event, we request that such occurrences be
kept to a minimum in order to maintain the highest possible level of immersion. Players will be
rewarded for their continual immersion at FaeGlen. We encourage players to decorate sleeping areas,
hang banners and flags, and use various other props to bring life to the game and world. Remaining in
character as often as possible will also earn players rewards; the more in-character you are, the more it
will be noticed by staff and other players.

Sleeping does not change a persons state of gameplay. All sleeping attendees should be considered IG,
either as a character they play or as an NPC (Non Player-Character). In order to sleep IG as an NPC, a
player must first get approval from a qualified marshal. If for medical or other reasons a player wishes to
sleep OoG, that player must first get permission from a qualified marshal. Appropriate headbands must
still be worn while sleeping.

Certain pre-determined areas at a game will likely be designated as OoG areas. Everyone and everything
in these areas should be considered permanently OoG regardless of headbands worn. These areas exist
for various reasons, including keeping a designated area for players to smoke, the NPC cabin where
NPCs can congregate and prepare for modules, and quarantined areas for OoG safety issues.

Unless specifically told to or allowed by a qualified marshal, a person who transitions from an IG to OoG
or vice versa may only do so if, in-so-doing, the atmosphere of the game and game ambience is not
disturbed. Breaking game ambience is a broad interpretation and is subject to the opinion of a qualified
marshal, but may result in rules violations. Things to avoid would include (but not be limited to) quickly
transitioning from IG to OoG to prevent your IG character from being attacked or quickly transitioning
from OoG to IG to assist a fellow IG character with warding off an attacker.
Gameplay Terminology
The following is terminology that is used often at events to explain certain situations and effects that
may occur.

Caution: Caution is a term that is used for the safety of a player(s). This is often called when a player(s)
is about to trip over a log, fall in a creek or any other situation where the player(s) could possibly injury
themselves. There are often times when caution is called to move an entire combat situation when it
becomes a hazard for all parties involved.

In-Game: In Game or IG is a term that is used when a player, or staff member, is actively involved with
the game and the transpiring events. This is the general statement used for a player that is playing the
game.

Hidden and Elsewhere: One sub-state of IG gameplay is known


as a Hidden Presence. Someone who is in a Hidden
Presence state of IG gameplay is required to wear a certain
color headband or glowstick. Someone who is in an Elsewhere
Presence is often in another realm or state of condition. The
following headband or glowstick colors denote Hidden or
Elsewhere statuses, or other statuses with OoG meaning:

White: Out Of Game


Red: Spirit/Spirit World
Green (Bright/Neon): Non-Combat
Purple: Rift Being or Energy
Orange: Invisible

Holds and Clarifies: HOLDS and CLARIFIES are considered an


OoG state of gameplay. HOLD is a term usable by anyone who
needs to call a temporary suspension of all IG gameplay
immediately. HOLD must be shouted loudly by whoever wishes to call the HOLD and must be done so
for important IG or OoG reasons. Valid reasons for calling a HOLD include (but are not limited to) OoG
injuries or important marshal announcements.

CLARIFY is another type of OoG state of gameplay. CLARIFY is a term usable by anyone who needs to
call a temporary suspension of localized IG gameplay in order to clarify something on an OoG level.
CLARIFY must be spoken clearly by whoever wishes to call the CLARIFY and may be done for the
purposes of obtaining an OoG understanding for an IG situation. Valid reasons for calling a CLARIFY
include (but are not limited to) inquiring about the effects of a particular spell or skill used on you or
inquiring about what your IG character is experiencing.
Lay-On/Lay-Off: Lay-On is a term used to announce that the game has started and is often used to
restart a scenario if a clarification or hold was called. Lay-Off is a term used to end the event and is
never called until the very end of the weekend. When a HOLD or a CLARIFY is called, gameplay is
resumed by calling, 3-2-1 Lay-On!

Meta-Gaming: Meta-Gaming can be defined as the intentional or unintentional use of OoG knowledge
to garner or disseminate in-game information that would otherwise not have been available at that
time. An example of Meta-Gaming could be if a PC disguises his or herself to assassinate another PC
while they slept, and the target of the assassination realizes out-of-game that they were assassinated by
a particular character in-game, so the target of the assassination uses their out-of-game knowledge to
go after the character in-game. Another example of Meta-Gaming would be having knowledge that one
character of yours would have, such as the true identity of a spy, and using that knowledge as a different
character that would otherwise not have had that information.

Non-Combat: Non-Combat or Non-Com is a term used for someone that cannot be physically
attacked by another player IG. Even though the
player that is non-combat is IG, they cannot be
struck with weapons. This is often for players
that have a medical condition. Non-com
players must wear a bright neon-green
headband or armband or green glow stick at
night to identify they are non-com. A player
can technically attack and strike a non-com
player but must remain at a weapons distance
away, point the weapon and call damage. A
non-com player can be asked if spell packets
can be used to attack them.

Out of Game: Out of Game or OoG is a term


that is used to state when a player or attendee is physically there but not a part of the game for the
time. If someone is OoG they must wear a white headband that states they are OoG. Another way to
state you are OoG is to close your fist and put it over your head or putting a weapon or both weapons
over your head. An active player cannot interact with the OoG player or staff member unless otherwise
stated.

Scene: SCENE is a term used to pause an encounter temporarily to explain something that is occurring IG
that is difficult to phys-rep such as a dragon flying across the skies or a massive explosion that causes a
rock slide. The only players permitted to call SCENE are Plot Marshals. The encounter restarts when the
scene is completely described by the Plot Marshal.
Life and Death
FaeGlen is a magical realm that allows its heroes to return from
the dead to keep fighting the Darkness. A player begins their 1st
stage death count when they reach 0 vigor. There are no
negative vigor points; you can never go past 0 vigor. A player
will begin to count down into their death counts.

At the beginning of each event a player is given one Life Tag.

Killing Blow: Killing Blow or KB is a free skill that


everyone in the game can call on a target that has been brought
down to 0 vigor regardless if the target is conscious or awake. A
KB cannot be done to a sleeping or unconscious target that has
more than 0 vigor. A player must call out, Killing Blow 1, Killing
Blow 2, Killing Blow 3 and deal damage to the character. The KB character instantly falls to their 2nd
stage death count. Some skills may cause targets that are KB to suffer a detriment or for the character
delivering the KB to gain a benefit. There is no limit to the number of KB skills that a target can be
affected by. However, if a target is KB by a character and that character benefits from a skill for doing so,
then no other beneficial effect or effects can be garnered by delivering another KB to that same target
unless the target resurrects.

1st Stage: A player reaches 0 vigor and takes a knee to symbolize the death count as a safety
precaution. The player has 2 minutes to be healed. If they are not healed by the end of the count, they
fall into their 2nd stage death count. At this stage, the player can call out for help, crawl, and can drink
healing potions. The player cannot use any skills or spells unless stated in the description of the skill. A
player can be healed by normal means. If a Killing Blow is delivered to the player during this state they
automatically fall to their 2nd stage death count.

2nd Stage (Critical Stage): A player that reaches their 2nd stage death count is in critical condition
and can still crawl and groan but nothing over a whisper. The player is incapable of using any skills or
spells unless stated in the description of the skill. If a Killing Blow is delivered to the player during this
state, they are instantly killed and must report to a staff member with their life tag. The body and all
possessions become small red orbs and enter the spirit realm. The player is now a wandering spirit. A
player in 2nd stage can only be brought back by a life effect.

Wandering Spirit: The player that reaches their 3rd stage death count has officially taken a death
and must report to a marshal to hand in their life tag and have the death recorded. The player must put
on a red headband or red glow stick and become a wandering spirit. They can move about the physical
realm, but cannot interact with anyone except for characters with abilities that allow them to see spirits,
such as shamans.
Immersion Points
The most difficult thing to accomplish at a LARP is keeping everyone immersed in the environment. At
FaeGlen: LARP we have come up with a system that may help keep everyone in game. Immersion points
or IP are earned by remaining in character, setting up a crafting location, decorating camp sites and
sleeping areas, going above and beyond with costuming, and role-playing your race and class. A player
can earn immersion points by doing something so uncanny that it warrants a reward for thinking out of
the box. Simply put, stay IG as often as you possibly can as not to disrupt other players. To keep
everyone IG and to state to a player to stay immersed without breaking immersion you simply must
state, Relax, have a drink? These are 4 simple words and a single statement that should snap
someone back into game. Yes, this is a common phrase but when said, a player should know that they
were speaking OoG.

Players can use IP to purchase Boons that either changes the


character mechanically or causes something unexpected to
happen to them and the overall game.

Mechanical: These are boons that change your character's


stats or skills temporarily for the event that it was purchased.

Immersive: These are boons that grant the character boons


that change the world around them, personally or the whole.
Example: Asking for Favors from an Organization, Requesting
your Teacher for a certain Period, and Prayers.

The IP Chart is posted onto our website. The reason it is not


printed in the rulebook is that it will change from time to time
with new boons added and older ones removed as the game
grows. You can view the chart by clicking the link here:

Immersion Point Chart


Chapter 2
CHARACTER
CREATION
Characters are uniquely developed by players
with various concepts in mind, such as how the
character will be role-played and what kind of
mechanical development is intended for that
character. As such, it is important to understand how to conceptually design a character. When
developing a character, you must decide what kind of moral compass you want the character to have,
what kind of race or species you want to play, what kind of general archetype, if any, you want to play,
what kind of specific class, if any, you want the character to develop into, and, finally, what kind of
profession, if any, you want the character to have.

It is important to note that character goals and development can change over the course of playing a
game and it is perfectly fine for characters to develop in ways not originally intended.

A player should read this chapter to get the basics of creating a character step by step. A player should
look for more detailed explanations in the chapters pertaining to Rules, Races and Classes.

Step 1: Choosing a Race: A player must first choose what race they want their character to be.
Each individual race has a set of racial skills that grant the character certain special abilities that are
permanent, periodic, recuperative or once per event. A player automatically gains the base racial of
their race for free but must purchase other racial skills with Build. A player must also pay attention to
the costuming requirements of certain races as some are simple to no make-up requirements while
others have more complicated make-up requirements. A player should also read the Lorebook to get
extended information on the kingdoms their character may hail from. Once a player has chosen their
race, they can choose their class.

Step 2: Choosing a Class: After choosing a race, a player can now choose a class. A class
determines a character profession which can be a combat or crafting. A players first class, whether it is
combat or crafter, is always considered their Primary Class. Your primary class is free and any additional
classes cost 5 Build each. A player can have 2 Combat Classes and 2 Crafter Classes only. This is called
Multi-Classing. Once a player has chosen their class, they can choose their class skills.

Step 3: Choosing Skills: After choosing their class a player can begin to purchase skills for their
class. A player can purchase skills using Build from their Class List or the Common List which has a
general list of skills any character can learn, including knowledges, languages, and some common
feats/spells.
Pre-Requisites: Pre-Requisites are a list of requirements which are needed in order for a character
to learn and/or use a skill, use or wear an item, or perform some other in-game action. Pre-Requisites
can range from race to archetype and class to the possession of a particular skill. Many skills in a game
will have pre-requisites in order to be learned or used. Furthermore, there may be a separate level
requirement to learn or use a skill.

Some skills imply the prerequisite of another skill without actually listing that skill as a prerequisite.
Implied prerequisites are considered to be rational leaps of logic when it comes to what prerequisites
would logically be in place for a particular skill. This rule exists for the sole purpose of potential
oversights for prerequisites and minimalizes over-clarification. However, actual prerequisites will be
continuously updated to be as specific as possible as rules continue to be changed, updated, and
clarified.

Passive Skills: A player has to choose 1 passive path listed under their class. The passive skills listed
grant the character a unique ability that can either be done alone or activated when another skill is
being used. A player that is multi-classing (2) Combat Classes can have no more than 2 passive paths,
either 1 passive path from each combat class, or 2 from their primary class. A player can opt to purchase
a 2nd passive path for their primary combat class for 3 Build but will be unable to choose a passive path
from their secondary combat path.

Alternate Passive: An alternate passive is a unique uncommon path that a player can achieve. A
player that wishes to obtain one of these alternate passive paths should discover this IG and must meet
the role-play requirements. A player can opt to switch their path and purchase it from the Immersion
Point Chart called, Road Less Traveled. An alternate path takes 3 months to learn before being
unlocked by the player.

Permanent Skills: A player can choose from a special skill set known as permanent skills.
Permanent skills are innate abilities that only need to be purchased once to grant the skill and effect
listed. Each class has a set of skills that represent the classes specialty. All permanent skills and similar
effects cannot be stacked if a player chooses to multi-class. Sometimes multiple classes share the same
permanent skill; in this case, once a player purchases the skill, it will count as a pre-requisite for any
skills that require it in the second class. Note you cannot double purchase perm skills except for
strength.
Feats/Spells: There are (3) types of feats/spells: offensive, defensive, and tactical skills. A player
must verbally state the skill they are using against a target when it is being used and annunciate loudly
for the target to hear to react properly. A player can purchase as many feats/spells as they want
depending on their level and milestone achievement.

Base Class: A player can have up to a maximum of 10 uses of each of their feats/spells.
Legendary: A player that has achieved 150 Build in their class has reached their first
milestone and can have up to a maximum of 15 uses of their feats/spells.
Extraordinary: A player that has achieved 250 Build as a character and has reached their
second milestone can have up to a maximum of 20 uses of their feat/spells.

Offensive Skills: Offensive skills are used to deliver additional damage or special effects. Offensive
feats are delivered by making contact with a target in a certain manner. Offensive spells are delivered
via spellpacket after a spell verbal is stated. Offensive skills can be defended with defensive skills
depending on the effect and situation. A player that physically avoids an attack or spellpacket does not
take any damage or effect. A player must wait 5 seconds before using or delivering the same offensive
feat or spell, though you can use a different feat or spell during this 5 second period. This prevents
constant usage of offensive skills, balancing the combat scenario.

Defensive Skills: Defensive skills are used to protect a character from damage or special effects
after they have been delivered. Defensive feats are used to defend against physical attacks. Defensive
spells are used to defend against certain physical and magical effects. A player does not have to wait 5
seconds before using the same defensive feat or spell unlike offensive skills.

Tactical Skills: Tactical skills are used in various ways depending on the class. Tactical skills can be
used in conjunction with offensive or defensive skills as a reactionary effect. Tactical skills also include
healing spells, abilities that grant special effects such as hiding, or a modifier to an attack such as
perfect aim. A player does not have to wait 5 seconds before using the same tactical feat or spell unlike
offensive skills.

Heroic Powers: Heroic powers are powerful offensive, defensive or tactical skills that are specific to
each combat class. They can deal massive amounts of damage, grant healing to all allies in line of sight,
or even protect a noble from being harmed by other targets. Heroic powers can only be used
periodically unless otherwise specified in the description of the power. A player is granted the classes
base heroic power for free when they open the class. There are 2 types of Heroic Powers: Instant (I) and
Charge (C) Powers.

Instant: You can invoke the power immediately without a countdown.


Charge: You can invoke the power after RPing a 1-5 Charging count.
Regaining Uses of Skills
Recuperation Period: After a player uses up
their skills, after an encounter, or after a player has
removed his/herself from combat, that player can
rest for 10 uninterrupted minutes and recuperate
all of their offensive, defensive, and tactical skills.
A player does not recuperate heroic powers or
racial powers unless otherwise stated in the skill
description. When a player is recuperating they must RP in some manner that coincides with their race
or class. For example a monk may meditate or do an intricate martial arts kata. A warrior might check
their weapons or do light sparring using no skills. A wizard may discuss magic with a fellow wizard.
Regardless, sitting down and doing nothing does not warrant a proper recuperation of your skills and a
martial is permitted to tell a player that their skills have not been recuperated if they have not done so
properly.

Second Wind: Sometimes a player has no time to sit back and recuperate, especially in the middle of
battle. A character will have to dig deep to pull out those extra reserves to continue to fight. Second
Wind allows a character to replenish all skills instantly. The player simply calls out, Invoke Second
Wind. Every player starts with one Second Wind per event, and Second Winds gained during an event
do not transfer to other events. A player does not replenish heroic powers or any ability that states once
per period or once per event after using a Second Wind.

Teaching Abilities
A player is permitted to teach themselves a single use of a skill they already know once per event, but
that extra use does not become available until the next event. Players are permitted to teach other
players the Buy-In for a Class or Craft, including Passive Skills, Permanent Skills, Feat/Spells, and even
Heroic Powers. A player can even teach another player a Racial Skill but players can self teach all racial
skills.

Learning a New Class


A player can learn a new class IG from another player that must be Level 10 in that Class. When a player
teaches a class to another player, it takes 3 months before they are able to purchase any skills for that
class. The teacher must spend at least 10 minutes of RP with the student each month over the next 3
months. You cannot Master Teach a new Class.
Chapter 3
RACES
There are several different races a player can
choose from that have their own set of skills
and special costume requirements.

In FaeGlen there are 4 categories for the races


of the game. As a character grows and develops
new skills and experiences the world around
them there are instances when the characters
race can possibly change.

Base Race: All players start the game at their base race. This means is that the character is your
everyday common Human, Elemental, Elven or Other race. These races are listed in this rulebook. There
are times when a racial skill is also a combat skill. If a character already has this skill from their combat
class it is considered the same as the racial skill.

Paragon Race: A paragon race is when a player has purchased all their racial skills from their base
race and meets the role play pre-requisites for said base race. This means that a player can only achieve
this if they have personified their base race accurately. When a player has done this they are able to
purchase new skills from their paragon race. The character's costume requirements do not change. Note
that if you go paragon you can never become your ascended race, but you may still be corrupted and
lose access to your paragon racial skills.

Ascended Race: A player that plays a character that is considered good has the potential to
unlock their ascended race. An ascended race is divine and is what the race used to look like before the
Darkness arrived and began to corrupt the world. A player can unlock their ascended race by gaining
light points explained later in this chapter. The character's costume requirements change drastically
and they do not lose their base racial skills.

Corrupted Race: A player that plays a character that is considered evil has the potential to unlock
their corrupted race. A corrupted race has allowed the Darkness into their heart and soul and has
changed them into a twisted form of their former self. A player can unlock their corrupted race by
gaining dark points explained later in this chapter. The character's costume requirements change
drastically.
The Path of Light or Dark
As a player makes decisions, they will earn either Light or
Dark points. A player can accumulate Light points by doing a
great deed such as saving an orphanage of children when you
have a fear of fire. In the same right, a player can accumulate
Dark points by allowing the orphanage to burn to the ground
without a second thought.

Light or Dark points represent an alignment so to speak, though


gaining Light or Dark points doesnt mean you are good or bad
but you are either one step closer to divinity or one step closer
to being corrupted by the Darkness.

As a player lives their life, the characters life scale can go back
and forth from Light to Dark in an instant. When a character
reaches a certain amount of Light or Dark points, they begin to
change either to their Ascended Race or their Corrupted
Race.

The player will not know how many Light/Dark Points they have accumulated until they reach
increments of 10 points. When that occurs, the player will be told if they want to turn in their Light/Dark
Points in to change their race to either type. A player is not obligated to have their race changed and in
fact they do not have to change at all; the character will remain neutral, although they will still retain
their points.

Regardless of either choice, when a player reaches the first 10 points of either Light or Dark they will
register as a Light Being (Good) or Dark Being (Evil) through the use of various skills. This will be stated
on the players character card.

First Stage: (10 Points) Player gains the physical attributes of the Race change. The points are locked
at this point when the player cashes them. They now register as Light or Dark Beings.

Second Stage: (10 Points) Player gains the base racial of the Race change. The points are locked at
this point when the player cashes them.

Third Stage: (10 points) Player gains access to the full Racial list and fully transforms visually. The
points are locked at this point when the player cashes them.

Final Stage: (10 points) Player is completely changed and cannot revert to their original Race. They
can no longer gain Light Points.

Now if a player gains Light or Dark points equal to the amount already turned in of the opposite
alignment, they will lose the abilities they gain unless they are in their Final Stage, in which case they
cannot revert back to their original Race.
ASPARA Long ago the Aspara people, a race of snake-like humanoids, roamed the surface of
FaeGlen, centuries before the kingdom was established. The Aspara were at one point a warrior tribe
ruled by a single female matriarch that was extremely over protective of her people. When the armies
of the Darkness began to march forward, the Aspara people ran headlong into battle, nearly being
annihilated by the hordes of orcs and ogres they faced. The Aspara were outnumbered and outmatched
and in an unexpected turn of events ran from their post and journeyed deep underground to remove
themselves from the battle against the Darkness. The Aspara were considered cowards to many other
races but as time passed on, the Aspara learned from their mistake and decided that a greater path was
before them. Long before the monks traveled to the highest mountains of the Yishu Nation, the Aspara
began to practice the art of the mystic. They called themselves Priests of the Serpent. Many of the
Aspara ventured to the surface to heal the broken in secrecy from hidden places as they feared they
would be banished for their cowardice.

As time moved on, the Aspara people became talented artisans, creating magical garments for
protection and becoming uncanny crafters with leather. Sadly the Aspara were pushed deeper and
deeper into the underground where warmth became scarce. In the end, the Aspara people encased
their bodies in thick scales and hibernated until their existence was forgotten, until today.

The Aspara are for all intents and purposes are new to the world of Tellus. They do not know what has been happening for over 1,000 years and
will take some time to understand what has happened in the world since their hibernation. The Aspara people ONLY come from the nation of
FaeGlen as this is where they were finally pushed to near extinction. Aspara are brave when it comes to saving the lives of an ally but shy away
from combat. Aspara that are combatants are usually cautious in battle and would prefer to discuss non-violent tactics over brute force. The
Aspara hate the cold weather and will wear layers of clothing in the winter but in the summer prefer to wear as minimal amount of clothing as
possible to enjoy the warmth. Aspara enjoy trading objects and will often leave a replacement if they happen to pocket an item they would like
to keep.

COSTUME REQUIREMENTS
The Aspara have scales all over their body and the player must paint scales on their face and hands. These scales can be yellow, orange or green.
A player must also draw two slits on their nostrils and lines from the mouth to appear more snake-like. Optionally a player can paint all visible
skin with scales.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You take double from ice
Racial Vigor 0 Permanent
damage. Aspara are considered a Beast Race.
Black Spit Base You can throw a packet that blinds the target for 5 seconds. Recuperation

You can choose the Camouflage skill from the Druid list and use the spell as though
Chameleon Varies Permanent
you were a Druid. The player can purchase more uses of the skill once they obtain it.

Mystical Metabolism 8 You can double all healing effects that are cast on you for 5 minutes Per Event
Soothing Venom 5 You can secrete a liquid that adds +5 vigor to any healing potion. Per Period
Shed Skin 8 You can shed your skin to end a grapple, bind, incapacitate, or DOT effect. Permanent
An Asparas skin is as tough as leather armor. Any weapon coated with a Blade Poison
Serpent Skin 10 does not penetrate the Asparas Serpent Skin. Bypass armor must be used to deliver Permanent
the Blade Poison to the Aspara.
You can grapple a target at +2 Strength and incapacitate them until the hold is
Constriction 5 Per Period
broken.
You can negate any mind effect, including spellsongs, and instead retreat to a safe
Reject Responsibility 8 distance of 20 steps and fall unconscious for 1 minute. You cannot defend against Permanent
this unconscious effect by any means.
BARBARIAN Centuries ago, the Barbarians spread across the lands, populating various
locations and calling them home. Several main clans still exist and have made Megah Port their home.
Many people fear the Barbarians because of their ability to summon power from deep within; the rage
that allows them to strengthen their abilities. It is said that the rage came from the primal lands, where
the orcs first appeared. In fact, many presume the Barbarians were birthed from the best parts of orc
and made human. Whether or not this is true means nothing to the Barbarian people, but it may explain
to others their ways of life. Capable of surviving in any type of environment, Barbarians are very
common, much like their Nomad brethren. The difference is in their way of life.

Barbarians stick to hunting and fishing to survive and live off the land. They know their weapons maybe
better than they know themselves, and use them as an extension of their strength in the midst of
combat. Barbarians are not as intelligent as some of the other races. They rely on common sense and
survival skills before book smarts. They carry trinkets, handed down from generation to generation, in
battle. Barbarians bring a level of fear that is respected by many, and refer to this fearful presence as
Ag. As combatants, Barbarians prefer clothing that doesnt restrict their movement.

Tough, brutal, angry: these are some of the words that describe Barbarians. Barbarians enjoy using
heavy weapons in battle, but they use them with uncanny dexterity. They love a good fight just as much as they love a good drink and company
to share tales with. Their bodies are canvases of stories on their own, or at least good conversation starters. Barbarians are often seen as
uncivilized and maybe even uncouth, and their fighting style is known to be quite savage. Though most believe that Barbarians have no manners,
which is pretty accurate, that doesnt mean that they are wholly unfriendly.

COSTUME REQUIREMENTS
Barbarians wear animal skins and furs regardless of what class they pursue. Barbarians must wear blue tribal markings that must cover half of
their face. There are no other restrictions to costuming.
RACIAL SKILLS
Name Build Description Type
You gain 10 vigor at startup and 10 vigor every 10 levels. You take 2x from rot damage.
Racial Vigor 0 Permanent
Barbarians are considered a Human Race.
You can use this skill to go into a rage that grants +2 damage to all attacks for 5 mins.
Barbarian Rage Base Per Period
This is a rage effect.
You can wield a broken weapon but the weapon ONLY deals 1 damage. Any class and
racial abilities that grant bonus to damage are forfeited while the weapon is broken. The
Still Good 5 Permanent
broken weapon can still be used to physically defend against attacks and deliver
offensive and defensive feats.
Hides and Pelts 5 You gain +1 AP to every piece of leather armor you are currently wearing. Permanent
Scar Tissue 5 You gain +5 Natural Armor. Permanent
You can use this skill to verbally shout and disarm enemies within weapon distance. This
Battle Cry 5 Per Period
is a mental effect.
You can grant one target the skill barbarian rage for the remainder of the event. The
War Paint 8 target can use barbarian rage once per period as though they were a barbarian. You Per Event
cannot use this skill on another barbarian.
You gain +1 damage with any weapon, unless the weapon is broken, regardless of your
Brutal Combatant 10 Permanent
class.
Strength 15 You gain +1 Strength. Permanent
DRYAD As one of the oldest races, Dryads tend to protect Tellus and the life on it, putting out
signals and calls whenever there is an outbreak they need help to overcome. When the Darkness first
made itself known to them, they were both scared and angered, though as a peaceful people, they felt
it was best not to voice their concerns. The armies of evil creatures were something entirely new to
them and while the Dryads had thought they would be safe, they were quickly proven wrong. They lost
many different species of plants and animals to all of the wars and destruction, and this proved to be
most disconcerting and heart breaking. The Dryads managed to move on and promote the healing of
the world as well as the birth of new plants and animals, proving that they will not be beaten without a
fight, even if it isnt a physical fight. To this day, they work to ensure the survival of the defenseless
plants and animals.

Dryads are humble people who respect the forest and its inhabitants. They pray over dead plants and
animals that have been brutally destroyed. If they must feed off the land they pray to Silvis for his
bounty and give thanks. Dryads are very intelligent beings who take time to consider a situation before
taking action. Dryads detest being confined and will rarely be seen inside buildings unless it is necessary.
War is frowned upon by Dryads; they feel it is unnecessary and that all beings can learn to live together peacefully.

They prefer a simple natural style and wear leaves in their hair and on their clothing as decoration over expensive baubles and trinkets. Earthy
tones are preferred by these people. Males are characterized by their more muted hair color, usually preferring to wear leaves woven into it.
Females are a stark contrast with red hair and brightly colored floral crowns. Both genders have green skin with small vines that cling to it.

COSTUME REQUIREMENTS
Dryads tend to wear a lot of browns and dark greens, though some change their appearance with the seasons. They often wear natural trinkets.
Dryads have dark or light green skin with vines growing all over their bodies. A dryads hair is made of various plants and flowers which change
during the seasons. A player can opt to draw vines on their skin.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You also take minimal from
Racial Vigor 0 nature damage. You take 2x from fire damage. Dryads are considered an Elemental Permanent
Race but all spells that effect Natural Creatures, affect them as well.
Voice of Silvis Base You gain the Speak with Nature permanent skill without additional cost. Permanent

You gain 3 vigor per minute while recuperating in direct sunlight. You lose the ability
Bask in the Sun 5 Recuperation
at night and during cloudy days.
You can grow Fists that deal 2 nature. You can deliver feats or spell-like abilities
Lashing Vines 5 Permanent
through your fists. You also do not take damage if your fist physreps are struck.
You can choose the Meld with Tree skill from the Druid list and use the spell as
One with Nature Varies Permanent
though you were a Druid.
You can regrow a severed limb instantly without any detriments or waiting to use it.
Regrow Limb 5 Per Period
This will remove any current bleed effects.
You can create a rank 0 ward of thorns that deals 1 nature to anyone that touches or
Wall of Thorns 5 Per Period
strikes it for 5 mins. You must put both hands out to the side and you cannot move.
Barbed Skin 5 You gain 5 natural armor. Permanent
You can grow to twice your size, gaining +2 strength but you must move heel-toe for
Spirit of the Ent 10 Per Event
10 mins.
DWARVES The dwarves once served the Darkness, and not much is known of how they were
able to escape the Darknesss rule. Many stories have been told, but it is not known which are true and
which are not. The dwarves were shunned by most of society for aiding the Darkness and are only slowly
regaining the respect of other races and kingdoms. Upon returning to Murgruth, they made even bigger
underground cities and tried to get back to their old way of life. For a time, they succeeded. Then, the
horde race invaded Murgruth and the dwarves were back at war, trying to defend not just their
homeland, but their souls from damnation.

Dwarves are known for their temper, greed, and hard work. While their greed has cost them a lot, they
still tend to stockpile treasures and goods. Most say this is being done to pay for the deeds they have
done in the past serving the darkness, but some dwarves still hoard for themselves, and they see no
problem with loving the finer things in life in abundance. The race tries to be just in their choices and
decisions as they are still trying to regain the respect of other races and the Gods. They were stripped of
their elemental gift for what they have done, and are deeply remorseful. The Dwarven race are in a
constant battle as the Horde has invaded their homeland of Murgruth to attempt to bring them back to
the Darkness, or destroy them if they resist.

Dwarves are short, but powerful creatures. A majority of their work is done underground carving and mining, so they tend to have great upper
body strength, even though many look out of shape with a large belly from long nights of drinking mead and ale. The men almost always have
long beards, and the length of a male dwarfs beard is a status symbol. Some female dwarves do not keep beards, but have long, braided hair.
Dwarves can appear messy at times, but it is due to their work and underground lifestyle. They clean up well when necessary. Dwarf faces often
tend to be a little ragged, showing their age and experience with pride.

COSTUME REQUIREMENTS
Males have large, bushy beards that are sometimes braided and beaded, depending on their age and rank in society. Losing their beard would
bring shame upon them and their family lines. Females have long hair that is braided and beaded. They dont have to wear beards.
RACIAL SKILLS
Name Build Description Type
You gain 12 vigor at startup and 12 vigor every 10 levels. You take 2x from earth damage.
Racial Vigor 0 Permanent
Dwarves are considered an elemental race.
Immovable Object Base You become immune to all movement effects. You can also use shields regardless of class. Permanent

Old Habits 5 You can convert your damage to earth for 5 minutes. Per Period

Dwarven Tenacity 5 You gain 5 natural armor. Permanent


You can reduce any smith crafting time by 1 minute to a minimum of 1 minute. You can also use
Forgemaster 5 Permanent
this to assist another smith.
Stubbornness of
5 You can negate any mind and fear effects and spellsongs for 1 minute. Per Period
Dwarves
Resourcefulness of You gain +1 damage with bastard weapons. You can also use bastard weapons regardless of
10 Permanent
Dwarves class.
Uncanny Craftsmanship 5 You gain the knowledge skill Advanced: Metallurgy. Permanent
Strength 15 You gain +1 Strength. Permanent
ELDAR This race is the first born of the second wave of beings ever created to inhabit the planet.
They consider themselves the most special of any race, though they eventually came to realize that it was
going to take the aid of all races working together to defeat their common enemy. Throughout the years, the
Eldar have been subject to naturally occurring incidents, which some of the more superstitious Eldar now
attribute to their lofty nature. The very first of them had been all but destroyed when put up against the
dangerous army that invaded their city and they have been lost to time. Nothing exists anymore about them,
other than a precious few manuscripts that managed to survive the catastrophe. They were finally forced to
fight, though, once they realized that the Darkness and its hoards were closing in faster than anticipated. Of
course others joined them in their fight against the evil armies, and eventually they had to accept the fact
that they were going to have to aid other kingdoms if they wanted to defeat the Darkness once and for all.

The Eldar are well known for their vast knowledge on many subjects, including the ways of magic. The beauty
in their art is unmistakable and difficult for outsiders to learn. Since they were one of the first races to be
born on Tellus, they often feel that they are deserving of higher praise than anyone, though a lot of other
races disagree. The Eldar look down on other races, especially the dwarves, for whom they share the
Gnomes distaste.

Eldar children are taught from a young age not to act quickly on their emotions, but to analyze the situation before engaging. Magic is an innate
ability in them all, and as such they are taught to control it early, lest they hurt themselves or others. Children are usually cared for primarily by
the mother until the age of three, when they are deemed ready to learn how to control the power within them.

Eldar are regal in every sense of the word. From their aloof attitudes, right down to the neat, pristine garb in which they dress, the Eldar are a
picture of impeccable taste. Their hair is sometimes styled in lavish braids and knots, or simply pulled back from the face by beautifully crafted
jewelry. It is said that they have the most flawless alabaster skin of any race that ever lived and saying this within earshot usually adds to their
narcissistic attitude.

COSTUME REQUIREMENTS
Eldar are required to have long ears and elegant wispy markings that are usually purple or light blue.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You take 2x from null damage.
Racial Vigor 0 Permanent
Eldar are considered and elven race.
Archon of Magic Base You can change any spell damage to magic. Permanent
You deal +1 damage with a bow or 1-handed weapon. You can also use bows and
Eldritch Combat 10 Permanent
1handed weapons regardless of class.
Ancestral Hatred 8 You deal +1 damage against grey elves, drow, and dwarves. Permanent

Cloak of the Magi 5 You can take minimal from magic damage for 5 mins. Per Period
Orbs of Power 5 You can summon 3 packets that deal 2 magic damage each. Recuperation
Inner Light 5 You can prevent blindness effects and cast Illuminate for 5 mins. Per Period
You can choose a single Tier 1-2 spell from the wizard list and use the spell as though
Eldritch Magic Varies you were a wizard. You can self-teach more uses of the skill once you have obtained it Permanent
as normal.
Literacy: Eldritch 5 You can purchase this skill to speak, write and read Eldritch at a lower build cost. Permanent
FOXGLOVE Foxgloves are a race of small beings that have been around since the dawning
of the Darkness reign of terror. These beasts were blessed by a couple of the gods and with good
reason. Foxgloves have decided that the forest comes first. It is by instinct that they have taken this
attitude. Hunters by trade, they have defended the Forest of Whispers many times, aligning themselves
with the Barbarian tribes in Megah Port to fight back the dangerous undead and spirits attempting to
take the world for themselves. Centuries ago, the Foxglove and Nepeta people fought one another,
often for territory, or because of their disparate animal personalities. Regardless, the fighting has ended
and the two races are at peace for now.

Foxglove people are canine by nature and natural beasts. They revel in the hunt, regardless of what
class they choose. No matter where they are raised, the natural hunting instincts of a Foxglove never
fade. Foxgloves develop in packs, and rangers have taken lessons from this races natural instincts,
creating packs themselves based off the Foxglove culture. They prefer to stay away from magic if they
can, but do not completely fear it; it seems to remain a mystery to them.

Foxgloves are playful hunters that are swift on their feet. Opportunistic hunters, the Foxglove knows
when to pounce and when to hold off. These beast-like creatures are sneaky, often relying on guerilla
tactics when hunting and attacking their prey. They are naturally comfortable in packs, but can function well as the classic lone wolf. Wary of
other races, it can take some time for a Foxglove to let down its defenses and allow others in. This isnt to say that they cant be friendly to
others, once they become familiar with them. Some Foxgloves even make packs with those they consider a friend. Foxgloves can be extremely
sly and are hard to capture or imprison; they seem to escape these situations with ease. They can be very serious at times, sometimes a little
quiet, but only because theyre dissecting the situation for a better advantage. All spells that affect natural beasts affect the Foxglove race.

COSTUME REQUIREMENTS
Whats the first thing that comes to mind when you hear the word fox? For many, its the auburn pelt, black-tipped ears and socks, and the little
tuft of white at the end of their bushy tail. Players are welcome to add bits of silver and grey to make their character look older. You must have
orange and white make-up to look like a fox, and black-tipped ears. You must have black hands or wear gloves to represent your paws. A tail and
canine teeth are optional.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You take 2x from rot damage.
Racial Vigor 0 Permanent
Foxgloves are considered a beast race.
Escape Artist Base You can use this skill to escape from bind effects after 5 seconds of RP. Permanent

You can use this skill to deal +1 damage with a melee weapon against a single target
Stalk Prey 5 Per Period
for 5 mins.
You can use this skill to defend against surprise effects with the skills parry and dodge
Acute Senses 10 Per Event
for 5 minutes.
Natural Archer 8 You deal +1 damage with bows and can use bows regardless of your class. Permanent
Lucky Tail 10 You can use this skill to negate any attack against you including a KB. Per Event
You can choose the Trap Dodge feat from the rogue list and use the feat as though
Swift Reaction Varies you were a rogue. You can self teach more uses of the skill once you have obtained it Permanent
as normal.
You can use a flashlight at night with a red filter to see in the dark but only you can
Darkvision 5 Permanent
see what the lights shines on. This does not allow you to see Hidden targets.
You gain the ability to use claws that deal 2 damage. You can deliver feats or spell-like
Feral Claws 5 abilities through your fists. You also do not take damage if your claw physreps are Permanent
struck.
GNOME Gnomes are master jewelers and gem cutters. They would often work with the
Dwarves in creating beautiful cities, cathedrals and other masterpieces. They were the first to find out
that the Dwarves had started working for the Darkness. They reported the traitors to Terra, who gifted
the Gnomes with the elemental gift the dwarves once had. Gnomes and Dwarves have had an unstable
relationship since. This lead to the Silver and Sapphire War, which saw the death of many Gnomes when
the ground opened up and swallowed everyone who had been in battle, as well as those working the
mines below. The Gnomes of Dule grieved for their fallen friends and family, and haven't forgiven the
Dwarves. They blame the earthquake on them, for angering the gods by working for the Darkness. The
Gnomes of the past tended to outwit their foes, as opposed to out muscle, but there have been rumors
that a group of Gnomes based in Brastlin have been working on some variation of an Air Force.

Gnomes are great workers with their hands and minds; they are master jewelers and inventors. Many
have hired them to make extravagant pieces of art, and many kingdoms have hired them as problem
solvers. They run the banking system in Dule, and created the current monetary system used amongst
the kingdoms. Gnomes are very friendly, but can sometimes lose friends quickly, as they tend to be that
person who always has a story bigger and better than yours. They dress to impress, and act in a
professional manner most of the time. Most Gnomes are very business minded. They are always thinking at least 3 steps ahead, and will know
how a particular plan is going to affect them directly before they even share the first step. They are very nature-oriented, and after all the stress
of their day they like to tend to their gardens in their free time.

Gnomes are witty creatures with tongues that move as quickly as their brains. Gnomes are very intelligent and creative, be it with objects or
stories. Their boasting sometimes earns them more enemies than friends, as they tend to be show offs, and their quick tongue doesn't always
speak truth. Gnomes have a thirst for knowledge and it is not uncommon for them to wear glasses after hours of reading books, maps, and
instructions by candlelight into the early hours of morning.

COSTUME REQUIREMENTS
Gnomes in their society wear slacks held up by suspenders and button shirts for males. Female Gnomes wear long dresses and colored blouses.
Gnomes have curly hair and very long (non-elven) ear tips. All Gnomes have a slight shine to their skin, appearing like a polished diamond.
RACIAL SKILLS
Name Build Description Type
You gain 10 vigor at startup and 10 vigor every 10 levels. You also take minimal from
Racial Vigor 0 earth damage. You take 2x from nature damage. Gnomes are considered an Permanent
elemental race.
Polished Skin Base You gain 10 natural armor. Permanent
You can gain Detect Magic from the Wizard list and use the spell as though you were
Production Value Varies a Wizard. You can self-teach more uses of the skill once you have obtained it as Permanent
normal.
Quick Wits 5 You gain the Lie permanent skill. Per Period
You can choose the An Old Tale feat from the Bard list and use the feat as though you
Gnowe It All Varies were a Bard. You can self teach more uses of the skill once you have obtained it as Permanent
normal.
Terras Gift 5 You can use this skill to change your melee damage type to earth for 5 mins. Per Period
Market Strategy 5 You can use this skill to see invisible targets for 5 mins. Per Event
Super Shiny 5 You glow in the dark. You can use a flashlight centered on you. Permanent
You can use this skill to convince a character to hand over a small palm sized item to
Wheeling and Dealing 5 Per Period
you after 2 mins of RP. This is a mind effect.
GREY ELVES Long after the Eldritch War, long after the Dark Elves were pushed beneath
the ground, Grey Elves emerged from their birthplace to see the lands above them and figure out just
how they were going to come into power without having to dirty their own hands. The ruthless lot had
had enough of biding their time, hiding like the scoundrels they were said to be. The time they spent
breaking away from the Drow proved useful, as it showed them their own power and gave them time to
learn the tricks they would need to survive. Once above ground, they swindled, cheated, lied, and used
their magic to weasel their way into societys ranks just to get an idea of what it would take to gain
stronger footing over anyone else. Though they have one ruler, each Grey Elf has their own plan to take
down the elves around them and eventually take his or her place as the leader.

As one of the youngest races on Tellus, Grey Elves are vain, hardly hesitant in their endeavors to get
noticed, and they will use whatever tricks they have to steal their way into someones pocketbook.
There isnt a race on the planet unaware of the severe racial hatred that the Grey Elves incur. They are
born with magic from both sides of the spectrum, both light and dark. Mastering their magic at a young
age, it is believed that this race fathered the art of spellbending. It should be noted that one woman, a
self-elected leader who has proven time and again to be stronger than her opponents, rules over all
Grey Elves. Males are generally given other low-ranking positions beneath her. Since this is a race of people who are seeking to take power for
themselves and create the world in their image, Grey Elves learn early in life that it is survival of the fittest. Only those with the sharpest minds
and wit will be able to realize their goals.

Grey Elves, the unholy children of Drow and the Eldar, rose up from their underground pockets in search of treasures for themselves. With their
ashen skin and strange hair color, they were quickly deemed as outcasts from elven society. Much like their more accepted pale parents, they
adore the sophisticated style of royalty, though Grey Elves tend to stick to darker colors and gaudy jewelry. Their darker side shows through in
their actions against others and even each other. They are a greedy people and wont hesitate to stab someone else in order to take what isnt
theirs. Many Grey Elves have notable scars, though not all of them have come from the worlds common enemy.

COSTUME REQUIREMENTS
Grey Elf skin must be painted grey and your hair can be royal purple, white, or black. Facial scars/neck scars are a must, at least one or two that
must be visible.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You take 2x from magic
Racial Vigor 0 Permanent
damage. Grey elves are considered an elven race.
Touch of Darkness Base You can change any spell damage to dark. Permanent

You can remove any effect that would grant light such as the Illuminate spell, a
Douse Light 5 Recuperation
candle, or a torch.

Sleepless Heritage 8 You can become immune to all sleep spells and poisons for 5 mins. Per Period
You gain the Expert Florentine permanent skill. You can fight with a 1 handed weapon
Student of the Blade 12 Permanent
in each hand.
Drow Heritage 5 You can use this skill to throw a packet that causes a 10 second pain effect. Recuperation
You can choose the Craft Rank 1 Alchemy feat from the Alchemist list and use the feat
Alchemical Student Varies as though you were an Alchemist. You can self-teach more uses of the skill once you Permanent
have obtained it as normal
You can use this skill to cause a blindness effect to all targets within weapons distance
Flash of Darkness 8 Per Event
of you for 1 minute.
Ancestral Hatred 8 You deal +1 damage against eldar, wild elves and dwarves. Permanent
HOBGOBLIN The Hobgoblin people were created during a time when the Eldar wouldnt
take up arms to fight against the Darkness. Except for Ignis, the gods knew they needed to create a
strong force of warriors to combat the brutes that were destroying the world. They used what they
knew about their enemies and about their own beings and fabricated a race of men and women who
would rise to meet the oncoming battles with a strength no one had ever seen before. They were honor
bound to a fault, each with a mind of their own and a heart of gold that beat proud and true in their
chests. Dubbed Hobgoblins, this new race exceeded the gods expectations in battle and gave new hope
to the world that there was still someone who was willing to take up arms against the enemy. The
Hobgoblins quickly adapted to their world and the people of it, aiding where and when they were
needed. Legend has it, though, that the Hobgoblins were originally descended from demons called oni,
but the origin of this legend has been lost to time.

Hobgoblins fight bravely for what they believe in. To keep themselves focused, they perform rituals like
tea ceremonies, or a careful and thorough cleaning of their favored weapons. They're also artists and
musicians. Children are taught from a young age to remain calm and levelheaded in all situations.
Hobgoblins are a loyal society of people and children are disciplined appropriately if they do not show
the utmost loyalty to their peers and authority figures. They are also taught to be respectful and show respect in return; dishonorable behavior
is not tolerated by Hobgoblin society. This extends to travelers as well.

Hobgoblins have always been a respectable race of people, who are willing to work with others to fight off the Darkness and free the world from
its clutches. They are a warrior race, though they enjoy periods of tranquility with their loved ones. Hobgoblins that have moved away from their
homeland remain fiercely loyal to their roots, though they have also shown the same level of respect and loyalty to their new homes, no matter
where they have settled. Their ultimate goal is to see both gods and mortals happy once more.

COSTUME REQUIREMENTS
Hobgoblins have red skin with red pointed ear tips. Hobgoblins also have dark black hair that is very long and sometimes tied back with ornate
clips as a sign of honor. A Hobgoblin always carries their Mask of Fear and can create one after one is broken. Tusks are optional.
RACIAL SKILLS
Name Build Description Type
You gain 10 vigor at startup and 10 vigor every 10 levels. You take 2x from infernal
Racial Vigor 0 Permanent
damage. Hobgoblins do not fall into any specific racial category.
Way of the Ashigaru Base You can use any 2-handed, polearm or bastard weapon regardless of your class. Permanent

You can use this skill to cause a fear effect to all targets within weapons distance for 5
Mask of Fear 10 Per Event
mins. You must wear an oni (demon) mask to invoke this power.
You can use the Honor Combat 1 feat from the Cavalier list as though you were a
Honorable
Varies Cavalier. You can self-teach more uses of the skill once you have obtained it as Permanent
Swordsman
normal.
Embrace the Oni 5 You can use this skill to change any melee damage to fire for 5 mins. Per Period
You can use the Cleave Magic feat from the Chaplain list as though you were a
Gift of the Oni Varies Chaplain. You can self-teach more uses of the skill once you have obtained it as Permanent
normal.
You gain the Titan Grip permanent skill. You gain +1 damage when you hold any
Kensai Master 10 Permanent
weapon in 2 hands, including weapons you already use 2 hands for, such as polearms.
You can summon a suit of ethereal armor with 25 AP that is immune to null damage
Ancestral Armor 10 and skills that bypass armor. The effect wears off when the armor reaches 0 AP or 4 Per Event
hours.
Literacy: Yimeiyu 5 You can purchase this skill to speak, write, and read Yimeiyu at a lower build cost. Permanent
IFRIT Legend holds it that when Ignis truly realized the threat of The Darkness, he slashed his right
hand with the very first blade crafted in his forge. The few drops of boiling blood that shed from his
thick skin fell to Tellus, into the vast Forrash Hotsprings atop Aduro Mountain. From the water, still
crackling, came the first Ifrits, immediately becoming the chosen sons of Ignis. The Ifrits created their
own civilization, forging the city Ashburne as a maze of obsidian amongst miles of ash. The city of
Ashburne would quickly become their fortress to stand against The Darkness, the place where they
would organize their efforts as their god had commanded. Unfortunately, as history tells us, the Ifrits
found themselves in a losing battle after years of strife. The resulting unrest and dissent led the internal
hierarchy of Ashburne to crumble, creating massive faction battles that broke out amongst the Ifrit.
When Ignis slammed his hammer in rage, he also flattened Ashburne, creating the plane of obsidian the
reforged city now sits upon. The Ifrits still call Ashburne home, holding the largest Ifrit population in
Tellus. In their efforts to combat The Darkness in modern times, the Ifrit have spread across Tellus to
begin new cells and forge a decentralized war front. This isnt to say that the Ifrit are without personal
objectives, especially since culture seems to be shifting amongst some to stand vigilant against The
Darkness when it comes rather than dedicating their lives wholly to its active destruction.

The Ifrits are an inherently proud people, often holding themselves to higher standards than they believe other mortals are capable of. Their
superior power often leads Ifrits to believe that many others, often on cultural or racial basis alone, are lesser to them. It is pride and the
essence of Ignis that have created the fury inside of them and they easily become furious and angry in tense situations. Their pride also lends
itself to their legendary truth speaking and oath keeping.

They appreciate a good set of armor and the stories it holds from the battles it has seen. Ifrits feel that they should be respected, for they are
Ignis himself walking the lands fighting for their fathers glory. Ifrits earn friendships through combat and the battles bind them and their
companions for eternity. The bond can only be broken by the Ifrit. They consider bonds and promises final until death.

COSTUME REQUIREMENTS
Ifrits skins are a mixture of fire and earth, giving them a molten lava appearance. All ifrits have black, yellow and orange layered skin and
charcoal or dark grey hair.
RACIAL SKILLS
Name Build Description Type
You gain 10 vigor at startup and 10 vigor every 10 levels. You also take minimal from
Racial Vigor 0 Permanent
fire damage. You take 2x from ice damage.
Firebrand Base You can summon a 1-handed weapon that deals 2 fire damage for 5 mins. Per Period
You can use this skill to turn into volcanic stone by giving a 3 count "cooling 1-3 at
which point you gain hardness 3 and may remain as such for up to 5 mins. You cannot
Douse Flame 5 move while you are volcanic stone. Sunder effects can reduce the hardness in which Per Period
case you drop to your 1st stage death count if reduced to -1 Hardness regardless of
how much vigor you currently possess.
Living Forge 10 You can act like a forge for a smith to repair or create armaments. Permanent
You can use this skill to reduce the hardness of an object by 1 point as though it were
Melt Metal 5 Permanent
sundered. This requires 1 min of RP.
You can use this skill to increase your body heat for 5 mins, causing all targets that
Intense Magma 10 Per Event
strike you to take 2 fire damage.
You can use this skill to deal 5 fire and a knockback 10 to all targets within weapons
Volcanic Eruption 10 Per Period
distance.
Tempered Skin 5 You gain 5 natural armor. Permanent
You can use this skill to grant a broken metal weapon or shield hardness 1, making
Soldering Brand 5 Per Period
the weapon usable again.
NEPETA The first Nepeta were wary creatures, preferring their families to the company of
strangers. Over time, however, they learned to be extroverted and amicable, eventually becoming the
Nepeta we know today. Nepeta children loved to listen to stories of adventure and romance told by the
small influx of travelers that would come through their homeland. These tales would be what shaped
the Nepeta way of life. They found that they could be quite charming and boisterous, usually
entertaining crowds of people with their feats of dexterity, acrobatics, songs and playful antics.
Eventually, they had the funds enough to build a town for themselves, where they could be productive
and entertain guests all at once.

These energetic creatures didnt hesitate when the call was put forth to defend against the waves of
dark abominations that were threatening to destroy the world. Though not as strong as other races,
Nepeta were certainly clever and nimble enough to pick off their targets and take out as many as were
feline-ly possible. The losses the cat people suffered didnt get their spirits down; it only served to stoke
the fires of determination to persevere and safeguard what remained of their home.

Nepeta are catlike by nature but unlike their smaller relatives they are courageous against adversity.
Nepetas live in communities with one leader, often the bravest male, referred to as the Rey, or king.
The smartest female of the species is called Reina, or queen. Nepetas are naturally fast and nimble, with amazing balance. They love to
challenge others in games of acrobatics called DAR to show off their talents. They can be curious, which get Nepetas into trouble and others as
well. But because of the gift of courage bestowed by Ignis, Nepetas rarely run from battle or leave a friend behind.

They are a charming race of beings, and would rather dance and enjoy the finer things in life, like shiny objects and bits of string that sway in the
breeze. However, they know that once the gloves are off, so to speak, its up to them to slay the enemy and win the day. This just means that
they have more than one situation in which to show off their own personal flair. All spells that affect natural beasts affect the Nepeta race.

COSTUME REQUIREMENTS
Cat ears and tails are required. You can look like any style of cat, and furs/pelts are recommended, though not required, so long as your makeup
makes you look cat-like. Their style of dress depends on where they live, but at all times, a Nepetas ears and tail should be present and visible. A
player can wear longer ear tips like a Gnome as their ears with fur which is optional.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You take 2x from rot damage.
Racial Vigor 0 Permanent
Nepetas are considered a beast race.
Beyond Fearless Base You are immune to all fear effects. Permanent

You can use the Intercede feat from the Cavalier list as though you were a Cavalier.
Territorial Varies Permanent
You can self-teach more uses of the skill once you have obtained it as normal.

Feline Instincts 5 You can use this skill to climb any surface for 1 minute regardless of the terrain. Per Period
You can use this skill to gain 2 vigor per minute while recuperating but must RP
Cat Nap 5 Recuperation
sleeping for the duration.
Balancing Act 5 You can use this skill to remain balanced for 1 minute regardless of the terrain. Per Period
You can use this skill to use skills that would require a free hand such as artifice, and
Prehensile Tail 5 Permanent
so forth but you cannot use it in combat to attack a target.
You can use this skill to prevent damage dealt by falling from a high height or being
Feline Grace 5 Permanent
thrown.
You gain the ability to use claws that deal 2 damage. You can deliver feats or spell-like
Sharp Claws 5 abilities through your fists. You also do not take damage if your claw physreps are Permanent
struck.
NOMAD The Nomads have always had adaptation on their side and have used what skills
theyve learned from other cultures to survive throughout the ages. Theyve also managed to develop
skills of their own and these secrets are kept behind tightly sealed lips. Its no secret that when a
caravan is on the horizon, many people begin to lock up their treasures, save for the few who are
ignorant of the travelling race of men and women, but many show up to the celebrations they hold to
rest and recuperate from stressful times. The Nomads leave just as quickly as they come, usually leaving
only a few traces behind, but every town knows that theyll return sooner, or later.

Throughout history, though, they have been called upon by the communities theyve entertained to
help fight against the Darkness and there are even instances where Queen Moratia has called upon the
Nomads for aid, and the Nomads have bravely answered those calls. What would the world be without
people to swindle, good drinking partners, dancing companions, and even lovers? Though the Nomad
people come across as deceptive, they have proven themselves to be quite valiant in times of need.

The Nomad people have travelled so much and for so long that they have taken certain aspects from
other cultures and assimilated them into their own. Though they wouldnt actually do much of anything to physically hurt someone to get what
they want, they would use their exotic looks and other attributes to distract unsuspecting people while their families loot them for expensive
things. Young Nomads are taught early in life how to be stealthy and use what theyve got to get what they want, instead of resorting to
violence. Violence is only supposed to be used in extreme situations to defend ones self. The Nomads are all about having a good time in spite
of the terrible things that plague the world because they know that relaxation and fun are good for the body and soul.

Nomads can be a little flamboyant when it comes to their style of dress and their way of life. Some adorn themselves with bells and other
trinkets, others prefer a much plainer look, but anyone who looks at them can immediately tell they are a member of a travelling caravan. The
Nomad people have a zest for life and a passion for the finer things, though those things usually belong to someone else.

COSTUME REQUIREMENTS
Your costume may be as simple or as complex as you like, it all depends on what your role is and what skills you take on. You may even have
spots for concealed weapons for added stealth. Keep in mind that you can also adopt different dialects, so your accent may differ from another
of your kinsmen. You should be richly adorned in colors of all kinds and lots of accessories. They have no make-up requirements.
RACIAL SKILLS
Name Build Description Type
You gain 8 vigor at startup and 8 vigor every 10 levels. You take 2x from rot damage.
Racial Vigor 0 Permanent
Nomads are considered a human race.
Nomadic Adaption Base You can choose a second class at no additional cost. Permanent
Shifty Talker 5 You can use this skill to Charm a single target to you for 5 mins. Per Period
You can purchase a racial skill from another human race such as barbarian, shao-jiang
Family Resemblance Varies Varies
or tajik. The cost of the skill is the same listed on the human race you chose.
You can master teach yourself one feat/spell that you currently have purchased. You
Fast Learner 5 will have access to this skill the following period. You cannot master teach the same Per Period
skill for the entire event.
Silver Tongue 5 You gain the Lie permanent skill. Permanent
You can use this skill to reduce any crafting time by 1 minute to a minimum of 1
Skilled Crafter 5 Permanent
minute. You can use this to assist another crafter.
You can choose a single Tier 1 spell from the Wizard list and use the spell as though
Arcane Student Varies you were a wizard. You can self-teach more uses of the skill once you have obtained it Permanent
as normal.
You deal +1 damage with any weapon you can wield. This does not grant proficiency
Weapon Finesse 8 Permanent
with any weapon.
NYAD Since time for them began, the Nyads have done their best to remain a peaceful people.
They made their home in a great underground city that they built piece by piece from the wonder of the
ocean around them. When life began for them, the Nyads knew it was their job to help Aqua ensure that
the planet flourished and grew, despite the weather patterns and other natural cycles that occurred. They
were to help sailors pass over the seas with relative ease and because of this trust between them, the sea
faring people of Tellus made certain to keep the Nyad people safe. However, they could not stop the
Darkness and its poisons that leaked into the water and spawned ferocious beasts that threatened the
very existence of the Nyad people. Aqua gave her children abilities to help them make weapons and fight
off the evil that was threatening to destroy the tranquil underwater world and it was with honor that the
Nyad people used these skills to defend the world they called home.

As a race of water, Nyads enjoy shiny trinkets and things from land dwellers, but are careful to leave
something in return for what they take. Nyad women are, by far, more carefree than their male
counterparts, who are extremely protective of their family units, as well as their homes. For the most part
Nyads are a peaceful people who prefer not to fight, though in recent times, they have had to learn to
move in formations and make armor and weapons for defense against the Darkness and its minions.
Their warriors are picked based upon the results of the rigorous tests they are put through, how well they react to being on land for extended
periods of time, etc. Nyad children are given the freedom of being children, unlike other races. This is to ensure that the race remains as happy
as possible for as long as possible, before they have to relinquish their youth to learn how to fight. The father is the one that bares the children
and not the females, in the same manner as seahorses.

All nyads are capable of breathing underwater and swimming as it comes naturally to them from birth. They are worshiped by privateers and
sailors, and it is believed that when a Nyad is present, good fortune abounds at sea. A Nyads appearance is beauty, personified. They are
elegant with everything they do, especially dancing and combat. Nothing is more visually inspiring than a Nyad on the battlefield, moving like the
ocean waves. Nyads despise torture and the torment of others, and believe that people are deserving of a second chance.

COSTUME REQUIREMENTS
Nyads have blue skin with scale patterns. Gills are present under the jaw on the neck. Sea elf ear tips are required. Males have short hair, which
is usually dark in color and females have long hair with layers of colors, kept loose. They enjoy putting shells in their hair.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You also take minimal from ice
Racial Vigor 0 damage. You take 2x from lightning damage. Nyads are considered an elemental Permanent
race.
You can use this skill to negate any pain effect on a character as long as you remain in
Soothing Tides Base Permanent
physical contact with the character.
Aquatic Creature 5 You can speak to all natural plants and beasts that are water-based creatures. Permanent
You can throw a packet to pull a willing or unconscious character 10 steps closer to
Riptide 5 Permanent
the caster. This is a movement effect.
You can sacrifice x amount of vigor to heal another character for the same amount.
Songstress Kiss 5 Permanent
You must make physical contact with the character.
You can turn into water, negating all physical damage and physical feats from having
Liquid Form 10 any effect for 5 mins. You still are affected by lightning damage and take double from Per Event
it and are still affected by normal spells while in this form.
You can use this skill to take all damage and effects delivered to a character as long as
Empathic Connection 5 Per Period
you remain in physical contact.
You can use this skill to defend yourself against mind effects for as long as you keep
Sweet Lullaby 5 singing. This has no time limit, but is broken when the singing stops. This skill is Per Period
considered a spellsong.
You can use this skill to summon a wall of water that delivers a knockback 5 to all
Tidal Wave 10 targets within weapons distance, 180 degrees from arm to arm in front of you. You Per Event
can move heel-toe and hold your arms out to the side for 1 min to deliver the effect.
ORIONS Nearly 200 years ago, the first Orions appeared, falling from the cosmos to Tellus. Orion
sages state that the First Father sent them to protect this world, until Ignis was able and strong once more.
Not much is known about this race, as they are still young compared to the other races of the world. The
first to land was an Orion named Aegis II, a powerful man who became the first king of Althu. The Orions
are known for being military experts and have, many times over, pushed back the Darkness. If it were not
for the Orions, the world would be lost. Orions have involved themselves in three major wars they
personally named. The first was the War of Submission, when a militant army of Drow approached the
walls of Althu. The second was known as the War of Immortals, when the Orions assisted the Eldar in
destroying a pack of infernal creatures that rose from the base of the old kingdom, Mannul. The last was
named the Celthonius War, where an Orion by the same name turned on his people to crown himself king
of FaeGlen. King Horatius, vowed after this war to protect FaeGlen from all and the first Aegis Alliance was
established. Currently, the Orions march into the depths of the Darkness and have scattered themselves
across the nations, prepared for another war.

Orions live in communities called masses and established the city of Althu. They rely first on their kin
before calling on outside help to solve their problems. Female Orions are admired for the ability to give
birth, which is considered a gift from the First Father. When a child is born, they are inspected and if considered weak, are thrown away in hopes
they will be reborn a much stronger being. Males respect and protect one another, relying on each other in battle. It is said that the man on your
right and the man on your left are yours to protect which makes the Orion military nearly impossible to defeat. When at peace, Orions train and
prepare for future wars that are ultimately in the horizon. Orion women tend to be more diplomatic than men and are known to have
established the laws of Althu many years ago. The men are soldiers first and labor force second.

Orions command respect, often times too much of it. Their bodies are made of a unique stone that many believe to be of the stars. Many have
cracks about their body that are considered battles scars. Above their forehead is the omega symbol that is a mark that they are the last hope
for the world of Tellus. An Orion without an omega symbol is an abomination to their people.

COSTUME REQUIREMENTS
Orions are required to have white skin that resembles smooth stone with possibly a few grey cracks as well as a red omega symbol on their
forehead.
RACIAL SKILLS
Name Build Description Type
You gain 10 vigor at startup and 10 vigor every 10 levels. You take 2x from Dark
Racial Vigor 0 Permanent
damage.
Omega Symbol Base You can use this skill to change melee damage to light for 5 mins. Per Period

Promise of Tomorrow 5 Add 1 minute to both your 1st and 2nd stage death count. Permanent

Dense Structure 5 You gain 5 natural armor. Permanent

Statuesque Figure 5 You can negate a break or sever limb effect. Per Period
You can use medium shields and polearms up to 60 at the same time regardless of
Aegis Combatant 10 Permanent
your class.
Hand of the Father 5 You can use this skill to change melee damage to lightning for 5 mins. Per Event
You can choose the Abyssal Armor spell from the Chaplain list and use the spell as
Demon Slayer Varies though you were a Chaplain. You can self-teach more uses of the skill once you have Varies
obtained it as normal.
Strength 15 You gain +1 Strength. Permanent
PATCHWORKS In the past, the Darkness used to fabricate these beings solely for the
purpose of having expendable forces on hand when it was less convenient to send out other forces or
when invading unexplored areas. They had a hive-mind: the Darkness was the master and the
Patchworks its drones. It wasn't until the goddess Aqua discovered and bestowed upon them sentience,
opening their minds to the evils their creator was causing, that they realized they needed to help make
a change for the better. The dolls found that it was difficult to fall into societys ranks because of their
association with the Darkness and the destruction they had caused, but most are forgiving once they
realize that these are not the same unintelligent beings they had once encountered.

Patchworks still have not claimed a place of origin, nor a leader, mainly due to the fact that they are
unaware of how to establish a settlement, or a system of government.

Patchworks act as one entity; they are often seen in close-knit groups no matter where they happen to
wander. The dolls are drawn toward each other during travel and it's not uncommon for the groups to
split up along the way when some Patchworks are drawn toward something different than the rest of
their team. These beings are kind and curious, hardly capable of real anger on their own. They make a
habit of staying away from dangerous situations that would put them close to flame, but will defend
those folks that take them in as friends when the situation calls for it.

Patchworks are, literally, stitched together from parts of other races, bits of fabric, and various other components that have been found lying
around. Their looks are generally asymmetrical and include aspects of various races, though they hardly resemble one race as opposed to
another. Fire is a great threat to them because they are made of not much more than straw and other flammable materials. So far, it has not
been determined if Patchworks procreate like other races, as the only ones that have been found were already put together, but it has been
noted that they are made with an innate passion to fight for what they believe is right. These beings have a fondness for children, and are quite
curious about them.

COSTUME REQUIREMENTS
Patchworks are made of bits and pieces of straw, cotton, cloth, leather and flesh sewed together to keep themselves from falling apart. A player
is able to patch themselves together with any type of costuming they wish. Wings, horns, tails, different colored arms and legs, even other racial
appearances. The only real make-up requirement is stitching patterns on your face or visible skin.
RACIAL SKILLS
Name Build Description Type
You gain 10 vigor at startup and 10 vigor every 10 levels. You are immune to bleed
Racial Vigor 0 Permanent
effects. You take 2x from fire damage. Patchworks are considered a construct race.
Mindless Base You become immune to charm and dominate effects except for spellsongs. Permanent

You can use this skill to copy a physical offensive or defensive feat excluding spells that
Emulate Friend 5 Per Period
an ally has used in the last 5 seconds. You must have line of sight of the ally.
You can purchase a racial skill from another race. The cost of the skill is the same listed
on the race you chose. You cannot choose a base racial or a skill that is Once Per Event.
Piecemeal Varies Varies
You must have costuming that resembles the chosen race. You can only purchase this
skill once.
Never-Mind 10 You are immune to any physical effects that would knock you unconscious. Permanent
You can use this skill to allow special materials to be sewn onto you by an artisan,
Crafty Chimera 10 Permanent
granting you more AP. You are considered wearing multiple layers of leather armor.
You can RP sewing back on your limbs removing a sever effect, this stops the damage
Thread and Needle 5 Permanent
and bleed effect.
You can use this skill to choose an ally to protect. You must remain in weapons
Loyalty to a Fault 5 Recuperation
distance and can take a single physical or spell for that ally.
Reconcile Past 8 You deal +1 damage against all dark creatures. Permanent
SHAO-JIANG The Shao-Jiang people have been around longer than any other human race
on Tellus. The first recorded history of the Shao-Jiang goes back to the times of the great tribes where
all great art forms and craftsmanship were divided amongst the many tribes of the race. Back then they
were not called the Shao-Jiang. Each tribe had its own name, and they were scattered in the mountains
and valleys that would later make up the Yishu. It is said that a warrior with great skill unified all of the
tribes by conquering them all. Under his reign, he fathered many children and on his deathbed he chose
his youngest and wisest son, Li Jinlong, to unite the coalitions of tradesman and warriors. Li Jinlong
renamed the nation after their former leader, Li Shao-Jiang. Jinlong went on to become the first
Emperor of the Yishu Nation.

A Shao-Jiang strives to a live a simple but beautiful life, so that their craft or skill can be all the more
intricate and well thought out. Even the most destitute of Shao-Jiang can make their manner of being as
proper as any rich scholar of the same race. Everything in their lives has a certain pattern or procedure,
but they are never bored by it. Whatever they set out to do, whether it be fighting or crafting, is
considered art, and to them is aesthetically beautiful. They take all forms of artistic expression seriously,
and have been known to produce some of the most amazing poetry and art among the humans for
decades. They embrace art, appreciate it and train for many years to perfect their forms. Respect is also a large part of their values; most Shao-
Jiang believe that they must carry themselves and treat others with respect. They have developed fighting styles over hundreds of years that are
refined to perfection. If slowed, it would be almost like watching an elaborate but deadly dance.

The Shao-Jiang have a sophisticated style that is all their own and they are renowned for it, even by some of the high elves. There is a distinct
elegance in how they talk and move and especially in how they present themselves to others that can hardly be described as aloof, since it is a
known fact that they open their arms to welcome strangers and would gladly aid them in times of great need. The Shao-Jiang are marked by a
symbol on the forehead that denotes what elemental god has chosen them. The Shao-Jiang are known to wear simple yet colorful robes with
simple, elaborate accessories.

COSTUME REQUIREMENTS
Shao-Jiang people have an appearance similar to that of ancient China. To distinguish them from other humans, the player must draw a
character between the eyes on the forehead. This symbol is one of the five elements: Fire, Water, Earth, Nature, or Metal. Wind is not part of
the elemental cycle and therefore it is almost unheard of to meet a Shao-Jiang attuned to Wind. The symbols can be found below.
RACIAL SKILLS
Name Build Description Type
You gain 8 vigor at startup and 8 vigor every 10 levels. You take 2x from rot damage.
Racial Vigor 0 Permanent
Shao-Jiang are considered a human race.
You can change any spell effect to the elemental type that corresponds to the symbol on
Wu Xing Base Permanent
your characters forehead.
You can prevent a single target from making any aggressive actions towards you for
Respectful Presence 5 Per Period
5 mins.
You gain the ability to use fists that deal 2 damage. You can deliver feats or spell-like
Martial Arts 5 Permanent
abilities through your fists. You also do not take damage if your fist physrep is struck.
Qigong Healing 8 You can meditate for 5 mins and heal 10 vigor. Recuperation
You can make a pot of tea containing up to 5 servings. Each serving heals 5 vigor. Each
Tea Ceremony 5 Per Period
target may only have 1 serving.
You can use this skill to invoke an additional use of any rune that has been placed on
Living Canvas 5 Permanent
you. The rune fades away after the additional use is expended.
Xiangke 5 For 5 mins, take minimal from a damage type based on your Wu Xing. Permanent
Literacy: Yimeiyu 3 You can purchase this skill to speak, write and read Yimeiyu at a lower build cost. Permanent

Shao-Jiang Birthmarks
Wood: if the characters birth year ends with a 4 or a 5
Fire: if the characters birth year ends with a 6 or a 7
Earth: if the characters birth year ends with a 8 or a 9
Metal: if the characters birth year ends with a 0 or a 1
Water: if the characters birth year ends with a 2 or a 3
SYLPH The Sylphs of FaeGlen have a long history of being known for having the most fun at any
one time. They've held many festivals throughout the years, the most famous being the Lantern
Festival, in honor of their patron goddess. All are welcome to join in the festivities, whether they come
from FaeGlen or have travelled there by chance. Some celebrations have been cut short by dangerous
dark creatures infiltrating and ruining the event, but that doesnt stop the Sylphs from picking up where
they left off at a later date. As far as fighting goes, Sylphs would rather not engage in behaviors that
would cause harm, though they have been known to gang up on an enemy or two when riled up and
angered. Much of the fighting has been stopped short of the border of FaeGlens lands, though the
Sylphs know that theres a possibility that this kind of luck wont last very long for them. Their queen
has enlisted the aid of others to help defend her kingdom and its people and has not hesitated in the
past, or present, to send what help she could to support and assist, even if it was only to send healers.

Sylphs are a child-like race, even those who are long past their one hundredth birth year. They're known
for throwing huge, kingdom-wide bashes that last a long time. They're also one of the most welcoming
and social races in the world, meaning they'll befriend nearly anyone, so long as they aren't doing harm
to others. The more people to join in the festivities, Sylphs have been known to say, the better it is
for everyone! Unfortunately, they are also known for being the most emotionally unstable of the races. They are quick to anger and some of
the more childish ones will even throw a fit when they dont get what they want. When it comes to times of war, Sylphs have a fight or flight
reaction, depending on the type of attack and how many others are around to help them defend themselves and their kingdom.

These flighty little elemental creatures are found mainly in FaeGlen, but have been known to wander off in search of fun in other places. To add
to the child-like image, the winged beings have been seen playing games more often than working. Theyre colorful beings, too, relishing in
colorful trinkets and feathers for their clothing and hair. They love bells and other musical instruments, which completely kills any sort of stealth
they might have thought they had. Sylphs resemble little animals in a way, with their little brown noses and wide, curious eyes.

COSTUME REQUIREMENTS
They have a blue/green feather like pattern that forms a sort of diadem, or circlet around the forehead and down along the cheekbones, but
never cover the face completely. The tips of their noses are brown. They have white or bluish hair with feathers intertwined in them. Male
Sylphs have dark colored fairy or insect-like wings while females have bright colored fairy wings.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You also take minimal from
Racial Vigor 0 lightning damage. You take 2x from earth damage. Sylphs are considered an Permanent
elemental race.
You can use this skill to move 10 steps in any direction as though you were floating in
Falling with Style Base Permanent
the air temporarily.

You can go into a rage and change your melee damage type to lightning for 5 mins.
Temper Tantrum 5 Per Period
This is a rage effect.

Vortex 5 You can throw a packet to deliver a knockback 20 to a single target. Per Period

You can shrink down to the size of your fist and fly without restrictions. You can only
speak at a whisper and must physrep the form with an object that illuminates like a
glowing ball or glowstick. You are prohibited from using skills and spells. You can only
Faerie Form 5 Per Period
be harmed by any skill with the perfect aim modifier and AoE effect spells. You have 5
Strength, half your vigor, and if you are reduced to 0 vigor, the effect is automatically
broken.
You can use this skill to interrogate a character in a childish manner for 5 mins. The
Youthful Curiosity 5 character must speak the truth and answer all questions honestly. This trumps lie and Per Event
the target cannot refuse to answer.
Feather Fall 5 You can prevent damage dealt by falling or being thrown. Permanent
You can prevent a character from being affected by fear. You must remain in
Happy Thoughts 5 Per Period
weapons distance to the character and RP cheering and motivating the player.
Blame Game 10 You can verbally cause a character to attack another target for 5 mins. Per Event
TAJIK From the very start, the Tajik were a widely joyous people. Each new day brought them
something to be thankful for, until they realized that the world was slowly being taken over. The first
couple of attacks came as a surprise but it didnt take long for the Tajik to learn to use the skills and
abilities they had been given by the gods to push the insurgence back past the borders of the kingdom.
Many Tajik were injured and others were laid to rest on what would be known as the saddest day in
Tajik history. The following years would be filled with equal amounts of pain and joy, and lots of learning
experiences. Assassins became common in Sayeh, after tragic events turned the tides for the worse. Still
the resilient Tajik wouldnt allow this to get them down. Their ranks trained in small factions, each man
and woman gaining strength in their own time. They learned to use their environment to their
advantage, no matter where they were in the world. The Tajik defended their grand palace from the
evils that came forth to destroy it and still do to this day, though they have realized that they are hardly
alone and have friends in higher places than they ever imagined.

Tajik society is simple: do what you must to survive, but never disrespect the people that welcome you
with open arms. The Tajik are the founders of the assassin society and because of this, many follow that
path on instinct. As children, the Tajik enjoy playing games of hide and seek taught to them by their
parents. Some say this game is training for a path the child may take in the future. The Tajik love a good
bargain, and enjoy having riches. But more than anything else, they love a good adventure. Despite the evil taking over the world, the citizens of
Sayeh are a jovial people, taking delight in the sounds and goings on of the bazaar during the day and the entertainment that begins once the
sun slips past the edge of the horizon.

The Tajik are the fierce warriors of the desert. They use the desert against their enemies, having grown up in its heat, shadows, and sand storms.
They delight in the light clothing that keeps them both cool and hidden from their enemies in the midst of battle and the snug holsters that keep
their weapons close at hand. Crossing a Tajik is never a good thing, because where there is one, there are others who could, and would, have
ones head on a platter.

COSTUME REQUIREMENTS
Tajik players must have black tribal markings on their faces. They often wear clothing from their homeland regardless if they were born outside
of Sayeh.
RACIAL SKILLS
Name Build Description Type
You gain 8 vigor at startup and 8 vigor every 10 levels. You take 2x from rot damage.
Racial Vigor Free Permanent
Takik are considered a human race.
Djinn Bloodline Base You can use this skill to change your melee damage type to infernal for 5 mins. Per Period

You can interrogate a character for 5 mins. The character must speak the truth and
Frightful Reputation 5 Per Period
answer all questions honestly. This trumps lie and the target cannot refuse to answer.

You can identify if a document is forged (up to rank 5 forgeries), if a person is in a


Abbasid Merchant 5 Permanent
disguise and how many charges a magic item currently has.
You deal +1 damage with all thrown and small weapons and can use thrown and small
Coil and Strike 10 Permanent
weapons regardless of your class.
You can use offensive and defensive feats if you are in the dark or under a blindness
Desert Survival 5 Permanent
effect.
You can choose the Craft Rank 1 Alchemy feat from the Alchemist list and use the feat
Chemistry Student Varies as though you were an Alchemist. You can self-teach more uses of the skill once you Permanent
have obtained it as normal
Childhood Acrobatics 5 You can climb any surface for 1 minute regardless of the terrain. Per Period
Brotherhood You can assist another target against another character in dishonorable combat, which
8 Per Period
Training causes a 2 on 1 encounter with the same ruling as the Cavalier skill Honor Combat.
WILD ELF Wild Elves are as primal as it gets. Wild Elves were once members of a great elven
kingdom, but centuries ago these elves fell hard when the Darkness took over. They had to rely on long
forgotten survival instincts to get by. Over time, they lost the ways of high society and became like
nature itself: wild and untamed. The first generations secrets were lost with the destruction of their
extensive civilization, though little tidbits have been found here and there. It is widely believed that this
first generation holds a lot of the secrets to defeating the Darkness, though those secrets, too, have
been lost to time. In the last few hundred years, other races have seen these creatures emerging from
their mysterious home deep within Twilight Hollow. No one knows for sure whether this is from
curiosity or attacks. What they do know is that Wild Elves are skittish until provoked. Some claim to
have seen them take down small packs of the Darkness vile monsters more efficiently than most well
trained warriors. It isnt often that a Wild Elf ventures out into other towns or kingdoms, but when they
do its usually to find help for situations they cannot handle on their own.

Wild Elf society has gone back to primal roots, with one male as the dominant leader. The females of his
group take care of both him and the tribe's young. Wild Elves have a difficult time living in organized
society. They have a basic understanding of language and magic but have a difficult time writing or
reading it. They dont usually venture far away from their little clans and hardly get along with others outside those units. Wild Elves are
inquisitive, and will tentatively study something before deciding whether or not its harmful to them and their families; they will not hesitate to
defend each other, no matter what it takes. They dont trust other people easily, though they have been known to occasionally make friends
with outsiders. Barbarians and Dryads seem to be the only races they adjust to fairly quickly.

Despite the long years, over which the elves have lost touch with their former selves, some of their long, lost traits have stayed with them. They
adorn themselves with stone and bone ornaments and even use these items to make gifts for one another. The unfortunate part of their lifestyle
is the scars they bear from attacking intruders and defending their home from those who seek to harm them.

COSTUME REQUIREMENTS
Wild Elf hair should be long at parts and short at others, dirty and even a little matted. Your clothing should look tattered and earthy, perhaps
with some furs and scrap materials. You should have elf tip ears, scars and red tribal markings Your accessories should be made of bones,
stones, and string.
RACIAL SKILLS
Name Build Description Type
You gain 6 vigor at startup and 6 vigor every 10 levels. You take 2x from null damage.
Racial Vigor 0 Permanent
Wild elves are considered an elven race.
You gain the ability to use claws that deal 2 damage. You can deliver feats or spell-like
abilities through your claws. You also do not take damage if your claw physrep is
Feral Hunter Base struck. On a Full moon event your markings turn silver and you can convert any Permanent
damage you deal to silver for the event. You must use silver makeup for your
markings.
You gain the Wild Scent permanent skill. Natural plants and beasts will not attack you
Scent of the Wild 5 Permanent
as long as you are not a threat to them.

As long as you remain in physical contact with a target in 1st or 2nd stage death count,
that target may be raised with a normal healing spell instead of a revive spell. This
Comfort the Spirit 8 Permanent
does not stop their overall death time and target will have to follow normal 2nd stage
rules if you come out of physical contact.
Superstitious 5 You can take minimal from magic or for 5 mins. Per Period
You can prevent a character from using the pick pocket skill on you, however you do
Paranoid Instincts 8 not know that there was an attempt to pick pocket you. This does not prevent master Permanent
thief.
You can see in the dark. You can use a flashlight at night with a red filter to see in the
Darkvision 5 Permanent
dark but only you can see what the lights shines on.
Voice of the Dead 5 You can Speak to Spirits as per the permanent skill on the shamans list. Permanent
You can assist a beast race or wild elf against another character in dishonorable
Pack Tactics 8 combat, which causes a 2 on 1 encounter with the same ruling as the cavalier skill Per Period
Honor Combat.
CHAPTER 4:
CLASSES
FaeGlen offers two types of classes: Combat and Crafter. Every class has a set of Class
Abilities listed that show what weapons, armor, vigor and special requirements to play
that class. Classes that cast spells have a suggested spell verbal that a player can use
but as stated in the rules for casting spells, a player is permitted to make-up their own
verbal so long as it relates to the class.

Origin Story: Every class has an origin story that explains the teachings of each class and where it originated. This will help players learn know
more about the class they wish to choose.

Combat Classes: Combat classes offer more offensive, defensive, and tactical feat/spells. They can choose from several passive paths and
gain access to the heroic power list. Combat classes are more common than crafter classes and are usually on the front lines during battle.

Crafter Classes: Crafter classes offer a unique skills set that allows them to read and use Recipes, Designs and Scripts to create a variety of
equipment that can benefit combat classes. Crafter classes have minimal access to feat/spells but they gain many craft skills that allow them to
develop more powerful versions of their crafts such as doubling the dose of a poison, repairing armor and even translating a language. All
crafters require a physical representation of their tool kit. This can be a hammer for a smith, potion bottles for an herbalist, or pens for a
loremaster as examples.

Working Together
Players should keep in mind that Combat and Crafter classes depend on one another. A Combat class cannot have weapons without a smith and
a Crafter would not be able to obtain a rare component dwelling inside a troll without the assistance of a warrior.

This chapter will first show you the COMBAT CLASSES, then the CRAFTER CLASSES, and lastly COMMON SKILLS LISTS which also include
knowledge and language skills.
ASSASSIN
IN SHADOWS AND DEATH THEY DWELL
Centuries ago, in the City of Sayeh, there was man by the name of follow me; I had to do what I thought was right. Wahid spoke these
Salah Wahid. He is known as the patriarch of the assassin words with confidence. Malik scolded him, telling him, No one
brotherhoods and respected across the lands. Salah Wahid was a controls your fate, my friend. You are stronger than this being that is
humble man who was a confidant for the leader of the Holy Order of telling you to go against the Holy Order. Please, bring them together
Paladins, Malik aQaran. The men shared many stories of their again.
adventures, and they became the closest of friends. Wahid felt that
the Holy Order was important to the City of Sayeh and so did aQaran. Salah Wahid shook his head and said, I simply changed the face of
Although the two believed the order should survive, it wasnt until the order, Malik. The order shall never again be seen, but they will be
Maliks resignation, after the death of King Qalawun, that Salah feared, for we shall be his
right hand and bring death
Wahid became bitter towards his friend.
to those that rightfully
Malik aQaran, the greatest general of the Holy Order of Paladins, had deserve it, and to those that
left his men leaderless. Salah argued with Malik months before to not wish to bring the Darkness
leave, yet he ordered the Holy Order of Paladins to leave their post across the lands.
and return home. They went to Salah to be their new leader, who
agreed to do so, only to dissolve the Holy Order of Paladins These words confused
immediately after becoming their leader. No one knows why this aQaran and he believed his
friend to be mad. He bowed
suddenly happened.
to his Wahid and turned his
For months, the decision bothered Malik as he approached his friend, back on him in silence.
Salah. During the darkest of night in Sayeh, the men met to finally
discuss the situation. The legend goes that Wahid was ordered by a It came to pass that the
shadows began to move and
higher power to dissolve the Holy Order of Paladins, stating He has
called me to be his Reaper, a hand of justice in the eyes of the dead. I mysterious deaths became
have another calling, my friend, and the Holy Order would never rampant in the City of Sayeh.
The shadows spoke of a
Brotherhood, led by Wahid. This Brotherhood fought against those by Harbinger Vulsek, the Sandstorm Reapers, led by Harbinger
that worshipped the Darkness and all the entities underneath its Fphalda and lastly, the Knifes Tip, led by a Harbinger simply named
command. They struck in the dead of night. They hunted until they Sleeper.
killed their mark. Soon, the teachings traveled across to other
kingdoms, as far as Megah Port, and as deep underground as Other well-known Brotherhoods by name are the Ravenous Vultures,
Ashburne. of Megah Port, the Shroud of Wolfram, of Helmwood, the Shadows of
Grief, of Twilight Hollow, and the Venomous Fish, of Bassal Port.
The Assassin was born. Though there are other Brotherhoods across the lands, these are the
most terrifying to hear about. Most marks, who know they are being
They are killers by trade; they work for the religious factions of many targeted by any of the Brotherhoods, simply sit at peace with a final
kingdoms and are ordered by their Brotherhood leaders, the
meal and drink, and wait for death to take them.
Harbingers, to extinguish the lives of the evil creatures that have been
called to the spirit realm. Many of those that join a true Brotherhood Many of these Brotherhoods worship Azrael, and their Harbingers
respect the Brothers and Sisters of other Brotherhoods, never taking speak directly to the God of Death. It is said they are told who is next
or killing anothers mark. If an Assassin is found guilty of such a to die and he will send his Harbingers forth to bring the soul back to
charge, they are banished from the Brotherhood, marked on their Bellum. Azrael never leaves his throne. His Harbingers are the ones
faces for all to see that they were once an honorable assassin, but that take the bodys final breath and guide the spirit into the Spirit
have now fallen into the pits of despair and dishonor. Realm, and then to Bellum. Harbingers are told to reduce the
connection of a marks time with the living and that is when the
The City of Sayeh holds the largest organized group of Brotherhoods, Brotherhoods are ordered to do what must be done; justice through
the most famous being the Ghosts of Wahid. They were led by the first
death.
Harbinger, Salah Wahid. Other well-known Brotherhoods are the
Bleeding Roses, led by Harbinger Kabrina, the Scorpions Stinger, led
SKILLS LIST
Class Abilities: Assassins are trained to use small, 1-handed, and thrown weapons and crossbows. Assassins can only wear leather armor; if
they wear any armor above leather, they forfeit using any hiding abilities. The Assassin gains 6 vigor at startup and is granted 6 vigor every 5
class levels after.

PASSIVE PATHS
Type Passive Path Description Prereq
Ghostly Visage: Once per period, you can become intangible for 5 minutes. Only spells and magic
Pass Ghost None
damage can damage you.
Move Silently: Once per period, when you are hidden and can walk freely without detection for 5
Pass Spy None
minutes.
Interrogate: Once per period, you can ask a target any questions for 5 minutes. The target must
answer your questions honestly. This trumps the Lie skill and they cannot refuse to answer
Pass Interrogator None
without the use of a mental defense. A mental defense must be used per question. You must RP
in a manner that reflects the interrogation you may not ask more than 10 questions
Shadowmeld: Once per period, you can meld into shadows using a count of Shadowmeld 1
Shadowmeld 5. Player must raise their right hand in a 90 degree arc and have physical contact
Pass Shadowalker Alternate
with the area. You are considered invisible while in this shadow.Any illumination cast on you, will
reveal your hidden whereabouts. The duration of this skill is until the shadow fades, or you attack.
150 Build Spent
Legendary
Pass You are able to earn the title of Reaper or Shinobi. on your Primary
Milestone
Class
250 Build Spent
Extraordinary You are given a special passive ability that is customized towards your character by the rules and
Pass on your
Milestone plot team.
Character
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You can deliver assassin feats through ranged weapons, even those that normally
Perm 6 Marksman None
require a small weapon
Perm 8 Apply Poison You can apply any poison on your weapon, regardless of what type it is. None
You can attach a poison tag to your pockets to ward off thieves. When you are
Perm 6 Poisoned Pockets Apply Poison
pickpocketed or searched, the target will be affected by the poison tag.
You are able to avoid truth detection abilities by simply stating, You sense no
Perm 6 Lie None
deception.
You can hide a single item up to 12 inches on your person without detection, even if
Perm 6 Concealment None
you are searched.
Perm 6 Backstab Prof 1 You deal an additional +1 damage from behind with a small weapon. None
Perm 6 Backstab Prof 2 You deal an additional +1 damage from behind with a small weapon. Backstab Prof 1
Perm 6 Backstab Prof 3 You deal an additional +1 damage from behind with a small weapon. Backstab Prof 2
Perm 8 Knife Expert You deal +2 damage with small and thrown weapons only. Backstab Prof 3
Perm 8 Florentine You can fight with a small weapon in one hand, and a 1-handed weapon in the other. None

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target in the forearm and they must drop
Off 1 Disarm any item or weapon in their possession. Targets wielding 2- Feat Disarm None
handed weapons must release one hand for 5 seconds.
Off 1 Flash Bomb Packet thrown blinds target for 2 seconds. Feat Blind None
Def 1 Retain You can defend against any disarm attempts. Feat Defense None
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can take 5 steps from one hiding spot to another
Tac 1 Tumble Feat Movement None
without detection.
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
You can avoid any ranged attacks from the front, including
Def 2 Dodge Feat Defense None
spells, but not AOE Attacks.
You can bypass a targets armor to deliver any poison
Off 2 Viper Strike applied to your small weapon. You must call Bypass when Feat Special None
striking the target.
You can use this skill to remain undetected except by
abilities that can see hidden targets. You must first break
line of sight with a target(s) which includes hiding behind a
Tac 2 Hide building or under a table as long as the target(s) did not see Feat Self None
you attempt to hide. You must place your right arm over
your face to allow target(s) to know you are hidden. You
cannot move or talk or the skill is broken.
You can pick locks and disable/set up traps and devices. It
Tac 2 Artifice Feat Special None
takes 1 minute of RP to complete the task.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target from behind with a small weapon and
Off 3 Crit Backstab Feat Surprise None
deal 2x damage.
You can bind a targets limb for 30 seconds with a thrown or
Off 3 Pin Feat Bind None
ranged weapon.
You can strike a target while hidden without revealing your
Tac 3 Remain Hidden Feat Self None
location. You do not need to reuse the hide skill.
You strike a target between the shoulder blades from behind
Tac 3 Wallop with a small weapon. That target cannot cast spells for 1 Feat Surprise Stun
minute.
Packet thrown on the ground allows you to use a hide effect
Tac 3 Smoke Bomb instantly. You must expend a use of the hide skill to gain the Feat Self Flash Bomb
hide effect.
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target from behind with a small weapon and
Crit
Off 4 Icy Death deal 2x ice damage. Target must walk heel-toe for 30 Feat Surprise
Backstab
seconds.
You can avoid any physical or ranged attacks from the front
Def 4 Evade Feat Defense Dodge
or behind, including single-target or AoE spells.
You strike a target between the shoulder blades with a small
Off 4 Waylay weapon from behind. That target is knocked unconscious for Feat Unconscious None
5 minutes.
Crit
Off 4 Bleeding Wound You can add the Bleed modifier to any melee attack. Feat Surprise
Backstab
You can defend against a trap that you triggered, or failed to
Tac 4 Trap Dodge Feat Defense None
disable.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target from behind with a small weapon and
Off 5 Shadow Backstab Feat Surprise Icy Death
deal 3x damage.
You strike a target between the shoulder blades with a small
Off 5 Assail weapon from behind. That target is knocked unconscious for Feat Surprise Waylay
5 minutes. This ignores any armor the target is wearing.
Negate any melee delivered attack including surprise attacks Smoke
Def 5 Escape Bomb Feat Defense
and enter hide. Attacker cannot follow through the attack. Bomb
You can run up to 40 steps up a wall without a rope and
Tac 5 Parkour Feat Self None
remain on the surface for 1 minute.
You strike a target from behind with a small weapon,
preventing the target from speaking. After 30 seconds, the Crit
Off 5 Throat Slice Feat Surprise
target falls unconscious. Target also has a bleed effect Backstab
applied to them.
HEROIC POWERS
Level Build Name Description Effect Type
Cost
You can use this skill to grant all Assassins +1 damage against a single target
Level 1 0 Mark Target Special C
for 5 minutes.
Knife of the You can manifest 2 small weapons that deal +2 Ice damage for 5 minutes.
Level 10 10 Self C
Dead These weapons cannot be sundered or disarmed.
You become invisible and incorporeal for 30 steps. You cannot take any
Phantom
Level 10 10 damage during this time, and attacking ends the effect. You can use this skill Self C
Walk
to walk through walls. After 1 minute, this skill ends.

BARD
WITH BEAUTIFUL VOICES
Every legend has a storyteller, and those stories have been passed Wraths army marched, armored clad fiends of darkness and rage, but
down like waves dancing under the moonlight of the goddesses of Beneria had her army. The nyads had heard Wrath was attempting to
inspiration, Aqua and Ventus. Together, the two had recorded nearly kill the music. They left behind their underwater kingdoms and rose
every event that had taken place and would sing those tales to the above the waves to assist Beneria. Beneria and Wraths armies met
mortals below. The winds that blew across the lands delivered a head on and Aqua and Ventus stood back. They stood back because
soothing expression of heroism that was needed these days. The they had to find another way to
waters washed ashore written parchments of bedtime stories that combat Wrath; her army and
would be passed down for eons. Even the forest would chime along power was unstoppable, and the
and dance as the wind and waters would nourish them and in return fury of her lover being killed was
they sung. clouding Benerias mind. Namuth
who was nearby came to his
There was a beauty to it all that infuriated the dark goddess Wrath. aunts and spoke, This war is
Serenity and peace through song to her was like blades against her going to cause the storms to rise
armor, scratching and clawing and causing her ears to bleed. She above the seas and cause a great
hated it and wanted it to be destroyed. Wrath spoke to the Darkness calamity. Benerias rage is
for the power to destroy the gift of song but the evil entity ignored her unfathomable and unmoving. We
request, telling her that it was weak and that she was stronger than must settle her heart in some
it. Wraths fury rose and she sought out a way to remove it from the way. My sister will not stop until
world. Wrath is slain. I look at the nyads,
Beneria had heard through the storms that Wrath was preparing to the beauty of our world and I
march on to her aunts realm of water and wind to destroy song, think they can hold justly to song
beauty, and love. Beneria understood those concepts, as the demi- and use it to bring inspiration and a calm heart to Beneria.
goddess of the storms had felt love with a mortal centuries ago. That Aqua and Ventus looked at Namuth; the young demi-god spoke
mortal had meant everything to her and Wrath had violently slayed wisdom and so they agreed. Aqua rose the waves so the nyad people
the man in front of her; the battle between Beneria and Wrath began that were not in combat could see into the goddess eyes as she spoke
that day. to them. I give you the gift of song so that it will remain safe within
you through the years to come. I implore you to use it to soothe the
pain that Beneria is feeling and to push back Wrath to her domain. Let Bards are gifted singers that are able to use a magic known as
her know that song and dance can defeat any evil force. spellsong. A spellsong is able to pierce the minds of others, capable of
healing and invoking bravery or sending forth devastating elements.
The nyads agreed and the gift was given to them and they sung. Their Bards have an innate ability to inspire and motivate allies before,
voices were carried by Ventus and in the midst of the battle Beneria during, and after a battle. They sing, dance, and tell stories to bring
heard the words. She stood back and her heart was full of sorrow for forth the victory that is needed against the Darkness. Many armies
a moment but then courage and strength. Beneria calmed her heart have fallen due to the bards talents and that alone has become a
and struck Wrath with one fell sweep, scarring the goddess across the
threat to the Darkness and its generals.
chest to this day. Wraths army saw their general fall into the Napalle
Sea. They retreated and the song of the nyads continued to push them
back. There was victory this day and there was new magic to be
taught to future generations.

SKILLS LIST
Class Abilities: Bards are able to use 1-handed weapons and shields. Bards prefer to not wear armor as they feel it restricts them during
their performance and are thus not proficient in wearing it, but the wearing of armor will not restrict any of their abilities. Bards carry a
songbook on their person at all times that contains their music sheets, poems, and lyrics. Without their songbook, the bard is unable to cast any
spellsongs or read poems, but they can dance. A bard must sing or play an instrument to cast spellsongs, dance for dances, or read poetry for
poems. The Bard gains 6 vigor at startup and is granted 6 vigor every 5 class levels after.

SPELLSONGS: Spellsongs are vocal or instrumental commands against a target and require line of sight. The caster must point their finger (or
play an instrument) at the target to cast and sustain any spellsong. A target affected by a spellsong must focus on the bard while the spellsong is
sustained. The bard must continuously sing or play to sustain any effects granted by the spellsong. Spellsongs do not require a spellpacket to be
thrown, considered perfect aim but are mind effects and must defended as such. Spellsongs are disrupted when the bard takes 10 damage or is
hit with one offensive feat.

POEMS: Poems function like normal spells and require a packet, but their spell verbal is a 10 word poem of the players creation. Like
spellsongs, poems are mind effects and must be defended as such (unlike normal spells).

DANCES: Dances are tactical effects that remain in effect while the bard dances; you can only have one dance active at a time.
PASSIVE SKILLS
Type Passive Skills Description
Pass Vocalist Inspiring Song: Once per period, your spellsongs can affect one additional target for 5 minutes. None
Pass Performer Provocative Dance: Once per period, your dances last for one more minute for 5 minutes. None
Pass Inciter Words of Power: Once per period, your poems deal double damage for 5 minutes. None

Pass Motivational Speaker: Once per period, you can tell a story that grants allies listening an
Storyteller Alternate
additional Second Wind for the period. The story must be at least 5 mins long.
Legendary 150 Build Spent
Pass You are able to earn the title of Maestro or Celebrity.
Milestone on your Class
Extraordinary You are given a special passive ability that is customized towards you character by the rules and 250 Build Spent
Pass
Milestone plot team. on your Class
PERMANENT SKILLS
Type Build Name Description Prereq.
Perm 6 Singing Lesson 1 Your spellsongs last for an additional 30 seconds. None
Perm 6 Singing Lesson 2 Your spellsongs last for an additional 30 seconds. Singing Lesson 1
Your spellsongs can only be broken by taking 15 damage from one single attack or Singing Lesson 2
Perm 12 Idol
spell or 2 detrimental effects.
Unstoppable You are immune to bind and movement effects while dancing. None
Perm 8
Performance
Acrobatic Your defensive skills work from the front or behind while dancing. Unstoppable
Perm 8
Performance Performance
Perm 6 Quick Reader Your Poems only require 8 words. None
Perm 6 Large Audience You can instant cast a Poem against another target without the need for a verbal. Quick Reader
Perm 6 Lie You cannot be detected if you are lying or telling the truth. None
Perm 8 Meditation You can recuperate in 5 minutes instead of 10 minutes. None
Memorized
Perm 6 You no longer need your songbook for spellsongs or poems. None
Performance
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target in the forearm and they must drop any
Off 1 Disarm item or weapon in their possession. Targets wielding 2handed Feat Disarm None
weapons must release one hand for 5 seconds.
Def 1 Retain You can defend against any disarm attempts. Feat Defense None
You can defend against any physical melee numerical damage
Def 1 Block Feat Defense None
attack from the front.
Tac 1 Dance of Might You swing for +1 damage for one minute. Dance Self None
You sing to a target and cause them to dance in place for one
Off 1 Song of Joy minute. The target can still attack but cannot move from their Spellsong Mind None
current location.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq

You can avoid any ranged attacks from the front, including
Def 2 Dodge Feat Defense Block
spells, but not AOE Attacks.
You can read a poem to a target, and deal 10 damage to them.
Off 2 Ferocious Poem Poem Mind None
Must be resisted with a mental defense.
You can read a poem to a target and can be stunned for 5
Off 2 Confusing Poem Poem Mind None
seconds. Must be resisted with a mental defense.
Dance of You and any ally you are touching can ignore pain effects for
Tac 2 Dance Self None
Comfort one minute.
You sing to a target and the target must stay 10 steps away
Off 2 Song of Force from you for one minute. You must point your finger at the Spellsong Mind None
target and remain in line of sight.
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 3 Annoyance Target hit with a packet is taunted to you for one minute. Taunt Mind None
Song of st
You sing to an ally in their 1 stage death count and pause their
Off 3 Spellsong Mind None
Compassion death count for up to 1 minute.
After reading a poem to a target, they take a silence effect for
Off 3 Silencing Poem Poem Mind None
one minute. Must be resisted with a mental defense.
If you choose Winter, you swing for ice damage and take
Dance of minimal from ice for one minute. If you choose Summer, you
Tac 3 Dance Self None
Winter/Summer swing for fire damage and take minimal from fire for one
minute.
You sing to a target and deal 1 lightning per second for up to Song of
Off 3 Song of Storms Spellsong Mind
one minute. Force

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can ask one question as if you were using a basic
Tac 4 An Old Tale Knowledge Other None
knowledge skill, without having to have that knowledge.
You have a rank 0 ward around you as long as you continue
Tac 4 Monologue speaking for up to one minute. You cannot move while Ward Mind None
speaking.
After reading a poem to a target, you can cause them to fall Ferocious
Off 4 Painful Poem under a pain effect for 30 seconds. Must be resisted with a Poem Mind
Poem
mental defense.
Tac 4 Dance of Night For up to one minute, you gain darkvision. Dance Self None
Song of You sing to a target other than yourself and heal them 1 vigor Song of
Tac 4 per second for one minute. At the end of the song, if all 60 Spellsong Mind
Restoration Compassion
seconds are sung, they heal for an additional 10 vigor.
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 5 Encore Repeat any Song, Dance, or Poem you just performed. Feat Other None
Belting Any Song or Poem affects +3 targets. Additional targets for
Tac 5 Feat Other Encore
Performance Poems must still be hit with a packet.
You sing to a target and put them to sleep for up to 1 minute.
Off 5 Song of Slumber You must point your finger at the target and remain in line of Spellsong Mind None
sight.
While using this dance you gain + 1 strength and every target Dance of
Tac 5 Dance of Death Dance Self/Mind
struck falls under a fear effect. Dance lasts up to 1 minute. Night
After you read a poem to a target, target takes 20 damage and Painful
Off 5 Haiku Poem Mind
is incapacitated for 1 minute. Poem

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Inspirational You can use this skill to read a poem that grants all allies +5 healable vigor
Level 1 0 Mind C
Poem for 30 mins. You may elect to sing or dance if you so wish.
Song of You can use this skill to demoralize a foe, causing them to swing -5 (minimal
Level 10 10 Mind C
Despair 1) damage for the next 5 mins.
You may dance for up to 5 minutes, and for every 30 seconds that you
Dance of
Level 10 10 remain dancing, gain +5 damage on your next melee attack. This effect Self C
Desolation
stacks with itself.
BERSERKER
THE RAGING STORMS
The natural world was full of wondrous and mysterious enigmas between Aqua and Ventus, and soon it began to push back Ignis and
before there was war, but none were like the primal beings that Terra. The hailstorm grew
resided all across the lands. When the Elemental Gods began to fight and grew, and in a blinding
one another, the natural world, though protected by Silvis, cried out flash of purple and blue
to the heavens, to the divine deities to stop their fighting, before all of energy emerged two figures.
Tellus was torn asunder. Ignis fought against Terra out of jealousy
over who was stronger, which caused the ground to split and the They were born of anger, of
volcanic fires below to explode out into the skies, clouding the sun. rage, of destruction, and
Ventus, in her anger, struck the ground and rained on the earth with fury. They were Namuth and
all her might to calm the two brothers, but her winds caused storms Beneria.
that cut through the surface of the seas and killed hundreds of the life The natural worlds prayers
forms that called the ocean home. Aqua could not stand idle. Aqua were finally heard, as the
and Ventus feuded, their emotions causing devastation as their two Goddess screams breathed
elements mixed together. Silvis could not have this anymore and he life into the two demi-gods.
called the natural beasts and plants to him. The Father of Nature hid Ignis stood back
them from his siblings, while this primal and emotional danger began apologetically from Terra,
to destroy Tellus. both shameful in their
For centuries, the gods fought and through it all, Silvis prayed with his actions. Aqua and Ventus
creations. Day in and day out, they circled one another and prayed, approached the two new
beings as mothers would, seeing their first born children. Namuth was
but nothing was heard.
the first to speak saying, We are born of all that you strived not to
Than just as the devastation came to an unbearable point, Silvis heard create, yet it has happened. The calls of the natural world wanted you
something in the clouds. He stepped from his hiding place and looked to stop fighting, but you did not listen. We were birthed out of those
up into the skies. A hailstorm of ice and lightning began to develop in raw emotions of rage, anger, destruction, and fury.
Beneria pushed past her brother and with great disrespect, yelled at They learned to fight like bears, wolves, owls, and boars. They trained
the Gods in a thunderous cry, I am born of your anger for one to control the elements of ice and lightning, turning the rage into a
another and I shall bear this anger, this fury, for as long as I live. There power like no other, which eventually surpassed the Barbarians
will be no more wars between the Gods, for my brother and I will see natural Ag.
to it. We shall guard the natural world. We shall be its saviors. For if
ever you, our so-called gods, fight amongst each other again, I shall To this day, the Berserker strategy is the most feared teaching on the
slay you myself. battlefield. An army could not tell if they were fighting either man or
beast at times, until it was too late. Megah Port and the surface
The gods, in shame, agreed with their new family. Dwarves of the Murgruth Mountains are the truest followers of the
primal path. They have learned to control their powers through
Time passed and the story grew. The Barbarians were the first to be totems of creatures that brought the first Berserkers to life. There are
born of the primal fury and rage, and they embraced the gifts that four totem paths.
Namuth and Beneria presented. The Dwarves of the Murgruth
Mountains were also presented with these gifts after their great fall The Bear Totem, the embodiment of strength and courage.
from the light. The Wolf Totem, the embodiment of intelligence and
cunning.
For centuries, the teachings of the primitive times changed, but the
The Owl Totem, the embodiment of wisdom and faith.
general story has remained the same, and out of it was born the
The Boar Totem, the embodiment of stamina and fear.
Berserkers.
There are many Berserker Tribes, each worshipping the Demi-Gods
They were the Guardians of the realms of Namuth and Beneria.
differently, yet they are alike in the smallest details. If there is
Together, the Berserkers taught that the right balance was to take the
anything that can be learned by the Berserkers faith and trust in
instincts of the natural world and blend them with current training.
Namuth, Beneria, and the Totems, it is that they should be feared.

SKILLS LIST
Class Abilities: Berserkers must choose their totem at character creation, which will determine what weapons the Berserker can use.
Bear: 2-handed weapons, Wolf: Small weapons, Owl: Polearm, Boar: Bastard weapons. Berserkers can wear up to chain mail armor or less. If a
Berserker wears greater than chain mail, they forfeit their rage abilities. The Berserker gains 12 vigor at startup and is granted 12 vigor every 5
class levels after.
PASSIVE PATHS
Type Passive Description Prereq
Commanding Rage: When you use Primal Rage, all other Berserkers within weapon distance
also go into a Primal Rage for 5 minutes, even if they have used their Primal Rage that period.
Pass Herald None
This does not count as a use of Primal Rage for them. This is mandatory, but may be defended
with a mental defense.
Pass Ravager Violent Rage: When you use Primal Rage, you are immune to all movement effects for 5 mins. None
Fearsome Rage: When you use Primal Rage, all targets that see you enter rage fall under a fear
Pass Intimidator None
effect for 5 minutes.
Pass Stormcaller Primal Storm: When you use Primal Rage, you can instead swing ice or lightning for 5 minutes. Alternate
Legendary 150 Build Spent
Pass You are able to earn the title Warlord or Primalist.
Milestone on your Class
250 Build Spent
Extraordinary You are given a special passive ability that is customized towards your character by the rules
Pass on your
Milestone and plot team.
Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 6 Totem Mastery You deal +1 damage with your chosen totem weapon. None
Perm 10 Feral Fury When you use Primal Rage you extend the rage an additional 5 minutes. None
Perm 15 Strength You can use this skill to gain +1 Strength. None
Perm 6 Resilient Hide 1 You gain +5 natural armor. None
Perm 6 Resilient Hide 2 You gain +5 natural armor. Resilient Hide 1
Perm 6 Resilient Hide 3 You gain +5 natural armor. Resilient Hide 2
Perm 6 Resilient Hide 4 You gain +5 natural armor. Resilient Hide 3
Perm 8 Hide of the Beast You heal 5 natural armor per minute while recuperating outside of combat. Resilient Hide 4
Perm 8 Embrace the Beast You can grow claws that deal 2 damage. All totem proficiencies apply to your claws. Totem Mastery
Embrace the
Perm 8 Unleash the Beast When you use Primal Rage, your Strength category is increased by 1.
Beast
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You deal +1 lightning or ice damage with your totem
Off 1 Totem Strike Feat Physical None
weapon.
You can use a feat after it has been defended from the front
Tac 1 Follow Through for free against the same target within 5 seconds. You Feat Physical None
cannot follow through a follow through.
Tac 1 Powerhouse You gain +1 Strength against Strength tests only. Feat Self None
You scream at a target in weapons distance and they are
Off 1 Fearsome Shout Feat Mind None
disarmed. This is a mental effect.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the torso and they must take 5 steps
Off 2 Knockback Feat Movement Powerhouse
backward.
You strike a target in the torso and deal 2x base damage to a
Off 2 Crit Strike Feat Physical None
target.
Off 2 Cleave You strike a targets shield and they take base damage. Feat Physical None
Off 2 Taunt You cry out to a target within line of sight to fight you. Feat Mind None
Def 2 Storm Shield You take minimal from a single ice or lightning attack. Feat Latent None
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 3 Sunder You can reduce the hardness of an item by 1 point. Feat Physical None
Tac 3 Ferocious Primitive You can extend your Primal Rage an additional minute. Feat Self None
You can negate going into a Primal Rage at any given time.
Tac 3 Suppress Rage You may also use this skill to reduce the time of your rage by Feat Self None
1 minute.
You deal base damage to all targets within weapons
Off 3 Whirlwind Feat Physical None
distance.
Tac 3 Primal Control You can distinguish friend from foe for 1 minute while raging. Feat Self None

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any attacks with the surprise
Def 4 Resilience Feat Defense None
modifier.
You strike a target and deal +5 ice or lightning with your Totem
Off 4 Storm Slash Feat Physical
totem weapon. Strike
You strike a target in the torso and deal 3x base damage to a
Off 4 Power Strike Feat Physical Crit Strike
target.
Vocally calling out to a target causes a target to fall under a
Off 4 Invoke Fear Feat Fear None
fear effect for 30 seconds.
You scream at a target within weapons distance and they are
Fearsome
Off 4 Ferocious Shout disarmed and stunned for 10 seconds. Must be defended Feat Mind
Shout
with a mental defense.
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target and deal +10 ice or lightning with your
Off 5 Storm Strike Spell Feat Storm Slash
totem weapon.
You strike a target with your totem weapon and knock the
Off 5 Big Boot Feat Unconscious None
target unconscious for 5 minutes.
Power
Off 5 Sever Limb You can remove the limb of a target. Feat Sever
Strike
All targets within weapons distance take a disarm effect and Disarm/
Off 5 Raging Hurricane Feat Whirlwind
then a knockback 10. Movement
You can strike a target in the torso with your totem weapon
Off 5 Shred and deal 30 damage to targets vigor and AP or natural armor Feat Physical Sunder
points.

HEROIC POWERS
Level Build Name Description Effect Type
You can use this skill to deal +5 damage with melee weapons for 5 minutes
Level 1 0 Primal Rage Self C
and you are immune to all fear effects. This is a rage effect.
Continue to fight in your 1st stage death count for 10 minutes or until you
Level 10 10 Death Apathy hit negative max vigor. When the duration of the power is up or negative Self C
max vigor has been obtained, fall into 1st stage death count.
Gain one of the following abilities for 5 minutes based on your totem.
Bear: + 3 strength
Might of the
Level 10 10 Wolf: You can use follow through at will. Self C
Totem
Owl: Immune to all mind effects and spellsongs
Boar: Gain + 15 healable vigor
CAVALIER
HONOR THY CODE
The Cavalier is the shining light that stands firmly against the my spirit away. I beg ye, ole Gods of the Elements, to release me from
Darkness and its evils. For centuries, the Cavalier has stood against all this pain I am suffering. Let ye take that which I give to ye for all
odds and is known to be the eternity. Yet, there was silence still.
strongest of all the teachings
when it comes to tradition. It The man wept, his tears streaming down his face. It was then that a
golden light shined upon the man. He opened his bloodshot eyes,
is said that the first Cavalier
was a man that spoke to the despite the brightness. Before the man was a figure, a golden Knight
skies during his most in plate mail, bearing a shield and pole arm. The knight rode a
terrifying moment. He was goldenplated dragon that remained silent and respectful. The dying
man could barely move, but with the very last strength he had, he
looking at death as solace,
and as the clouds passed his reached for the golden knight and touched his heel.
vision, he closed his eyes to The man spoke. I beg you, Golden Sun of Valor, to take my spirit to
prepare for Azrael. However, the other world, so that I may rest with my loved ones. But the
the man remained alive. For golden Knight shook his head in disapproval, and spoke with a gentle
days he laid there, his breath voice.
steadily becoming shallower,
but death did not come to I shall not take ye, for you shall be my symbol of faith and
him. His lips were dry, his righteousness. These dark times call for those who will fight until they
skin void of color, and his blood seeped into the ground beneath him. can no longer stand, as you are here and now. Ye have not been
The man could not move, but there was something inside of him that taken, because there is still fight in you, my good Lord. I ask of ye,
kept him alive. stand by my side and share the honor that you have upheld. I ask of
ye, to stand by my side to again hold valor, as you had and still do. I
He made one single prayer to the stars that now watched over him ask of ye, stand my by side and share in the truth that you have held
and said, I shall not ask again, ye Gods above, for my soul to enter in your heart. I ask of ye, stand against fear as you have stood against
Bellum. I have fought many deaths over and I shall allow thee to take death. Be my first of many Cavaliers to teach the lands of these
virtues I have spoken unto you. Shall ye be my first of many Knights Chapter of the Golden Dragon, after the apparent appearance of Zion
against the Darkness? What say ye? himself at the gates of Berrnum. From there, Mystia created the
Chapter of the Silver Blade, Megah Port established the Chapter of the
The dying man was shocked, a god he has never seen wished for many Lions Maul, and the old dwarves bore the Chapter of the Rising
more years of life. He thought of his loved ones and those who still Hammer and the Forgiving Steel. The City of Sayeh once had a
remained in the realm of the living, fighting against the Darkness. He Chapter called the Holy Order of Paladins, but they dissolved years
was silent, it seemed like days but it was merely seconds before he ago. The most recently well-respected Chapter is in FaeGlen, known as
spoke.
the Candius Esque, the White Knights.
Aye, my Light, my Gold Savior, my Symbol of Faith. I shall go forth The Cavalier practices the tradition of their code to uphold honor,
and teach these virtues. I shall honor you by teaching the Code of the valor, and truth. They are guardians of the weak and defenders of the
Cavalier to those who will honor it. I shall be thy first Holy Knight. realms. They are often the law enforcers of the land, as their code
The man said with renewed strength. It was then that the Cavalier prevents them from going against the leaders of that kingdom. The
was birthed. Cavalier is a force to be reckoned with on the battlefield, standing
The Cavalier is one of the youngest teachings known to Tellus. It unified against the oncoming armies they face. United, they shall
started in a kingdom by a man named Sir Uther Kavadas, the Father never fall and that is why the Cavalier shall forever be seen as the
of the Holy Knights of Zion. Word spread quickly of his teachings. greatest security against the Darkness.
There were many kingdoms that heard of Sir Uthers vision, but many
Ye Shall Know Honor: Do not fight an unarmed opponent. Remain
could not believe that a Golden Knight truly appeared to him during
dedicated to your friends, your country, your chapter, and above all
his moment of death. Yet his teachings were respected worldwide.
else, your code.
The first nation to embrace these teachings was the Senshi Nation.
There, the first Cavaliers grew into a powerful Chapter known as the Ye Shall Know Valor: Do not hide your courage. Stand firmly against
Crimson Angels led by a Hobgoblin named Sir Toshiro, the Red Wing evil, protect those that are weak, and uphold the laws of the kingdom
of the East. The Hobgoblins of the Senshi Nation fully embraced the you dwell in, regardless of the leader.
code of the Cavalier, very much unlike the Grey Elves of Twilight
Hollow, who merely laughed at the concept and ideas of such a thing Ye Shall Know Truth: Do not speak with a silver tongue against friend,
as honor and truth. nation, or even foe. Every word must be spoken from your heart.

Ye Shall Know Fear: Do not stand idle in the face of fear. Embrace
The next nation to accept Sir Uther Kavadas teachings was Berrnum,
terror and be the last to fall to save the lives you are sworn to protect.
where the grandest of Chapters was established. They were the
SKILLS LIST
Class Abilities: The Cavalier is trained to use 3 types of weapons depending on their passive path. Dragoon: Can use Polearms up to 60-
inches. Avenger: Can use Bastard weapons. Justicar: Can use a 1-handed weapons. All Cavaliers can use shields with their chosen weapon. This
represents the Cavaliers position in their Chapter. Cavaliers can use up to Plate Mail armor or less. The Cavalier gains 12 vigor at startup and is
granted 12 vigor every 5 class levels after.

Suggested spell verbal By the grace of Zion I

PASSIVE PATHS
Type Passive Path Description PreReq
Pass Dragoon Stalwart Posture: Once per period, you are immune to bind/incapacitate effects for 5 minutes. None
Pass Avenger Fearless Posture: Once per period, you are immune to fear effects for 5 minutes. None
Pass Justicar Valiant Posture: Once per period, you are immune to charm/dominate effects for 5 minutes. None
Pass Guardian Superior Posture: Once per period, you are immune to movement effects for 5 mins. Alternate
Legendary 150 Build Spent
Pass You are able to earn the title Exemplar or Sentinel.
Milestone on your Class
250 Build Spent
Extraordinary You are given a special passive ability that is customized towards your character by the rules
Pass on your
Milestone and plot team.
Character
PERMANENT SKILLS
Type Build Name Description Prereq.
Perm 6 Armor Efficiency 1 You gain +5 AP when wearing armor. None
Perm 6 Armor Efficiency 2 You gain +5 AP when wearing armor. Armor Eff. 1
Perm 6 Armor Efficiency 3 You gain +5 AP when wearing armor. Armor Eff. 2
Perm 6 Armor Efficiency 4 You gain +5 AP when wearing armor. Armor Eff. 3
Perm 6 Blindfighting You can still use defensive feats while under a blind effect. None
Perm 6 Defender You gain +5 AP when wielding a shield even if it is broken. None
Perm 8 Broken Shield You can still use a broken shield and defend against spell packets but not AoE spells. Defender
While your shield is not broken, you can use your shield to defend against AoE spells
Perm 8 Reflective Shield that hit your shield directly. If you are caught in the radius of an AoE spell, you must Broken Shield
take the effect regardless of this skill.
Your shield can hold up to 3 tier 3 or lower healing spells. These spells are their base
Perm 8 Symbol of Valor Reflective Shield
value and not subject to the proficiencies of the caster.
Perm 8 Stalwart Guard When your armor is reduced to 0 AP, you gain 10 non-healable vigor. Symbol of Valor

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can sense if a target is lying to you. The Lie skill trumps
Tac 1 Sense Deception Spell Mind None
this ability.
Def 1 Retain You can defend against any disarm attempts. Feat Defense None
Tac 1 Minor Heal You can heal 10 vigor. Spell Special None
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
Tac 1 Powerhouse You gain +1 Strength against Strength tests only. Feat Self None
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Taunt You cry out to a target within line of sight to fight you. Feat Mind None
You strike a target in the torso and they must take 5 steps
Off 2 Knockback Feat Movement Powerhouse
backwards.
Off 2 Cleave You strike a targets shield and they take base damage. Feat Physical None
You can remove a fear effect from yourself or a target within
Tac 2 Invoke Courage Feat Mind None
weapons distance.
You can verbally call to a target to strike for +1 damage for 1
Tac 2 Motivate Ally minute as long as you remain in vocal communication with Feat Mind None
the target. You must have line of sight of the target.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical attack from the front or
Def 3 Parry Feat Defense Block
behind.
You can defend against a physical attack against a target
within weapons distance. You must use a defense afterward
Def 3 Intercede Feat Defense Block
or take the effect. This cannot be used to defend a target
from surprise attacks.
Tac 3 Restore Armor You can heal 10 AP. Spell Self None
Tac 3 Lesser Heal You can heal 30 vigor. Spell Special Minor Heal
When a target strikes your shield with Cleave, you take the
Tac 3 Shield Bash Feat Defense None
damage but that target takes a knockback 5.
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can gain +5 AP for 1 minute as long as you do not move
Tac 4 Defensive Posture Feat Self None
from your current position.
You can deal +1 damage for 1 minute as long as you do not
Tac 4 Offensive Posture Feat Self None
move from your current position.
You can negate a spell that is thrown at you via packet. As
Def 4 Cleave Magic well as the effect of an AOE spell that you are in effect Feat Defense Parry
distance of. This skill only defends yourself.
You can challenge a target within ear shot of you to fight
Tac 4 Honor Combat 1 you, creating a rank 0 ward until one minute passes, the Feat Mind Taunt
ward is broken, or either of you drop to 0 vigor.
As long as you do not move from your current position, you
may take all non-surprise delivered damage for targets
Def 4 Protective Stance Feat Defense Intercede
within arms length. This effect lasts until you move or hit 0
vigor.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can remove a fear effect from chosen targets within
Invoke
Tac 5 Rallying Call weapons distance. This also removes a fear effect you are Feat Mind
Courage
under.
Tac 5 Restore Shield You can restore 1 point of hardness to your shield. Spell Self None
You can challenge 2 targets within ear shot of you to fight
Honor
Tac 5 Honor Combat 2 you, creating a rank 0 ward until one minute passes, the Feat Mind
Combat 1
ward is broken, or either of you drop to 0 vigor.
When a target strikes your shield with Cleave, you reflect the
Def 5 Shield Charge Feat Defense Shield Bash
damage back to them. You do not take the damage.
You can take the place of a target that is in any stage of their
Tac 5 Greater Good death count. The target regains 10 vigor but you inherit the Spell Self None
remaining time of their death count.
HEROIC POWERS
Level Build Name Description Effect Type
You can use this skill to instantly repair a broken weapon and shield up to
Crusader's
Level 1 0 hardness 1 and 1 piece of armor is restored to its max AP. This does NOT Special Special
Resolve
work on Patchworks.
Speak The A single target must speak the truth and cannot use feats/spells/skills
Level 10 10 Special Special
Truth against it.
Defensive Up to two targets regain all of their defenses instantly. Cannot be used on
Level 10 10 Special Special
Rally self. You then gain +15 non-healable vigor for the remainder of the period.
CHAPLAIN
NO HEATHEN SHALL RISE
The skies erupted with a blinding light that could be seen throughout wielded a large blade that
the known kingdoms of Asuran. The stars were falling and with it would take four of the
came the cries of battle. One by one they landed, causing the ground strongest barbarians of Megah
beneath them to explode into large craters where the nation of Althu Port to lift. Upon his forehead
now stands. The anomaly had to be inspected and people worldwide was a red symbol that to this
traveled to see the falling stars. The first kingdom to approach the day is known as the Omega
mystery was the elves of Mystia. The elves stood patiently from a Symbol of the orions. This man
distance, analyzing the situation and taking several arcane was Aegis II and he was sent
precautions for the safety of their people. For days they watched the by the First Father to smite evil
craters of light, but nothing appeared to cause the elves to drop their at its core.
wards.
The orion ran into battle,
Then one night, the burning smell of sulfur and brimstone permeated cutting the creatures we call
the air. The elves concentrated on their arcane gifts to increase the devils in half. The elves stood
protective wards covering them but it was to no avail. The sounds of in awe and yet they felt
reality began to shatter the atmosphere as strange creatures with red refreshed against the enemy.
skin, long black horns, gnashing teeth and spear-like tails attacked Soon more beings appeared
from nowhere. The elves fought as long as they could, but their from the craters and each one
numbers began to dwindle. The elven magic had no effect on the was a strong orion man or
creatures. woman. The battle raged for 4
days and 4 nights until the foundation of Althu was red with blood.
It was then that a voice from above the fighting resonated across the Aegis II plunged his blade into the ground and kneeled before the
battlefield. There was a stillness that was painful for both the elves elves. He spoke with strength in his voice, I am Aegis II, second born
and the strange creatures from the unknown. Rising from the craters son of King Aegis, third child of my mother, first High Inquisitor of the
stood a muscular man of white stone skin. He wore no armor yet Chaplain Charter of Tellus, The Avenging Light of the First Father. We
pledge our lives to protect your realm and all realms from the wicked bodies returned for final burial. Many kingdoms have tried to
scourge of the infernal pit. We ask you to accept this or we shall force duplicate the Chaplain teachings but none have been successful to
you to accept it. date. Chaplains are put through a rite of passage, their past lives
cleansed and forgiven to rise pure and anew. With the threat of the
The wisest of the elder elves and their King Lord Fallenien Emeraldleaf Darkness, Chaplains have learned to combat the corruption to remain
approached Ageis II. He knelt before the orion as all his kin did as well. focused and pure against the infernal pit. Losing your purity is the
With a gentle voice Fallenien spoke, We are honored that you have greatest shame a Chaplain can earn. They become versed in the ways
come from the skies and worlds beyond our own recognition. It was
of the First Father whom they put above all the other gods, even Ignis,
written in tomes that your kind would one day appear to deliver us
yet they respect the other gods.
from a great evil but we expected it to be the Darkness. You have our
blessing to make this land your own. Chaplain groups are called Charters. There are many Charters that
continue to grow as Founding Fathers, the first Chaplain of a Charter
Aegis II stood up and pulled his blade from the ground. He looked and its High Inquisitor, complete their training. Althu has several
upon the elven army with pride. Your people show me respect by Charters. The most difficult to join are Aegis' first Charter, the
kneeling, thus I honor you in return. This Darkness shall also be one Avenging Light of the First Father; The Brilliant Avengers, established
that we combat, but be known that our Chaplains are here to spread by Marius II; and the Dawning Flame, established by Prince Otho, the
the teachings to combat the threat of the infernal pit that your world
Kings first born son. The elves of Mystia have been honored to be the
does not know. Respect us and we shall respect you. only nation to house a temple to pass on the teachings of the
This is the story of the rise of the orions of Althu and their powerful Chaplain besides Althu. Mystia currently has three established
nation but more importantly, the birth of the Chaplain. Chaplains are Charters to note: the Whispering Breeze, the Leafblades Judges, and
zealous fighters that hate evil in every form that it can appear. Yet the the Fallen Fellwing. Other Charters are the Queens Crown, made up
Chaplains have one goal, to seal the infernal pit and vanquish the of all female orions, the Hammers Oath of the Murgruth Mountains,
creatures that call it sanctuary. the Purging Tsunami of the Kunik Islands, and the Fate Bringers of the
City of Sayeh.
Chaplain training is the most difficult of all the teachings. It is only
two-hundred years old, since the arrival of the orions, but it filters the Chaplains are both feared and respected for who they are and what
weak and leaves only the strong. Many kingdoms sent their strongest they combat, for other teachings could not counter the same foes.
warriors to train in Althu to become Chaplains only to have their Though it is a difficult path to become a Chaplain; it is a known fact
that once you are a Chaplain, you are always a Chaplain.
SKILLS LIST
Class Abilities: All Chaplains can use 1-handed, 2-handed, bastard and polearms weapons. Chaplains can use plate mail or less. All chaplains
can choose to use shields. The Chaplain gains 10 vigor at startup and is granted 10 vigor every 5 class levels after.

Suggested Spell Verbal: With righteous might and vengeance

PASSIVE PATHS
Type Passive Skills Description
Pass Slayer Litany of Hate: Once per period, you gain a fear aura against all infernal creatures for 5 mins. None
Litany of Zeal: Once per period, you gain immunity to mind effects from infernal creatures for
Pass Vindicator None
5 mins.
Pass Executioner Litany of Pain: Once per period, you gain +10 healable vigor for 5 mins. None
Litany of Will: Once per period, you gain immunity to pain effects from infernal targets for 5
Pass Destroyer Alternate
mins.
Legendary 150 Build Spent
Pass You are able to earn the title Inquisitor or Judge.
Milestone on your Class
250 Build Spent
Extraordinary You are given a special passive ability that is customized towards your character by the rules
Pass on your
Milestone and plot team.
Character
PERMANENT SKILLS
Type Build Name Description Prereq.
Perm 6 Armor Efficiency 1 You gain +5 AP when wearing armor. None
Perm 6 Armor Efficiency 2 You gain +5 AP when wearing armor. Armor Eff. 1
Perm 6 Armor Efficiency 3 You gain +5 AP when wearing armor. Armor Eff. 2
Perm 6 Blindfighting You can still use defensive feats while under a blind effect. None
Perm 6 Chaplains Renown 1 You gain +1 damage against infernal creatures. None
Perm 6 Chaplains Renown 2 You gain +1 damage against infernal creatures. Chaplains Renown 1
Perm 6 Chaplains Renown 3 You gain +1 damage against infernal creatures. Chaplains Renown 2
Perm 6 Chaplains Renown 4 You gain +1 damage against infernal creatures. Chaplains Renown 3
All of your Chaplains Renown bonuses now also apply to creatures with dark
Perm 8 Chaplains Glory Chaplains Renown 4
points.
Perm 10 Resist Possession You cannot be possessed . Chaplains Renown 3

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can sense if a target or area has been infected by
Tac 1 Sense Infernal Spell Special None
infernal creatures, including being possessed by one.
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
Tac 1 Sense Darkness You can sense if a target has any dark points. Spell Special None
Off 1 Smite Deal +1 light damage. Feat Physical None
Def 1 Retain You can defend against any disarm attempts. Feat Defense None
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
You strike a target in the torso and deal 2x base damage to a
Off 2 Crit Strike Feat Physical None
target.
Tac 2 Abyssal Armor You take minimal from infernal damage for 1 minute. Spell Latent None
When cast all infernal damage on a target is converted to Sense
Tac 2 Seal Wounds Spell Special
normal vigor damage and can be healed as normal. Infernal
Off 2 Taunt You cry out to a target within line of sight to fight you. Feat Mind None

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical attack from the front or
Def 3 Parry Feat Defense Block
behind.
You can defend against a physical attack against a target
within weapons distance. You must use a defense afterward
Def 3 Intercede Feat Defense Block
or take the effect. This cannot be used to defend a target
from surprise attacks.
Off 3 Sunder You can reduce the hardness of an item by 1 point. Feat Physical None
Packet thrown incapacitates an infernal creature or creature
Off 3 Shackle with dark points. You must point your weapon at the target Spell Bind None
and remain in line of sight or the effect is broken.
Off 3 Weaken Ward Packet thrown reduces the rank of a ward by 1 point. Spell Special None
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the torso and deal 3x base damage to a
Off 4 Power Strike Feat Physical Crit Strike
target.
Packet thrown prevents infernal creature and creature with
Off 4 Condemn Spell Mind None
dark points from using skills for 30 seconds.
You can negate a spell that is thrown at you via packet as
Def 4 Cleave Magic well as the effect of an AOE spell that you are in effect Feat Defense None
distance of. This skill only defends yourself.
You can deliver +5 light damage to a target. This skill drops
Off 4 Backlash Spell Self None
you to 0 vigor.
Vocally calling out to a target causes a target to fall under a
Off 4 Invoke Fear Spell Fear None
fear effect for 30 seconds.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Infernal creature (even those hidden or possessing a target)
within weapons distance takes a knockback 10 effect. This
Off 5 Vanquish Spell Movement Backlash
knockback effect frees all possessed targets and the infernal
target may not possess another target for 1 minute.
Vocally call out dominates an infernal creature for 5
Off 5 Tether Fiend Spell Mind Shackle
minutes.
Off 5 Blast Limb Packet thrown removes a targets limb. Spell Sever Condemn
Packet thrown, target takes a 1 minute pain effect and must
Off 5 Punishment Spell Pain None
fall to their knees.
Negate a KB delivered to you and instead heal 2x the
Tac 5 Salvation damage you would have taken. You also become immune to Spell Self None
KB for 1 minute.
HEROIC POWERS
Level Build Name Description Effect Type
You can use this skill to deal +5 light to all infernal creatures and creatures
Level 1 0 Judgment Day Self C
with dark points for 5 mins.
Infernal target possessing someone is removed from the target and takes a
knockback 10 when you use Sense Infernal. This knockback effect frees all
Level 10 10 Blasphemy! Special I
possessed targets and the infernal target is then incapacitated for 1 minute.
This skill last for 5 minutes.
Become immune to damage for 10 steps. All infernal targets and targets with
Repel the
Level 10 10 dark points in weapons distance then take 40 light damage and a knockback Spell C
Wicked
10 and then fall to a knee with a 10 second pain effect.
DRUID
THE DRAGONS GIFT
Long ago, before the lands were filled with natural plants and beasts, Father Silvis approached them to come with the natural plants and
the dragons roamed freely without any equal. These large creatures beasts the dragons refused, telling Father Silvis, We have made a
were protectors of the elemental gifts that the gods had sent to Tellus promise to guard the elements and our groves until the bitter end. If
during her creation process. For centuries, it was the dragons that this war brings that end, we have died for just cause. Now leave us,
guarded and protected Tellus from any evil that would come to harm we have much work to be done. Father Silvis was not angered but he
the natural order of the gods and the realms. There were dragons of knew what the oath meant to the dragons and how they would never
fire, water, wind, and earth. in their lives break their oaths.
The dragons were charged
to protect the essence of When the Elemental War was over, the land was destroyed and many
of the dragons fell to the gods, battling one another. The few that
the gods as they began to
plant the seeds of creation. lived continued to protect the groves. When the Darkness first
These large creatures appeared, it came to the dragons and tempted them with immense
power. Many of the dragons accepted the dark power while others
created the Groves, a
ward that was enchanted remained loyal to the elemental gods.
by their natural innate Thus the Dragon Wars began and many of the groves where
magic. Here the essence of destroyed by the dark dragons. The dark dragons were made of
the god's element was kept metal, their skin nearly impossible to penetrate. Many of the
safe. elemental dragons, as they were called, fell in battle. The dark
Thousands of years passed dragons were too powerful and slowly searched out the groves and
and when the Elemental took the elemental essence to be corrupted and give birth to new dark
War began, the dragons dragons.
remained silent to guard A handful of the elemental dragons gathered in what is now known as
the essence of the gods the Badlands. They had to make a decision to protect the elemental
during their fighting. When essence and the natural order of Tellus. The decision was easily
agreed upon. The elemental essence of the gods would be set free and they refuse to use the metal of the world to shed blood or bring death.
hidden in the new lifeforms of Tellus. Quickly, the elemental dragons Druids prefer to live away from society and to stay as close to nature
went to release the essence of the groves. They were successful but and the elements as possible.
the strong magic of the gods remained in the groves. This magic
helped revitalize the natural world and it needed to be protected, but Druids remain the true guardians of the old ways of elements. They do
the dragons were few. So the dragons established an oath with the not take away from the powerful Elementalists which, as they
dryads and several worshippers of Father Silvis. The oath was spoken understand it, are the gods in mortal form.
and sealed by the dragons magic. The oath is known as the Druids Druid Oath
Oath to this day. After the oath was read, the dragons made a We shall not shed blood with metal and feed its evil.
promise and oath to one another, a secret to this day, a secret that We shall not harm beast or plant unless we give praise to the
has kept many dragons in hiding. natural order for its sacrifice.
We shall not harm the elements in whatever form they may
Druids are the purest guardians of all things natural, both plant and come upon us.
beast, but they are also the balance of the elements. No Druid would We shall not succumb to dark thoughts for it shall disconnect
ever praise one god above another and they know that each should be us from natural order.
equally praised for their sacrifice. But the Druids often understand We shall return to the natural order when our time has
that dark deeds must occur to maintain the natural order. Druids are passed.
We shall protect the natural order of Tellus until we are
not evil for allowing certain things to occur, but if the natural order
reborn in her image.
and balance is not stable the elemental gods may fight one another
and the Elemental Wars may occur again. It is difficult being a Druid:
SKILLS LIST
Class Abilities: Druids can only use small weapons or staves made of bone or wood. Druids are prohibited from wielding any metal weapons.
Druids cannot wear armor as they feel it restricts them from feeling the natural world and the elements. The Druid gains 6 vigor at startup and is
granted 6 vigor every 5 class levels after.

Suggested Spell verbal: By the dragons gift I cast

PASSIVE PATHS
Type Passive Description Prereq
Tempest Circle: Once per period, you must choose if Druid spell damage or Druid spell
Pass Invoker None
durations are doubled for 5 minutes.
Feral Instincts: Once per period, you can summon claws that deal 3 nature damage for 5
Pass Kindred None
minutes.
Natural Affinity: Once per period, all charm and dominate effects against natural plants and
Pass Speaker None
beasts cannot be defended for 5 minutes.
Pass Grovetender Pathwalker: Once per period, you can teleport to a druids grove instantly. Alternate
Legendary 150 Build Spent
Pass You are able to earn the title of Changer or Summoner.
Milestone on your Class
250 Build Spent
Extraordinary You are given a special passive ability that is customized towards your character by the rules
Pass on your
Milestone and plot team.
Character
PERMANENT SKILLS
Type Build Name Description Prereq
You can halt the death count of a natural plant or beast, including beast races, as
Perm 6 Stabilize Nature None
long as you remain in physical contact.
Perm 6 Speak with Nature You can speak to natural plants, beasts, and elemental creatures. None
You gain +2 damage with any single element you choose from the following list:
Perm 6 Elemental Mastery None
Earth, Fire, Lightning, Ice, Nature.
Natural plants and beasts will not attack you as long as you are not a threat to
Perm 6 Wild Scent None
them. Wild Shape chart below.
You can choose a small creature you can shape change into for 5 mins. See the
Perm 6 Wild Shape 1 None
Wild Shape chart below.
You can choose a medium creature you can shape change into for 5 mins. See
Perm 8 Wild Shape 2 Wild Shape 1
the Wild Shape chart below.
You can choose a large creature you can shape change into for 5 mins. See the
Perm 10 Wild Shape 3 Wild Shape 2
Wild Shape chart below.
You can choose one elemental damage type and take minimal damage from it.
Perm 10 Dragon Mark Wild Shape 3
You must draw a tattoo and marking on your face that is permanent.
Perm 6 Improved Wildshape You can increase the duration of your wildshape an additional 5 mins. Wild Shape 2
Perm 8 Meditation You can recuperate in 5 minutes instead of 10 minutes. None

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 1 Root Packet thrown applies a bind effect to target. Spell Bind None
Tac 1 Heal Nature Natural plant or beast heals 20 vigor. Spell Special None
Off 1 Gust Packet thrown delivers a knockback 10. Spell Movement None
Off 1 Poison Barbs Summon 3 packets that deal 5 nature damage each. Spell Spell None
Off 1 Lash Packet thrown disarms target. Shields do not block this spell. Spell Disarm None
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 2 Charm Nature Verbally call out to charm natural plant or beast. Spell Mind None
Def 2 Adaptability You take minimal damage from an elemental attack. Feat Self None
Poison
Off 2 Elemental Sphere Packet thrown deals 10 elemental damage. Spell Spell
Barbs
Natural plants and beast will not attack target unless
Tac 2 Natural Scent Spell Latent None
provoked.
You can summon a weapon that is made of wood that deals
Tac 2 Natural Weapon base damage with a hardness of 1 for 1 minute or until it is Spell Self None
broken.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 3 Restore Nature Natural plant or beast heals 40 vigor. Spell Spell Heal Nature
Tac 3 Camouflage You can Hide in foliage without detection. Feat Self None
Off 3 Coil Packet thrown incapacitates a target for 1 minute. Spell Bind None
You can remove any rank poison effect from any drink or
Tac 3 Purify Poison Spell Spell None
consumable item.
Elemental
Off 3 Elemental Orb Packet thrown deals 20 elemental damage. Spell Spell
Sphere
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can meld with a tree after a 5 second count of Melding
Tac 4 Meld with Tree 1-5. You must hold your right arm at a 90 degree angle and Spell Self None
cannot move.
Charm
Tac 4 Control Nature Verbally call out to dominate natural plant or beast to you. Spell Mind
Nature
Choose one elemental damage type. You are immune to that
Def 4 Dragonskin type and heal 1 vigor every time you are struck by that Spell Self Adaptability
elemental type for 1 minute.
Elemental
Off 4 Elemental Blast Packet thrown deals 30 elemental damage. Spell Latent
Orb
Packet thrown delivers a bind effect that deals 1 nature per
Off 4 Entangle second. You must point your finger at the target and remain Spell Bind Coil
in line of sight.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Packet thrown deals 1 elemental damage per second for 1
Elemental Elemental
Off 5 minute. You must point your finger at the target and remain Spell Spell
Overload Blast
in line of sight.
Off 5 Sleep Spore Packet thrown puts target to sleep for 5 minute. Spell Unconscious None
Tac 5 Kodiak Strength You gain +2 strength for 1 minute. Spell Self None
You and 2 allies are considered hidden in foliage for 1
Tac 5 Floral Coverage Spell Self Entangle
minute. You must have physical contact with both allies.
You cannot be harmed while this spell is active. You must
Tac 5 Sanctuary hold your right arm at a 90 degree angle and cannot move. Spell Self None
This is considered a rank 1 ward.
HEROIC POWERS
Level Build Name Description Effect Type
Scales of the Pick 1 elemental type of damage, and for 5 minutes take minimal from that
Level 1 0 Spell C
Dragon type of damage.
You can throw a packet that deals 25 elemental to all targets within weapons
distance. If you have a dragon mark it has an added effect based on the
mark.
Fire: 10 second Pain effect.
Level 10 10 Dragon Breath Spell C
Ice: 10 second Slowness effect
Lightning: 10 second Stun effect
Earth: Knockback 20.
Nature: 10 Second incapacitate effect.
You can walk through foliage of any type and are considered completely
Freedom of
Level 10 10 hidden, even by magical means, for 5 mins. Any abilities that can track a Special C
Movement
target or sense a targets location do not work.
WILD SHAPE CHART
Small Size: You only have your vigor and can only be damaged by skills modified with Perfect Aim or AoE. You
Wild Shape 1
cannot attack while in this form. You are the size of your fist.
Earth: Mouse You are able to fit into small areas and Climb at will.
Wind: Bird You are able to fly perfectly at will.
Water: Fish You are able to swim perfectly and breathe underwater at will.
Nature: Tarantula You are able to use Climb at will and are immune to poisons.
Fire: Chameleon You are able to use Climb and Camouflage at will.
Wild Shape 2 Medium Size: You have your normal vigor and you are able to attack using your wildshapes natural claws.
Earth: Bear You can use claws that deal 2 damage. You also gain +2 strength and can use Powerhouse at will.
Wind: Eagle You can use claws that deal 1 damage. You can also fly and see hidden targets at will.
Water: Shark You can use claws that deal 4 damage as a bite attack, You can also swim and breathe underwater at will.
Nature: Panther You can use claws that deal 2 damage. You can also use Camouflage and Climb at will.
Fire: Giant Lizard You can use claws that deal 2 damage and a tail attack that causes a knockback 5 effect. You can also use Climb at will.
Large Size: Your vigor is doubled and you are able to attack using your wildshapes natural claws that deal
Wild Shape 3
elemental damage. Each wildshape attack and be used 5 times per wildshape.
You can use claws that deal 3 earth damage and a Gore attack that deals +3 damage and a sunder effect. You are
Earth: Dire Boar
immune to movement effects.
You can use claws that deal 3 lightning damage and a Gust of Wind attack that deals +3 damage and a knockback 10
Wind: Rok
effect. You can fly at will.
You can use claws that deal 3 ice damage and a Whirlwind attack that deals +3 damage and a disarm effect. You can
Water: Dire Shark
swim at will.
You can use claws that deal 3 nature damage and a Wild Swing attack that deals +3 damage to all targets within
Nature: Silverback
weapons distance. You can use Uncanny Leap at will.
You can use claws that deal 3 fire damage and a Breath weapon that deals +3 fire damage and a pain effect for 5
Fire: Salamander
seconds. You can climb at will.
DUELIST
THE RAVISHING SWORDSMAN
When the waters of the world settled after years of conflict against and charming but quick with a sword and perfection in their foot
the Basilisk of the Black Sea, many of the nepetas ventured out to work.
discover new lands, to understand them by sailing on large ships
made of the strongest oaks, crafted by highly skilled smiths. The day came when the Basilisk rose from the Black Sea. The
Ravishing Swordsman took command as leader and went to fight it
The story began years ago when the legendary five heroes vanquished along with his companions. The Captain was a sight to see as he
the Basilisk and sacrificed their lives to save thousands. One of the fought against the beast with his party upon his ship. He would jump
heroes was a dashing man with charm unlike any could comprehend. from mast to mast, swing on ropes to slice the beast and criticize it
The people called him The Ravishing Swordsman and nothing more. with words that it could not understand, but this did not stop the
He traveled the lands learning the many styles of combat that used a swordsman.
single blade. He would spend months in one place, talking and
charming his way into retrieving ancient techniques of the sword. It was under the clearest
Once he was able to attain that information he would travel to moon on the eighth day of
another kingdom, then another and he would repeat it until the day battle that the Ravishing
he met his traveling companions that would one day defeat the Swordsman told his
companions words of
Basilisk.
motivation and inspiration
The Ravishing Swordsman traveled by sea; some say that his ship was that have been sung for
able to take flight with the grace of an eagle in Ventus care. But a years to come: Tonight, my
flying ship was nothing but a story told by mothers to their children in blade is dull and my voice
hopes that they would seek adventure. The heroes could not resist the harsh. But I say unto you my
charm of the Ravishing Swordsman, who often took them to his home friends: it has been nothing
town of Townswood, a place where he was able to expand on his less than an honor to fight by
sword play and teach a plethora of his people to not only be dashing your side, all of you. And if
this be the very last breath I
speak, then please know that I adore you all. There will be songs sung quick footing, often described as a dance more than a fighting style.
by the bards of our clash with this titan, and none shall forget that I, Duelists are adept at using words to distract their foes, often
the Ravishing Swordsman, led us to victory. sacrificing themselves to save others in peril. But unlike the Cavalier,
the Duelist would prefer to save another for personal gain. A Duelists
The final words of the swordsman were recorded by the nyads that sword and tongue are important to their well-being and without them
watched on from a safe distance as the Basilisk was slain and sunk to they fail to even muster themselves up to continue living. Duelists are
the depth of the Black Sea, taking with it the five legendary heroes also capable of fighting in close quarters when other combat
and the swordsman's ship, the Enigma. teachings do not tend to focus on such techniques. Whether inside a
The Duelist is a charming combatant that has studied several tavern swinging from the chandelier or on the deck of a ship, the
offensive and defensive maneuvers. They pride themselves on their Duelist is comfortable in every surrounding, especially those that offer
a good drink and good company.

SKILLS LIST
Class Abilities: Duelists are adept at using small, 1-handed weapons and crossbows. Duelists can only wear leather armor or less. If the
Duelist wears any armor above leather they forfeit their charm and dominate and florentine like skills, as heavier armor hides their panache and
restricts their movements. The Duelist gains 6 vigor at startup and is granted 6 vigor every 5 class levels after.

PASSIVE PATHS
Type Passive Description
Boastful Appearance: Once per period, you can Charm a room after making a verbal
Pass Swashbuckler None
appearance for 5 mins. Must be defended with a mental defense.
Pass Buccaneer Dastardly Appearance: Once per period, you can use Invoke Fear at will for 5 minutes. None
Pass Privateer Inspirational Appearance: Once per period, you can use Invoke Courage at will for 5 minutes. None
Pass Boarder Agile Appearance: Once per period, you are immune to movement effects for 5 minutes. Alternate
Legendary 150 Build Spent on
Pass You are able to earn the title of Ravishing or Infamous.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent on
Pass
Milestone and plot team. your Character
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
1-Handed
Perm 6 Swing +1 damage with 1-handed weapons. None
Proficiency 1
1-Handed 1-Handed
Perm 6 Swing +1 damage with 1-handed weapons.
Proficiency 2 Proficiency 1
1-Handed
Perm 6 Duelist Gain +2 damage when fighting a target 1 on 1.
Proficiency 2
Perm 6 Smooth Talker 1 Gain +15 seconds to mind effects with a duration. None
Perm 6 Smooth Talker 2 Gain +15 seconds to mind effects with a duration. Smooth Talker 1
Perm 6 Smooth Talker 3 Gain +15 seconds to mind effects with a duration. Smooth Talker 2
Perm 6 Smooth Talker 4 Gain +15 seconds to mind effects with a duration. Smooth Talker 3
You are able to avoid truth detection abilities by simply stating, You sense no
Perm 6 Lie None
deception.
Perm 8 Florentine You can fight with a small weapon in one hand and a 1-handed weapon in the other. None
Perm 8 Expert Florentine You can fight with a 1-handed weapon in each hand. Florentine

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target in the forearm and they must drop any
Off 1 Disarm item or weapon in their possession. Targets wielding 2-handed Feat Disarm None
weapons must release one hand for 5 seconds.
You can verbally call out to a target and charm them for 1 minute.
Off 1 Charm Target will act friendly toward you, but is not compelled to follow Feat Mind None
orders.
Def 1 Retain You can defend against any disarm attempts. Feat Defense None
You can defend against any physical melee numerical damage
Def 1 Block Feat Defense None
from the front.
Off 1 Switcheroo You strike a target from behind and they switch places with you. Feat Movement None
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Taunt You cry out to a target within line of sight to fight you. Feat Mind None
You can avoid any ranged attacks from the front, including
Def 2 Dodge Feat Defense None
spells, but not AOE Attacks.
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
Tac 2 Uncanny Leap You can jump up to 10 steps in any given direction. Feat Movement None
You can verbally call to a target to strike for +1 damage for 1
Tac 2 Motivate Ally minute as long as you remain in vocal communication with Feat Mind None
the target. You must have line of sight of the target.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can reflect a physical attack delivered from the front
Def 3 Riposte Feat Defense None
back at the original target.
You strike a target between the shoulder blades from behind
Off 3 Wallop with a small weapon. That target cannot cast spells for 1 Feat Surprise Stun
minute.
You can verbally call out to a target and dominate them for 1
Off 3 Dominate Feat Mind Charm
minute.
You gain +1 damage against a target that uses a taunt-like
Off 3 En Garde Feat Physical None
effect against you for 1 minute.
You can defend against a physical attack against a target
within weapons distance. You must use a defense afterward
Def 3 Intercede Feat Defense Block
or take the effect. This cannot be used to defend a target
from surprise attacks.
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can avoid any physical or ranged attacks from the front
Def 4 Evade Feat Defense Dodge
or behind, including single-target or AoE spells.
Vocally calling out to a target causes a target to fall under a
Off 4 Invoke Fear Feat Fear Riposte
fear effect for 30 seconds.
You can safely remove yourself from any combat invoked by
Off 4 Withdrawal Feat Mind None
a taunt or honor combat at any time.
You strike a target from behind with and they cannot use
Off 4 Cheap Shot Feat Surprise None
defensive feats for 1 minute.
You strike a target from behind and they cannot speak or
Off 4 Comedy Relief Feat Surprise None
make offensive actions for 15 seconds.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target from behind with and blame the attack
Off 5 Whistleblower Feat Mind None
on another target causing a taunt effect.
You can verbally call out to 2 targets and dominate them for
Off 5 Heckler Feat Mind Dominate
1 minute.
You can move up to 10 steps horizontally and are immune to
Tac 5 Barrel Roll damage, but can deliver 1 duelist feat during this movement. Feat Movement None
You do not take damage from falling or being thrown.
Charm the You can reflect any mind effect back at the original caster,
Def 5 Feat Mind Dominate
Charmer including spellsongs.
You can challenge a target within ear shot of you to fight
you, creating a rank 0 ward until one minute passes, the
Tac 5 Duel ward is broken, or either of you drop to 0 vigor. You deal +1 Feat Mind None
damage during this duel. A target that hits 0 vigor in this
duel immediately goes into 2nd Stage.
HEROIC POWERS
Level Build Name Description Effect Type
Simply
Level 1 0 All charm effects are direct charms for 5 minutes. Mind C
Irresistible!
For 5 minutes, you may redirect all damage taken to a target in arms length,
Level 10 10 You Sly Devil... Self I
so long as the target is not the damage dealer.
Heroic After you enter a battle or room, you and all allies swing + 2 damage and are
Level 10 10 Special C
Appearance immune to fear effects for 5 minutes.
MONK
WAY OF INNER PEACE
During a time of war, when nations raged against one another, there hundred out of a thousand men and woman made it to the peak and
were men and women that devoted themselves to seeking the answer began to meditate on the answer they sought. Peace. Could peace be
to end the wars. They traveled together to the highest mountains a weapon against the enemy
near a nation that was not yet born. Dshn was an impossible and the allies of war?
journey where the elements challenged every living creature that
As the people meditated,
would attempt to traverse its dangerous terrain. The men and women
with no names or place pushed forward, dying one by one. But not they slowly became weak of
even death prevented them from continuing toward the peak of the body. Something had to be
mountains, to get as close to the stars and the gods as they could, to done. One man whose name
has been forgotten as an
seek the one true answer that all life questioned: what is war?
honor to his humble
Centuries ago, war did not exist. It was not a natural part of this world beginnings spoke to the
and a strange balance had been broken. It began when the armies of people.
Conquest came to the many kingdoms and ravaged the people trying
to live normal lives. War was upon them and they did not know what We are weak of body,
to do against it. Many gathered together to ask what could be done strong in mind, pathetic in
and they came to a conclusion: we must fight, we must kill the enemy spirit. We must seek the
and survive! But there were those that sought a better answer to it balance from within, that all
all, hoping that there could be peace against war. three shall be bound
together so that we are strong in all these things and will never lose
Dshn was a storm of ice and lightning as Namuth and Beneria tried faith in the answers we seek.
to push back the people seeking peace amongst gods that wanted
So they began to train one another in the buildings they now call
war. But soon the skies cleared and the peak of the mountain could be
seen. It was beautiful, full of tranquility and serenity. War had never monasteries. It began with prayer in the morning, mid afternoon and
reached this place and it was home for those that survived. Two evening. In between, they trained their bodies, mimicking the wildlife
that survived the journey into the mountains as well which included Monks live a simple life. They eat only what they must, give all that
the tiger, crane, mantis, snake, monkey, and leopard. they gain to charity, and preserve life, from the smallest ant to the
great lion of the Yishu Nation. Monks live their daily life through
Along with training in the likeness of these beasts, the people grew rigorous routines, meditating in the morning, afternoon and evenings
strong spiritually through living one simple oath. as the first monks did years ago. Monks remain calm and honest to
Life is precious; never take it, for no sentient being with a soul one another and to the people they meet, good or evil. Monks respect
deserves death. all life, whether it is the enemy that is trying to send them to Bellum
or to the noble woman that is trying to give them gifts of coin.
The monks, as they now called themselves, would make a promise Everyone is equal in the eyes of the monk and for that reason alone
that they would never take a life and that to fight war was to feed it they seem to be a threat to the Darkness.
what it desired.

SKILLS LIST
Class Abilities: Monks are trained to mainly use their fists and can hit with them for 2 damage instead of 1 damage, though they can also use
staves in combat. A monk can never wear armor or they forfeit any of their defensive abilities. The Monk gains 10 vigor at startup and is
granted 10 vigor every 5 class levels after.

PASSIVE PATHS
Type Passive Description
Serenity: Once per period after meditating for 15 minutes, you can choose one mind effect to
Pass Enlightened None
be immune to for the remainder of the period.
Fortitude: Once per period after meditating and drinking brews for 15 minutes, you gain +10
Pass Empowered None
healable vigor for the remainder of the period.
Tranquility: Once per period after meditating for 15 minutes, you can choose 1 feat and
Pass Enriched None
double its uses for 1 hour. This does not allow you to exceed the normal cap for feats.
Ferocity: Once per period, after performing a kata for 15 minutes you gain +1 damage for the
Pass Invigorated Alternate
remainder of the period.
Legendary 150 Build Spent on
Pass You are able to earn the title Sifu or Grandmaster.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent on
Pass
Milestone and plot team. your Character
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 15 Strength You gain +1 Strength. None
Perm 8 Meditation You can recuperate in 5 minutes instead of 10 minutes. None
Perm 6 Resilient Hide 1 You gain +5 natural armor. None
Perm 6 Resilient Hide 2 You gain +5 natural armor. Resilient Hide 1
Perm 8 Sacred Fists 1 Deal +1 damage with fists. None
Perm 8 Sacred Fists 2 Deal +1 damage with fists. Sacred Fists 1
Perm 8 Sacred Fist 3 Deal +1 damage with fists. Sacred Fists 2
Perm 8 Sacred Fist 4 Deal +1 damage with fists. Sacred Fists 3
Perm 8 Sacred Oath You deal light damage with fists. Sacred Fists 3
Perm 10 Gift of Tao Both your death counts are extended by 1 minute. None
Perm 10 Zen No Mind While meditating you are considered in a rank 0 ward. Gift of Tao

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can strike a target in the forearm and they must drop
Off 1 Disarm any item or weapon in their possession. Targets wielding 2- Feat Disarm None
handed weapons must release one hand for 5 seconds.
Off 1 Smite Deal +1 light damage. Feat Physical None
Tac 1 Powerhouse You gain +1 Strength against Strength tests only. Feat Self None
You strike a target in the torso with both fists and deliver a
Off 1 Throw Feat Physical None
knockback 10 in any direction you choose.
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
You strike a target in the torso with both fists and the target
Off 2 Grapple is incapacitated. A target with a greater strength can break Feat Physical Throw
the effect.
Tac 2 Uncanny Leap You can jump up to 10 steps in any given direction. Feat Movement None
You strike a target in the torso and they must take 5 steps
Off 2 Knockback Feat Movement Powerhouse
backward.
You can avoid any ranged attacks from the front, including
Def 2 Dodge Feat Defense None
spells, but not AOE Attacks.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 3 Yin Strike Packet thrown deals +5 light damage. Spell Spell None
You can defend against a physical attack against a target
within weapons distance. You must use a defense afterward
Def 3 Intercede Feat Defense Block
or take the effect. This cannot be used to defend a target
from surprise attacks.
Tac 3 Transfer Vigor You can transfer up to X of your own vigor to heal an ally. Spell Spell None
Off 3 Sunder You can reduce the hardness of an item by 1 point. Feat Physical None
You can instantly add an additional minute to an allys death
Tac 3 Extend Life Spell Spell None
count.
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can avoid any physical or ranged attacks from the front
Def 4 Evade Feat Defense Dodge
or behind, including single-target or AoE spells.
You can speak to a target telepathically as long as you
Tac 4 Telepathy Spell Mind None
remain within weapons distance.
You can defend against any attacks with the surprise
Def 4 Resilience Feat Defense None
modifier.
Tac 4 Mend Limb You can restore a broken limb. Spell Spell None
Off 4 Suplex You strike a target in the torso and deliver a waylay effect. Feat Unconscious None

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can negate all non-numerical effects delivered from a
Tac 5 Delay Effect Feat Special None
feat or spell for 1 minute. Afterward, you take the full effect.
Mystical
Tac 5 You can instantly move 20 steps from your current location. Spell Blink None
Transition
You are immune to movement effects, including being
Tac 5 Center the Body thrown or teleported, as long as you do not move from your Feat Self None
current location.
Target struck in the torso takes +5 fire damage and a
Off 5 Rising Ember Kick Feat Physical None
knockback 10.
Tac 5 Makiwara You are immune to break/sever limb effects for 1 minute. Feat Self Mend Limb
HEROIC POWERS
Level Build
Name Description Effect Type
Cost
You can use this skill to cause melee weapons to take a sunder effect when
Level 1 0 San He Self C
you use the Block skill for 5 mins.
Level 10 10 Radiant Fists Your fists deal +5 light for 5 mins. Self I
Seismic Angel
Level 10 10 Target takes 60 light damage and a knockback 10. Special C
Kick
Mystic
IT GIVETH LIFE
Long before the world fell into Darkness, there was life that was possibility of corruption if the Darkness was able to do so.
supported by the mystical energies of the Phoenix Well. This energy
Aqua felt the pain of the lifeforce and asked of it what she could do to
was known as the Lifeforce. Many years ago, the waters of the well
traveled across all of Tellus. It touched all that were worthy of its help. The lifeforce spoke to the goddess, We seek protection away
refreshing healing powers. For centuries, this water gave meaning to from all. Only a select few shall be able to call upon our energy to heal
the injured, mend the broken, and remove the corruption that would
peace and tranquility and eventually, Evil become jealous that it was
not able to drink from the waters. harm life. So Aqua gathered the waters from across Tellus and
brought them to the mountains that surrounded the present-day
The Darkness was jealous. It Yishu Nation. Aqua asked her brother Terra to open the mountains to
felt hate against this energy guard the lifeforce, and Terra agreed. With a mighty scream, he split
that it could not take for its the mountain and presented a chamber for the lifeforce. Here you
own. Time and time again it shall stay safe under my protection and that of my sister. Let only
would attempt to corrupt the those that stay true to your healing waters be granted access inside.
waters, but the lifeforce was With those final words Terra returned to his duty to carry the weight
too strong. So for decades, of the world. Aqua then used her powers to enchant the chamber
the Darkness contemplated a further, putting her magic within the lifeforce so that none shall ever
way to remove it from the desecrate it. The chamber was named the Phoenix Well and followers
world so that it could finally of its mystical energy would be able to call upon the lifeforce from all
have full control of Tellus. across Tellus. No longer did the lifeforces waters need to flow
The lifeforce felt the anger throughout the land in fear of the Darkness corrupting it.
and hate of the Darkness and
had to make a choice. It Years later, a small group of monks had found their way to the
either had to remain free to Phoenix Well. The chamber allowed them to enter and they gazed
all the world, or it had to upon its majesty and beauty. They knelt at the waters but did not
hide to protect itself from the drink from it, for they knew this was a gift to be cherished and not to
be tainted. Days became weeks, weeks became months, months The monks agreed and began to call themselves the Mancala.
became years, and the monks did not hunger nor thirst. They did not
need rest nor did they age; their prayers had given them immortality. Mystics are the bearers of the most powerful divine magic: life. Where
Nearly twenty years had passed and the monks prayed, not knowing Aqua grants healing and life, the lifeforce increases that power
that time continued to move forward. It was then that the lifeforce tenfold. The energy from the lifeforce is to be cherished and
spoke to them in a soothing voice that could not be spoken by any respected. Mystics and monks are prohibited from killing any living
living mortal being. You prayed for years and have not once creature with a soul. Mystics cannot carry bladed weapons or shed
blood and must refrain from wearing armor so they can feel the
attempted to drink from my waters. I have given your life longevity
and now I request that you spread my teaching. Let the world know lifeforce around them. Many Mystics have attempted to break the
that life is precious in all forms. There are those that seek to be healed oath of the Mystic only to find that their healing magic has been
of disease and even death. I ask of you to be my mystics and teach the taken away and they seek forgiveness to have it returned to them.
world how to channel my gift of life. As long as I remain pure, I shall The path of the Mystic is a difficult path to follow and not many are
give life abundantly, always. able to follow the belief that all life, good or evil, is worth saving.

SKILLS LIST
Class Abilities: Mystics can use staves and small or 1-handed blunt weapons. Mystics cannot wear armor as they require feeling the
Lifeforce, but they are permitted to use shields for protection. Mystics are prohibited from using any bladed weapon. If a Mystic wields a bladed
weapon, wears armor or delivers a killing blow, all their spells are depleted to 0 and they must recuperate and ask forgiveness from the
Lifeforce. The Mystic gains 4 vigor at startup and is granted 4 vigor every 5 class levels after.

Suggested Spell Verbal: I channel the Lifeforce to.


PASSIVE PATHS
Type Passive Description
Healing Savant: Once per period, all your healing spells heal +5 vigor. You can packet throw
Pass Healer None
healing spells for 5 minutes.
Sacrificial Lamb: Once per period, you can take the damage and effects of an ally for 5
Pass Martyr None
minutes.
Pass Channeler Embrace Lifeforce: Once per period, you can cast healing spells at a ratio of 2:1 for 5 minutes. None
Pass Caretaker Transfer Lifeforce: Once per period, you can heal an ally 1 vigor per second for 5 minutes. Alternate
Legendary 150 Build Spent
Pass You are able to earn the title of Mancala or Dawnbringer.
Milestone on your Class
250 Build Spent
Extraordinary You are given a special passive ability that is customized towards your character by the rules
Pass on your
Milestone and plot team.
Character

PERMANENT SKILLS
Type Build Name Description Prereq.
You can tell how much vigor a target currently has and what stage death count
Perm 6 Sense Life None
they are in.
Perm 6 Sense Spirit You can sense if there are any spirits in the area. None
Perm 6 Stabilize You can halt the death count of an ally as long as you remain in physical contact. None
Perm 6 Channel Healing 1 Gain +2 to all healing spells. None
Perm 6 Channel Healing 2 Gain +2 to all healing spells. Channel Healing 1
Perm 6 Channel Healing 3 Gain +2 to all healing spells. Channel Healing 2
Perm 6 Channel Healing 4 Gain +2 to all healing spells. Channel Healing 3
Perm 6 Channel Healing 4 Gain +2 to all healing spells. Channel Healing 4
Perm 6 Concentration You can continue to cast spells after being struck. None
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 1 Sense Darkness You can sense if a target has any dark points. Spell Special None
Tac 1 Minor Heal You can heal 10 vigor. Spell Spell None
Off 1 Bind Packet thrown deals a bind effect. Spell Bind None
Tac 1 Illuminate You can use a flashlight to see in the dark for 1 minute. Spell Special None
Def 1 Protection Target gains +20 AP for 1 minute. Spell Latent None

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Packet thrown prevents target from coming within 10 steps
Off 2 Rebuke of the caster. You must point your finger at the target and Spell Mind None
remain in line of the sight.
Tac 2 Cure Poison Remove any Rank 1-3 poison effect and detriment. Spell Spell None
Def 2 Mental Barrier You can negate a single mind effect. Spell Latent None
You can transfer the damage or effects delivered to any ally
Tac 2 Transfer Effect Spell Latent None
within weapons distance to yourself and take it instead.
Off 2 Blind Packet thrown blinds target for 5 seconds. Spell Blind None
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 3 Lesser Heal You can heal 30 vigor. Spell Spell Minor Heal
You are considered in a rank 0 ward for 10 steps and take no
Tac 3 Protective Barrier damage or effects. You must have both arms extended at Spell Self None
shoulder height.
You can instantly add an additional minute to an allys death
Tac 3 Extend Life Spell Spell None
count.
Tac 3 Suppress Pain You can negate a single pain effect. Spell Latent None
Packet thrown prevents target from taking any aggressive
Mental
Tac 3 Calm Heart actions. You must point your finger at the target and remain Spell Mind
Barrier
in line of sight.

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 4 Greater Heal You can heal 40 vigor. Spell Spell Lesser Heal
Tac 4 Mend Limb You can restore a broken limb. Spell Spell None
You can negate any damage or effect delivered by a single
Def 4 Negation Spell Latent None
spell.
You can negate any damage or effect delivered by a single
Def 4 Invulnerability Spell Latent None
feat.
Cure
Tac 4 Cure Disease Remove any 1-3 disease effect and detriment. Spell Spell
Poison
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can heal an ally to full vigor. This also heals bleed Greater
Tac 5 Heal All Spell Spell
effects. Heal
You can restore a severed limb. Limb cannot be used for 10
Tac 5 Regrow Limb Spell Spell None
seconds.
You can negate a KB and remain at 0 vigor. The person who
Def 5 Preserve Life Spell Latent None
targeted you with a KB cannot KB you again for 1 minute.

You can bring an ally in their 2nd stage death count back to Preserve
Tac 5 Revive Spell Spell
life at 1 vigor. Life

You cannot be harmed while this spell is active. You must


Tac 5 Sanctuary have your right arm at a 90 degree angle and cannot move. Spell Special None
This is considered a rank 1 ward.

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
You can use this skill to heal allies 5 vigor every 5 seconds for 10 minutes
after verbally stating a count of Channeling 1-5. You are unable to use
Level 1 0 Healing Hands Special C
Mystic healing spells, but Healing Hands does not expend any uses of your
healing spells.
Greater You can use this skill to heal allies 10 vigor every 5 seconds after verbally
Level 10 10 Special C
Healing Hands stating a count of Channeling 1-5 for 10 mins.
You can use this skill to double all healing affects you deliver for 5 minutes.
Level 10 10 Healing Surge Self C
Healing spells can be packet delivered.
RANGER
BLOOD HUNTERS
Deep in the wilderness, alone in the desert, at the highest point of the world of Tellus has to offer without second thought. But if approval is
mountain or the darkest depths of the underground, there are those what you wish, then allow me to gift you with understanding of the
that tread lightly and search out creatures that no others would world from coast to coast,
attempt to hunt. The story started long ago when the foxglove people desert to arctic plains, to the
began to flourish across Tellus. They were adept at hunting, tracking, deepest jungles and the darkest
and surviving the strangest of environments. These creatures found a catacombs. That is my gift to
way to face the creatures that the Darkness was birthing and they you.
studied them day and night to find their various weaknesses. When
the wars began and blood began to cover the natural world, the Father Silvis listened to his
brother and spoke to the
foxgloves spoke to Father Silvis and Terra for guidance. The pack
leader stepped forward to the gods and said, We have followed the foxglove leader. I shall grant
minions of the dark entity across the lands and have found that they you further knowledge of how
to survive in these lands. You
are not as powerful as they seem to be. We have found that each has
a weakness and that each has abilities that can be used to our shall find food to sustain you
advantage. We ask now to continue this quest with your blessing to and water to drink from. You
shall find peaceful rest and
track the trackless, and to seek the hidden. What have you to say to
us? survival in the harshest of
environments. You shall live off
Father Silvis and Terra spoke to one another and pondered the the lands, feasting on the flora and beasts of the world with my
advantage of the art the foxglove were proficient in when Terra permission, but always give thanks for at all times for doing so. That is
spoke. The ground shook as his voice bellowed from deep within my gift to you.
Tellus. There is no permission needed. You have taken the gifts that
my brothers and sisters have given you to face the enemy. Seek not The foxglove paid homage to the gods and made a pact with them.
for approval but continue your path. I shall teach you about the lands They dubbed themselves Rangers.
that I carry on my shoulders. You shall be able to survive in all that the
Rangers are the protectors of the natural world in a different sense honorable combat known as the Blood Hunt. Rangers have a strict
than that of the Druid. Where the Druid protects the natural plants code with one another and that is to always respect your alpha and to
and beasts, the land itself is the Rangers domain. Rangers have always protect your pack.
become adept at hunting the horde, from the smallest goblin to the
most powerful troll. They have learned to face the supernatural and Rangers are trained to use multiple weapons against the Darkness
unnatural, infernal, phantoms and many more creatures that have yet and its dark children. Rangers are proficient in the art known as
to be named. Though the Ranger is not as skilled in facing these Florentine combat where the ranger wields a melee weapon in each
hand for offensive and defensive purposes. Along with melee
creatures head on, they are equipped well enough to track, hunt, and
kill if needed. They have one goal and that is to push back creatures weapons, the Ranger over the years has become a master marksman
that threaten the lands they call home. with ranged weapons. Rangers can throw small daggers with
accuracy, release an arrow further than any other class, and have
Rangers prefer to be loners but are often part of a pack. A pack is a recently become dangerous with the crossbow. There is no doubt that
group of rangers that have made a promise to one another to protect any weapon in the hands of the Ranger will end the hunt quickly.
each other and they are often lead by an alpha, usually the oldest or
strongest of the pack. The alpha remains in command of the pack
until his death or he is defeated by the next pack member in

SKILLS LIST
Class Abilities: Rangers are adept at using bows, crossbows, and thrown weapons along with small and 1 handed weapons. Rangers prefer
to wear leather armor or less. If a Ranger wears any armor greater than leather they forfeit their abilities to Hide and Track. The Ranger gains 8
vigor at startup and is granted 8 vigor every 5 class levels after.

Ranger are adept a hunting their specific target. Rangers pick 1 single target that they have physically seen within the past hour to become their
hunting quarry. A ranger passively gets +1 damage against their quarry. A ranger cannot change his/her quarry until the previous quarry has
been killed or captured or 1 hour has passed since the quarry was seen. After a quarry has been killed or captured, a Ranger must spend a
recuperation period before choosing his/her next quarry. Rangers may share a quarry.
PASSIVE PATHS
Type Passive Path Description
Pass Huntsman Head Hunter: Once per period, you deal +5 damage against your chosen quarry for 5 mins. None
Pinpoint Accuracy: Once per period, you deal +2 damage with bows and crossbows for 5
Pass Archer None
mins.
Recon: Once per period you can call this skill and move OOG ahead of a group to scout out
the terrain ahead. You recall everything that you have seen by speaking to the marshal.
Pass Scout None
You may also designate a target that you see as your quarry if you have the ability to pick a
new one when using this skill. This has a duration of 5 minutes.
Pass Infiltrator Evasive Cunning: Once per period, you can avoid traps and hazards for 5 mins. Alternate
Legendary 150 Build Spent on
Pass You are able to earn the title of Enigma or Skirmirsher.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent on
Pass
Milestone and plot team. your Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 6 Wild Marksman You can deliver Ranger feats through bows, crossbows and thrown weapons. None
During your recuperation period, gain the ability to learn vital information about
Perm 6 Study Prey your quarry such as immunities and weaknesses. You may ask a martial 1 question None
per recuperation about your quarry.
You gain the ability to track and can see your quarry regardless of any hide skill that
Perm 6 Track Quarry None
your target uses.
Perm 6 Hunting Quarry 1 You deal +2 damage against your hunting quarry. None
Perm 6 Hunting Quarry 2 You deal +2 damage against your hunting quarry. Hunting Quarry 1
Perm 8 Trackless Step You can never be someones hunting quarry, and cannot be tracked. Track Quarry
Perm 6 Stalk Quarry When quarry is in sight, can walk at a heal-toe pace while using hide or camouflage. Trackless Step
Perm 10 Great Hunter You gain the ability to have a 2nd Hunting Quarry. Stalk Quarry
You can fight with a small weapon in one hand, and a 1-handed weapon in the
Perm 8 Florentine None
other.
Perm 8 Expert Florentine You can fight with a 1-handed weapon in each hand. Florentine
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target in the forearm and they must drop
Off 1 Disarm any item or weapon in their possession. Targets wielding 2- Feat Disarm None
handed weapons must release one hand for 5 seconds.
You can take 5 steps from one hiding spot to another
Tac 1 Tumble Feat Movement None
without detection.
Def 1 Retain You can defend against any Disarm attempts. Feat Defense None
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can use a feat after it has been defended from the front
Tac 1 Follow Through Feat Physical None
for free against the same target within 5 seconds.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the torso and deal 2x base damage to a
Off 2 Crit Strike Feat Physical None
target.
You can avoid any ranged attacks from the front, including
Def 2 Dodge Feat Defense None
spells, but not AOE Attacks.
You can use this skill to remain undetected except by
abilities that can see hidden targets. You must first break
line of sight with a target(s), such as hiding behind a building
Tac 2 Hide or under a table as long as the target(s) did not see you Feat Self None
attempt to hide. You must place your right arm over your
face to allow target(s) to know you are hidden. You cannot
move or talk or the skill is broken.
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
You can pick locks and disable/set up traps and devices. It
Tac 2 Artifice Feat Special None
takes 1 minute of RP to complete the task.
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Strike a target in the torso and bind both targets legs or
Off 3 Hogtie Feat Bind None
both targets arms for 30 seconds.
You gain the ability to see a target using a hide effect and
Tac 3 See Hidden Feat Special None
force them out of the hide effect.
You strike a target in the leg and deal base damage. The
Off 3 Hamstring Feat Slowness Crit Strike
target must walk heel-to-toe for 30 seconds.
Tac 3 Camouflage You can hide in foliage without detection. Feat Self None
Off 3 Sense of Dread Your hunting quarry falls under a 30 second fear effect. Feat Fear None

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can avoid any physical or ranged attacks from the front
Def 4 Evade Feat Defense Dodge
or behind, including single-target or AoE spells.
You strike a target in the torso and deal 3x base damage to a
Off 4 Power Strike Feat Physical Crit Strike
target.
You strike a target in the torso and prevent them from
Off 4 Throat Shot Feat Silence None
speaking or casting spells for 30 seconds.
You strike a target between the shoulder blades with a small
Off 4 Waylay weapon from behind. That target is knocked unconscious for Feat Unconscious None
5 minutes.
You can defend against a trap that you accidently triggered,
Tac 4 Trap Dodge Feat Defense None
or failed to disable.
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Deal +15 damage to your quarry after coming out of a hide
Off 5 Hunters Pounce Feat Surprise Hide
effect.
You can add this modifier to deal base damage with ranged
Power
Tac 5 Bypass Armor weapons through armor. You must call Bypass when striking Feat Bypass
Strike
the target.
Off 5 Sever Limb You can remove the limb of a target. Feat Sever Crit Strike
You point at your quarry and call out one of the following
effects: Disarm, Incapacitate, Knockback 10, or Unconscious.
Off 5 Hunters Trap Feat Special None
The effect lasts 30 seconds. This must be defended with
trap dodge.
You strike a target and deal 3x base damage and a bleed Power
Off 5 Kill Strike Feat Physical
effect. Strike

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
All attacks made against your quarry are considered surprise attacks for 5
Level 1 0 Silent Killer Self C
minutes.
For 5 minutes you gain the ability to apply your quarry bonus damage and
Level 10 10 Hunt Master Special C
quarry skills to all targets around you.
You can use this skill to deal instantly deal base damage to a target 5 times.
Level 10 10 Charged Shot Special C
A defense must be called to avoid each specific instance of damage.
ROGUE
SHE GAVE US LAUGHTER
There is no clear history of the rogue and where the teachings began. goddess: Do not reveal who I am, please? The oath was made and it
It just came into existence. Rogue guilds, the name for their was never broken. It has been told that Ventus and her friends would
organizations, seem to appear in the hundreds. A self-proclaimed speak to one other using hand gestures and sounds to hide the truth
leader of the rogues or a king, possibly a queen, of the rogues tells the in front of those they would come into contact with. Rumor has it that
tale of how they began, the most common legend. It is one that is told this is the birth of the thieves cant that is used to this very day.
loosely by many rogues. The goddess Ventus appeared to a group of
travelers, wanting to learn more about mortality and the joy of being One evening as the adventurers slept, Ventus looked at the stars and
alive, so to speak. The goddess was curious, speaking to the rabble realized that she had been gone for far too long. She woke her now
about the various antics she family and spoke to them. I have to return to the heavens and bring
balance back to the winds. They have been too still for far too long.
had pulled over her brothers
and sisters eyes. The mortals The companions embraced her and let her return to the stars to do
enjoyed her company, her duties as a deity.
speaking to her as any of Rogue guilds tell this story to one another as they often praise Ventus
them would speak to their for the freedom to be who they are. They look upon Ventus as the
family and friends. Ventus Goddess of Luck, Chance, Adventure, and Curiosity. They pray to her
was truly appreciative of the when good times are to be had, when a guild enters a tavern or two
conversations and the with boisterous thanks to the wind goddess for freedom.
adventures that her
companions would often get As the guilds grew and grew, so did the rogues ability to seek out
themselves into. prosperity and often times that came with breaking several laws that
kingdoms held a strong grip to. Slowly, the rogues became shadows in
For years the group would go the night, stealing what they could and avoiding numerous traps and
from town to town, kingdom hazards to get what they wanted. After all, they strongly believed that
to kingdom, with one Ventus gave them the freedom to do so.
promise made to the
There are no clear teachings that are passed down from one rogue to gather for supremacy and to simply have a good time at each others
another except for thieves cant, which every rogue is taught to send expense. Rogues are masters of trickery and each has a steady hand
messages to one another. Rogues have a very honorably code with when it comes to taking what they want. Rarely does a rogue speak
one another and that is, there is no code; there is no honor among the truth and often it is to protect their guild, or their own well-being.
thieves. Every guild works strongly to be better than their rivals. In If it were not for the rogues there would never be any laws because
fact in Bassal Port, there is an annual game known as the Mystery of each laws is tested to its breaking point. They are devious and often
the Enigma where the largest and most powerful rogues guilds honest to you from the front with a forked tongue from behind.

SKILLS LIST
Class Abilities: Rogues are adept at using small, thrown weapons, and crossbows. Rogues can only wear leather armor or less. If they wear
any armor above leather they forfeit any and Hiding abilities. The Rogue gains 6 vigor at startup and is granted 6 vigor every 5 class levels after.

PASSIVE PATHS
Type Passive Description
Pass Burglar Catlike Reflexes: Once per period, you can avoid traps and hazards for 5 mins. None
Bewilderment: Once per period, all attacks you make from behind are considered surprise
Pass Trickster None
attacks for 5 mins.
Nightcrawler: Once per period, you can remain hidden without detection in pitch darkness
Pass Dungeoneer None
even if you attack a target for 5 mins.
Pass Locksmith Talented Hands: Once per period, all traps and locks are treated as rank 1 for 5 mins. Alternate
Legendary 150 Build Spent on
Pass You are able to earn the title of Specialist or Treasure Hunter.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent on
Pass
Milestone and plot team. your Character
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You clip a black clothespin on a target and must remain in line of sight of the target.
Perm 6 Pick Pockets After 1 minute, you can speak to a marshal or the target and retrieve 1 item in their None
possession that is palm-sized or smaller.
Perm 6 Sense Traps You can detect if there are any traps within weapons distance. None
Perm 6 Sense Hidden You can detect if there is a hidden door or object within weapons distance. Sense Traps
You can hide a single item up to 12 inches on your person without detection, even if
Perm 6 Concealment None
you are searched.
Perm 6 Backstab Prof 1 You can deal an additional +1 damage from behind with a small weapon. None
Perm 6 Backstab Prof 2 You can deal an additional +1 damage from behind with a small weapon. Backstab Prof 1
Perm 6 Dartboard Prof 1 You can deal an additional +1 damage with thrown weapons. None
Perm 6 Dartboard Prof 2 You can deal an additional +1 damage with thrown weapons. Dartboard Prof 1
You are able to avoid truth detection abilities by simply stating, You sense no
Perm 6 Lie None
deception.
You can read the lips of a target within line of sight of you. You can also speak to
Perm 10 Thieves Cant other rogues with this skill by holding up 2 fingers across your chest over your Lie
heart.

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target in the forearm and they must drop
Off 1 Disarm any item or weapon in their possession. Targets wielding Feat Disarm None
2handed weapons must release one hand for 5 seconds.
You strike a target from behind and they switch places with
Off 1 Switcheroo Feat Movement None
you.
Def 1 Retain You can defend against any Disarm attempts. Feat Defense None
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can take 5 steps from one hiding spot to another
Tac 1 Tumble Feat Movement None
without detection.
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
You can avoid any ranged attacks from the front, including
Def 2 Dodge Feat Defense None
spells, but not AOE Attacks.
Off 2 Blind Target struck is blind for 5 seconds. Physical Blind None
You can use this skill to remain undetected except by
abilities that can see hidden targets. You must first break
line of sight with a target(s) which includes hiding behind a
Tac 2 Hide building or under a table as long as the target(s) did not see Feat Self None
you attempt to hide. You must place your right arm over
your face to allow target(s) to know you are hidden. You
cannot move or talk or the skill is broken.
You can pick locks and disable/set up traps and devices. It
Tac 2 Artifice Feat Special None
takes 1 minute of RP to complete the task.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target from behind with a small weapon and
Off 3 Crit Backstab Feat Surprise None
deal 2x damage.
You strike a target between the shoulder blades from behind
Off 3 Wallop with a small weapon. That target cannot cast spells for 1 Feat Surprise Stun
minute.
You can strike a target while hidden without revealing your
Tac 3 Remain Hidden Feat Self None
location.
Tac 3 Sleight of Hand You can pocket an item that is palm sized without detection. Feat Special Artifice
Ends a bind, incapacitate, or grapple effect. Can also be
Tac 3 Peace Out used to exit a situation by touching something that can be Feat Self Switcheroo
broken through or exited.
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can avoid any physical or ranged attacks from the front
Def 4 Evade Feat Defense Dodge
or behind, including single-target or AoE spells.
You strike a target between the shoulder blades with a small
Off 4 Waylay weapon from behind. That target is knocked unconscious for Feat Unconscious None
5 minutes.
You strike a target from behind with a small weapon and
Off 4 Kidney Shot Feat Surprise None
they cannot use offensive feats for 1 minute.
You strike a target from behind with a small weapon and
Off 4 Cheap Shot Feat Surprise None
they cannot use defensive feats for 1 minute.
You can defend against a trap that you accidently triggered,
Tac 4 Trap Dodge Feat Defense None
or failed to disable.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target from behind with a small weapon and
Off 5 Whistleblower Feat Mind None
blame the attack on another target, causing a taunt effect.
You strike a target between the shoulder blades with a small
Tac 5 Assail weapon from behind. That target is knocked unconscious for Feat Surprise None
5 minutes. This ignores any armor the target is wearing.
You can add this modifier to deal base damage with single
Off 5 Bypass Armor melee attack through armor from behind. You must call Feat Physical Crit Backstab
Bypass when striking the target.
You can bump a target and automatically pick pocket the
Off 5 Master Thief Feat Surprise Sneak Attack
target without using a clothespin.
Strike a target from behind and target takes 2x damage and
Off 5 Dirty Fighting a 10 second pain effect. Target is then taunted to fight the Feat Surprise Whistleblower
next target seen after the pain effect ends or is broken.
HEROIC POWERS
Build
Level Name Description Effect Type
Cost
For 5 minutes you can use these skills at will: Balance, Climb, Powerhouse,
Level 1 0 Daring Heroics Self C
Tumble, and Uncanny Leap.
Conspiracy
Level 10 10 You can see hidden or invisible objects or persons for 5 mins. Self C
Theory
Run Silent, You can use this skill to move 10 steps at a normal pace every time you hide.
Level 10 10 Self C
Run Deep This skill lasts for 5 mins.
RUNECASTER
Long before the arcane were to be fought, the Runecasters learned to mark weapons, armor,
realm was discovered, the and shields.
gods spoke to the mortals in
divine scripture known today The art of runecrafting was as old as time, and the simians cherished
as runes. It was said that it as the true way to speak to the gods for divine intervention.
Terra himself would mark the During the final moments of the simian people, when the plague
earth he held with these known as the Vile Lover took the lives of the simian people, a select
markings. Each of them was few that remained strong wrote the teachings of the Runecaster in
a blessing of protection. several tomes. These tomes were sent throughout the world to
Terra did this for many years. various kingdoms in hopes that the Runecaster would not be
Soon after, Ignis asked how forgotten.
the writing was done and
then his other brother and When the final breath of the simian people was taken, the Runecaster
sisters asked as well. In time, sadly became a lost art form. It was only a few hundred years ago,
the gods formed a more dynamic variation of these runes and left when Mystia closed her doors was the Runecaster slowly began to be
them throughout the lands so that they could communicate with their resurrected. The Mystian elves, knowing the power behind
mortal children in secrecy. runecasting and the divine connection to the gods, hid many of the
secrets away from those seeking its true knowledge. For centuries,
As the years passed by and the ravaged world began to fall apart to they remained silent and did not speak of the lessons of the simian
the Darkness appearance, one race held strong to these ancient people. Instead, they replaced the teachings with the arcane in hopes
writings and continued to speak to the gods above for answers that the arcane realm would over power the power of these divine
against this new foe. The simian race, ape-like beings of great scriptures.
intelligence and pride, crafted a new art form they called runecasting.
The Runecaster was able to enchant these writings through various The Runecaster had become a minor craft in the same way that an
ways. At first they were simply written in stone for protection. Soon alchemist would make poisons and a smith a sword. It was merely
after they learned to use ink to mark one another and many others etchings and minor lines written on an individual or stones. The
that fought against the corruption rising. When large scaled battles simians pride was lost or how some see it, kept from others due to its
divine elegance.
Thankfully, due to the heroes of Oakhaven rescuing the simian people, Today, the runecasting is more than drawings; it is magic from the
the art form has returned to its former glory. Cesarian marched to heavens. It has and will give us another chance against the Darkness.
Mystia and spoke to the leaders there in hopes that the old teachings Many simians and eldar have sent the old manuals to the kingdoms
could be taught. After months of deliberation, an agreement was that fight the Darkness. If there was ever a chance to have this gift
made, but that was kept behind closed doors. from the gods, it is now.

SKILLS LIST
Class Abilities: Runecasters can use 1 handed, small weapons and staves. They may also use shields. You can wear any armor up to and
including chain, and lose the ability to cast runes if you wear greater than chain. The Runecasters gains 6 vigor at startup and are granted 6 vigor
every 5 class levels after.

FOCUS EXPLANATION: Every Runecaster is always seen with what is known as a Focus. A Focus comes in many forms. Some Runecasters
use books or even cards while more combat-inclined Runcasters may choose a weapon or shield. Without this Focus in hand, a Runecaster is
unable to cast any of their Runes. A Focus can hold a rune of any type.

To cast a rune, a Runecaster must spend 10 seconds roleplaying applying the rune to a target. This is the somatic component needed: carving,
drawing, and painting are examples of this. Upon completion, the Rune is latent for 4 hours, after which time the rune fades. The rune must be
invoked by a target to have an effect. A runecaster may also forcibly invoke runes they cast on targets.

There are 5 Types of Runes. These Types determine where you can apply a rune to a person. By default a person can only have one of each
rune type at a time. A Runecasters Focus can hold one rune of any type in it in addition to the one of each type you may have on you at a time.
Like rune effects do not stack unless otherwise stated (latent spell runes cannot be invoked during a death count).

Mind- Apply to Face, Head, Helmet


Body- Apply to Body, Armor, Clothes
Spirit- Apply to Body, Armor, Clothes, Face, Head, Helmet
Armor- Apply to Armor, Clothes, Shield
Weapon- Apply to Weapon, Shield, Hands
Runes are defended against as though they were packet delivered spells unless otherwise stated.
PASSIVE PATHS
Type Passive Description
Transmute: Once per period, you can cast runes at a 2:1 ratio for 5 minutes. This does not
Pass Archivist None
expend 2 uses of each rune.
Pass Diviner Still: Once per period, you can cast Runes without somatic components for 5 minutes. None
Reconstruction: Once per period, when you invoke a rune on yourself, you heal 2x the rank of
Pass Abjurer None
the rune for 5 mins.
Pass Infinitor Conversion: Once per period, you double the duration of your runes for 5 mins. Alternate
Legendary
150 Build Spent
Pass Milestone You are able to earn the title Artificer or Living Foci.
on your Class
Extraordinary 250 Build Spent
You are given a special passive ability that is customized towards your character by the rules and
Pass Milestone on your
plot team.
Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 6 Runic Pulse Runes can be delivered via packet. None
Perm 8 Quick Script Roleplaying creating a rune now takes 5 seconds instead of 10. None
Perm 6 Runic Combat Deal +1 damage when you have a rune stored in your weapon. None
Perm 6 Runic Sabotage Can sacrifice a rune to deal 3x damage of tier of the rune with a packet. Runic Pulse
Perm 6 Runic Healing Can invoke a rune without effect to heal 3x the tier of the rune. Runic Sabotage
Perm 6 Strengthened Focus Your Focus can hold an additional rune. Runic Healing
Perm 8 Runic Blood Rune effects that grant the same bonus will stack with each other on yourself only. Strengthened Focus
Perm 10 Infused with Power Each Rune Slot can hold an additional rune. Runic Blood
Perm 8 Meditation You can recuperate in 5 minutes instead of 10 minutes. None
Perm 6 Concentration You can continue to cast spells or runes after being struck. None
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 1 Rune of Toughness Target of the rune gains +10 Natural AP for 1 minute. Body Rune None
Target of the rune can invoke this rune to Swing for +2
Tac 1 Rune of Precision Weapon Physical None
damage for one attack.
Target of the rune can invoke this rune to defend a physical Weapon or
Tac 1 Rune of Shielding Defense None
numerical attack from the front. Armor
Rune of Target of the rune can invoke this rune to use a flashlight to
Tac 1 Spirit Rune None
Illumination see in the dark.
Target of the rune can invoke this rune to detect the magical
Tac 1 Rune of Mage Sight Mind Rune None
properties on a target or an item.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Rune of Shielded Target of the rune can invoke this rune to negate a single Rune of
Tac 2 Mind Defense
Thoughts mind effect. Shielding
Target of the rune can invoke this rune to become immune to
Tac 2 Steadfast Rune Body Defense None
movement effects for 1 minute.
You can cast a rune you have used in the last 5 seconds for
Tac 2 Duplicate Rune Spell Rune None
free. Can only be used on tier 5 and lower skills.
Target of the rune can invoke this rune to become immune to Rune of
Tac 2 Rune of Ogre Grip Weapon Defense
disarm for 1 minute. Precision
Target of the rune can invoke this rune so that whenever
Armor or Rune of
Tac 2 Rune of Thorns someone strikes them in melee, the attacker takes 2 nature Rune
Body Shielding
damage. This effect lasts 2 minutes.
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Target of the rune can invoke this rune to deal +2 damage
Tac 3 Rune of Casting Mind Rune None
with all damaging spells. Lasts 2 minutes.
Target of the rune can invoke this rune to add +2 to all healing
Tac 3 Rune of Healing Spirit Rune None
spells. Lasts 2 minutes.
Rune of
Tac 3 Boars Hide Rune Target of this rune gains +20 Natural AP for 1 minute. Body Rune
Toughness
Target of the rune can invoke this rune to move 20 steps in Spirit or
Tac 3 Kinetic Rune Movement None
any direction. You can be damaged during this movement. Body
Target of the rune can invoke this rune to instantly repair a Weapon or
Tac 3 Rune of Repair Rune None
weapon or shield by 1 hardness or heal 10 AP. Armor

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Target of the rune can invoke this rune to deal +2 damage Rune of
Tac 4 Rune of Power Weapon Rune
with all weapon attacks. Lasts 2 minutes. Precision
Target of the rune can invoke this rune to negate any damage Spirit or
Tac 4 Anti-Magic Rune Defense None
or effect from a spell including AOE spells. Mind
Boars Hide
Tac 4 Giants Hide Rune Target of this rune gains +30 Natural AP for 1 minute. Body Rune
Rune
Target of the rune can invoke this rune to negate any damage Body or
Tac 4 Indestructible Rune Defense None
or effect from a physical attack including AOE attacks. Armor
Minotaur Strength Target of the rune can invoke this rune to gain + 1 strength Weapon or
Tac 4 Rune None
Rune for 2 minutes. Body
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Target of the rune can invoke this rune to become Invisible Body or
Tac 5 Rune of Invisibility Invisible None
for 1 minute. Attacking ends this effect. Armor
Target of the rune can invoke this rune to become
Tac 5 Rune of Warding Spirit Rune None
surrounded by a Rank 1 Ward.
Runecaster can invoke this rune on a target to knock a target Rune of
Tac 5 Rune of Slumbering Spell Unconscious
unconscious for 5 minutes. Toughness
Target of the rune can invoke this rune to swing + 2 of an Rune of
Tac 5 Rune of Elements Weapon Rune
elemental damage with all weapon attacks. Lasts 3 minutes Power
Runecaster can invoke this rune when they invoke another
Tac 5 Focusing Rune Focus Rune None
rune to double its numerical effects and duration.

HEROIC POWERS
Build
Level Name Description Effect Type
Cost
Target of the rune can invoke this rune to deal 30 damage to all targets
Explosive
Level 1 0 within weapons distance. This is defended like an AOE spell. This rune Special C
Runes
dissipates after 5 minutes.
Rune of Instantly recharge all runes you have inscribed on your person without
Level 10 10 Self C
Essence spending an extra use of each rune.
Runes cover your body and you are granted 40 AP, immunity to bypass
effects and plus 1 strength. These buffs last until the period ends or the AP
Level 10 10 Runic Armor Self C
is lost. This can only be used on self and this AP cannot be repaired or
healed.
SHAMAN
SPEAKERS OF THE DEAD
Out of the shadows walked a mysterious figure that had power that to me, and they said that lord Azrael requires a mortal form. I have
had been kept away from the mortal world for centuries. He walked taken it. I am he. I am they. I am the speaker of the dead. The mans
slowly as he crept toward the eyes were white as pearls and he spoke as though there was another
mortal beings that watched within him, dwelling and waiting to come forth and devour the souls
over the dead that were now of the people. But an old nomad woman stepped forward and
laying at their feet. He was a touched the mans face. She looked deep into the white voids that
man, mostly given his physique were once his eyes and she understood everything.
and appearance, but there was
a look of confusion and She lowered her head and allowed the man to come closer to the
bodies of the dead. A war ravaged our people and continues
sadness upon his. The mans
hair was covered in leaves and throughout Tellus. They cannot enter Bellum, for they cannot find
sticks, insects crawling from their way to the spirit realm. Can you help them, Great Speaker of the
the top of his head to the Dead? The old woman asked.
bottom of his feet. He wore The man walked forward and saw the bodies littered across the field.
ragged clothes that had not Much death has come here. I will help them return to where they
been washed for days, maybe must rest until the Darkness is vanquished and heaven and hell are
weeks or months. The women reopened. So the man lifted a skull from the ground and stared
grabbed their children and stepped away as the man moved forward, vacantly into it. He began to sob and cry to the gods to open a
attacking what could be an agent of the Darkness. But the man spoke, doorway to allow the lost and dead to find a place to rest. Allow the
his voice raspy and harsh as though he had been screaming to the spirit realm to open! he spoke and cried out, and so did the people,
heavens for eons. the living around him crying out. For hours they cried and just when
Fear not, for my vision has finally come and they have come with things started to look hopeless, there was a sign. The bodies shifted
more questions than answers. The dead require a speaker and I have but they did not rise like so many of the undead. A red orb rose from
become that speaker. The Reapers came to me, the Harbingers spoke
them and each orb was the spirit of the fallen. The orbs took shape as control, the first shamans were able to take the burden of it and use it
they did in life and waved to their families and friends one final time. for the greater good. Oftentimes this magic changes the perspective
of the shaman as they will often become confused at what is living
The man took the skull and slammed it with force into the ground as a and what is dead. Many shamans stay away from large crowds and
door crept from the earth and took shape in the mortal plane. There when they appear, they are often a mumbled mess of words and
the spirits could see Bellum. They walked towards the door, brothers sounds as they speak to the spirits that no one else can see or fathom.
and sisters, allies and enemies, nobles and peasants...all were equal Shamans have the gift to enter and exit the spirit realm at will and
now. So the spirits entered the realm where they would wander
this often causes more questions. Shamans are seen wielding
towards Bellum to be guided by the Reapers, to rest in peace until powerful decorated weapons that they use to summon spiritual
heaven and or hell were opened again. energy and to consume mojo and juju for their spell casting. Though
Shamans were the first to embrace dark magic for the good of Tellus. their ways are often looked upon as strange and dark, they have the
Though this dark magic, known as mojo and juju, seems strange to same purpose as we all do and that is to defeat the Darkness so spirits
can rest peacefully forever.

SKILLS LIST
Class Abilities: Shamans can only use small weapons or staves made of bone or wood. The Shamans primary weapon is their decorated
weapon. The phys-rep for the Decorated Weapon must look grim, primal, and/or arcane. Designs added onto a weapon must be combat safe,
as some spells require the shaman to use their decorated weapon. A shamans decorated weapon can hold a base of 10 points of mojo/juju at
one time. If the weapon is out of the shamans hands for more than 5 mins it will lose all the mojo/juju energy it is currently storing. Unlike
normal weapons, a decorated weapon can deal damage to spirits. Shamans can wear leather armor or less, though they prefer to wear bone
armor pieces when available. The Shaman gains 6 vigor at startup and is granted 6 vigor every 5 class levels after. If a shaman wears anything
other than cloth, leather or bone armor, they sever their connection to the spirt world and cannot gather or expend mojo or juju or cast
shaman spells.

Suggested Spell Verbal: With raw, unbound power I


Mojo/Juju Explanation: Your decorated weapon can hold mojo/juju after you deliver a killing blow or use certain shaman abilities. You
can expend and use these points to do the following: each point of mojo increases your spell damage by 1 and each point of Juju increases your
healing spells by 1. When a player uses mojo/juju they must state it in their spell verbal before casting the spell. An example; With raw,
unbound power I would become With raw, unbound mojo/juju I
PASSIVE PATHS
Type Passive Description
Enhance Power: Once per period, you can double the amount of mojo/juju you gather for 5
Pass Ritualist None
minutes.
Avarice Power: Once per period, you do not expend mojo/juju for 5 minutes. You cannot
Pass Occultist collect mojo/juju while under this power. You cannot expend more than half your cap on a None
single attack when you use this skill.
Disgusting Power: Once per period, your decorated weapon and spells deal +1 rot damage for
Pass Conjurer None
every 5 points of mojo or juju you have stored for 5 mins.
Foresight Power: Once per period, you can expend 2 mojo/juju to defend against any physical
Pass Seer Alternate
attack for 5 mins. You simply state, release mojo/juju.
Legendary 150 Build Spent
Pass You are able to earn the title of Soul Eater or Fateweaver.
Milestone on your Class
250 Build Spent
Extraordinary You are given a special passive ability that is customized towards your character by the rules
Pass on your
Milestone and plot team.
Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You deal 1 infernal damage to yourself and gain 1 mojo or juju point. You can
Perm 6 Bloodlet None
only use this skill to gather mojo or juju from yourself.
Perm 6 Speak with Spirits You can see and verbally interact with spirits. None
Perm 6 Spirit Walker You can enter the spirit realm from any Resurrection Stone or similar point. None
Perm 6 Consume Energy 1 You gain +1 additional mojo or juju point after delivering a killing blow. None
Perm 6 Consume Energy 2 You gain +1 additional mojo or juju point after delivering a killing blow. Consume Energy 1
Perm 6 Consume Energy 3 You gain +1 additional mojo or juju point after delivering a killing blow. Consume Energy 2
Perm 6 Consume Energy 4 You gain +1 additional mojo or juju point after delivering a killing blow. Consume Energy 3
Perm 10 Unbound Power You can now hold 20 points of mojo/juju in your decorated weapon. Consume Energy 4
Perm 8 Meditation You can recuperate in 5 minutes instead of 10 minutes. None
Perm 6 Concentration You can continue to cast spells after being struck. None
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 1 Sap Energy You strike a target and gain 1 point of mojo or juju. Spell Physical None
Caster sacrifices x amount of vigor to heal that amount to
Tac 1 Unnatural Healing Spell Special None
a target.
Off 1 Vile Strike Deal +1 rot damage with your decorated weapon. Spell Spell None
Def 1 Retain You can defend against any Disarm attempts. Feat Defense None
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 2 Fate Reader You can ask a target how many deaths they have taken. Spell Mind None
You strike a target and deal +1 damage and heal that same
Off 2 Steal Vigor Spell Physical None
amount.
Off 2 Boiling Blood Packet thrown causes a 5 second pain effect. Spell Pain None
Tac 2 Charm Undead Packet thrown charms undead creature to you for 1 minute. Spell Mind None
Tac 2 Mental Barrier You can negate a single mind effect. Spell Latent None
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 3 Living Dead Undead creatures will not attack target unless provoked. Spell Latent None
Packet thrown incapacitates a target from the neck down for
Off 3 Coil Spell Bind None
1 minute.
You appear to be in 3rd stage as long as you do not move or
Tac 3 Feign Death Feat Self None
talk.
Manifest You can return your decorated weapon to your hand if it was
Tac 3 Spell Self None
Decorated Weapon disarmed or taken.
Off 3 Festering Orbs Summon 3 packets that deal 5 rot damage each. Spell Spell None

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target in the torso and use a feat you saw
Off 4 Steal Power Spell Physical Steal Vigor
them use in the last 5 seconds.
You can replace an arm that has been severed with a rotting
Tac 4 Unnatural Limb Spell Special None
arm that deals 2 rot. The arm falls off after 5 mins.
Vocally calling out to a target causes a target to fall under a
Off 4 Invoke Fear Spell Fear None
fear effect for 30 seconds.
Caster sacrifices x amount of vigor to heal that amount to Unnatural
Tac 4 Life Burst Spell Spell
allies within weapons distance. Healing
Packet thrown dominates undead creature to you for 1
Tac 4 Control Undead Spell Mind None
minute.
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Packet thrown causes target to begin talking gibberish.
Off 5 Invoke Madness Spell Mind Invoke Fear
Target is unable to attack.
You can negate all non-numerical effects delivered from a
Tac 5 Delay Effect Feat Special None
feat or spell for 1 minute. Afterward, you take the full effect.
Packet thrown causes target to take 1 rot damage per Festering
Off 5 Fetid Blood Spell Spell
second for 60 seconds. Orbs
Tac 5 Sacrifice When you deliver a KB, you instantly consume +5 mojo/juju. Spell Self None
Packet thrown causes the target to take 2x damage from X
Invoke
Tac 5 Bestow Curse damage type. Cannot be white, direct, or aggravated Spell Mind
Madness
damage. For 1 minute.

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
You can use this skill to possess a willing living character for 5 mins. The
Level 1 0 Possess Living target is under a domination effect. You can control the character to speak, Special C
and use the characters skills. You can free the character at any time.
For 5 minutes, every time you deal damage with either your decorated
Level 10 10 Soul Survivor Self C
weapon or shaman spells, you heal that amount of vigor.
For 5 minutes, your decorated weapon deals +2 rot damage and your max
Become vigor doubles. You cannot be healed by normal means, and healing effects
Level 10 10 Self C
Unliving on you cause damage. You take double from light and healing, but minimal
from rot and dark.
SPELLBENDER
BEYOND IMAGINATION
Over two-hundred years ago, the grey elves made Twilight Hollow grey elves favor. It was then that a young grey elf took a stand, her
their home. When the grey elves made their presence known, they hid name was Aransa. She held meetings with her sisters to rally them to
a dark secret that would one day be the very power that allowed take back what rightfully belonged to them and that was the kingdom
them to be the people they are to this day. The grey elves have the of Twilight Hollow. Aransa spoke with great fervor and strength and
bloodline of the drow deep down, but their ways of life were very the women began to believe that they could take back the kingdom.
different. When the young race became more and more prominent, But they needed power, immense power to turn the tide.
the males of the race were strong and had promised that unlike their
drow brothers, they would reign over the nation of Twilight Hollow Aransa prayed to the gods for an answer, but none heeded her call;
and the women would be their slaves. Drow society has always had they looked at her as a being of evil and corruption in essence, and so
they ignored her. Aransa began to meddle with blood magic when she
the females of the race hold nobility and power, often through arcane
or blood magic. The women was not put to work. Aransa could not tell when it was day or night
ruled the deep underground anymore for she would spend every waking moment toying with
deadly forms of magic, stealing arcane books from the library, and
kingdoms of the drow. But
the grey elves would follow a memorizing notes that the more powerful male arcanists would
different path. transcribe.

The men revolted against the One evening, Aransa was caught in the middle of casting a spell and
females and imprisoned was sentenced to death in the halls of the council of male grey elves.
them. They treated them Just as she was to be executed her sisters came to her rescue and
unfairly and unjust for years. released her. She ran as fast as she could into the depths of the
The male grey elf would be underground where she found it: the power she needed to change her
reality. It was a mix of blue and purple, swirling before her as though
king.
she had personally put it there. Aransa touched the energy just as her
Time passed on and the captors appeared and everything changed. Aransa awoke upon the
power shifted in the male throne as High Mistress of Twilight Hollow. She had found the Rift, or
it found her, no one really knows, and she used the power to reverse Nobody truly comprehends the Rift or what a Spellbender is capable
time so that the males have been her slaves since the foundation of of; it was a type of magic that simply made itself known out of
Twilight Hollow. nowhere. It just birthed itself from nothing.

Spellbenders are wild and dangerous as their minds are warped from Spellbenders believe that blinking or using their gift to teleport around
constant contact with the Rift, a realm that ties all realms together mirrors is dangerous. The theory is that with multiple realities, a
like a spiders web. The energy in the Rift is known as null energy and mirror may be a gateway to those realities and using their powers,
it can manipulate much more than arcane magic can. Null energy can such as blink, around them may summon their alternative self from
change time and space, reduce or increase weight, pull the stars or another realm. This theory has apparently been tested and the rumors
send them out into the void of space. The Rift is both deadly and so far are that every spellbender is taught to simply avoid mirrors
intriguing. Many have studied the Rift and have gained several when using their powers
different variations of understanding, but only the Spellbender is
capable of grasping onto that null energy and using it for whatever
purposes they desire.

SKILLS LIST
Class Abilities: Spellbenders can use small and 1-handed weapons. Most Spellbenders prefer to have one free hand to cast spells and attack
with their weapon. Spellbenders can wear up to chain mail armor or less; Spellbenders break the normal spellcaster rules for armor. If they wear
greater than chainmail armor, they forfeit the ability to cast spellbender spells. A spellbender is always seen with an amethyst stone which
protects the Spellbender from the effects of the Rift. If a spellbender does not have their amethyst stone they are prohibited from casting any
of their spells and cannot recuperate any spells used. The Spellbender gains 6 vigor at startup and is granted 6 vigor every 5 class levels after.

Suggested Spell Verbal: By the power of the Rift I...

PASSIVE PATHS
Type Passive Description
Warp Reality: Once per period, all non-damaging spellbender spell effects are doubled for
Pass Manipulator None
5 mins.
Cage in Time: Once per period, you can trap yourself or a target in time where they cannot
Pass Chronomancer take actions or be harmed for 5 mins. You can dispel this effect at any time when cast on a None
target, but if used on yourself, you must remain caged for the entire duration of the skill.
Phantom Knife: Once per period, you can manifest a 1-handed weapon that deals 3 null
Pass Rifter None
damage and cannot be sundered or disarmed for 5 mins.
Mass Teleport: Once per period, you can teleport yourself and 2 other allies to a location
Pass Wanderer Alternate
you have been to the period before.
Legendary 150 Build Spent on
Pass You are able to earn the title of Realm Traveler or Warp Defiler.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the 250 Build Spent on
Pass
Milestone rules and plot team. your Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You can sense if a rift portal has opened in the last hour and if there are any
Perm 6 Feel the Rift None
phantom creatures hidden.
Perm 6 Rift Combat You are able to use abilities in the Rift when allies or other targets cannot. None
Perm 6 Rift Walker You can enter the Rift from any point designated by plot. None
Perm 8 Double Blink You can double the distance of any blink spell-like effect. Rift Walker
Perm 8 Triple Blink You can triple the distance of any blink spell-like effect. Double Blink
Perm 6 Rift Mastery 1 You deal +2 damage with all Spellbender spells. None
Perm 6 Rift Mastery 2 You deal +2 damage with all Spellbender spells. Rift Mastery 1
Perm 6 Rift Mastery 3 You deal +2 damage with all Spellbender spells. Rift Mastery 2
Perm 10 Reality Sight You can see invisible targets. Rift Mastery 3
Perm 6 Concentration You can continue to cast spells after being struck. None
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can instantly teleport 5 steps in any direction. This
Tac 1 Blink Spell Blink None
requires a verbal.
Off 1 Null Tear Packet thrown deals 6 null damage. Spell Spell None
Off 1 Pause Packet thrown stuns target for 5 seconds. Spell Stun None
Def 1 Retain You can defend against any disarm attempts. Feat Defense None
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can blink instantly after taking damage or an effect but
Tac 2 Flinch Blink you still take the damage or effect dealt. This does not Spell Blink Blink
require a verbal.
Off 2 Gravity Bind Packet thrown incapacitates the target. Spell Incapacitate Pause
Off 2 Slow Timeline Packet thrown causes target to be under a slowness effect. Spell Slowness None
You can transfer the damage or effects delivered to any ally
Tac 2 Transfer Effect Spell Latent None
within weapons distance and take it instead.
Tac 2 Mental Barrier You can negate a single mind effect. Spell Latent None

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Packet thrown teleports target 5 steps in any direction the
Tac 3 Mis-Teleport Spell Blink Flinch Blink
caster chooses.
You can safely move 20 steps in any direction as though you
Tac 3 Levitate Spell Movement None
were floating.
You can reverse any numerical damage dealt as though it Transfer
Tac 3 Rewind Spell Latent
never occurred. Effect
Off 3 Null Lance Packet thrown deals 12 null damage. Spell Spell Null Tear
Packet reduces the hardness of an item by 1 point. This skill
Off 3 Crush Spell Sunder None
takes effect if it hits a shield.

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Packet thrown prevents target from using offensive skills for
Off 4 Lobotomize Spell Mind None
1 minute.
Packet thrown prevents target from using defensive skills for
Off 4 Demoralize Spell Mind None
1 minute.
You can restore 1 spellbender feat/spell instantly. Only
Tac 4 Fast Forward Spell Latent Rewind
works on tier 5 or lower skills.
Packet thrown moves target 20 steps in any direction the
Off 4 Telekinesis Spell Movement Mis-Teleport
caster chooses.
Packet thrown causes weapon or shield target is using to
Off 4 Shift Density Spell Spell None
require 1 extra strength to wield for 1 minute.
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can blink through walls as long as there is an empty Mis-
Tac 5 Warp Spell Blink
space to appear. If not, the caster takes 5 damage. Teleport
You can reflect any range or melee feat or physical damage
Def 5 Mirror of Power Spell Latent None
back at its origin.
You can delay numerical damage for 1 minute. After a
Tac 5 Postpone minute, you take all damage accumulated. You cannot Spell Spell None
Rewind this damage.
Packet thrown deals null damage equal to targets current
Off 5 Implode Spell Spell Crush
AP. This skill takes effect if it hits a shield.
All targets within weapon's distance of you take 1 null every
Off 5 Null Armor Spell Movement Implode
time they strike you for 1 minute.

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
All weapons and shield within weapon's distance of you require 2 extra
Level 1 0 Black Hole strength to wield for 5 minutes. All your weapon damage is converted to Special C
null for 5 minutes.
Level 10 10 Rifty Business Open a rift portal. Special C
Parallel For 5 minutes, if a spell misses because the spell packet missed the target,
Level 10 10 Self C
Foresight you do not expend a use of it.
TEMPLAR
FULL MOON COMETH
There was a short period of time when the lands were empty of life, Father Morrison began to walk and he visited all the kingdoms he
when the elemental gods remained silent, and there was a moment of came across. He spent hours and days enjoying life for once, but
peace. Peace was rarely embraced, but there was a time when all the remained humble and respectful to the gods and prayed to them
races of the world were united and the Darkness was temporarily daily. One day he came upon a caravan that had broken down, the
pushed back to its domain. During this time, war came to a stop and wheel and axel split under the weight of what it was carrying. He
everyone began to rebuild from the aftermath of the first great approached the caravan with compassion and saw a gorgeous
travesty of bloodshed among the races. This peace and prosperity was woman with skin like snow and black hair like coal. Her eyes were
praised by all that lived on Tellus and with it came revelations that a gray and he was instantly smitten by her appearance. The priest had
great change would come. longed for companionship and marriage and he felt that this woman
was sent by the gods to allow him his final wish, a lover. The womans
In Berrnum, an old priest named was Victoria. Victoria and the Father became close friends that
named Father Morrison day and traveled the world together. They enjoyed each others
Zenith began to pack his
fellowship and their time together. She spoke of her adventures in the
bags to enjoy the peace and Murgruth Mountains and her visit with the Suncinder clan of dwarves
his retirement as leader of ages ago. Father Morrison spoke of his time in Berrnum but had not
his covenant. As he walked
much to say. He was more interested in hearing her stories and that
out of the city of Berrnum for alone made the two almost as one.
the last time, he took a deep
breath to enjoy silence. There Five years passed and Victoria and Morrison were married and life
was no more death. He was could not be more perfect for the two. But sometimes fairy tales have
finally able to go forth and tragic endings. One evening Father Morrison noticed that Victoria had
complete tasks he had gone missing and he awoke at the highest peak of the full moon. He
wished to do as a young called out to her but there was no response. Finally, after two hours of
man. searching, he heard the howls of wolves and went to investigate. The
priest prepared for the worst, but there was no way he could have
expected it to be as bad as it was. It was a bloody scene that greeted Templars are new to the world of Tellus as they have only appeared
him as wolves devoured a small family camping in the forest nearby. since the birth of Ferrous Selene's and the Darkness hideous children.
Father Morrison reached for a blade on the ground, praying to the Templars pray to the god Zion for guidance under the ancient writings
gods for guidance as he began to attack the creatures. Alas, the blade of Father Morrison. They believe that Zion must overcome Ferrous
had no effect as the wounds of the wolves healed faster than the Selene and that the Templar are the only ones capable of enabling
priest could harm them. It was then that he prayed to the gods and him to do just that. Templars learn the weaknesses of the
streams of silver light came down to emblazen his blade in the supernatural, unnatural, and the paranormal, all creatures that are
precious element that had vanished from the world. Father Morrison still new to those on Tellus. Templars have gained knowledge in
accepted the gift and began to slay the beasts. But there was one that tracking and specialize in investigating and performing rituals to
nearly ripped his arm off; the wolf was huge, looming over Father remove the curse each of these creatures are born with. It is said
Morrison. The priest gave one last prayer to the god that had given that while so many fight for the elemental gods, Templars fight for
him this great gift and he was renewed in strength as he struck the Zion who to them is the shining hope against finally defeating the
wolf. It screamed in pain and as it started to lose consciousness, Darkness and Ferrous Selene.
Father Morrison saw his beloved Victoria.

SKILLS LIST
Class Abilities: Templars can use Crossbows and thrown, 1-handed, and bastard weapons. Templars can wear up to plate mail. Templars
carry holy symbols given to them upon graduating from their teachings. These holy symbols are often needed to perform rituals. The Templar
gains 10 vigor at startup and is granted 10 vigor every 5 class levels after.

PASSIVE PATHS
Type Passive Description
Pass Exorcist Paranormal Investigator: Once per period, you deal +1 magic damage for 5 mins. None
Pass Witch Hunter Unnatural Investigator: Once per period, you deal +1 nature damage for 5 mins. None
Pass Reckoner Supernatural Investigator: Once per period, you deal +1 silver damage for 5 mins. None
Pass Redeemer Holy Vigilance: Once per period, you can deal +1 light damage for 5 mins. Alternate
Legendary 150 Build Spent
Pass You are able to earn the title Monster Hunter or Cleric.
Milestone on your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent
Pass
Milestone and plot team. on your
Character
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 6 Armor Efficiency 1 You gain +5 AP when wearing armor. None
Perm 6 Armor Efficiency 2 You gain +5 AP when wearing armor. Armor Eff. 1
Perm 6 Blindfighting You can still use defensive feats while under a blind effect. None
Professional You gain the ability to track as well as the ability to see hidden paranormal,
Perm 6 None
Tracker unnatural, and supernatural creatures.
Perm 6 Hated Enemy 1 You deal +3 damage against unnatural creatures. None
Perm 6 Hated Enemy 2 You deal +3 damage against supernatural creatures. None
Perm 6 Hated Enemy 3 You deal +3 damage against paranormal creatures. None
Your holy symbol can hold up to 3 Tier 3 or lower healing spells. These spells are
Perm 8 Symbol of Faith None
their base value and not subject to the proficiencies of the caster.
Perm 6 Unwavering Faith Your holy symbol can never be removed from your body or be destroyed. Symbol of Faith
Immunity to the Unwavering
Perm 10 You are immune to supernatural bites and diseases.
Bite Faith

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can sense if a target or area has been infected by
Tac 1 Sense Curse supernatural, unnatural, or paranormal creatures, including Spell Spell None
being possessed by one.
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
Def 1 Retain You can defend against any disarm attempts. Feat Defense None
Off 1 Arcane Strike You can deal +1 magic damage. Spell Physical None
Off 1 Silver Strike You can deal +1 silver damage. Spell Physical None
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Blind Target struck is blind for 5 seconds. Physical Blind None
Packet thrown prevents target from coming within 10 steps
Off 2 Rebuke of the caster. You must point your finger at the target and Spell Mind None
remain in line of sight.
Off 2 Taunt You cry out to a target within line of sight to fight you. Feat Mind None
You can remove a fear effect from yourself or an ally within
Tac 2 Invoke Courage Feat Mind None
weapons distance.
You can pick locks and disable/set up traps and devices. It
Tac 2 Artifice Feat Special None
takes 1 minute of RP to complete the task.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical attack from the front or
Def 3 Parry Feat Defense Block
behind.
Strike a target in the torso and bind both target's legs or
Off 3 Hogtie Feat Bind None
both target's arms for 30 seconds.
Off 3 Crit Strike You can strike in the torso and deal 2x damage. Feat Surprise None
Tac 3 Camouflage You can hide in foliage without detection. Feat Self None
You gain the ability to see a target using a hide effect and
Tac 3 See Hidden Feat Special None
force them out of the hide effect.
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can grapple a supernatural or unnatural creature and
Off 4 Headlock incapacitate them at a +2 strength until the hold is broken or Feat Bind Crit Strike
released.
Vocally calling out to a target prevents target with
Off 4 Suppress Change Spell Mind None
lycanthropy from changing for 1 minute.
All supernatural, unnatural, and paranormal creatures must
Tac 4 Howling Taunt respond to your call by calling back. This allows you to locate Feat Mind Taunt
their positions even if they are hidden.
Suppress
Tac 4 Mend Limb You can restore a broken limb. Spell Spell
Pain
Off 4 Break Ward You can reduce the rank of a ward by 1 point. Feat Special None

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the torso and they take 3x damage and
Off 5 Eviscerate Feat Physical Headlock
a bleed effect.
Verbally calling out causes a paranormal creature to become Suppress
Off 5 Exorcism Spell Spell
solid, allowing normal damage to affect them. Change
You strike a target in the limb and they cannot use it until
Off 5 Break Limb Feat Physical None
fixed.
You can remove a supernatural disease as long as the target
Tac 5 Cure Lycanthropy Spell Spell None
was afflicted and is in the first stage of the disease.
Packet thrown deals 25 nature, silver, or magic damage and
Off 5 Sacred Word Spell Mind Eviscerate
a 10 second pain effect to a target.
HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Divine You can use this skill to restore all broken/sever limbs and heal vigor by 30.
Level 1 0 Self C
Vigilance You can use this in 1st stage.
For 5 minutes, you deal +5 nature, silver, or magic damage to unnatural,
Abnormal
Level 10 10 supernatural, and paranormal creatures. Damage type is chosen at Self C
Loathing
activation of the skill.
Packet thrown does 60 silver damage and incapacitates target. If target hits
Level 10 10 Silver Arrow Spell C
0 vigor, target goes into 2nd Stage.
WARRIOR
GLORY IN BATTLE
There are too many stories and myths of where the Warrior teachings appeared, dragging massive polearms and bastard weapons across
started, if they even had a beginning. Some say the Warrior teachings the battlefield and demolishing buildings with sheer force and terror.
were forged by Ignis himself and passed on to all of life with every
strike Ustrina delivered. The dwarves tell a tale that the teachings The Darkness had an army.
were their birthright while the elves spin a story that the elves were The Darkness had brought war
to the doorsteps of those who
the first to wield a blade and shield. There is no clear source for the
Warrior; the name is a simple term used for a combatant who uses had no words for it. The races
multiple different fighting styles. gathered together: the
barbarians, the gnomes, the
But there is one tale that needs to be told, where a blade was lifted hobgoblins, and the simians.
that changed everything. The Darkness had created the horde, They met in an uncharted
hideous creatures of dark obsession, to shed blood for their dark kingdom that would be one
creator. They marched on many kingdoms when many of the races did day be known as the Senshi
not yet understand war. War had begun its devastation as kingdoms Nation. There they gathered in
fell to the horde who understood how to wield metallic weapons that a council, looking over the
had been forged by the dwarves, back when they did not know better. weapons and armor that they
Kingdom after kingdom, many people died. Races were extinguished, could barely comprehend. This
never to be seen or heard of again. At first it was the orcs with their was the first time blood had
yellow skin, marching over the horizon wearing armor of steel and ever been spilled in such a terrifying, purposeful manner. The council
trampling all who would oppose them. Goblins, masters of the art of began to train one another on how to use the spoils they gathered.
hiding in the shadows and striking in the night, with small blades that But war was still a strange concept.
were sharpened to perfection, attacked in stealth. Next came the
hyenas with bow and arrow, blocking the sun from all who would pray Could they fight back?
for answers only to be murdered in the shade. Finally the ogres One evening the Golden Sun dwarves arrived, bloody and bruised
after fighting the horde in the Murgruth Mountains. Quickly, the
gnomes pointed out the betrayal, but the Golden Sun dwarves never warriors. A barbarian named Thane Bjarni of the Vlsung clan rode
fell to the Darkness temptation. They had captured their own upon a dire stallion that was twice the size of any other creature ever
brothers that had turned their backs to Terra. They explained the use ridden. In his hands he held a blade forged of silver that only a
of weapons and armor, how to make them and forge them. The powerful man his size could hold in one hand. Behind Bjarni were the
council discussed what to do next. gnomes, led by a man who called himself Brastlin, the hobgoblins led
by Musashi of the Honsei clan, the simians led by Cesarian of the
Months later, the decision had been made. The Golden Sun dwarves Silverback clan, and Uisdean of the Golden Sun clan led his dwarves.
and the First War Council had learned the use of tactics against the
That day, the Darkness was pushed back, and the warriors that stood
enemy. They perfected several techniques that the horde did not
their ground began to train many others in warfare.
know. They had become soldiers, gladiators, combatants, and

SKILLS LIST
Class Abilities: Warriors can use any melee weapon and shields. Warriors can only use chain mail armor or less. This represents that the
Warrior trains in melee combat and their weapon is more important to them than protection. The Warrior gains 10 vigor at startup and is
granted 10 vigor every 5 class levels after.

PASSIVE PATHS
Type Passive Description
Battle Plan: Once per period, you grant 1 ally and yourself immunity to charm and dominate
Pass Soldier None
for 5 minutes.
Pass Armsman Battle Ready: Once per period, you grant 1 ally and yourself +2 damage for 5 minutes. None
Battle Toughness: Once per period, you grant 1 ally and yourself +10 healable vigor for 5
Pass Gladiator None
minutes.
Battle Hardened: Once per period, you grant 1 ally and yourself +1 hardness with 1 chosen
Pass Ronan Alternate
weapon for 5 minutes.
Legendary 150 Build Spent
Pass You are able to earn the title Weapon Master or The Unstoppable.
Milestone on your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent
Pass
Milestone and plot team. on your Character
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 8 Weapon Mastery Swing + 1 damage with melee weapons. None
Perm 15 Strength You gain +1 Strength. None
You do no need to use the normal killing blow count against a target. You simply
Perm 6 Finish It None
state Instant Killing Blow and the damage.
You determine 1 weapon to be your Old Friend. You swing + 1 damage with that
Perm 8 Old Friend weapon and gains 1 extra hardness while in your hands. You are also immune to None
damage from your old friend.
Perm 8 Loyal Weapon You gain +1 damage with your Old Friend only. Old Friend
You gain +1 damage when you hold any weapon in 2 hands. This does not allow
Perm 8 Titan Grip None
you to wield a 2 handed weapon in 1 hand.
Perm 8 Warriors Resolve 1 You gain an additional minute to your 1st stage death count. None
Perm 8 Warriors Resolve 2 You gain an additional minute to your 2nd stage death count. Warriors Resolve 1
Perm 10 Unkillable You are immune to KB while in your 1st death count. Warriors Resolve 2
Perm 10 Jaded You are immune to fear effects. Unkillable

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can strike a target in the forearm and they must drop
Off 1 Disarm any item or weapon in their possession. Targets wielding Feat Disarm None
2-handed weapons must release one hand for 5 seconds.
Def 1 Retain You can defend against any Disarm attempts. Feat Defense None
Tac 1 Powerhouse You gain +1 Strength against Strength tests only. Feat Self None
You can use a feat after it has been defended from the front
Tac 1 Follow Through Feat Physical None
for free against the same target within 5 seconds.
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
You strike a target in the torso and deal 2x base damage to a
Off 2 Crit Strike Feat Physical None
target.
You strike a target in the torso and they must take 5 steps
Off 2 Knockback Feat Movement Powerhouse
backwards.
Off 2 Cleave You strike a targets shield and they take base damage. Feat Physical None
You can verbally call to an ally to strike for +1 damage for 1
Tac 2 Motivate Ally minute as long as you remain in vocal communication with Feat Mind None
the ally. You must have line of sight of the ally.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical attack from front or
Def 3 Parry Feat Defense Block
behind.
Off 3 Sunder You can reduce the hardness of an item by 1 point. Feat Sunder None
You can verbally call to an ally to move 5 steps toward you
Motivate
Tac 3 Form Ranks freely without them taking damage or effects. You must Feat Mind
Ally
have line of sight of the ally.
When a target strikes you with Cleave you take the damage,
Tac 3 Shield Bash Feat Defense None
but that target takes a knockback 5.
Tac 3 Suppress Pain You can negate a single pain effect. Feat Self None
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any attacks with the surprise
Def 4 Resilience Feat Defense None
modifier.
You strike a target in the torso and deal 3x base damage to
Off 4 Power Strike Feat Physical Crit Strike
a target.
Your strength is doubled against Strength tests only for 1
Tac 4 Juggernaut Feat Special Powerhouse
minute.
You can verbally call to an ally that is unconscious to wake Motivate
Tac 4 Shake it Off Feat Mind
up. You must have line of sight of the ally. Ally
You strike a target in the torso and both of you take a
Off 4 Headbutt Feat Physical None
waylay effect.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the limb and they cannot use it until
Off 5 Break Limb Feat Physical None
fixed.
Off 5 Sever Limb You can remove the limb of a target. Feat Physical Crit Strike
You strike a target in the torso and they take 1 damage per
Off 5 Pulverize second for 30 seconds. The target is considered Feat Physical None
incapacitated.
Tac 5 Devastate Strike and reduce all AP of a target to 0. Feat Special
You can strike a target in the torso and deal 3x damage and Power
Off 5 Annihilate Feat Physical
a bleed effect. Strike
HEROIC POWERS
Level Build
Name Description Effect Type
Cost
You can use this skill to deal +2 damage with and gain 20 healable vigor
Level 1 0 Arena Fury Self C
for 5 mins.
Battle After 5 minutes of roleplay, all allies, including you, gain +40 non-healable
Level 10 10 Special C
Strategy vigor for the next hour.
You are unable to be feared, disarmed, or taunted and you can use your
Combat
Level 10 10 weapon at hardness -1 or less for 5 mins. If your weapon is at hardness -1 Self C
Expert
or less after 5 minutes expire, your weapon breaks.
WIZARD
WHAT IS TRUTH?
The realm of the arcane is a mystery that spans generations of Together, they experimented with all that was around them using
confusion and misunderstandings. There are tales that state that the techniques that would be considered dark magic now but was light
arcane realm had existed magic then, if it were to have a title.
before the gods arrived and
Ignis began to forge Tellus. The first twelve had begun to break down the components that made
up the material realm of Tellus. Every experiment was documented
There have been stories that
stated that Aqua birthed three times over so that nothing was left behind. The eldar found
magic from her very soul something that was linked to all of them, a repetitive rhythm that
when she was born and that appeared to be a heart beat in each component they split. There was
a strange blue substance, pure and yet indiscernible from any other
she is to be given praise for
it. Regardless of the bounty energy that currently flowed. The eldar continued pressing forward
of over-exaggerated fiction, until they realized that this new source of energy could be used to
many practitioners of the accomplish great things that would even match that of the gods.
arcane believe that it was a One of the twelve spoke, telling his colleagues, This power is unlike
realm that was opened by any we have ever seen. I ask of you my friends that we do not tamper
the first magi and created by with it or anger the gods. The man spoke but his words fell on deaf
them and not the gods. ears. The eldar continued to press on and in that instant of
Hundreds of years ago, the eldar had begun traveling from nation to experimentation, a portal opened that revealed the arcane. The
nation, before the Darkness took over the large majority of Tellus. arcane was magic, pure magic that could be used not through prayer
They walked the lands that had no life but still maintained a sense of but simply by practice of methods of science and ingenuity. The first
connection with life that was unexplainable. It was as though there twelve grasped the arcane realm as part of Tellus and through
was something that kept everything alive, and it was not the lifeforce rigorous tests, they had brought it forward with devastating force.
as some had contemplated; it was something that was far beyond That day, the arcane realm exploded, overflowing into Tellus like a
their comprehension. The eldar that traveled were twelve in number. powerful tsunami. Aqua had felt the magic and quickly reacted. She
was able to reduce the arcane doorway but it was far too late; the Wizards are powerful spell casters that rarely have any equal. The
arcane had become part of Tellus. Aqua forbade the twelve from ever magic they possess can become unstable if not taught properly.
opening it with such childish antics and told them, This is powerful Students of the arcane study their entire lives to keep control of the
magic. We must control it; therefore, I shall hold onto this domain for magic. They refuse to let wild magic roam the lands ever again.
a time until someone is worthy. Eleven of you should have listened to Mystia houses the largest school for wizardry known as The Crystal
the twelfth. Therefore, you eleven shall guard the arcane from the College, along with her smaller schools found in the Kunik Islands,
other side while the twelfth will remain on Tellus to maintain order. Yishu Nation, FaeGlen, and Sayeh. Althu has recently established a
school as well so the orions can learn more of this thing called magic.
The eldar agreed on this punishment as a means to study the arcane
more. The twelfth was given domain over the arcane and he traveled
to a kingdom that would be known as Mystia.

SKILLS LIST
Class Abilities: Wizards are trained to use simple weapons such as small weapons and staves. Wizards cannot wear armor as they feel it
restricts them from feeling the arcane energy in the air and using proper footing and hand gestures. If a wizard wears armor, they forfeit casting
any of their spells. The Wizard gains 4 vigor at startup and is granted 4 vigor every 5 class levels after.

Basic Spell Verbal: I weave the arcane power


PASSIVE PATHS
Type Passive Description
Flash Caster: Once per period, you can cast spells without using a spell verbal for 5
Pass Controller None
minutes.
Wild Caster: Once per period, you can throw 2 packets instead of 1 packet with damaging
Pass Arcanist None
spells for 5 mins.
Focused Caster: Once per period, all latent spells cast in 5 minutes have double the effect
Pass Enchanter None
or usage when invoked, regardless of when invoked.
Destructive Caster: Once per period, all your spells also affect an adjacent target for 5
Pass Warlock Alternate
minutes. This does not affect AOE spells.
Legendary 150 Build Spent on
Pass You are able to earn the title of Magi or Sorcerer.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the 250 Build Spent on
Pass
Milestone rules and plot team. your Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 8 Arcane Mastery 1 Gain +2 damage to all wizard spells. None
Perm 8 Arcane Mastery 2 Gain +2 damage to all wizard spells. Arcane Mastery 1
Perm 8 Arcane Mastery 3 Gain +2 damage to all wizard spells. Arcane Mastery 2
Perm 8 Arcane Mastery 4 Gain +2 damage to all wizard spells. Arcane Mastery 3
Perm 8 Arcane Mastery 5 Gain +2 damage to all wizard spells. Arcane Mastery 4
Perm 8 Spell Proficiency 1 Gain +1 minute to the duration of all non-damaging spells. None
Perm 8 Spell Proficiency 2 Gain +1 minute to the duration of all non-damaging spells. Spell Proficiency 1
Perm 8 Spell Proficiency 3 Gain +1 minute to the duration of all non-damaging spells. Spell Proficiency 2
Perm 8 Meditation You can recuperate in 5 minutes instead of 10 minutes. None
Perm 6 Concentration You can continue to cast spells after being struck. None
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 1 Knock You can reduce the rank of a lock by 1 point. Spell Special None
Off 1 Bind Packet thrown binds target from the waist down. Spell Bind None
Tac 1 Illuminate You can use a flashlight to see in the dark. Spell Self None
Off 1 Magic Missile Packet thrown deals 6 magic damage. Spell Spell None
Tac 1 Detect Magic You can detect the magical properties on a target or an item. Spell Spell None

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 2 Arcane Armor Target gains +20 AP for 1 minute. Spell Latent None
Off 2 Confusion Packet thrown causes target to attack allies for 1 minute. Spell Mind None
Tac 2 Mental Barrier You can negate a single mind effect. Spell Latent None
You can remove a spell or spell-like effect from a target or Detect
Tac 2 Dispel Magic Spell Spell
area. You must specify exactly what you are dispelling. Magic
You can cast a Wizard spell you have used in the last 5
Tac 2 Duplicate Spell Spell Self None
seconds for free. Can only be used on tier 5 and lower skills.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 3 Sap Strength Packet thrown causes target to lose 1 strength for 1 minute. Spell Latent None
Magic
Off 3 Arcane Missile Packet thrown deals 12 magic damage. Spell Spell
Missile
Packet thrown causes target to not speak or cast spells for 1
Off 3 Silence Spell Mind None
minute.
Off 3 Weaken Ward Packet thrown reduces the rank of a ward by 1 point. Spell Special None
Create Minor You can create a rank 0 ward around a 5x5 area for 1
Tac 3 Spell Ward None
Ward minute.
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Packet thrown deals 1 lightning damage per second for 1 Arcane
Off 4 Lightning Bolt Spell Spell
minute. Missile
You can speak to a target telepathically as long as you
Tac 4 Telepathy Spell Special None
remain within weapons distance.
You can negate any damage or effect delivered by a single
Def 4 Negation Spell Latent None
spell.
You can negate any damage or effect delivered by a single
Def 4 Invulnerability Spell Latent None
feat.
Dispel
Tac 4 Arcane Sight You can see invisible targets for 1 minute. Spell Latent
Magic

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can cast a spell back at the original caster without
Def 5 Reflect Spell Defense Negation
throwing a spell packet.
Tac 5 Strengthen Target You can grant a target +1 strength for 1 minute. Spell Latent None
Packet thrown deals 30 magic damage and stuns target for 5
Off 5 Eldtrich Hammer Spell Bind None
seconds.
Packet thrown deals 20 fire to target and all other targets Lightning
Off 5 Fireball Spell Spell
within arms distance. Bolt
Packet thrown deals 2 magic damage per second for 1
Off 5 Maelstrom minute. You must point your finger at the target and remain Spell Spell Fireball
in line of sight.
HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Packet thrown causes target to take 40 magic damage or shield or
Disintegration
Level 1 0 weapon is destroyed. Targets choice on destruction, not casters. This Special C
Ray
spell ignores shields and takes effect if hits shield.
You can use this skill to point at a target and call Perfect Strike: Magic
Magic
Level 10 10 Meteors after 10 seconds to deal 30 damage to that target. This power Special C
Meteors
lasts 5 minutes.
Magical
Level 10 10 All spells are AOEs for 5 minutes. Self C
Explosion
ALCHEMIST
Alchemists have a long history in the world of creating various poisons. The craft started in Helmwood and
flourished as far as Sayeh and Twilight Hollow.

SKILLS LIST
Class Abilities: Alchemists can use small and thrown weapons. Alchemist can wear leather armor or less.
Alchemists gain 6 vigor at startup and are granted 6 vigor every 10 class levels after. All poisons have a
lifespan of 3 months after being created. The Alchemist must put the date it was created and the crafters
signature on the equipment card. An alchemist needs Alchemy Recipes to make poisons. Without the recipe,
they cannot craft it. Alchemists require Toxin Components to craft.

Ingested Poisons: All Alchemists start the game being able to create poisons that need to be ingested by either pouring it into drink or food.
Once the target has ingested the item, they take the effect of the poison. An Alchemist must attach the poison tag with the effect of the poison
onto the drink or food. An Alchemist can also contact a marshal if they wish to be more discrete.

Contact Poisons: Contact poisons can be put onto a physical item. Once the target has touched the item, they take the effect of the poison.
A player wearing any metal armor that protects their hands is immune to the contact poison. An alchemist must attach the equipment card with
the effect of the poison to the physical item.

Dust Poisons: Dust poisons can be delivered via packet at a single target. Dust poisons can only be defended with abilities that state defend
against ranged attacks, such as Dodge or Evade. A dust poison that strikes a targets shield still affects the target, as the dust pollutes the air
around the target. An Alchemist must destroy the equipment card after throwing the dust poison.

Blade Poisons: Blade poisons can be delivered through a weapon against a single target. A blade poison that strikes a target wearing heavy
leather or higher negates the attack and the poison is expended regardless. Attacks that bypass armor can deliver the blade poison normally. An
Alchemist must count applying 1 -5 to put the poison on a blade. The equipment card is given to the player wielding the weapon.
PASSIVE PATHS
Type Passive Description
Convert
Pass You can trade in component cards for actual materials. None
Components
Crafter You are able to earn the title of Master Crafter. You are then capable of creating your own crafts 150 Build in
Pass
Milestone that can be sent to rules to create the mechanics. your Craft

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You can identify the effects of a poison from an object such as a tipped weapon,
Perm 4 Identify Alchemy None
trap, or food and drink after 30 seconds of study.
Perm 6 Poison Immunity You are immune to all poisons that you can craft that require you to ingest them. Identify Alchemy
Perm 6 Double Potency You can double the numerical damage of a poison. None
Perm 8 Double Strength You can double the duration of a poison. Double Potency
Create Contact You can convert any poison you make into a contact poison unless otherwise
Perm 6 None
Poison stated.
Perm 6 Create Dust Poison You can convert any poison you make into a dust poison unless otherwise stated. None
Create Blade You can convert any poison you make into a blade poison unless otherwise
Perm 6 None
Poison stated.
You can use twice the materials for the same amount of time to make a second
Perm 6 Double Dose None
dose of the same type.
Perm 10 Disguise Alchemy You can create a poison that cannot be detected by the Identify Alchemy skill. Poison Immunity
Perm 10 Quick Crafter The crafting of all poisons takes half the time as stated to a minimum of 1 minute. Double Dose
TIER 1 FEAT/CRAFTS
Style Build Name Description Type Effect Prereq
You can create a rank 1 Alchemy from a recipe. You can use
Create Rank 1
Cft 1 this skill multiple times to reduce crafting time by 10 Craft Craft None
Alchemy
seconds to a minimum of 1 minute.
You can remove a rank 1 Alchemy from an item after 1
Cft 1 Anti-Alchemy 1 Craft Craft None
minute of RP.
You can negate the effects of rank 1 Alchemy that would
Cft 1 Resist Toxin 1 Craft Craft None
affect you.
Off 1 Flash Bomb Packet thrown blinds target for 2 seconds. Feat Blind None
You can test a food or drink to determine if its been
Cft 1 Taste Test Craft Craft None
poisoned, but you are not affected by the poison.

TIER 2 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 2 Alchemy from a recipe. You can use Create
Create Rank 2
Cft 2 this skill multiple times to reduce crafting time by 10 Craft Craft Rank 1
Alchemy
seconds to a minimum of 1 minute. Alchemy
You can remove a rank 2 Alchemy from an item after 1 Anti-
Cft 2 Anti-Alchemy 2 Craft Craft
minute of RP. Alchemy 1
You can negate the effects of rank 2 Alchemy that would Resist
Cft 2 Resist Toxin 2 Craft Craft
affect you. Toxin 1
You can pick locks and disable/set up traps and devices. It
Tac 2 Artifice Feat Special None
takes 1 minute of RP to complete the task.
You can craft an alchemical trap through 1 minute of RP. The
Create Alchemical rank of the trap is determined by the rank of the Alchemy
Cft 2 Craft Craft None
Trap used in it. You can use this skill multiple times to reduce the
crafting time by 10 seconds to a minimum of 10 seconds.
TIER 3 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 3 Alchemy from a recipe. You can use Create
Create Rank 3
Cft 3 this skill multiple times to reduce crafting time by 10 Craft Craft Rank 2
Alchemy
seconds to a minimum of 1 minute. Alchemy
You can remove a rank 3 Alchemy from an item after 1 Anti-
Cft 3 Anti-Alchemy 3 Craft Craft
minute of RP. Alchemy 2
You can negate the effects of rank 3 Alchemy that would Resist
Cft 3 Resist Toxin 3 Craft Craft
affect you. Toxin 2
You can apply a poison to a food or drink and it is
Cft 3 Mask Concoction Craft Craft Taste Test
undetectable. This trumps Taste Test.
Tac You appear to be in 3rd stage as long as you do not move or
3 Feign Death Spell Self None
talk.

TIER 4 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 4 Alchemy from a recipe. You can use Create
Create Rank 4
Cft 4 this skill multiple times to reduce crafting time by 10 Craft Craft Rank 3
Alchemy
seconds to a minimum of 1 minute. Alchemy
You can remove a rank 4 Alchemy from an item after 1 Anti-
Cft 4 Anti-Alchemy 4 Craft Craft
minute of RP. Alchemy 3
You can negate the effects of rank 4 Alchemy that would Resist
Cft 4 Resist Toxin 4 Craft Craft
affect you. Toxin 3
You can create a rank 4 Alchemy by combining 2 rank 2 or
lower recipes. The cost and time to make this is a
Volatile
Cft 4 combination of what is stated on both recipes. You can use Craft Craft None
Concoction
this skill multiple times to reduce crafting time by 10
seconds to a minimum of 1 minute.
You may make a target immune to 1 ingested poison that
Cft 4 Inoculation you are immune to for 4 hours. This takes 3 minutes per Craft Craft None
rank of the poison you are trying to inoculate.
TIER 5 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 5 Alchemy from a recipe. You can use Create
Create Rank 5
Cft 5 this skill multiple times to reduce crafting time by 10 Craft Craft Rank 4
Alchemy
seconds to a minimum of 1 minute. Alchemy
You can remove a rank 5 Alchemy from an item after 1 Anti-
Cft 5 Anti-Alchemy 5 Craft Craft
minute of RP. Alchemy 4
You can negate the effects of rank 5 Alchemy that would Resist
Cft 5 Resist Toxin 5 Craft Craft
affect you. Toxin 4
You can increase the rank of any Alchemy you create while
Create
you are creating it. This requires no more components, but
Cft 5 Unstable Alchemy Craft Craft Rank 5
an extra 3 minutes of RP. This reduces the life of the
Alchemy
Alchemy to 1 month. This stacks up to rank 10.
You declare to a martial that you are poisoning something.
After 30 seconds of RP within arms reach of the target, the
Cft 5 Underhanded Craft Craft None
target is considered poisoned. This works for ingested or
contact poisons.
BREWER
Brewers exist in every tavern, waiting for the right person to want a strong sturdy drink, to make some
horrible decisions, or ignore the simple things in life like war and pain. The Brewer is able to create brews
that can enhance a warrior in the midst of battle, though there are some side-effects that could occur. But if
the battle is won, what are a few more drinks afterwards to celebrate?

SKILLS LIST
Class Abilities: Brewers can use fists and small weapons. Brewers can wear leather armor or less. Brews
cause the target to simply RP in a drunken state; being drunk has no mechanical effect except for immersion.
Brewers gain 6 vigor at startup and are granted 6 vigor every 5 class levels after.

All brews have a lifespan of 3 months after being created. The Brewer must put the date it was created and
the crafters signature on the equipment card. A Brewer needs Brewer Recipes to make brews. Without the recipe, they cannot craft it. Brewers
require Stout Components to craft.

PASSIVE PATHS
Type Passive Description
Convert
Pass You can trade in component cards for actual materials. None
Components
Crafter You are able to earn the title of Master Crafter. You are then capable of creating your own crafts 150 Build in
Pass
Milestone that can be sent to rules to create the mechanics. your Craft
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 4 Identify Brew You can identify the effects of a brew after 30 seconds of study. None
Perm 6 Lush You are immune to all negative brew effects of any brew you can make. Identify Brew
Perm 6 Double Strength You can double the duration of a brew. None
After consuming a brew you swing +1 damage for 1 minute. This effect can stack
Perm 8 Drink Like a Demon None
up to 5 times.
You can RP with up to 5 targets during a recuperation period to reduce
Perm 6 Merrymaker None
recuperation to 5 minutes.
You can double the amount of time a brew has before it expires unless otherwise
Perm 6 Craft Greater Brew None
stated in the recipe.
You can quadruple the amount of time a brew has before it expires unless
Perm 6 Craft Hardy Brew Craft Greater Brew
otherwise stated in the recipe.
Perm 6 The Stuff A brew you make never expires unless otherwise stated in the recipe. Craft Hardy Brew
Perm 10 Disguise Brew You can create a brew that cannot be detected by the Identify Brew skill. Lush
Perm 10 Quick Crafter The crafting of all brews takes half the time as stated to a minimum of 1 minute. The Stuff
TIER 1 FEAT/CRAFTS
Style Build Name Description Type Effect Prereq
You can create a rank 1 Brew from a recipe. You can use this
Create Rank 1
Cft 1 skill multiple times to reduce crafting time by 10 seconds to Craft Craft None
Brew
a minimum of 1 minute.
Bassal Port Packet thrown deals 2x the rank of a brew used for this skill
Cft 1 Craft Craft None
Cocktail as fire damage.
You can spend an extra 2 minutes per rank of brew to
remove the alcohol content of the brew. You can use this
Cft 1 Water it down Craft Craft None
skill multiple times to reduce the crafting time by 30 seconds
to a minimum of 30 seconds.
Tac 1 Powerhouse You gain +1 Strength against Strength tests only. Feat Self None
Can test a food or drink to determine if its been poisoned,
Cft 1 Taste Test Craft Craft None
but you are not affected by the poison.

TIER 2 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 2 Brew from a recipe. You can use this
Create Rank 2 Create Rank
Cft 2 skill multiple times to reduce crafting time by 10 seconds to Craft Craft
Brew 1 Brew
a minimum of 1 minute.
You can use this skill to negate a truth detection ability if one
Tac 2 Fast-talker Feat Self None
was used against you. This trumps Sense Deception.
Strike a target from behind and remove all brew effects,
Cft 2 Sober Up Craft Craft None
including drunkenness, from the target.
If you have a brew that contains multiple doses, you may use
Cft 2 Bottomless Gullet this skill to drink additional doses and have their effects Craft Craft None
stack per use of this skill.
You can spend an extra 2 minutes per rank of brew to
double the alcohol content of the brew. You can use this Water it
Cft 2 Spike it Craft Craft
skill multiple times to reduce the crafting time by 30 seconds down
to a minimum of 30 seconds.
TIER 3 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 3 Brew from a recipe. You can use this Create
Create Rank 3
Cft 3 skill multiple times to reduce crafting time by 10 seconds to Craft Craft Rank 2
Brew
a minimum of 1 minute. Brew
You consume a brew and gain immunity to movement
Cft 3 Stagger Craft Craft None
effects for 1 minute per rank of brew consumed.
You can use this skill to negate a rank 1 through 5 ingested Bottomless
Cft 3 Iron Stomach Craft Craft
poison. Gullet
You can apply a brew to a drink and it is undetectable. This
Cft 3 Mask Concoction Craft Craft Taste Test
trumps Taste Test.
You can use this skill to make a target within your earshot
Cft 3 Eavesdrop Craft Craft None
repeat what they just said.

TIER 4 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 4 Brew from a recipe. You can use this Create
Create Rank 4
Cft 4 skill multiple times to reduce crafting time by 10 seconds to Craft Craft Rank 3
Brew
a minimum of 1 minute. Brew
You can verbally call to an ally that is unconscious to wake
Tac 4 Shake it Off Feat Mind None
up. You must have line of sight of the ally.
You strike a target in the torso and both of you take a waylay
Off 4 Headbutt Feat Physical None
effect.
Strike a target in the torso to deal 3x the rank of a brew used Bassal Port
Cft 4 Drunken Breath Craft Craft
for this skill as fire damage. Cocktail
You can create a rank 4 Brew by combining 2 rank 2 or lower
recipes. The cost and time to make this is a combination of Create
Cft 4 Add Chaser what is stated on both recipes. You can use this skill multiple Craft Craft Rank 4
times to reduce crafting time by 10 seconds to a minimum of Brew
1 minute.
TIER 5 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 5 Brew from a recipe. You can use this
Create Rank 5 Create Rank
Cft 5 skill multiple times to reduce crafting time by 10 seconds to Craft Craft
Brew 4 Brew
a minimum of 1 minute.
You consume a brew and are immune to mind and fear
Cft 5 Belligerent effects and spellsongs for 1 minute per rank of the brew Craft Craft Stagger
consumed.
Packet thrown deals 4x the rank of a brew used for this skill Drunken
Cft 5 The Keg Craft Craft
as fire damage to all targets within weapons distance. Breath
You may spend an extra 2 minutes per rank of brew crafting
a brew to make the brew invokable within an hour of being
consumed. This skill may be used multiple times to reduce
Cft 5 Metabolize Craft Craft Add Chaser
the crafting time by 30 seconds to a minimum of 30 seconds.
You may also use this skill on yourself to make any brew you
drink invokabale an hour after you drink it.
You can drink up to 5 different brews and have all effects
Bottomless
Cft 5 Last Call last for a half hour. After the half hour, fall unconscious for Craft Craft
Gullet
5 minutes. You cannot be woken up prematurely.
HERBALIST
Herbalists create potions that are able to grant healing and a multitude of temporary effects that have often
turned the tide in battle. Through experimentation, the Herbalist has also been able to mix magical energies
from specific herbs to create powerful concoctions. Nearly every town has an Herbalist willing to supply
adventurers with the right potion to survive every possible scenario.

SKILLS LIST
Class Abilities: Herbalists can use staves and small weapons. Herbalists gains 6 vigor at startup and are
granted 6 vigor every 5 class levels after. All potions have a lifespan of 3 months after being created. The
Herbalist must put the date it was created and the crafters signature on the equipment card. An Herbalist
needs Herbalist Recipes to make potions. Without the recipe, they cannot craft it. Herbalists require Herb Components to craft.

Dust Potion: Dust potions can be delivered via packet at a single target. Dust potions can only be defended with abilities that state defend
against ranged attacks, such as Dodge or Evade. A dust potion that strikes a targets shield still affects the target, as the dust pollutes the air
around the target. An Herbalist must destroy the equipment card after throwing the dust potion.

PASSIVE PATHS
Type Passive Description
Convert
Pass You can trade in component cards for actual materials. None
Components
Crafter You are able to earn the title of Master Crafter. You are then capable of creating your own crafts 150 Build in
Pass
Milestone that can be sent to rules to create the mechanics. your Craft
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 4 Identify Potion You can identify the effects of a potion after 30 seconds of study. None
Perm 6 Double Potency You can double the numerical effects of a potion. Identify Potion
Perm 6 Double Strength You can double the duration of a potion. Double Potency
Perm 8 Pleasant Fumes After you craft a potion, you can immediately take a use of its effect. Double Strength
Perm 6 Create Dust Potion You can convert any potion you make into a dust potion unless otherwise stated. None
Craft Greater You can double the amount of time a potion has before it expires unless
Perm 6 None
Potion otherwise stated in the recipe.
Craft Superior You can quadruple the amount of time a potion has before it expires unless Craft Greater
Perm 6
Potion otherwise stated in the recipe. Potion
Craft Superior
Perm 6 Green Thumb A potion you make never expires unless otherwise stated in the recipe.
Potion
Perm 10 Botanist All potions have 2x the positive effect on you. Green Thumb
Perm 10 Quick Crafter The crafting of all potions takes half the time as stated to a minimum of 1 minute. Botanist

TIER 1 FEAT/CRAFTS
Style Build Name Description Type Effect Prereq
You can create a rank 1 Potion from a recipe. You can use
Create Rank 1
Cft 1 this skill multiple times to reduce crafting time by 10 Craft Craft None
Potion
seconds to a minimum of 1 minute.
You can remove a rank 1 poison from an item after 30
Cft 1 Detox 1 Craft Craft None
seconds of RP.
Cft 1 Apothecary 1 You may heal 2x the rank of a potion you ingest. Craft Craft None
You can deliver a potion to a target by injecting them, no
Cft 1 Inject Craft Craft None
count needed.
You can test a food or drink to determine if its been
Cft 1 Taste Test Craft Craft None
poisoned, but you are not affected by the poison.
TIER 2 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 2 Potion from a recipe. You can use
Create Rank 2 Create Rank
Cft 2 this skill multiple times to reduce crafting time by 10 Craft Craft
Potion 1 Potion
seconds to a minimum of 1 minute.
You can remove a rank 2 poison from an item after 30
Cft 2 Detox 2 Craft Craft Detox 1
seconds of RP.
You may heal a target 2x the rank of a potion they ingest.
Cft 2 Apothecary 2 Craft Craft Apothecary 1
You heal 3x the rank of the potion you ingest.
You may administer a single dose of a potion to 2 targets at
Cft 2 Low Dosage Craft Craft None
half the effect and duration of the potion rounded up.
You can use this skill to heal a target 5 vigor after RP for 30
Tac 2 First Aid seconds medically assisting the injured character. First Aid Feat Special None
stops and removes any Bleed Effect.

TIER 3 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 3 Potion from a recipe. You can use
Create Rank 3 Create Rank
Cft 3 this skill multiple times to reduce crafting time by 10 Craft Craft
Potion 2 Potion
seconds to a minimum of 1 minute.
You can remove a rank 3 poison from an item after 30
Cft 3 Detox 3 Craft Craft Detox 2
seconds of RP.
You may heal a target 3x the rank of a potion they ingest.
Cft 3 Apothecary 3 You heal 3x the rank of a potion you ingest and remove a Craft Craft Apothecary 2
rank 1 3 disease.
Tac 3 Camouflage You can Hide in foliage without detection. Feat Self None
You can use a potion to affect yourself and a number of
Cft 3 Incense Craft Craft None
targets up to the amount of uses of this skill you use.
TIER 4 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 4 Potion from a recipe. You can use
Create Rank 4 Create Rank
Cft 4 this skill multiple times to reduce crafting time by 10 Craft Craft
Potion 3 Potion
seconds to a minimum of 1 minute.
You can remove a rank 4 poison from an item after 30
Cft 4 Detox 4 Craft Craft Detox 3
seconds of RP.
You may heal a target 3x the rank of a potion they ingest and
Cft 4 Apothecary 4 remove a rank 1-3 disease. You heal 3x the rank of the Craft Craft Apothecary 3
potion you ingest and remove a rank 1 5 disease.
While crafting a potion you may spend an extra 1 minute per
rank of the potion to add one of these effects to the potion:
+5 non-healable vigor, +5 non-healable natural armor, heal 5
Cft 4 Added Kick Craft Craft None
vigor, or Restore 5 natural armor. You can use this skill
multiple times to reduce the crafting time by 30 seconds to a
minimum of 30 seconds.
You can create a rank 4 Potion by combining 2 rank 2 or
lower recipes. The cost and time to make this is a
Create Rank
Cft 4 Blend Mixtures combination of what is stated on both recipes. You can use Craft Craft
4 Potion
this skill multiple times to reduce crafting time by 10
seconds to a minimum of 1 minute.
TIER 5 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 5 Potion from a recipe. You can use
Create Rank 5 Create Rank
Cft 5 this skill multiple times to reduce crafting time by 10 Craft Craft
Potion 4 Potion
seconds to a minimum of 1 minute.
You can remove a rank 5 poison from an item after 30
Cft 5 Detox 5 Craft Craft Detox 4
seconds of RP.
You may heal a target 3x the rank of a potion they ingest and
Cft 5 Apothecary 5 remove a rank 1-5 disease. You heal 4x the rank of the Craft Craft Apothecary 4
potion you ingest and remove a rank 1 5 disease.
You may spend an extra 2 minutes per rank of potion to
make the potion invokable within an hour of being
consumed. This skill may be used multiple times to reduce Blend
Cft 5 Time Release Craft Craft
the crafting time by 30 seconds to a minimum of 30 seconds. Mixtures
You may also use this skill on yourself to make any potion
you drink invokable an hour after you drink it.
You may smash a potion on the ground in front of you and
affect all targets within arms reach with that potion. You
Cft 5 Shatter Glass Craft Craft Incense
may use a potion with more than 1 dose and have the
effects stack.
LOREMASTER
Loremasters have studied countless records and historical documents to educate the world. They are keepers
of knowledge and history, from current affairs and nobility to knowledge that is considered lost by most
people. Loremasters are also capable of assisting in the education of a feat or spell, allowing their students
understanding and access to that ability almost instantly rather than waiting a month. Rather than physical
supplies, Loremasters aid the champions of Light in their fight against the Darkness by arming them with
knowledge and stories of old.

SKILLS LIST
Class Abilities: Loremasters can use staves and small weapons. Loremasters gain 6 vigor at startup and are
granted 6 vigor every 5 class levels after. A Loremaster needs schematics to make copies of recipes and other
schematics; both are types of scripts. Without the schematic, they cannot craft a script. The Loremaster must
put the date the script was created and the crafters signature on the equipment card. Loremasters require Paper Components to craft.

Recipes: A Loremaster is able to copy and make recipes that Alchemists, Brewers, and Herbalists need to be able to make their specific craft.
Only Loremasters can copy and create recipes.

Schematics: A Loremaster is able to copy and make schematics that Loremasters, Smiths, and Tailors need to be able to make their specific
craft. Only loremasters can copy and create schematics.

PASSIVE PATHS
Type Passive Description
Convert
Pass You can trade in component cards for actual materials. None
Components
Crafter You are able to earn the title of Master Crafter. You are then capable of creating your own crafts 150 Build in
Pass
Milestone that can be sent to rules to create the mechanics. your Craft
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 4 Identify Script You can identify the effects of a script after 30 seconds of study. None
You spend 10 minutes reading a script and gain 3 pieces of information about the
Perm 6 Decipher Script Identify Script
script. This can only be done once per period.
You may ask a plot member 3 questions about a topic and then must spend 30
Perm 8 Research minutes researching said topic. After 30 minutes a plot martial will return with Decipher Script
your answers. This may only be used once per event.
Perm 6 Craft Schematics You gain the ability to reproduce schematics. None
Perm 6 Craft Recipes You gain the ability to reproduce recipes. None
Perm 6 Advanced Study 1 Gain 4 basic knowledges. None
Perm 6 Advanced Study 2 Gain 4 basic knowledges. Advanced Study 1
Perm 6 Expert Study Gain 2 advanced knowledges that you already have the basic knowledge for. Advanced Study 2
You may assist a player that is teaching another player a class perm or rank 1-5
Perm 10 Master Teach skill. You may also assist a player in self-teaching a racial or class skill they already None
possess. You must participate in the lesson.
Perm 10 Quick Crafter The crafting of all scripts takes half the time as stated to a minimum of 1 minute. Master Teach
TIER 1 FEAT/CRAFTS
Style Build Name Description Type Effect Prereq
You can create a rank 1 Script. You can use this skill multiple
Create Rank 1
Cft 1 times to reduce crafting time by 10 seconds to a minimum of Craft Craft None
Script
1 minute.
You can give a 5 minute speech to allies and grant them +1
use on all of their offensive skills. You can use this skill
Cft 1 Battle Analysis Craft Craft None
multiple times to reduce the time needed by 1 minute to a
minimum of 1 minute. This bonus lasts for one hour.
You can give a 5 minute speech to allies and grant them +1
use on all of their defensive skills. You can use this skill
Cft 1 Strategic Analysis Craft Craft None
multiple times to reduce the time needed by 1 minute to a
minimum of 1 minute. This bonus lasts for one hour.
You can give a 5 minute speech to allies and grant them +1
use on all of their tactical skills. You can use this skill multiple
Cft 1 Field Analysis Craft Craft None
times to reduce the time needed by 1 minute to a minimum
of 1 minute. This bonus lasts for one hour.
Tac 1 Detect Magic You can detect the magical properties on a target or an item. Spell Spell None
TIER 2 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 2 Script. You can use this skill multiple
Create Rank 2 Create Rank
Cft 2 times to reduce crafting time by 10 seconds to a minimum of Craft Craft
Script 1 Script
1 minute.
You can spend 5 minutes telling a story to allies. Allies
become immune to movement effects for 15 minutes. You
Cft 2 Valiant Story Craft Craft An Analysis
may use this skill multiple times to increase the duration by
5 minutes per use.
You may research a topic with another player with the
Research skill to have all questions answered within the
research time. This uses both Loremasters use of Research.
This skill may be used multiple times to add more
Cft 2 Study Group Craft Craft None
Loremasters. You may include other Loremasters to add 15
minutes to the research, but ask 1 additional question. The
second way of using this skill will not use the Research of
any other Loremaster involved.
You may spend 5 minutes listening to a language. You can
then understand and speak the language for 5 minutes. You
Cft 2 Interpreter Craft Craft None
may use an additional use of this skill to gain an extra minute
of using this language.
You may write a note to a target that is unreadable by
everyone except that target. You may use this skill multiple
Cft 2 Hidden Message Crat Craft None
times to increase the amount of people that can read this.
This can be deciphered.
TIER 3 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 3 Script. You can use this skill multiple Create
Create Rank 3
Cft 3 times to reduce crafting time by 10 seconds to a minimum of Craft Craft Rank 2
Script
1 minute. Script
You can spend 5 minutes telling a story to allies. Allies
become immune to charm and dominate effects for 15 Valiant
Cft 3 Love Story Craft Craft
minutes. You may use this skill multiple times to increase Story
the duration by 5 minutes per use.
You may spend an additional 10 minutes per use of this skill
Study
Cft 3 Dig Deeper to add an additional question when declaring your research Craft Craft
Group
with the Research skill.
So long as you speak the language of a target youre
speaking with, another target may also understand the
Cft 3 Translator Craft Craft Interpreter
language for 5 minutes. Each additional use of this skill
affects an additional target.
You may forge a document and identify forged documents.
The amount of uses that you use creates the rank of the
Cft 3 Forgery forgery. You may also use this skill up to an amount of times Craft Craft None
equal to the rank of the forgery to tell if the document is
forged.
TIER 4 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 4 Script. You can use this skill multiple Create
Create Rank 4
Cft 4 times to reduce crafting time by 10 seconds to a minimum of Craft Craft Rank 3
Script
1 minute. Script
You can spend 5 minutes telling a story to allies. Allies
become immune to fear and pain effects for 15 minutes.
Cft 4 Horror Story Craft Craft Love Story
You may use this skill multiple times to increase the duration
by 5 minutes per use.
You can give a 20 minute speech to allies and grant them 1
extra use of 1 of their level 0 Heroic Powers. You can use
Any
Cft 4 Heroic Analysis this skill multiple times to reduce the time needed by 1 Craft Craft
Analysis
minute to a minimum of 1 minute. This bonus lasts until the
end of the period.
While you use an Analysis or Story, you are under a rank 1
Cft 4 Crowd Control ward, and may point and click Silences at a target. You may Craft Craft None
silence up to 5 targets per use of the skill.
You may write a note to a target that is unreadable by
everyone except that target. You may use this skill multiple Hidden
Cft 4 Secret Message Craft Craft
times to increase the amount of people that can read this. Message
This cannot be deciphered.
TIER 5 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can create a rank 5 Script. You can use this skill multiple
Create Rank 5 Create Rank
Cft 5 times to reduce crafting time by 10 seconds to a minimum of Craft Craft
Script 5 Script
1 minute.
You can spend 5 minutes telling a story to allies. Allies
become immune to mind effects and spellsongs for 15
Cft 5 Dramatic Story Craft Craft Horror Story
minutes. You may use this skill multiple times to increase
the duration by 5 minutes per use.
While using Research, you can use this skill to add an
additional 5 minutes per question and upgrade your
questions. When asking plot the questions, inform plot you
Cft 5 Lost Research Craft Craft Dig Deeper
are using this skill. You may use this skill multiple times to
upgrade more than 1 question. You may also use this skill to
assist other researchers.
As long as you are transcribing the events going on around
Crowd
Cft 5 Living Archive you, you are in a moving rank 1 ward. You can increase the Craft Craft
Control
rank of the ward by using multiple uses of the skill.
You can give a 20 minute speech to allies and grant them 1
extra use of 1 of their level 10 Heroic Powers. You can use
Legendary Heroic
Cft 5 this skill multiple times to reduce the time needed by 1 Craft Craft
Analysis Analysis
minute to a minimum of 1 minute. This bonus lasts until the
end of the period.
SMITH
Smiths work tireless hours to create armaments used in the great war against the Darkness. Centuries ago,
many shunned the war-driven art, but when it came time to fight fire with fire, smithing became a necessity.
These days, you cannot travel to any kingdom or come in contact with a small caravan and not find a smith
working day in and day out, the flames of the forge at their backs, sweat on their brow, and blood pumping in
their veins. Smiths are perhaps the most dedicated of all of the tradesman, for they must be perfect.

SKILLS LIST
Class Abilities: Smiths gain 8 vigor at startup and are granted 8 vigor every 10 class levels after. Passively
you can create simple Armaments. All items crafter by the smith are considered permanent after being
crafted until they are broken and destroyed. The smith must put the date an item was created and the
crafters signature on the equipment card. A smith needs Blueprints to create new items. Without the
blueprints, they cannot craft it. Smiths require Alloy Components to craft.

PASSIVE PATHS
Type Passive Description
Convert
Pass You can trade in component cards for actual materials. None
Components
Crafter You are able to earn the title of Master Crafter. You are then capable of creating your own crafts 150 Build in
Pass
Milestone that can be sent to rules to create the mechanics. your Craft
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You can identify the AP and properties of a weapon, shield, or metal armor after
Perm 4 Identify Properties None
30 seconds of study.
All of your attacks against a target wearing armor you have created are done with
Perm 6 Chink in the Armor None
the bypass modifier. You must state bypass then the damage.
Perm 6 Artesian You can add 1 additional accessory slot to any Armor piece you create None
Perm 8 Forge Master You deal +1 damage with all weapons you create. None
Craft Basic
Perm 6 You can craft Basic Armaments. None
Armaments
Craft Advanced Craft Basic
Perm 6 You can craft Advanced Armaments.
Armaments Armaments
Craft Complex Craft Advanced
Perm 6 You can craft Complex Armaments.
Armaments Armaments
Craft Exotic Craft Complex
Perm 6 You can craft Exotic Armaments.
Armaments Armaments
You are able to use any armament you can forge, including weapons, armor, and
Perm 10 Man At Arms shields. If you happen to have a class that has specific armor restrictions you must Identify Properties
still abide by those restrictions.
The crafting of all tailor crafts takes half the time as stated to a minimum of 1
Perm 10 Quick Crafter Man At Arms
minute.
TIER 1 FEAT/CRAFTS
Style Build Name Description Type Effect Prereq
You can use a rank 1 Smith blueprint. You can use this skill
Cft 1 Blacksmith 1 multiple times to reduce crafting time by 10 seconds to a Craft Craft None
minimum of 1 minute.
You can repair 5 AP or 1 hardness per minute spent. This
does not use components. You can use this skill multiple
Cft 1 Repair Craft Craft None
times to reduce the repair time for 10 seconds to a minimum
of 10 seconds.
You may spend 5 minutes sharpening or balancing a melee
weapon to make it deal +1 damage for an hour. You can use
Cft 1 Sharpen/Balance Craft Craft None
this skill multiple times to reduce the time needed to use
this skill by 30 seconds to a minimum of 30 seconds.
You can strike a target in the forearm and they must drop
Off 1 Disarm any item or weapon in their possession. Targets wielding 2- Feat Disarm None
handed weapons must release one hand for 5 seconds.
You may spend 5 minutes fitting armor to make give it 10
nonhealable AP an hour. You can use this skill multiple
Cft 1 Adjust Armor Craft Craft None
times to reduce the time needed to use this skill by 30
seconds to a minimum of 30 seconds.
TIER 2 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 2 Smith blueprint. You can use this skill
Cft 2 Blacksmith 2 multiple times to reduce crafting time by 10 seconds to a Craft Craft Blacksmith 1
minimum of 1 minute.
You can temporarily repair 10 AP instantly. This repair lasts
for 1 minute after the duration the AP is lost. You can use
Cft 2 Patch Job Craft Craft Repair
this skill multiple times to increase the duration by 1 minute
to a maximum of 5 minutes.
You may spend 5 minutes restringing or reweighting a
ranged or thrown weapon to make it deal +1 damage for an
Sharpen/
Cft 2 Restring/Reweight hour. You can use this skill multiple times to reduce the Craft Craft
Balance
time needed to use this skill by 30 seconds to a minimum of
30 seconds.
You can pick locks and disable/set up traps and devices. It
Tac 2 Artifice Feat Special None
takes 1 minute of RP to complete the task.
You can craft a physical trap through 1 minute of RP. The
Create Physical rank of the trap is determined by the rank of the feat used in
Cft 2 Craft Craft None
Trap it. You can use skill multiple times to reduce the crafting
time by 10 seconds to a minimum of 10 seconds.
TIER 3 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 3 Smith blueprint. You can use this skill
Cft 3 Blacksmith 3 multiple times to reduce crafting time by 10 seconds to a Craft Craft Blacksmith 2
minimum of 1 minute.
You can add a specific design to an armor piece. Doing so
takes 2 minutes per rank of the design. You can use this
Cft 2 Etching Craft Craft None
multiple times to reduce the time by 30 seconds per use to a
minimum of 30 seconds.
You may spend 5 minutes fortifying weapon or a to make it
deal gain 1 hardness for an hour. You can use this skill Sharpen/
Cft 3 Fortify Armament Craft Craft
multiple times to reduce the time needed to use this skill by Balance
30 seconds to a minimum of 30 seconds.
Off 3 Sunder You can reduce the hardness of an item by 1 point. Feat Sunder None
You may spend 5 minutes polishing armor to make take
normal damage from acid for an hour. You can use this skill Adjust
Cft 3 Polish Armor Craft Craft
multiple times to reduce the time needed to use this skill by Armor
30 seconds to a minimum of 30 seconds.
TIER 4 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 4 Smith blueprint. You can use this skill
Cft 4 Blacksmith 4 multiple times to reduce crafting time by 10 seconds to a Craft Craft Blacksmith 3
minimum of 1 minute.
You can temporarily repair a weapon or shield it to hardness
1 instantly. This repair lasts for 1 minute after the duration
Cft 4 Quick Fix the item breaks again. You can use this skill multiple times Craft Craft Patch Job
to increase the duration by 1 minute to a maximum of 5
minutes.
You can repair 5 AP or 1 hardness per 30 seconds spent.
This does not use components. You can use this skill
Cft 4 Field Repair Craft Craft Repair
multiple times to reduce the repair time for 10 seconds to a
minimum of 10 seconds. You can only use this on yourself.
You can use one of your skills multiple times to augment
multiple items at the same time, so long as you are using the
Cft 4 Multi-Tasking Craft Craft None
same skill for all items. You make work on 1 additional item
per rank of this skill you use.
You may create multiple of the same item at the same time
using amount of components needed to make multiple
Cft 4 Production Line Craft Craft Blacksmith 4
versions of that item. You can use this skill multiple times to
increase the amount of items you can craft at the same time.
TIER 5 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 5 Smith blueprint. You can use this skill
Cft 5 Blacksmith 5 multiple times to reduce crafting time by 10 seconds to a Craft Craft Blacksmith 4
minimum of 1 minute.
Off 5 Shatter You can reduce the hardness of an item by 3 points. Feat Sunder Sunder
After 1 minute of studying an armor piece, you can reduce
its AP to 0. You must strike target to use this skill, this skill
Cft 5 Exploit Weakness Craft Craft Blacksmith 5
cannot be defended. You can use this skill multiple times to
reduce the time of study needed by 10 minutes per use.
While you are making a piece of armor you can spend and
additional minute per rank and double the components to
permanently increase AP of a torso covering armor by 5 AP,
Cft 5 Ornate Craft Craft None
and any other slot by 1 AP. You may use this skill multiple
times in order to reduce the crafting time by 30 seconds to a
minimum of 30 seconds.
While you are making a weapon or shield you can spend and
additional minute per rank and double the components to
Cft 5 Masterwork permanently increase the hardness of the weapon or shield Craft Craft None
by 1. You may use this skill multiple times in order to reduce
the crafting time by 30 seconds to a minimum of 30 seconds.
TAILOR
Tailors are veritable jacks of all trades that are able to create protective garments and leather armor. Tailors
can be found nearly everywhere selling their wares on the streets or wandering caravans. Tailors pride
themselves on their ingenuity to create beautiful designer clothing and especially their unique ability to make
special kits that allow one to disguise others as another person or to make a statement at a costume ball.

SKILLS LIST
Class Abilities: Artisans can use small weapons and wear up to hard leather armor. Tailor gain 6 vigor at
startup and are granted 6 vigor every 10 class levels after. All items crafter by the tailor are considered
permanent after being crafted until they are broken and destroyed. The tailor must put the date an item was
created and the crafters signature on the equipment card. A tailor needs Blueprints to create new items
without the blueprints they cannot craft it. Tailors require Fabric Components to craft.

PASSIVE PATHS
Type Passive Description
Convert
Pass You can trade in component cards for actual materials. None
Components
Crafter You are able to earn the title of Master Crafter. You are then capable of creating your own crafts 150 Build in
Pass
Milestone that can be sent to rules to create the mechanics. your Craft
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You can identify the AP and properties of a light cloth garment, heavy cloth
Perm 4 Identify Properties garment, light leather armor, hard leather armor, and accessories after 30 None
seconds of study.
All of your attacks against a target wearing armor you have created are done with
Perm 6 Truly Outrageous None
the bypass modifier. You must state bypass then the damage.
You can add 1 additional accessory slot to any garment or leather piece you
Perm 6 Artisan None
create.
Perm 8 Fashion Statement You gain 10 AP if you are wearing something that you created. None
Create Light
Perm 6 You can make any Tailor craft light leather unless otherwise stated. None
Leather
Create Hard Create Hard
Perm 6 You can make any Tailor craft hard leather unless otherwise stated.
Leather Leather
Create Heavy
Perm 6 You can make any Tailor craft heavy garment unless otherwise stated. None
Garments
Perm 6 Create Accessories You can make any Tailor craft accessories unless otherwise stated. None
Perm 10 Tools of the Trade Any item that you personally crafted takes half the time for you to repair. Identify Properties
The crafting of all tailor crafts takes half the time as stated to a minimum of 1
Perm 10 Quick Crafter Tools of the Trade
minute.
TIER 1 FEAT/CRAFTS
Style Build Name Description Type Effect Prereq
You can use a rank 1 Tailoring design. You can use this skill
Cft 1 Tailoring 1 multiple times to reduce crafting time by 10 seconds to a Craft Craft None
minimum of 1 minute.
You can repair 5 AP per minute spent. This does not use
Cft 1 Repair components. You can use this skill multiple times to reduce Craft Craft None
the repair time for 10 seconds to a minimum of 10 seconds.
You can use this skill to increase the AP of garments and
leather by 5 non repairable AP for up to 1 hour after 30
Cft 1 Perfect Fitting Craft Craft None
seconds of RP. You can use this skill multiple times to
increase the duration to a maximum of 4 hours.
You can verbally call out to a target and charm them for 1
Off 1 Charm minute. Target will act friendly toward you, but is not Feat Mind None
compelled to follow orders.
You can use this skill to make garments or leather take
Concussion minimal to earth for 10 minutes after 5 minutes of RP. You
Cft 1 Craft Craft None
Padding can use this skill multiple times to increase the duration to a
maximum of 1 hour.
TIER 2 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 2 Tailoring design. You can use this skill
Cft 2 Tailoring 2 multiple times to reduce crafting time by 10 seconds to a Craft Craft Tailoring 1
minimum of 1 minute.
You can temporarily repair 10 AP instantly. This repair lasts
for 1 minute after the duration the AP is lost. You can use
Cft 2 Patch Job Craft Craft Repair
this skill multiple times to increase the duration by 1 minute
to a maximum of 5 minutes.
You can make it appear that yourself or a target is a different
person of the same race. You or the target is undetectable
Cft 2 Costume Kit as their character for 1 hour after 10 minutes of RP. You can Craft Craft None
use this skill multiples to increase the duration up to 4 hours.
Must have some type of costume change.
You can use this skill to remain undetected except by
abilities that can see hidden targets. You must first break
line of sight with a target(s) which includes hiding behind a
Tac 2 Hide building or under a table as long as the target(s) did not see Feat Self None
you attempt to hide. You must place your right arm over
your face to allow target(s) to know you are hidden. You
cannot move or talk or the skill is broken.
You can use this skill to make garments or leather take
Dampening minimal to lightning for 10 minutes after 5 minutes of RP. Concussion
Cft 2 Craft Craft
Padding You can use this skill multiple times to increase the duration Padding
to a maximum of 1 hour.
TIER 3 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 3 Tailoring design. You can use this skill
Cft 3 Tailoring 3 multiple times to reduce crafting time by 10 seconds to a Craft Craft Tailoring 2
minimum of 1 minute.
You can add a specific design to a garment or leather piece.
Doing so takes 2 minutes per rank of the design. You can
Cft 2 Embroidering Craft Craft None
use this multiple times to reduce the time by 30s per use to
a minimum of 30 seconds.
You can make a garment immune to 1 use of bypass armor
after 10 minutes of RP. This lasts for 1 hour. You can use
Cft 3 Inner Layer Craft Craft None
this skill multiple times to decrease the time needed to use
this skill by 1 minute per use to a minimum of 3 minutes.
You can make it appear that yourself or a target is a different
race. You or the target is undectable as their character for 1
Costume
Cft 3 Disguise Kit hour after 10 minutes of RP. You can use this skill multiples Craft Craft
Kit
to increase the duration up to 4 hours. Must have some type
of costume change. Make-up is encouraged.
You can use this skill to make garments or leather take
minimal to fire for 10 minutes after 5 minutes of RP. You Dampening
Cft 3 Fireproof Padding Craft Craft
can use this skill multiple times to increase the duration to a Padding
maximum of 1 hour.
TIER 4 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 4 Tailoring design. You can use this skill
Cft 4 Tailoring 4 multiple times to reduce crafting time by 10 seconds to a Craft Craft Tailoring 3
minimum of 1 minute.
You can use this skill to add an extra accessory slot to any
garment or leather craft you make, doing so costs no
Measure twice, additional components, but adds 7 minutes to the recipe
Cft 4 Craft Craft None
Cut once time. You can use this skill multiple times to reduce the
crafting time by 1 minute per use to a minimum of 3
minutes.
You can make it appear that yourself or a target is a
humanoid monster race. You or the target is undetectable
as their character for 1 hour after 10 minutes of RP. You can Costume
Cft 4 Monster Kit Craft Craft
use this skill multiples to increase the duration up to 4 hours. Kit
Must have some type of costume change. Make-up is
encouraged.
You can make a cloak or cape immune to 1 AOE after 10
minutes of RP. This lasts for 1 hour. You can use this skill Inner
Cft 4 Caped Coverage Craft Craft
multiple times to decrease the time needed to use this skill Lawyer
by 1 minute per use to a minimum of 3 minutes.
You can use this skill to make garments or leather take
minimal to ice for 10 minutes after 5 minutes of RP. You can Fireproof
Cft 4 Thermal Padding Craft Craft
use this skill multiple times to increase the duration to a Padding
maximum of 1 hour.
TIER 5 FEAT/CRAFT
Style Build Name Description Type Effect Prereq
You can use a rank 5 Tailoring design. You can use this skill
Cft 5 Tailoring 5 multiple times to reduce crafting time by 10 seconds to a Craft Craft Tailoring 4
minimum of 1 minute.
You can make it appear that yourself or a target is a specific
person. You or the target is perfectly disguised as this
character for 1 hour after 10 minutes of RP. You can use this
Cft 5 Perfect Disguise Craft Craft Monster Kit
skill multiples to increase the duration up to 4 hours. Must
have some type of costume change. Make-up is
encouraged.
You can reattach a severed limb for 5 minutes. Afterward
Cft 5 Suture Self Craft Craft None
the limb falls off.
After 1 minute of studying a garment or leather piece you
can reduce its AP to 0. You must strike target to use this
Cft 5 Pull the thread skill, this skill cannot be defended. You can use this skill Craft Craft Tailoring 5
multiple times to reduce the time of study needed by 10
minutes per use.
You can use this skill to make garments or leather take
minimal to dark for 10 minutes after 5 minutes of RP. You Thermal
Cft 5 Phoenix Padding Craft Craft
can use this skill multiple times to increase the duration to a Padding
maximum of 1 hour.
COMMON SKILLS LIST
The common list is available to any player to choose for their character regardless of race or class. The list contains permanent skills, common
feats, and spells called cantrips, along with knowledge, and literacy skills. Common feats and spells grant a character certain abilities that other
classes may have but a greater build cost. Common feat and spells can be purchased like any other skill multiple times, granting the character a
single use in the skill each purchase. Build spent on common skills DOES count toward build spent toward a primary classs milestone.

KNOWLEDGES
Knowledges are skills that grant characters a higher level of potential interactive role-play with Marshals at and between events. If a character
with any given knowledge asks a pertinent question while in-game with an appropriate Marshal present or a Marshal specifically asks if any
character has the corresponding knowledge, any character with the corresponding knowledge is eligible for additional in-game information. A
player that has chosen a homeland can choose a basic knowledge for 0 Build. This free knowledge dictates the characters lifestyle and growing
up around the people of that homeland.

HOW TO USE KNOWLEDGES


1. A Marshal Card is found with the appropriate knowledge.
2. When Promoted by the Marshal, who will than pull those players to the side and give them an answer while the remaining players
continue to RP in said encounter.
3. During moments of rest when for RP purposes only.
4. On the forums when speaking to a Marshal overseeing the RP.

BASIC: Basic knowledge will give a player information on a high school graduate level.
Basic knowledge cost 3 Build

ADVANCE: Advance knowledge will give a player information on a college graduate


level. Advance knowledge cost 6 Build
KNOWLEDGES
Type Build Name Description Homeland
This skill allows the character knowledge of Magic, including identifying spells, spell-
Know 3, 6 Arcane Mystia
like effects, origins, and sources of magic that are connected to one another.
This skill allows the character knowledge of the Anatomies of all mortal races,
Know 3, 6 Anatomy Saludran
including horde, undead, and supernatural creatures.
This skill allows the character knowledge of Appraisal, including the cost, trade routes,
Know 3, 6 Appraisal exports and imports of kingdoms, and difficulty of obtaining special components and Dule
materials.
This skill allows the character knowledge of Biology, including flora, unnatural, and all
Know 3, 6 Biology Forest of Whispers
naturally occurring life forms.
This skill allows the character knowledge of Chemistry and the chemical makeup of any
Know 3, 6 Chemistry City of Sayeh
naturally occurring substance.
This skill allows the character knowledge of Civics, including laws, general customs,
Know 3, 6 Civics Townswood
names of officials, etc.
This skill allows the character general knowledge of various cultures across Asuran.
Culture: When choosing this knowledge, the player must also choose a specific kingdom for
Know 3, 6 Kunik Islands
Specific which they will have more in-depth knowledge, including cultural history, arts,
customs, populations and statistical information, etc.
This skill allows the character knowledge of Ecology, nature, natural habitats, natural
Know 3, 6 Ecology Helmwood
ecosystems and the inhabitants thereof, etc.
This skill allows the character knowledge of Forensics, including minor physics, minor
Know 3, 6 Forensics Bassal Port
biology, psychology, investigation, etc.
This skill allows the character knowledge of History, including ancient history, relative
Know 3, 6 History Senshi Nation
history, minor cultural or religious history, and general history.
Murgruth
This skill allows the character knowledge of Metallurgy, including gems, jewels, metals,
Know 3, 6 Metallurgy Mountains/
precious component materials, etc.
Ashburne
This skill allows the character knowledge of the Occult, including mythology, rituals,
Know 3, 6 Occult rites, paranormal, practicality of dealing with unexplained phenomena and Megah Port
monsters, etc.
Know 3, 6 Physics This skill allows the character knowledge of Physics, including mechanics, Yishu Nation
mathematics, geometry, algebra, trigonometry, astrophysics, particle physics, and
physical sciences.
Politics and This skill allows the character knowledge of Politics and Nobility, including heraldry,
Know 3, 6 Berrnum
Nobility famous noble houses, minor history, nations, alliances, etc.
This skill allows the character knowledge of psychology, the mind, sociology, and
Know 3, 6 Psychology Twilight Hollow
behavioral science.
This skill allows the character to choose any one theology. That character will have
Know 3, 6 Theology dynamic in-game role-play knowledge of the chosen theology, associated deities, FaeGlen
dogma, church, allies, enemies, rites, symbols, etc.
This skill allows the character knowledge of War, including historical wars and battles,
Know 3, 6 War Althu
famous battle tactics, organizations, standing armies, etc.

LANGUAGES
Language skills grant a character the ability to read and speak another language, allowing for a deeper immersion in the world around them.

SPEAKING: When a character speaks another language, they must use the hand gestures. The hand gestures are shown in the images below. The
hand must be held to the ear at all times during the conversation. The only player(s) able to understand the language being spoken are those
that have the literacy skill to do so and are using the hand gesture suggested below. Speaking a language costs 5 Build.

READING/WRITING: Although a character may be able to speak a language does not necessarily mean they can read and write that language. A
marshal card will be present when something is written in another language and only players that have this skill are permitted to read it. This
also means that a player can post a marshal card on a letter or book they have written notes if they can write another language. Speaking,
Writing and Reading a language costs 8 Build.
LANGUAGES
Type Build Name Description Image
The most difficult language to speak or even understand considering that it is usually only spoken by
dragons. Agarian is commonly known as draconic but it often offends dragons when it is mentioned
Lang 5, 8 Agarian 1
this way. Agarian is spoken by breathing in and speaking inwards instead of outwards. The speakers
voice is extremely deep followed by overdramatic expressions of the eyes, nostrils and lips.
The language spoken by the djinn, also known as demon-speech, is studied to understand infernal
Lang 5, 8 Djinnish creatures. Speaking djinnish is emphasized with the lips, often followed by puffs of air that is contorted 2
with the tongue.
The ancient elven language that is rarely spoken anymore except with the elder elves. The rare few that
Lang 5, 8 Eldritch speak this language speak softly and slowly to express the importance of what is being spoken; speech 3
involves the use of the tongue more often to emphasize the words.
The language spoken by the guardians of fire, salamanders. Incendium is said to be the first language
spoken on Tellus. The sound that started the First Hammer Strike formed the beginnings of the first
Lang 5, 8 Incendium 4
language and since then has been reserved to only a select few. Incendium is spoken like the common
language, but with a strange emphasis on verbs and adverbs.
The language is the oldest spoken language, older even than Incendium. Primordial is the language that
was brought with Ignis when he found Tellus. When the beasts of the world were created, Ignis granted
Lang 5, 8 Primordial this language to them. It was spoken by all beasts and every god understood it until the Elemental War 5
when the gods fought and Silvis hid the beasts from the other gods. Primordial is expressed through
animalistic facial expressions and sounds often confused with howling or growling.
The language that was once spoken by the first dwarves before they turned their backs on the gods. The
language is difficult to comprehend since it involves deep bellowing caused by the lungs expanding the
Lang 5, 8 Rundric chest and echoing the sound up through the throat. Rundric is used to interpret ancient runes and 6
scriptures that some believe were written by the dwarves right before their fall to record their history
before Darkness took them.
The language spoken by the guardians of earth, the giants. Giant language, as it is often described, is a
series of loud reverberating earth-shattering sounds. Some would state that the sounds made are like
Lang 5, 8 Terrum 7
mountains moving and the ground splitting in half. Terrum is the easiest of the old languages to learn as
most of the words are used to this day in the common tongue.
The language is the third oldest language and was spoken by all sea creatures and the nyad people. It is
said to sound like music. Tharian comes out slow but just enough to be understood with a subtle
Lang 5, 8 Tharian 8
emphasis on certain words that describe life, love and passion. It is by far the most beautiful spoken
language if one is able to master it.
The language spoken by the citizens of Yishu and Senshi. Both speak different dialects, but the written
language is the same. The Yishu speak the traditional one, whilst the Senshi speak their own creation
Lang 5, 8 Yimeiyu based upon the traditional dialect. Yishu's dialect is very tonal, many words having different meanings 9
based on the tone used. The Senshi dialect sounds very similar but far more intricate, based on many
short syllables and combining them to make single words.
The language spoken by the guardians of wind: the zephyrs and the now extinct race the kenku. Zephyr
Lang 5, 8 Zephyr speech is a combination of screeches and caws like a bird of prey. Zephyr is strange to speak without a 10
beak, thus making it hard to study and understand.

PERMANENT SKILLS
Type Build Name Description Prereq.
You can use fists and strike for a base of 1 damage. You cannot deliver feats or
Perm 4 Combat: Pugilist spell-like abilities through your fists. You also take damage if your fist physreps None
are struck.
You can use any melee weapon available in the rulebook but can only strike for
Perm 4 Combat: Melee 1 damage regardless of the type of weapon you choose. You are prohibited None
from adding any bonuses to damage from any class skills.
Perm 6 Vigor: Stamina You gain +5 vigor permanently. None
Perm 6 Vigor: Bloodline You gain additional vigor based off your race. Stamina
Perm 6 Vigor: Battle Scars You gain additional vigor based off your primary class. Bloodline
Perm 4 Assess Injuries You can ask a character how much vigor they currently have left. None

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can use this feat to negate a movement effect including
Def 1 Balance Feat Defense None
hazards such as walking a tightrope or a small cliff side.
You can use this skill to strike a target in the torso and deal
Off 1 Mighty Strike Feat Physical None
+1 damage with your melee weapon.
Cantrip: You can use this skill to throw a packet that deals 1 magic
Off 1 Spell Spell None
Magic Bolt damage.
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can use this skill to instantly awaken an unconscious
Tac 2 Wake Up Feat Special None
target.
Def 2 Willpower You can use this skill to negate a mind effect except for fear. Feat Defense None
You can use this still to use a flashlight to see in the dark for
Tac 2 Cantrip: Illuminate Feat Self None
1 minute.

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can use this skill to remain undetected except by
abilities that can see hidden targets. You must first break
line of sight with a target(s) which includes hiding behind a
Tac 3 Hide building or under a table as long as the target(s) did not see Feat Self None
your attempt to hide. You must place your right arm over
your face to allow target(s) to know you are hidden. You
cannot move or talk or the skill is broken.
You can use this skill to defend against any physical melee
Def 3 Block Feat Defense None
numerical damage from the front.
Tac 3 Climb You can use this skill to climb surfaces up to 20 ft. Feat Self None

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can use this skill to heal a target 5 vigor after RP for 30
Tac 4 First Aid seconds medically assisting the injured character. First Aid Feat Special None
stops and removes any Bleed Effect.
You can use this skill to negate a truth detection ability if
Tac 4 Fast-talker Feat Self None
one was used against you. This trumps sense deception.
Tac 4 Powerhouse You gain +1 Strength for Strength tests only. Feat Self None
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can use this skill to call out for help as loud as you can
Tac 5 Last Breath Feat Self None
for 5 seconds while in your 2nd stage death count.
You can use this skill to set a broken limb back in place after
Tac 5 Set Limb roleplaying medically assisting the target for 1 minute. The Feat Special None
character cannot use the arm for 30 seconds.
You can use this skill on a target in their 2nd stage death
count to stop the count at its current place. You must
Tac 5 Resuscitate remain in physical contact at all times. If you are Feat Special First Aid
interrupted, the characters death count continues where it
left off.
Chapter 5
THE
ELEMENTALIST
CLASS
The Elementalist class was designed to be a heavily plot-driven concept. The Elementalist is not
considered more powerful of a class than any other. In fact the Elementalist classes embrace a few skills
from many classes, almost making them a single multi-class with a few special skills that make them
Elementalists. Yet, playing an Elementalist has certain rules, specifications, approval and most of all,
detriments. This chapter will explain all of what to expect out of this class.

Important Questions to Ask Yourself


A few questions need to be answered before the journey begins and you have to really thing about
them before you consider this path to becoming an Elementalist.

1. Do you understand that Elementalists require intense and dedicated role-play. Are you prepared
for that?
2. Do you understand that playing an Elementalist is like having a target on your back at all times?
There are forces out there that want you dead.
3. Are you also prepared to know that your character may possibly suffer a character death quite
often?
4. Do you understand that you are a manifestation of the god of your element? If you falter you
will lose your Elementalist class and powers?
5. Are you prepared to refuse to do things against your god or forfeit your powers and class?
6. Do you understand that within you lies one of the rarest components IG called an elemental
spark? This power is highly sought after and in heavy demand and many beings on the black
market will kill you for it and use it for evil? Are you prepared to be hunted for this powerful
gift?

If you can answer these questions and prepare for this class as a role-play and plot driven class,
congratulations, you might be on your way to becoming an Elementalist.
Class Earned In Game: The Elementalist class is a class that is earned IG through intense role-play
of purely dedicating yourself to the god you worship. A player is prohibited from starting the game as an
Elementalist. The reason is that an Elementalist has a spark or essence and this gift is part of the god
they worship. This special power is a limited resource of divine energy. There are not many in the world
that are capable of holding it within and those that do find it difficult to carry the burden.

A player wanting to unlock and achieve the Elementalist class should contact the Plot Department with a
detailed reason for wanting to achieve this class. It is not difficult and it is not given simply by worship of
a single god. It can only be earned by role-playing the journey to become one. There is no math to it.
The player simply shows us how badly you want to achieve this goal.

It can happen overnight, 2-3 events in, or even after a year but the journey outweighs the class skills list.

Primary Takeover: When the player earns the Elementalist class it will override and take over their
Primary Class instantly. The player will then be able to Respend their Build into their Elementalist class.
You cannot use any Unspent or Secondary Class Build on the Elementalist class. The players Primary
Class skills are recorded and filed. If the player ever loses the Elementalist class they will revert to their
original Primary Class with the same Build spent and skills. This represents that the Primary Class was
dormant inside the character all this time and freed but at a heavy cost, the loss of the Elementalist
class.

Good Aligned: You read that right, the Elementalists are considered Good Aligned. That means
that a player that ends up doing evil acts may lose their power and the Elementalist class locked or
passed on to someone else. This includes not continuing the role-play needed to remain an
Elementalist.

A player that begins to do evil acts will slowly lose their powers. An Elementalist that gains dark points is
on their way to losing their class until they can prove to the gods they really deserve it.

PATH OF THE HERETIC


A player that gains 5 Dark Points will lose access to their Manifested Weapon and Passive
5 DP
Path power until they can remove the dark points.
A player that gains 10 Dark Points will lose access to all of their Permanent Skills as well as
10 DP
the above mentioned skills until they can remove the dark points.
A player that gains 20 Dark Points will lose access to their Elementalist class and revert
20 DP
back to their original Primary Class.
30 DP A player that gains 30 Dark Points can never again have the Elementalist class.
THE STORY OF THE ELEMENTALIST
The elementalist is a unique class in which the unbearable for some, and many have given their
person that becomes one does not choose to Essence to another they deemed worthy.
become IT, IT chooses the person. For centuries,
the elementalists have been protectors of the Great sacrifice must always be given to bear this
elemental realms from which they receive their Essence.
gifts and powers. Inside each and every one of
them is what is known as The Essence or as it
has recently been dubbed, The Elemental Spark.
Throughout time, this Essence can never be
recreated; IT is the gods life essence that resides
deep inside each and every elementalist. There is
no power in the world that can duplicate the
power of the Essence, IT is just alive. The theory
is that this Essence is a living embodiment of the
elemental god that it came from. When it is
inside a person, it lives there, gifting the person
new gifts and powers to fight against the
Darkness. As time passes and this elementalist
falls and becomes one with the spirit realm, that
Essence travels to another to take host and when
the time is right, that being becomes a new
elementalist, gaining the powers of the previous
in a controlled state. The body can only handle
what the Essence feels that it can handle.

People have traveled far and wide to seek out


this power and many have not proven their
worth to bear this gift and may be chosen at a
later date. Those that have are consumed by the
Essence and their previous gifts are torn asunder
and they are reborn, an elementalist. The new
elementalist is invigorated with knowledge and
power to fight the denizens of the Darkness. They
become the gods in the mortal realm.

Many elementalists strive to gain enough


understanding of the Essence to one day, if a god
were to fall, take the place of the god and allow
themselves to be that god and take up the
mantle that was once lost. The stress is
CLOUDWALKER
The Cloudwalker, also known as the Wind Elementalist, is free of many burdens, often enjoying life as it passes
them by through the winds. They are carefree spirits that enjoy the many splendors of the world and share it
with all of those they come into contact with. Cloudwalkers are known to control the winds to protect their
closest friends and are capable of manipulating the currents to push back the enemy lines that would disrupt
their positive moods. Cloudwalkers share a kinship with song and dance and often become close allies with
bards and entertainers. For if love is to walk among the clouds than the Cloudwalker is love incarnate.

SKILLS LIST
Class Abilities: Cloudwalkers and all Elementalists are capable of manifesting a weapon of pure elemental energy. Cloudwalkers can
summon a 1-handed weapon physrep that automatically deals lightning damage. An elemental weapon has a hardness of 1 and is immune to
disarm effects. If the weapon is broken it takes 10 seconds to manifest it again. Cloudwalkers cannot wear armor as they prefer to feel the world
around them. If a Cloudwalker wears any armor they forfeit their ability to cast any spells. The Cloudwalker gains 8 vigor at startup and is
granted 8 vigor every 5 class levels after. You are immune to any fall damage including being thrown.

PASSIVE PATHS
Type Passive Description
Embrace of the Gods: For 5 minutes, you take minimal from all elemental damage
Pass Disciple None
regardless of your Elementalist class.
Blessing of the Gods: For 5 minutes, any elemental damage based off your Elementalist
Pass Priest None
class heals you instead.
Pass Zealot Wrath of the Gods: For 5 minutes, you swing +5 damage based off your Elementalist class. None
Legendary 150 Build Spent on
Pass You are able to earn the title of Exarch or Aspect.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent on
Pass
Milestone and plot team. your Character
PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 8 Empower Weapon 1 You gain +1 damage with your manifested weapon only. None
Perm 8 Empower Weapon 2 You gain +1 damage with your manifested weapon only. Empower Weapon 1
Perm 8 Empower Weapon 3 You gain +1 damage with your manifested weapon only. Empower Weapon 2
Perm 6 Elemental Mastery 1 Gain +1 damage to all Cloudwalker spells and add 5 to all movement effects None
Perm 6 Elemental Mastery 2 Gain +1 damage to all Cloudwalker spells and add 5 to all movement effects. Elemental Mastery 1

Perm 6 Elemental Mastery 3 Gain +1 damage to all Cloudwalker spells and add 5 to all movement effects. Elemental Mastery 2
You can summon an additional 1-handed weapon and wield both in combat.
Perm 10 Dual Manifestation Elemental Mastery 3
This counts as having Expert Florentine.
Perm 6 Concentration You can continue to cast spells after being struck. None
Perm 6 Lie You cannot be detected if you are lying, or telling the truth. None
You can read the lips of a target within line of sight of you. If it is broken you
only receive the information before the target moved from your sight. You can
Perm 10 Thieves Cant Lie
also speak to other rogues with this skill by holding up 2 fingers across your
chest over your heart.

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can sense and identify the aura of a target after
Tac 1 Sense Aura Spell Spell None
physically touching the target.
Off 1 Thunder Strike You deal +1 lightning damage with your manifested weapon. Spell Physical None
Off 1 Gust Packet thrown delivers a knockback 10. Spell Movement None
You strike a target from behind and they switch places with
Off 1 Switcheroo Feat Movement None
you.
TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 2 Stun A target struck in the torso area is stunned for 5 seconds. Feat Stun None
Tac 2 Uncanny Leap You can jump up to 10 steps in any given direction. Feat Movement None
You can avoid any ranged attacks including spells from the
Def 2 Dodge Feat Defense None
front.
You can use this skill to remain undetected except by
abilities that can see hidden targets. You must first break
line of sight with a target(s) which includes hiding behind a
Tac 2 Hide building or under a table as long as the target(s) did not see Feat Self None
you attempt to hide. You must place your right arm over
your face to allow target(s) to know you are hidden. You
cannot move or talk or the skill is broken.
Packet thrown deals 6 lightning damage and applies a Thunder
Off 2 Lightning Crash Spell Movement
knockback 5. Strike

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can safely move 20 steps in any direction as though you
Tac 3 Levitate Spell Movement None
were floating.
Packet thrown disarms all targets within arms distance of
Off 3 Spiral Tornado Spell Disarm Gust
the original target.
You can summon winds within arms distance of you that
Tac 3 Wind Tunnel Spell Movement None
allows allies to leap 10 steps in any direction for 1 minute.
You can defend against a physical attack against a target
within weapons distance. You must use a defense afterward
Def 3 Intercede Feat Defense Block
or take the effect. This cannot be used to defend a target
from surprise attacks.
Off 3 Winds of Ventus Target takes minimal from Lightning Damage for 1 minute. Spell Latent None
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can avoid any physical or ranged attacks, including
Def 4 Evade Feat Defense Dodge
spells, from the front and behind. Includes AoE spells.
Packet thrown deals 1 lightning damage per second for 1 Thunder
Off 4 Thunderstorm Spell Spell
minute. Strike
Packet thrown causes targets within arms distance of the
Lightning
Off 4 Howling Banshee target to take 10 lightning damage and a 10 second pain Spell Spell
Crash
effect.
You can safely remove yourself from any combat invoked by
Off 4 Withdrawal Feat Mind None
a taunt or honor combat at any time.
You can defend against a trap that you accidently triggered,
Tac 4 Trap Dodge Feat Defense None
or failed to disable.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target from behind with a small weapon and
Off 5 Whistleblower Feat Surprise None
blame the attack on another target, causing a taunt effect.
Packet thrown causes targets within arms distance of the
Off 5 Vortex Spell Spell Spiral Tornado
target to take a knockback 20 effect.
You can summon winds that deflect ranged attacks from
Def 5 Zephyrs Grace Spell Self Vortex
harming you for 1 minute.
You cannot be harmed while this spell is active. You must
Tac 5 Sanctuary have your right arm at a 90 degree angle and cannot move. Spell Special None
This is considered a rank 1 ward.
Packet thrown deals target 30 lightning and a knockback 30
Off 5 Shocking Twist Spell Spell Thunderstorm
with a 5 second pain effect.
HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Eye of the
Level 1 0 Gain the ability to point and click a knockback 5 at will for 5 minutes. Movement C
Storm
You can use this skill to fly for 10 minutes in which only ranged attacks or
spells can affect you. If you touch the ground during the duration of this
Level 10 10 Skydancer Special C
power you can still ascend into the air. You must hold your hand on a 90
degree angle and spin it in a small circle to represent flight.
Traveling You can teleport all allies in physical contact with you to a location that you
Level 10 10 Special C
Mercies have been to in the last 4 hours.
PYROMANCER
The Pyromancer, also known as the Fire Elementalist, is everything that combines discipline and fury. The
Pyromancer is trained to control the element of fire, conjure it through their souls and wield it with destructive
power through their blades. Each Pyromancer fights with two full length 1-handed blades. Through strict
meditation and precise motions with their weapons, the Pyromancer can deliver a devastating blow to the
enemy with the force of an erupting volcano. Many people say the Pyromancer is not just the guardian of the fire element but of all five
elements that keep the world of Tellus alive. One would look into the soul of a Pyromancer and see a being with no fear, with bottled up rage and
fury like the god Ignis. It is their duty to be Ignis; even when the ifrits believe themselves to be the god himself physically, the Pyromancer can say
they are the heart and soul of Ignis, and this is never questioned.

SKILLS LIST
Class Abilities: Pyromancers and all Elementalists are capable of manifesting a weapon of pure elemental energy. Pryomancers can summon
a 1-handed weapon of pure flame that automatically deals fire damage. An elemental weapon has a hardness of 1 and is immune to disarm
effects. If the weapon is broken it takes 10 seconds to manifest it again. Pyromancers can wear up to chain mail armor or less. The Pyromancer
gains 10 vigor at startup and is granted 10 vigor every 5 class levels after.
PASSIVE PATHS
Type Passive Description
Embrace of the Gods: For 5 minutes, you take minimal from all elemental damage
Pass Disciple None
regardless of your elementalist class.
Blessing of the Gods: For 5 minutes, any elemental damage based off your elementalist
Pass Priest None
class heals you instead.
Pass Zealot Wrath of the Gods: For 5 minutes, you swing +5 damage based off your elementalist class. None
Legendary 150 Build Spent on
Pass You are able to earn the title of Exarch or Aspect.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the 250 Build Spent on
Pass
Milestone rules and plot team. your Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 6 Armor Efficiency 1 You gain +5 AP when wearing armor. None
Perm 6 Armor Efficiency 2 You gain +5 AP when wearing armor. Armor Eff. 1
Perm 8 Empower Weapon 1 You gain +1 damage with your manifested weapon only. None
Perm 8 Empower Weapon 2 You gain +1 damage with your manifested weapon only. Empower Weapon 1
Perm 8 Empower Weapon 3 You gain +1 damage with your manifested weapon only. Empower Weapon 2
You can summon an additional 1-handed weapon and wield both in combat.
Perm 10 Dual Manifestation Empower Weapon 3
This counts as having Expert Florentine.
Perm 6 Elemental Mastery 1 Gain +2 damage to all Pyromancer spells. None
Perm 6 Elemental Mastery 2 Gain +2 damage to all Pyromancer spells. Elemental Mastery 1
Perm 6 Elemental Mastery 3 Gain +2 damage to all Pyromancer spells. Elemental Mastery 2
Perm 8 Weapon Caster Gain the ability to weapon cast Pryomancer spells. None
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can sense and identify the aura of a target after
Tac 1 Sense Aura Spell Spell None
physically touching the target.
Off 1 Flame Strike You deal +1 fire damage with your manifested weapon. Spell Physical None
You can strike a target in the forearm and they must drop
Off 1 Disarm any item or weapon in their possession. Target wielding Feat Disarm None
2handed weapons must release one hand for 5 seconds.
You can use a feat after it has been defended from the front
Tac 1 Follow Through Feat Physical None
for free against the same target within 5 seconds.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the torso and deal 2x base damage to a
Off 2 Crit Strike Feat Physical None
target.
You can dispel any fire-based mundane, spell, or spell-like
Tac 2 Dispel Flame Spell Spell None
effect.
Flame
Off 2 Inferno Sphere Packet thrown deals 10 fire damage. Spell Spell
Strike
Off 2 Taunt You cry out to a target within line of sight to fight you. Feat Mind None
You can remove a fear effect from yourself an ally within
Tac 2 Invoke Courage Feat Mind None
weapon distance.
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical attack from front or
Def 3 Parry Feat Defense Block
behind.
Off 3 Sunder You can reduce the hardness of an item by 1 point. Feat Physical None
You strike a target in the torso and the target takes +2 fire
Inferno
Off 3 Flame Burst damage and all targets within arms distance take 1 fire Spell Spell
Sphere
damage.
Tac 3 Restore Armor You can heal 10 AP. Spell Self None
Off 3 Armor of Ignis Target takes minimal from Fire Damage for 1 minute. Spell Latent None

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any attacks with the surprise
Def 4 Resilience Feat Defense None
modifier.
You strike a target in the torso and deal 3x base damage to a
Off 4 Power Strike Feat Physical Crit Strike
target.
You can negate up to 5 points of fire damage and add that to Flame
Tac 4 Channel Flame Spell Spell
your next melee strike. Strike
Flame
Off 4 Purifying Flames Packet thrown deals 1 fire damage per second for 1 minute. Spell Spell
Burst
You summon an aura of fire that deals 1 fire damage when a Armor of
Def 4 Burning Furnace Spell Self
target strikes you for 1 minute. Ignis
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Off 5 Sever Limb You can remove the limb of a target. Feat Physical Crit Strike
You can absorb fire damage dealt to you and heal that Channel
Def 5 Feed the Flame Spell Latent
amount in vigor instead. Flame
Packet thrown deals 20 fire to target and all other targets Inferno
Off 5 Fireball Spell Spell
within arms distance. Sphere
You strike a target in the torso and all targets within Purifying
Off 5 Pillar of Fire Spell Spell
weapons distance take +5 fire damage. Flames
You strike a target in the torso and they take 2x their current
Off 5 Overheat Armor Spell Physical Powerstrike
AP in fire damage.

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Increase all fire damage by 3 and gain immunity to pain effects for 5
Level 1 0 Fury of Ignis Physical I
minutes. This is a rage effect.
You strike a target in the torso that is wearing armor and deal 4x AP in fire
Level 10 10 Incinerate Physical C
damage. This also destroys the targets armor.
You strike the ground and deal 30 fire damage to all targets within weapons
Level 10 10 Explosion Movement C
distance and a 10 second pain effect.
SAVAGE
The Savage, also known as the Nature Elementalist, is the uncontrollable wilds of the world of Tellus. The
Savage is capable of embracing the natural world in such a way that they become it and use that power to
defend it against all those that would attempt to destroy it. Although druids protect the natural order of the
world, the Savage is its champion and calls out to the primal force to unleash hell. In the past, many creatures,
animals of all sorts have given their lives to protect Father Silvis and through it, those animals have become
protective spirits in a realm that not even a shaman or druid can enter. Only the Savage can embody, embrace,
and control those mysterious spirits. Therefore, the Savage can allow nature to enter their body and empower
them with strength, speed, endurance, agility and to combat the Darkness. It is often said that the Savage is not the one in control of their
actions; instead, the combined power of the animal spirits within them have control.

SKILLS LIST
Class Abilities: The Savage and all Elementalists are capable of manifesting a weapon of pure elemental energy. Savages can summon
ethereal claws around their arms, granting them claws that are 4 inches larger than normal claw physreps. These claws automatically deal
nature damage. An elemental weapon has a hardness of 1 and is immune to disarm effects. Although claws cannot be broken, the Savages
claws can be as they are a manifestation of ethereal energy surrounding the casters fists and arms. If the weapon is broken, it takes 10 seconds
to manifest it again. Savages can wear up to leather armor or less. If a Savage wears any armor above leather, they forfeit their ability to use
any defensive or hide abilities. The Savage gains 8 vigor at startup and is granted 8 vigor every 5 class levels after.
PASSIVE PATHS
Type Passive Description
Embrace of the Gods: For 5 minutes, you take minimal from all elemental damage,
Pass Disciple None
regardless of your Elementalist class.
Blessing of the Gods: For 5 minutes, any elemental damage based off your Elementalist
Pass Priest None
class heals you instead.
Pass Zealot Wrath of the Gods: For 5 minutes, you swing +5 damage based off your Elementalist class. None
Legendary 150 Build Spent on
Pass You are able to earn the title of Exarch or Aspect.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent on
Pass
Milestone and plot team. your Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 8 Empower Weapon 1 You gain +1 damage with your manifested weapon only. None
Perm 8 Empower Weapon 2 You gain +1 damage with your manifested weapon only. Empower Weapon 1
Perm 8 Empower Weapon 3 You gain +1 damage with your manifested weapon only. Empower Weapon 2
Perm 6 Resilient Hide 1 You gain +5 natural armor. None
Perm 6 Resilient Hide 2 You gain +5 natural armor. Resilient Hide 1
You can deal an additional +1 damage from behind with your manifested
Perm 6 Backstab Prof 1 None
weapon only.
You can deal an additional +1 damage from behind with your manifested
Perm 6 Backstab Prof 2 Backstab Prof 1
weapon only.
You can deal an additional +1 damage from behind with your manifested
Perm 6 Backstab Prof 3 Backstab Prof 2
weapon only.
Perm 10 Prowler of Man You can move while using any skill that allows you to hide at a heel-toe step. Backstab Prof 3
You can carry a small animal physrep (stuffed animal) that grants you immunity
Perm 15 Animal Spirit Empower Weapon 3
to surprise effects.
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can sense and identify the aura of a target after
Tac 1 Sense Aura Spell Spell None
physically touching the target.
Off 1 Talon Strike You deal +1 nature damage with your manifested weapon. Spell Physical None
Tac 1 Heal Nature Natural plant or beast heals 20 vigor. Spell Special None
You can use a feat after it has been defended from the front
Tac 1 Follow Through Feat Physical None
for free against the same target within 5 seconds.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Packet thrown charms natural plant or beast to you. You
Tac 2 Charm Nature Spell Mind None
must point your finger and remain in line of sight.
You can use this skill to remain undetected except by
abilities that can see hidden targets. You must first break
line of sight with a target(s) which includes hiding behind a
Tac 2 Hide building or under a table as long as the target(s) did not see Feat Self None
you attempt to hide. You must place your right arm over
your face to allow target(s) to know you are hidden. You
cannot move or talk or the skill is broken.
You can avoid any ranged attacks including spells from the
Def 2 Dodge Feat Defense None
front.
Tac 2 Uncanny Leap You can jump up to 10 steps in any given direction. Feat Movement None
You can strike a target in the torso and they take a 10 Talon
Off 2 Spider Bite Spell Stun
second stun. Strike
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can strike a target from behind with a small weapon and
Off 3 Crit Backstab Feat Surprise None
deal 2x damage.
You can use this skill in conjunction with Uncanny Leap to Uncanny
Tac 3 Jaguar Pounce Feat Movement
stun and disarm a target within arm distance when you land. Leap
Tac 3 Camouflage You can hide in foliage without detection. Feat Self None
You can strike a target while hidden without revealing your
Tac 3 Remain Hidden Feat Self None
location. You do not need to reuse the hide skill.
Def 3 Hide of Silvis Target takes minimal from Nature Damage for 1 minute. Spell Latent None

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can avoid any physical or ranged attacks, including
Def 4 Evade Feat Defense Dodge
spells, from the front and behind. Includes AoE spells.
Off 4 Unleash Savage Packet thrown causes target to attack allies for 1 minute. Spell Mind None
Vocally calling out to a target causes a target to fall under a
Off 4 Invoke Fear Spell Fear None
fear effect for 30 seconds.
You strike a target from behind and deal 2x damage and a Jaguar
Off 4 Black Widow Bite Feat Surprise
bleed effect. Pounce
You strike a target in the torso with both claws. That target
Off 4 Gorilla Slam Feat Unconscious None
is knocked unconscious for 5 minutes.
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target from behind and deal 2x damage and a 10 Black
Tac 5 Spider Queen Bite Feat Surprise
second pain effect. Widow Bite
You can add this modifier to any melee feat and the target
Tac 5 Cheetah Speed Spell Spell Evade
must use 2 defenses to stop the attack.
Tac 5 Kodiak Strength You gain +2 strength for 1 minute. Spell Self None
You strike a target from behind with both claws and they Gorilla
Off 5 Disembowel Feat Surprise
take 3x damage and a bleed effect. Slam
You strike a target from behind with both claws preventing
Crit
Off 5 Rendering Bear the target from speaking or using feats or spells for 1 Feat Surprise
Backstab
minute. Target falls unconscious after 1 minute.

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Roar of the You and all plant and beast races go into a rage and deal +3 nature for 5
Level 1 0 Special C
Lion mins. You cannot tell friend from foe except for other beast races.
You strike a target in the torso with both claws and are incapacitated. The
Level 10 10 Ravage Flesh target takes 3 nature damage per second until the hold is broken. The hold Special I
breaks when you let go.
You can use this skill to heal 1 vigor per second for 5 mins. You heal 3 vigor
Level 10 10 Regeneration Special C
per second while under a hide effect.
TIDEBRINGER
The Tidebringer, also known as the Water Elementalist, are the rarest of the Elementalists as it takes a
dedicated and strong heart to be the calm seas or the crashing tsunami. All Tidebringers know that the
goddess Elypha Aqua is life, she gives it but sometimes she may take it away. Tidebringers do what they can to
preserve the lives that need to remain in this realm to battle the Darkness. Tidebringers are known for their
healing spells and powers capable of summoning protection, yet they can still summon a weapon to protect
those that mean the world to them. Tidebringers have the ability to use the water element in ways other
Elementalists cannot with their control. Their ability to control the element of water to cover large areas to
heal or even to prevent the enemy to advance is uncanny. In battle, a Tidebringer flows like the waters, their weapon a blinding flashflood of faith
in their goal to save the world.

SKILLS LIST
Class Abilities: Tidebringers and all Elementalists are capable of manifesting a weapon of pure elemental energy. Tidebringers can summon
a staff that will automatically deal ice damage. An elemental weapon has a hardness of 1 and is immune to disarm effects. If the weapon is
broken, it takes 10 seconds to manifest it again. Tidebringers can wear up to leather armor or less for added protection. If a Tidebringer wears
any armor above leather they forfeit their ability to cast any healing spells. The Tidebringer gains 6 vigor at startup and is granted 6 vigor every
5 class levels after.
PASSIVE PATHS
Type Passive Description
Embrace of the Gods: For 5 minutes, you take minimal from all elemental damage
Pass Disciple None
regardless of your Elementalist class.
Blessing of the Gods: For 5 minutes, any elemental damage based off your Elementalist
Pass Priest None
class heals you instead.
Pass Zealot Wrath of the Gods: For 5 minutes, you swing +5 damage based off your Elementalist class. None
Legendary 150 Build Spent on
Pass You are able to earn the title of Exarch or Aspect.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the rules 250 Build Spent on
Pass
Milestone and plot team. your Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
You can tell how much vigor a target currently has and what stage death count
Perm 6 Sense Life None
they may possible be in.
Perm 8 Empower Weapon 1 You gain +1 damage with your manifested weapon only. None
Perm 8 Empower Weapon 2 You gain +1 damage with your manifested weapon only. Empower Weapon 1
Perm 8 Empower Weapon 3 You gain +1 damage with your manifested weapon only. Empower Weapon 2
Perm 6 Channel Healing 1 Gain +2 to all healing spells. None
Perm 6 Channel Healing 2 Gain +2 to all healing spells. Channel Healing 1
Perm 6 Channel Healing 3 Gain +2 to all healing spells. Channel Healing 2
Perm 6 Channel Healing 4 Gain +2 to all healing spells. Channel Healing 3
Perm 6 Channel Healing 5 Gain +2 to all healing spells. Channel Healing 4
You can channel any healing spell by counting Channel 1-10 and cast the spell
Perm 10 Fluidity of Healing Channel Healing 5
twice back to back at a single use. This only works for AoE Healing spells.
Perm 8 Meditation You can recuperate in 5 minutes instead of 10 minutes. None
TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can sense and identify the aura of a target after
Tac 1 Sense Aura Spell Spell None
physically touching the target.
Off 1 Chill Strike You deal +1 ice damage with your manifested weapon. Spell Physical None
Tac 1 Minor Heal You can heal 10 vigor. Spell Spell None
Off 1 Bind Packet thrown deals a binds effect Spell Bind None

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 2 Cure Poison Remove any Rank 1-3 poison effect and detriment. Spell Spell None
Tac 2 Water Geyser Packet thrown delivers 4 ice damage and a knockback 10. Spell Spell None
Off 2 Ice Spear Packet thrown stuns a target for 5 seconds. Spell Spell Chill Strike
Def 2 Mental Barrier You can negate a single mind effect. Spell Latent None
Tac 2 Healing Rainfall You can heal 5 vigor to all allies within weapons distance. Spell Spell Minor Heal

TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Tac 3 Lesser Heal You can heal 30 vigor. Spell Spell Minor Heal
You can instantly add an additional minute to an allys death
Tac 3 Extend Life Spell Spell None
count.
Packet thrown incapacitates a target from the neck down for
Off 3 Ice Prison Spell Spell Ice Sphere
1 minute.
Tac 3 Transfer Vigor You can transfer up X of your own vigor to heal an ally. Spell Spell None
Def 3 Shroud of Aqua Target takes minimal from Ice Damage for 1 minute. Spell Latent None
TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Healing
Tac 4 Healing Waterfall You can heal 10 vigor to all allies within weapons distance. Spell Spell
Rainfall
Cure
Tac 4 Cure Disease Remove any 1-3 disease effect and detriment. Spell Spell
Poison
When you invoke this spell, the target that struck you is
Def 4 Deep Freeze Spell Latent Ice Prison
frozen for 1 minute. They cannot speak or make any actions.
You can negate any damage or effect delivered by a single
Def 4 Negation Spell Latent None
spell.
You can negate any damage or effect delivered by a single
Def 4 Invulnerability Spell Latent None
feat.

TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
Cure
Tac 5 Remove Affliction Remove any 4-5 disease effect and detriment. Spell Spell
Disease
You can bring an ally back to life that is in their 2nd stage Healing
Tac 5 Kiss of Serenity Spell Spell
death count at 1 vigor. Waterfall
You and 2 allies holding your hands are protected by a rank 1
Tac 5 Delphinas Cloak ward. You must remain in physical contact at all times or the Spell Spell None
effect is broken.
Off 5 Unbreakable Bonds Packet thrown incapacitates the target for 2 minutes Spell Bind None
Healing
Tac 5 Fountain of Life You can heal 15 vigor to all allies within weapons distance. Spell Spell
Waterfall
HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Purification of
Level 1 0 You can remove any permanent detrimental effect from a single target. Spell C
Life
You can heal a target to full vigor along with restoring any broken or severed
Level 10 10 True Healing Spell C
limbs and up to Rank 1-3 poisons and detriments.
True You can bring an ally back to life that is in their 2nd stage death count at full
Level 10 10 Spell C
Resurrection vigor.
TITAN
The Titan, also known as the Earth Elementalist, is the living embodiment of strength. They are the strongest
physically of any Elementalist and by far any being on Tellus. They can summon the raw power of the god Terra
to move mountains, a story that is not farfetched by any means. Though most Titans are slow when moving,
the destructive power that comes from every single strike of their fists is nearly unstoppable. The Titan has a
different sense of dedication than the other Elementalists follow. They are focused on physical strength, testing
their limits daily and punishing themselves to manifest the power of Terra throughout their bodies. They train
themselves to hold the weight of the world in the same manner as Terra has for so many centuries. Titans
believe one day when the god is tired and can no longer hold the world of Tellus, one of them who has reached that pinnacle of strength and
power will take the gods place.

TITAN SKILLS LIST


Class Abilities: Titans and all Elementalists are capable of manifesting a weapon of pure elemental energy. Titans can summon jagged rocks
around their arms, granting them fists that are 4 inches larger than normal fist physreps that automatically deal earth damage. An elemental
weapon has a hardness of 1 and is immune to disarm effects. Although fists cannot be broken, the Titans fists can be as they are a manifestation
of rocks surrounding the casters fists and arms. If the weapon is broken, it takes 10 seconds to manifest it again. Titans do not wear armor as
they believe this is a sign of weakness in Terras eye. If a Titan wears any armor they forfeit their Strength and will have a Strength -1 until
removed. The Titan gains 14 vigor at startup and is granted 14 vigor every 5 class levels after.
PASSIVE PATHS
Type Passive Description
Embrace of the Gods: For 5 minutes, you take minimal from all elemental damage
Pass Disciple None
regardless of your Elementalist class.
Blessing of the Gods: For 5 minutes, any elemental damage based off your Elementalist
Pass Priest None
class it heals you instead.
Pass Zealot Wrath of the Gods: For 5 minutes, you swing +5 damage based off your Elementalist class. None
Legendary 150 Build Spent on
Pass You are able to earn the title of Exarch or Aspect.
Milestone your Class
Extraordinary You are given a special passive ability that is customized towards your character by the 250 Build Spent on
Pass
Milestone rules and plot team. your Character

PERMANENT SKILLS
Build
Type Name Description Prereq.
Cost
Perm 8 Empower Weapon 1 You gain +1 damage with your manifested weapon only. None
Perm 8 Empower Weapon 2 You gain +1 damage with your manifested weapon only. Empower Weapon 1
Perm 8 Empower Weapon 3 You gain +1 damage with your manifested weapon only. Empower Weapon 2
Perm 6 Resilient Hide 1 You gain +5 natural armor. None
Perm 6 Resilient Hide 2 You gain +5 natural armor. Resilient Hide 1
Perm 6 Resilient Hide 3 You gain +5 natural armor. Resilient Hide 2
Perm 6 Resilient Hide 4 You gain +5 natural armor. Resilient Hide 3
Perm 6 Resilient Hide 5 You gain +5 natural armor. Resilient Hide 4
Perm 10 Weight of the World You are immune to any and all break and sever limb effects. Resilient Hide 5
Perm 15 Strength You can use this skill to gain +1 Strength. None
Perm 15 Strength You can use this skill to gain +1 Strength. None

TIER 1 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical melee numerical
Def 1 Block Feat Defense None
damage from the front.
You can sense and identify the aura of a target after
Tac 1 Sense Aura Spell Spell None
physically touching the target.
Off 1 Hammer Strike You deal +1 earth damage with your manifested weapon. Spell Physical None
Tac 1 Powerhouse You gain +1 Strength against Strength tests only. Feat Self None
You strike a target in the torso with both fists and deliver a
Off 1 Throw Feat Movement None
knockback 10 in any direction you choose.

TIER 2 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the torso and deal 2x base damage to a
Off 2 Crit Strike Feat Physical None
target.
You strike a target in the torso and they must take 5 steps
Off 2 Knockback Feat Movement Powerhouse
backwards.
You strike a target in the torso with both fists and the target
Off 2 Grapple Feat Physical Throw
incapacitated. Strength vs Strength will break the effect.
Tac 2 Rock Throw Packet thrown deals 6 earth damage and disarms target. Feat Disarm None
You can increase the hardness of your manifested fists by +1
Def 2 Stone Fists Spell Spell None
for 1 minute.
TIER 3 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any physical attack from the front or
Def 3 Parry Feat Defense Block
behind.
Off 3 Sunder You can reduce the hardness of an item by 1 point. Feat Physical None
You can defend against a physical attack against a target
within weapons distance. You must use a defense afterward
Def 3 Intercede Feat Defense Block
or take the effect. This cannot be used to defend a target
from surprise attacks.
You can deal base damage to all targets within weapons
Off 3 Whirlwind Feat Physical None
distance.
Off 3 Armor of Terra Target takes minimal from Earth Damage for 1 minute. Spell Latent None

TIER 4 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You can defend against any attacks with the surprise
Def 4 Resilience Feat Defense None
modifier.
You strike a target in the torso and deal 3x base damage to a
Off 4 Power Strike Feat Physical Crit Strike
target.
Your strength is doubled against Strength tests only for 1
Off 4 Juggernaut Feat Special Powerhouse
minute.
You can meld with a stone after a 5 second count of melding
Tac 4 Meld with Stone 1-5. You must have your right arm at a 90 degree angle and Spell Meld None
cannot move.
You can negate any damage or effect delivered by a single
Def 4 Invulnerability Spell Latent None
feat.
TIER 5 FEAT/SPELLS
Style Build Name Description Type Effect Prereq
You strike a target in the limb and they cannot use it
Off 5 Break Limb Feat Physical None
indefinitely until fixed.
You strike a target in the torso and deal + 10 earth, target is
Off 5 Rock Smash Feat Physical Whirlwind
then knocked unconscious for 1 minute.
Crushing You can grapple a target and deal 1 earth damage per
Off 5 Feat Physical Juggernaut
Mountain second until the hold is broken.
You strike the ground and all targets within weapons Power
Off 5 Shockwave Feat Physical
distance take a stun, disarm effect, and knockback 10. Strike
You can outstretch your arms and create a hardness 5
unpassable wall of stone until arms are put down. This is not Meld with
Def 5 Fortress of Stone Spell Spell
a ward and can only be dispelled at will or destroyed if the Stone
walls hardness is reduced to 0.

HEROIC POWERS
Level Build
Name Description Effect Type
Cost
Tenacity of You gain + 1 Strength and + 10 healable vigor for 5 minutes. This can be
Level 1 0 Physical I
the Mountain used in your 1st stage.
You can reduce the hardness of an item by 1 point for each strength
category you currently have. This cannot be increased by powerhouse or like
Level 10 10 Destroy Physical C
skills. Each sunder must be defended separately. Your next strike deals + 2x
the amount of sunders used by this skill.
Moving You double your size which than doubles your current vigor and you gain +1
Level 10 10 Special C
Mountain Strength for 5 minutes.
Chapter 6
GAMEPLAY
RULES
This chapter has the general list of the rules of
the game, including effects, damage types,
weapons and armor, and combat.

Effects and Detriments


There is a very basic, but important rule that must be followed. If a player is affected by a certain power,
then the power has an effect on them.

Area of Effect: Some skills in the game may produce an area of effect, or AOE. AOE skills usually have
a radius specified by the skill. The center point of an AOE can vary. Any target within the radius of the
skill is affected by said skill. Please refer to specific skills for full information.

Bind Effect: Bind effects mean that at least one of the targets limbs is immovable or unusable. Bind
effects last for 1 minute unless otherwise stated.

Bleed Effect: If a character falls to 0 vigor while under a bleed effect they will instantly fall into their 2nd
stage death count. Bleed effects last for 1 minute unless otherwise stated by a skill. Bleed effects are
only removed by skills that specially state so.

Blind Effect: A blind effect prevents a character from using any skills. A player should not close their
eyes while under this effect as this is a safety hazard. Blindfighting trumps this effect.

Blink Effect: Targets position is displaced and changed by magical means. Target is considered OOG
during this movement, and is unaffected by any abilities unless otherwise stated.

Break Effect: A break effect will completely make a limb of a target inert. The target cannot use that
limb until it is healed by an effect which specially counters break effects.

Disarm Effect: A disarm effect will force a target to drop a weapon or item that they are holding in their
hand for 5 seconds before being able to pick it back up. If an item or weapon is held in 2 hands, a disarm
effect will force you to remove 1 hand for 5 seconds. You may disarm shields. If you use disarm against
a fist or a claw, the fist or claw cannot be used for 5 seconds. The phys rep does not need to be
dropped.
Damage Over Time Effect: A damage over time or DoT effect is when a target takes damage over a set
amount of time. An example of a DoT effect is the wizard spell Maelstrom which deals 2 damage
instantly and 1 damage per second after that for 1 minute. In some instances, a class grants a caster a
proficiency to deal more damage with spells. If this is apparent in your DoT spell, the additional damage
given by the proficiency is granted only to the initial burst of the spell. In the case of Maelstrom, the
additional damage from the proficiency is added to the original 2 damage, not the damage dealt per
second.

Fear Effect: A fear effect will force a target to role-play as though they are fearful of the source of the
fear effect.. Furthermore, the affected target may only attack the source of the fear effect once every 10
seconds Fear effects are their own type effect and are not considered mind effects. Fear effects last for
1 minute unless otherwise stated.

Incapacitate Effect: A target under an incapacitate effect is unable to move from the neck down. The
target may still speak, but cannot move or use skills unless otherwise stated in said skill. Incapacitate
effects last as long as stated in the specific skill, and are broken by 10 points of damage or 1 detrimental
effect, such as break limb.

Latent Spell Effects: A latent spell effect is a spell that is placed on a target and must be invoked to have
an effect. By default, all latent spell effects stay latent or inactive for 4 hours or until invoked. If 4 hours
pass and the spell has not been invoked, then the spell dissipates and must be recast on a target. Once a
latent spell effect is invoked, its duration or effect will vary depending on the invoked effect. If a caster
attempts to place a latent effect on a target that already has that specific latent effect cast on them, the
spell is used, and the target does NOT gain an additional use of the specific latent effect. This means
that a target can benefit from a latent negation spell and a latent invulnerability spell but 2 latent
negation spells. You cannot use a latent effect to defend against a surprise attack.

Meld Effects: You combined with something and you are no longer there. This makes you undetectable
until the effect ends. The hand symbol is holding your arm at a 90o angle throughout the effect. This is
not a hide effect, you cannot use skills or talk while in a meld effect, but you can see what is around you.

Mind Effects: Anything that affects a targets mind or psyche is considered a mind effect, or mental
effect. Mind effects must be defended by using something that specifically defends against a mental
effect, such as Willpower. Refer to the specific skill for duration.

Movement Effect: A movement effect will force a target to move. Refer to specific skill for distance and
direction.

Pain Effect: A pain effect will force a target to role-play as though they are in pain. A target may not use
any skill during a pain effect unless otherwise stated. The duration of the effect will be stated in the
specific skill. . This effect ends if a target is dealt 10 points of damage or takes 1 detrimental effect, such
as break limb. This functions like a stun effect.
Rage Effect: Under a rage effect all targets are seen as enemies, but follow a specific threat order of who
to attack first. 1. Targets currently attacking rager. 2. Targets fighting around the rager. 3. Targets with
weapons drawn around the rager. 4. Targets with weapons sheathed around the rager. 5. Target with no
weapons. Bonuses from rages do not stack with each other. Example Barbarian and Primal Rage do not
stack for +7 damage.

Sever Effect: A sever effect will completely remove a limb from a target. The target must role play as
though they do not have the limb. The target also takes 5 vigor per minute until the limb is restored.

Self Effect: A self effect is when a skill can only be cast or used on the caster and cannot be cast on
another target.

Slowness Effect: A target affected by a slowness effect must move at a heel-to-toe pace for the duration
of the effect. This effect ends if a target is dealt 10 points of damage or takes 1 detrimental effect, such
as break limb. Lasts 1 minute unless otherwise stated.

Stun Effect: A stun effect temporarily stops a target in place for 5 seconds. The target cannot take any
actions or speak while stunned. 10 points of damage or an offensive feat, such as break limb, will break
the stun effect. A player cannot be stunned while under a current stun effect; the new stun will simply
break the previous stun effect.

Sunder Effect: Sunders reduce the hardness of an item by 1 no matter what. If an item reaches
Hardness -1 it is considered broken and must be repaired before it can be used again. If sunders are
delivered to fists or claws that arm cannot be used for 10 seconds.

Surprise Effects: A surprise effect is when an attack difficult to defend because the target was caught off
guard. Surprise effects can only be defended defenses that specifically counter surprise effects. Surprise
effects cannot be defended by latent effects.

Unconscious Effect: An unconscious effect is when a target is knocked out or put to sleep. A target
under an unconscious effect is unable to move, use skills, or speak. A character that is unconscious
cannot be KB. A character will remain unconscious for 5 minutes unless awoken by being dealt 10 points
of damage, 1 detrimental effect, such as break limb, or a skill that counters an unconscious effect.
Other Gameplay Rules
Drinking Potions and More: A player drinking a potion, applying a poison or anything that would fall
under this category must first physically remove the item card they wish to use from their
bag/pouch/pocket and then verbally state a count of 1-3 before consuming a potion. An example would
be drinking 1, drinking 2, drinking 3 before any effect is applied to the character.

Searching: A character can search another character to obtain items off of that character. The searching
character must RP searching for 30 seconds to retrieve a single item. A character can be interrupted
from completing a search through damage or a negative skill effect. Multiple characters can search a
character, but which ever character made the physical contact first and initiated the search first will
receive an item first and the next character may or may not retrieve another item afterwards depending
on the amount of lootable items the character had on them. Searching may only be done to a character
that is unconscious, sleeping, or has been KB.

Theft and Pick Pocketing: A player that attempts to pick pocket another player must clip a clothespin on
a target without being detected by the target or anyone watching the thief. The clothespin must be
attracted a maximum of 6 inches from where you are pickpocketing. Meaning if you want to pickpocket
a targets front pocket, you must place a clothespin within 6 inches of that pocket. Afterwards you must
report to a marshal. If there is no loot in that specific pocket or location the robbery was unsuccessful.
The thief can only take an item that is at least palm size.

A player that is attempting to rob a players belongings MUST report to a marshal first before making
any attempts. The marshal must be present at all times to protect the targets personal belongings if
they happen to be in the area of the robbery. A player cannot rummage through another players
personal belongings, ever.

Strength Categories: A player may purchase increased strength through a racial or class skill. A character
with a higher strength than another character will always win any physical contest such as grappling or
be able to lift an object or a person that requires a specific strength category. A character with a certain
strength category will also deal additional damage with melee weapons. A player can increase their
strength through multiple purchases of skills from different sources, but a player is incapable of
surpassing Strength 5 except through magical means or skills that allow temporary strength increases.

STRENGTH AND DAMAGE


Normal Strength 2 Strength 3 Strength 4 Strength 5
+0 Damage +1 Damage +2 Damage +3 Damage +4 Damage

STRENGTH AND LIFTING


Normal Strength 2 Strength 3 Strength 4 Strength 5
Heel-Toe Slow Pace Normal Pace Faster Pace Run
Combat Rules
Some of the most intrinsic and important rules to discuss are combat rules. Combat is a large part of any
game and having a full understanding of the combat rules is essential to playing the game. You must
always make an effort to fight as safely as possible. Combat Safety will be discussed more in depth in a
later section.

Melee combat is a very common aspect to most games. In order to participate in any melee combat, you
are required to have an approved boffer or latex weapon and/or shield. There are basic rules which
govern how melee combat works. Ranged combat, while not necessarily as abundant as melee combat,
is also an important part of the game.

All combat, be it ranged or melee, requires an approved physical representation, physrep for short.
Real weapons or shields are not used. All approved combat tools are either boffer or latex. Boffer
weapons are constructed with duct tape, PVC pipe, pipe foam, and open cell foam. Latex weapons are
constructed with a fiberglass core, liquid latex,
foam, molds, and latex paint. Boffer shields are
made from wood, closed cell foam, duct tape,
paint, leather straps, and handles. Latex shields
are made in the same general way latex
weapons are made.

Weapons: All weapons and shields must be


approved by an appropriate marshal or
approver at any game. All boffer weapons must
be constructed with 1/2-inch or 3/4-inch PVC
pipe, properly fitted 5/8inch thick PVC pipe
foam, duct tape, and open cell foam, with 2-inch thrusting tips (open cell foam) on both ends. Latex
weapons can be approved on a case-by-case basis. All boffer shields must be made with 5/8-inch pipe
foam and duct tape covering all exposed edges of the shield. Latex shields are governed under the same
rules as latex weapons. Other types of physreps may be approved on a case-by-case basis as well,
including Calamicil and boffers made from kite pole or graphite.

Thrown Weapons have their own set of rules for physreps. Unlike a typical boffer or latex weapon, a
thrown weapon cannot contain a core. However, aside from the lack of core, thrown weapons are
constructed in the exact same way a normal boffer or latex weapon would be constructed.

All weapons fall into a certain size category; this will determine the lengths of the physreps that your
character can use. Please keep them in mind if you decide to construct your own boffer weapon. Some
items have cross-over sizes. In this case, those physreps can be used to physrep any weapon type it
qualifies for.
Weapon Rules
A character must have all items that they carry on their person physrepped at all times. As such, using
one physrep for multiple in-game items is not something that can be done in the midst of a combat
situation. Please note that an item card or inventory sheet will ultimately govern what a characters
physrep represents in-game.

Bow and Crossbows: All attacks with a bow or crossbow must be delivered via packet with a count of
aiming 1 through 5 and then the packet being thrown.

Shield and Polearm Ruling: If a player has the skill to use Shield and Polearm the Polearm can only be 60
inches and only be used as a thrust and cannot be swung normally. This is a safety hazard to other
players nearby. If a player has a latex weapon as their Polearm, a Rules Marshal will check the weapon
to ensure it can safely be used in a thrusting manner.

All of the weapon types listed below can be used to call damage. There are various skills in the game
that dictate how much additional damage can be called with a particular type of weapon. Unless
otherwise specified, the amount of damage that can be dealt is dependent upon the type of weapon,
the material the weapon is made from, and any special properties that the weapon may have from
permanent magic or from skills used by a smith when the weapon was crafted. The type of damage that
a weapon deals is dependent upon what the weapon is made from IG and if any Supernatural Powers
are affecting the weapon. By default, all mundane weapons strike for normal damage which is called by
simply saying damage after the numerical value of what a person strikes for.

Weapon Base Damage Overall Length Min/Max in inches

Fists/Claws 1 Damage 18

Small Weapon 1 Damage 18/24


1-handed 24/44
2 Damage
Weapon
2-handed 45/62
4 Damage
Weapon
Staff 2 Damage 60/72

Polearms 4 Damage 60/78

Bastard Weapon 2 Damage/ 3 Damage (1-handed/2-handed) 40/49


Small Thrown 6/12
1 Damage
Weapon
Bow and NA
6 Damage
Crossbow
Damage Types: There are various damage types that exist. Each damage type exists because there
are various entities and magics that can exist in the world. All damage types except for Normal are
either strong against certain creatures or have some other special property.
Note: Playable races, including the elemental races, do not count as x-based entities.

Damage Type Description


This is the most universal damage type. It has no special properties.
Normal
Call this damage type by saying Damage after the numerical value of your strike.
Magic damage is the universal damage type that some arcane spells in a game might
Magic deal. Magic Damage is usually needed to harm particularly powerful creatures.
Call this damage type by saying Magic after the numerical value of your strike.
Null damage is the universal damage type that many spellbender spells in a game might
Null deal. Null Damage is capable of bypassing armor.
Call this damage type by saying Null after the numerical value of your strike.
Fire damage is a type of elemental damage.
Fire
Call this damage type by saying Fire after the numerical value of your strike.
Ice damage is a type of elemental damage.
Ice
Call this damage type by saying Ice after the numerical value of your strike.
Lightning damage is a type of elemental damage.
Lightning
Call this damage type by saying Lightning after the numerical value of your strike.
Earth damage is a type of elemental damage.
Earth
Call this damage type by saying Earth after the numerical value of your strike.
Nature damage is a type of elemental damage.
Nature
Call this damage type by saying Nature after the numerical value of your strike.
Rot damage is a type of damage.
Rot
Call this damage type by saying Rot after the numerical value of your strike.
Silver damage is a type of damage.
Silver It does double damage to supernatural, based entities.
Call this damage type by saying Silver after the numerical value of your strike.
Acid damage is a damage type for certain alchemical concoctions and spells.
Acid It does double to metallic armor (not leather or cloth).
Call this damage type by saying Acid after the numerical value of your strike.
Light damage is a type of divine damage.
Light It does double damage to dark-based entities.
Call this damage type by saying Light after the numerical value of your strike.
Dark damage is a type of divine damage.
Dark It does double damage to light-based entities.
Call this damage type by saying Dark after the numerical value of your strike.
Infernal damage is a type of damage.
Infernal damage dealt is unable to be healed by any means for 5 mins. However
Infernal
infernal damage can never bring you to lower than 1 vigor.
Call this damage type by saying Infernal after the numerical value of your strike.
Other Weapons Rules
Aside from what has been described earlier in the chapter, there are some additional rules governing
weapons IG. By default, no one can use a weapon, just as no one can wear armor. A skill needs to be
purchased in order to allow someone to wield a weapon. Specific classes grant benefits governing what
weapons and armor can be equipped.

Additionally, all physical damage and skills that strike a weapon are considered blocked and will have no
effect. The only exception to this is if a skill specifically has an effect against a weapon. If a weapon is
broken from a skill, the weapon must be repaired. Until then, the weapon cannot be used. In the event a
character has multiple weapons, they may use the same physrep for their other in-game weapon,
provided that the physrep appropriately represents the other weapon that they have. However, a
person should have all items that they carry on their person physrepped at all times. As such, using one
physrep for multiple in-game items is not something that can be done in the midst of a combat
situation.

Wearing Armor
Armor: Armor has a rating, called Armor Points or AP, that grants the wearer additional protection
against physical attacks and spells. By default, no one in a game can wear armor, just as no one in a
game can use a weapon. Specific classes can allow someone to wear armor. Some skills can be
purchased to grant additional armor points to armor worn.

Armor Slots: In order to measure the amount of AP and qualify what a piece of armor constitutes,
there are armor slots. Each armor slot counts as a slot where a piece of armor, for the purposes of AP
calculation, can be worn. There are 8 total Protection slots: Head, Neck, Torso, Arms, Hands, Shoulders,
Legs, and Feet. More than 50% of a persons out-of-game corresponding armor slot must be covered by
an approved piece of armor in order for that slot to qualify as being covered by armor, and therefore
grant AP for the slot being covered.

Slot Cloth Bone L. Leather H. Leather Chain Scale Plate


Torso 1 2 3 5 8 10 12
Other 1 1 1 2 3 4 5

Armor Mixing: Characters may decide to mix different armor pieces. When mixing armor, each armor
slot must still be covered at least 50% by an appropriate physrep. Each piece of armor will grant a
separate amount of AP which will be dependent upon the type of armor that is being worn in that
particular armor slot and any skills that the character has from a class that affects AP granted by
particular armor types.
Armor Layering: Armor layering is the act of wearing one type of armor on top of another. An example
of armor layering would be a character who wears a leather chest plate on top of a chainmail hauberk.
To calculate AP with armor layering, you add the full AP of the outermost layer and half the AP rounded
up of the inner layer. Only the Head, Neck, Torso, Arms, Shoulders, and Legs can be layered.

Armor Material: Some materials that armor can be made from will grant the armor special properties.
In order for the character to benefit from these special properties, the character must have the torso
armor piece, as well as at least two other armor pieces made from the same materials.

Armor & Waylay: The Waylay skill can be prevented by wearing head protection made from chain or
better. The head or neck must be covered in at least chain armor to prevent waylay. As a costuming
note, we prefer that both head and neck be covered, however only one or the other is required.

Natural Armor: Some creatures in the game have natural armor. Natural armor is similar to AP granted
by armor, but it is part of the character, like scales or hardened skin. It counts as normal AP and follows
all of the same rules. Since natural armor is part of a characters body, it usually does not need its own
physrep.

Natural Armor Regeneration: A character with natural armor can regenerate 2 points of natural
armor per minute during their recuperation period.

Shields: Shields, like armor, are a tool for protection. Shields in the game can only be a maximum of 39
inches in total diameter or 39 inches in length along an edge. All physical damage and skills that strike a
shield are considered blocked and will have no effect. The only exception to this is if a skill specifically
has an effect against a shield, such as Sunder or Cleave. Shields can also be used to protect against
packets. If a packet hits a shield the spell is negated and has no effect unless a spell specifically has an
effect against a shield such as a Knockback or Bind effect. Shields cannot protect against packets that
cause an AOE unless a skill permits the bearer to defend against it.

Hardness Value and Rules


Every breakable item has a hardness value. The hardness value of an item is determined by the
materials it is made from, any magical effects that are affecting the item, and the manner in which the
item was crafted. Items that have a hardness level higher than the item being used to try to break it are
immune to those break effects. In other words, in order to break an item, the item that a character is
using to break it must have a hardness value equal to or greater than the target item that the character
is attempting to break.

Any item with Hardness can be destroyed. When an item is destroyed it cannot be repaired and
reforged. The amount of times an item can be destroyed is equal to the items Hardness. Therefore, a
Hardness 1 item can be broken once and then it is destroyed. A Hardness 5 item can be broken 5 times
before it is destroyed. Any item destroyed cannot be repaired and will have to be remade new. Lastly,
less damage and more Hardness for weapons made of specific materials.
Spell Casting Rules
Spell casting requires specific phrases that must be spoken by a
character. Then, the character may throw a spell packet at a
target in order to affect a target with the skill or spell they are
trying to utilize. Spell verbals will vary depending on the class.
A player can create their own spell verbal with approval by a
plot marshal. The spell verbal must have at least 7 syllables and
pertain to the class.

Characters must always use the most appropriate verbals


associated with any given spell. For example, this means that a
character that has a spell granted to them by a specific class
should use the verbals associated with that class for skills;
however, other skills that same character may possess which
are granted as a result of another class, for example, would use a separate verbal that is appropriate for
that class.

When using a spell, by default, the character must remain uninterrupted. Therefore, any numerical
damage or physical skill with a negative status effect which affects a character while he or she is in the
process of speaking a spell verbal will interrupt the spell. If a spell caster is interrupted, the spell verbal
must be restated. Interrupted spells have no effect. A spell that has been interrupted will be considered
spent and the player expends a use of the spell. A player can avoid being interrupted by purchasing
specific skills in their class that grant them the ability to continue casting a spell verbal even after being
interrupted.

Spell Packets: Spell Packets are physreps for the bits of energy that are thrown by a character when
they utilize a spell. Spell packets are small squares of cloth, tied or sewn closed, and filled with bird seed.

Wards: A ward is a protective barrier that physical or spell-like effects cannot penetrate, including
verbal/mental effects such as spellsongs. The majority of wards are rank 0 wards that a player can cast,
but there is a possibility that a ward IG could be much stronger in rank. A ward can only be broken by a
weaken ward effect that reduces the wards ranking by 1 point or greater depending on the skill used.
When the ward is reduced to -1 it shatters and the effect is destroyed and removed. The distance of a
ward is described in the specific skill that creates the ward.
Chapter 7
RULES AND
VIOLATIONS
Combat Safety Rules
Safety is of the utmost importance to us. It is vital to have a firm grasp on all of the combat rules for this
reason. It is also the reason why there are limitations on weapon and shield construction. While we
understand that realism and historical accuracy are important, safety is even more important. For this
reason, we will provide the following list of actions that are against the rules:

Charging Charging can be defined as someone forcefully approaching someone else, resulting in
unwanted physical contact during a combat situation. This can include, but is not necessarily limited to,
running at an opponent at full speed and not stopping before running into them, or slowly but forcefully
pushing yourself through a line of fighters to get behind them.

Head Shots A Head Shot is a physical strike, melee or ranged, which strikes the target in the throat or
head. Under no circumstances are Head Shots allowed.

Groin Shots - A Groin Shot is a physical strike, melee or ranged, which strikes the target in the groin
area. Under no circumstances are Groin Shots allowed.

Turtling Turtling is the act of using any form of static or unmoving cover, particularly a shield, to
prevent another person from being able to strike you in a legal area. An example of Turtling would be a
person kneeling down behind a maximum sized shield and only keeping their head visible. The head is
an illegal target, but is the only target that can be struck. Another example of Turtling would be a person
who holds their shield out as far from their body as possible and keeps their feet and legs as far back as
possible. A person who is standing and fighting with various legal areas of their body exposed for a
potential strike, who use and move their shield too quickly to be struck is NOT Turtling.

Shield Bashing Shield Bashing is using your shield offensively by swinging it at a target, or by thrusting
your shield toward an opponent, often with the intent of throwing them off-balance. Defending yourself
with a shield by standing your ground against a person who charges you is NOT Shield Bashing.

Baseball Batting Baseball Batting is swinging a weapon with an inappropriate amount of force and/or
too large of a trajectory. Baseball Batting could be a person wielding a Great Weapon who winds their
swing up and clubs someone as hard as they are physically capable of doing. Generally, no more than a
90 degree swinging arc is recommended for fighting.
Machine Gunning Machine Gunning is when a person rapidly swings their weapon(s) faster than once
every second per weapon. Machine Gunning is particularly evident when a person is swinging so fast
that you cannot understand the damage or effects that are being called by the person who is swinging
the weapon. Machine Gunning can also include swinging a weapon at less than a 45 degree arc of
trajectory and/or solely using wrist movement to swing a weapon.

Pommel Protection Pommel Protection is not taking the effect of a strike that wholly connects or
mostly connects but grazes off of a shield, weapon, or some other defense that would otherwise
normally stop the effect from affecting a target. In order for a weapon or shield to stop the effect from
a weapon strike, the weapon strike must be clearly and solidly blocked. If the weapon strike is not
solidly blocked, at least for the most part, then it is considered to have an effect.

Weapon Whipping Weapon Whipping is inappropriately using a boffer or latex weapons inherent
outof-game physical construction to gain an unfair advantage over an opponent in-game. An example of
Weapon Whipping would be constructing a maximum length pole weapon and holding the weapon as
close to the aft end as possible and whipping it, or wiggling it, in front of an opponent. Another example
of Weapon Whipping would be to flick a weapon and have its own inertia cause the weapon to bend
and strike a target.

Packet Whipping Packet Whipping is using excessive force to throw a spell packet, which may result in
causing physical injury to the target. When throwing a spell packet, you should never wind up your
throw like a baseball pitch or throw the spell packet as hard as you can at a target.

Packet Lobbing Packet Lobbing is intentionally arching a spell packet when throwing it so that it bears
down on an individual, or group of people, resulting in an increased risk of striking someone in the head
or face with the packet. Arching a packet this way, even if you are trying to hit someone in the center or
back of a group, is unsafe and illegal.

Lazy Fighting Lazy Fighting is being apathetic or showing a general disinterest or lack of heightened
urgency or awareness while in combat. Lazy Fighting is against the rules because people who are
apathetic in combat situations are not as cautious as if they were attentive and treated the situation
with urgency. It is also a severe break of game ambience.

Wild Fighting Wild Fighting is wildly and/or inconsiderately fighting with wide swings, which may also
result in Shield Bashes, Charging, Head Shots, Groin Shots, etc. Wild Fighting is one of the most severe
types of combat violations.

It is ultimately up to a qualified Marshal to determine whether or not a person has violated any of the
combat rules. In the case that a combat marshal does find that someone has violated the combat rules,
the combat marshal is required to issue a penalty to the violator. These penalties are known as
Combat Violations.
Rules Violations
Similar to Combat Rules in spirit, the game has certain rules that must be abided by or a player will
receive a Rules Violation. Rules and Rules Violations are similar to Combat Rules and Combat Violations,
with some differences in the specifics.

Miscounting Miscounting is the intentional or unintentional over-use of a characters skills, or


extending the time or duration of a skill, spell, or effect. Miscounting is a severe transgression and will
result in harsh Rules Violations.

Meta-Gaming Meta-Gaming is the intentional or unintentional use of out-of-game knowledge to


garner or disseminate in-game information that would otherwise not have been available at that time.
An example of Meta-Gaming could be if a PC disguises his or herself to assassinate another PC while
they slept, and the target of the assassination realizes out-of-game that they were assassinated by that
particular character in-game, so the target of the assassination uses their out-of-game knowledge to go
after the character in-game. Another example of Meta-Gaming would be having knowledge that one
character of yours would have, such as the true identity of a spy, and using that knowledge as a different
character that would otherwise not have had that information.

Skill Bolstering Skill Bolstering is using a skill, spell, or effect as though the character has access to it
when they dont. An example of Skill Bolstering would be a character without Strength 2 calling extra
damage all the time, and always calling Strength 2 when performing an activity where doing so would
assist the character.

Cheating Ultimately, we expect people to abide by the rules as we have written them. We ask and
expect people to use common sense and deductive logic while adhering to a code of moral ethics when
it comes to determining whether or not a particular action is against the rules. Qualified Rules Marshals
will always have the final say as to whether or not someone has violated the rules, and will always be
required to explain why it is a violation of the rules.

It is ultimately up to a qualified Marshal to determine whether or not a person has violated any of the
non-combat rules. In the case that a Marshal does find that someone has violated the rules, said
Marshal is required to issue a penalty to the violator. These penalties are known as Rules Violations.

Conduct Violations
Not conducting oneself appropriately is against the rules. Adhering to the rules of Conduct is something
that must be done at all times and any violation of this will result in extremely harsh penalties, up to and
including pressing criminal charges against severe transgressors.

Conduct Violations can be given for a number of reasons. There are two major reasons, however, that a
Conduct Violation is issued. The first is bringing illegal substances or alcohol to the game. Six Element
Games, LLC and its staff do NOT condone the use or distribution of illegal substances OR alcohol at
events. Violators will be handled accordingly and prosecuted to the fullest extent of the law.

The second major reason for a Conduct Violation is harassment. Harassment of any kind will NOT be
tolerated, and may result in suspension and possible expulsion from future events. This includes
behavior in and out of game, both on the website and on the playing field. Under NO circumstance
should a player EVER use their character as an excuse to harass someone. The violator will be handled
accordingly and may face possible criminal charges. Please keep in mind that the goal of this game is for
people of different ages to come together and share in their love of LARPing.

Violations
Players that receive any violations will be spoken to by a Director about their conduct, and a course of
action that appropriately fits the misdeed will be decided upon.

This course of action can be anything from verbal warnings, to reducing build/service/immersion points,
all the way up to permanent expulsion from the game. We reserve the right to decide upon appropriate
actions as we see fit should a players behavior negatively impact the game.

We want to have a healthy, fun, happy game environment, and to do so we have to work together. If
you have any issues with other players, please report them to a PR Rep as soon as you can.

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