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The Savar’Aving are a matriarchal race of cat-people who resemble humanoid hunting cats. Somewhere deep in the dark forests of Felnir lays their capital city Mrrnall. Their society is ruled by women and views male Savar’Aving as second-class citizens. It is rare to find a dominant male Savar’Aving who is free and even more rare for him to survive for long. The Savar’Aving are a strong, proud race with deep ties to nature and the mysterious Grey Elves. They have recently suffered a catastrophic plague of necromantic origin that killed many of their people and then turned them unto Undead. The few Savar’Aving that survive today struggle to put to rest their Undead sisters and attempt to rebuild their once great society. This fate fell upon the Savar’Aving around the same time as the Fulmination and the disappearance of the mysterious Grey Elves. The Savar’Aving were
originally known simply as the Savar, but those who survived the plague began to call themselves Savar’Aving to remind themselves that, no matter what fate throws at them, they will triumph.
Nine Lives (Purchased): When a Savar’Aving has used up their free deaths, and is flipping for Final Death, they may use this skill. The skill must be activated after the Savar’Aving’s “Death Count” but before the death flip. If the Savar’Aving fails the flip s/he may then flip an additional time. This skill cannot be stacked and is only usable once per death. This skill is usable once per day, per purchase.
Natural Claws (Automatic): Savar’Aving can choose between being declawed at birth or keeping their claws throughout their life. The choice must be made at character creation and the effect is permanent. Should a Savar’Aving keep their claws they are restricted from using any other weapon or shield. A Savar’Aving with claws receives a free proficiency in [Medium Weapons Group Proficiency: Claws] and may use one claw boffer weapon (See Chart 6-1 – Weapon Creation) in their good hand and nothing in their off hand. They may buy specialization with them as Medium Weapon Specialization: Claws. Should a Savar’Aving purchase the skill “Ambidexterity”, they may use a second claw boffer weapon in their off-hand. Savar’Aving claws are to be used as weapons of their size, with the exception that they cannot be destroyed or disarmed. Savar’Aving claws otherwise act like regular weapons for the purposes of augmentation and may be enchanted with Battle Magic spells and even master-crafted as medium weapons.
Plagued (Automatic): While the worst of the plague seems to have past, its effects on the Savar’Aving people still linger. As a result, all living Savar’Aving take double damage from the Dark and Necromantic sources of Magic. As with all racial vulnerabilities, damage from either of these spheres will bypass any thresholds a Savar’Aving might have. Furthermore, should a Savar’Aving enter their death count via Dark or Necromantic Magic, they will immediately rise as a mindless lesser Undead, cursed to destruction. The Savar’Aving’s Body points will be restored but not their Armour Points. This Undeath does not grant the Savar’Aving the special abilities of Undead like Sense Life or Psionic immunity. However, they will still suffer all the negative effects such as Control Undead and quadruple damage from the Healing Sphere. While in this form, the Savar’Aving may not use their spells or abilities and may only swing base weapon damage. Nothing short of resurrection or divine intervention will return the Savar’Aving back to life. This Undead form will last 24 hours or until the Savar’Aving is slain.
The Gargylen are a sentient race of half-construct, half-living gargoyles. Originally slaves, they have since broken free from the oppressive yoke of their mage creators. This construct race has proven that they have free will and are sentient. They have also developed a method of reproduction. Very little is known about them, and they have no recognized territory or homeland. A Gargylen’s skin is stone grey and often hardened, making them less susceptible to conventional weapons. All Gargylen are horned and although some have wings, they are all flightless. They are an enigma, and questions surround their purpose or moral standings. Most seem to possess an instinctual need to protect the innocent, although this is certainly not the case with all Gargylen. Gargylen characters will be no older than 20 when they come into game. Gargylen babies mature into adults in six months
Stone Skin (Purchased): A Gargylen who has purchased this skill has learned a finer degree of control over their crafted body. When the skill is used, the Gargylen’s skin becomes as hard as stone, making them less susceptible to all weapons. The Gargylen must declare “Innate Stone Skin” and proceed to complete an uninterrupted 30 second count. Once this count is completed, for the duration of 1 hour a Gargylen gains temporary Body points based on the Gargylen’s level. At 1st level the Body bonus is 20 Body points, at 5th level it is 30 and at 10th level it is 40. These Body points act as normal Body points with the exception that they are damaged and removed first from the Gargylen’s Body point Total and cannot be healed or refit. While Stone Skin is active, the Gargylen suffers double damage from all spells that damage into Body, such as Ego Rend, etc. This double damage will extend past the bonus Body points allotted by Stone Skin and will carry over onto the Gargylen’s permanent Body points. Stone Skin may be ended by the Gargylen with an uninterrupted 30 second count. If the count is interrupted the skill is not considered used, but the count must be restarted. A Gargylen’s Stone Skin will not affect, in any way, their Armour Points or any other magical or non-magical protections. This skill is usable once per day, per purchase.
Alternative Healing (Automatic): A Gargylen may be healed as if his/her body was made of armour. Any Blacksmith may Refit a Gargylen as they would any suit of armour. Every 1 minute of Refit will heal the Gargylen 10 Body. See Blacksmithing skill for more detail. Should the Gargylen enter their “Bleed” count, any use of the Blacksmith skill to heal / Refit will pause the “Bleed” count much like the First Aid skill does. If the Blacksmith is interrupted, or stops Refitting the Gargylen, the attempt will fail and the Gargylen will continue their “Bleed” count from where s/he last left off. Any successful Refit while in the “Bleed” count will heal the Gargylen to 1 Body.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Gargylen has gone though, beyond what is standard for their race and grants +5 Body. This skill can only be purchased twice throughout the character’s entire existence.
Healing Limitation (Automatic): Although a Gargylen possesses the same living organs as most other races, they are still part construct. As a result, the normal methods of healing and first aid will not function. A Gargylen may only heal damaged Body points with the Blacksmithing skill. Gargylen cannot have Body points restored by 25 magic, Alchemy, or the First Aid/Physician skills, although First Aid may still be used to halt a Gargylen’s bleed count and raise them to 0 Body. A Life Spell will still function as normal.
Mountain Dwarves come from the mountainous lands of Gerdain. They are famed miners and smiths, though they may specialize in any number of trades. All dwarves sport a full beard and, although they are generally shorter than humans, they are on average stockier and hairier.
Resist Toxin (Automatic): Allows the user to “Resist” any toxin, poison, or disease which strikes them externally, be it Magical or non-Magical in nature, once per day. The user may choose which toxin to resist and when. When a Resist Toxin goes off it gives off a white flash of light. Resist Toxin will not protect the user from ingested toxins. As a racial benefit, it may be used to “Resist” Chemistry.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Mountain Dwarf has gone though, beyond what is standard for their race and grants +5 Body. This skill can be purchased only thrice throughout the character’s entire existence.
Restriction: Gas Globes & Magic Items (Automatic): Dwarves have a hard time using magic items and alchemical gas globes, partially due to their clumsy and thick fingers and also because of their distaste for both. In dwarven culture, magic items with activation words are considered “cheating” and frowned upon. Gas globes are rarely used among dwarves due to their resistance to toxin. All dwarves must activate magical items twice in order to get a single use out of them. This does not use up two charges, instead they must state the incant twice in succession instead of once. This disadvantage does not apply to magic items which are “always on” or otherwise do not have activation requirements. Also, gas globes must be prepared for 6 seconds instead of the standard 3 seconds before they are thrown
High Elves are a long-lived race that make their home in the forests of the known world. All High Elves are graceful, artistic and magically inclined. Although wise, they are perceived by other races as arrogant and rude. The original High Elven capital was Suvant, which disappeared shortly after the Fulmination. The High Elves that remained have set up a refugee camp on a small island south off the shoreline. Suvant has since returned, floating in the air about the new island settlement of Day’ten.
Magical Aptitude (Automatic): This skill gives the High Elf one free Battle-Magic spell-slot on character creation. This free spell-slot can be used to store any spell s/he can cast, up to their highest-level spell-slot. This free spell-slot in no way contributes to their pyramid or the prerequisites needed to raise it. Aside from that limitation, this free spell slot functions in every other way like a normal purchased slot. Example: A High Elf Mage with 1 purchased 4th level spell-slot may use Magical Aptitude to gain an additional 4th level or lower spell, determined at their reset.
Resist Psionics (Purchased): Allows the user to “Resist” any effect from the Psionics Sphere of Magic as well as all Charm-based attacks. Charm-based attacks are considered effects which change your emotional state or control your mind in any way. This includes effects such as fear, berserk and controlling your friendship and loyalties. Effects that control your body, such as sleep and paralyze, are not considered charming magics, however they are effects within the Psionics Sphere of magic and thus an elf could resist them. Specific examples of charms are a Hobling’s Taunt ability, a Bard’s Songs of Aversion and Love, the following alchemy: Confusion, Charm, Enrage, Enthrall, Feeblemind, Forget, Hallucinoid and Puppet, the spells Hallucinoid, Charm and Forget plus Ritual charm spells and monster effects which are charm-based. This may be used once per, day per purchase.
Death’s Doors (Automatic): High Elves have always held a deep spiritual attunement to the forests and the land. Recent events have weakened this attunement, and in doing so have weakened the High Elves connection to the Spirit world. Should a High Elf enter their death count s/he will only have 3 minutes to receive a Life Spell instead of the standard 5 minutes allotted to other races.
Dark Elves are an underground dwelling race that is sensitive to sunlight. Because of this, Dark Elves shun the surface-world during daylight hours. The Dark Elf capital of Antioch lies deep in the earth. Antioch has a dark reputation for unspeakable acts, treachery, and murder. It is said that beneath every cellar in Antioch lies a secret passage into the underworld. The Dark Elves are mistrusted by the other races, mainly because of their dark reputation, as well as their natural aptitude with Alchemy and Chemistry.
Natural Chemists (Automatic): Dark Elves have a natural affinity for alchemy and are trained from an early age to use it offensively against rivals. All Dark Elves are capable of throwing alchemical gas globes and do not need to purchase any skills to do so.
Spite Blood (Purchased): Generations of living underground and eating the local flora has caused Dark Elven blood to gain a slight toxicity. Drawing a small amount of blood and enhancing it with their talents as natural alchemists allows Dark Elves to produce a single dose of lethal toxin in the form of an alchemical gas globe. It takes 1 minute to draw enough blood to create a globe and does 1 Body point of damage to the Dark Elf. The globe can only be used by the Dark Elf who created it. When thrown, the Spite Blood globe will do 10 Normal Alchemical Poison damage. A Dark Elf who has purchased Spite Blood multiple times may stack together up to three doses to create a single gas globe of increasing damage. These doses must be stacked at the time of creation and cannot be combined once manufactured. A single dose will do 10 damage, two doses mixed together will do 25 damage and finally 3 doses combined will do 50 damage. Spite Blood gas globes are considered blood for the purposes of Wytchcraft, vampires, etc. When thrown, the call is “X Normal Alchemical Poison” and can be resisted with standard anti-toxin defenses / resistances. Each purchase of this ability allows the creation of 1 dose.
Diurnal Vulnerability (Automatic): Between the hours of 6 AM and 6 PM and while outside of darkness, Dark Elves may not be healed by any means other than by First Aid, a Life spell, Physician or Ritual Magic. If a Dark Elf enters an enclosed structure that includes a minimum of three walls plus ceiling for more than 10 minutes, they will regain their susceptibility to all forms of healing. Between the hours of 6 PM and 6 AM, Diurnal Vulnerability does not apply no matter the amount of light present.
Wild Elves do their best to co-exist with nature, believing that the beasts and land are here for far more than simple exploitation. They consider few things worse than taking more than you need from the world. Examples of this would be mining expeditions, industrial forestry or commercial fishing. While they are intelligent enough to understand the ways of civilization and industrial progress, they choose to live a life outside of it. Wild Elves have no formal cities or homeland and tend to live in nomadic tribes.
Chosen Enemy (Automatic): Upon character creation, the Wild Elf must choose one Chosen Enemy racial group against which they are additionally effective. The reasons for this vary from Wild Elf to Wild Elf. Some Wild Elves despise a race that at some point has done great harm to them, their family or the natural balance of the forest. Others have learned to hunt their Chosen Enemy to support their tribe, with no particular emotional investment. A player can choose as their Chosen Enemy racial group one of the following: Angels/Demons, Animals, Bestial, Brood, Constructs, Draconic, Dwarves, Elementals, Elves, Fae, Goblinoids, Humanoids, Plants, Spirit, Undead, Vermin (spiders, ants, etc.) The Chosen Enemy ability will grant the Wild Elf a +1 damage bonus on any melee or ranged weapon while fighting against their Chosen Enemy. This bonus will increase +1 for every 3 levels the Wild Elf gains. +1 at first level, +2 at fourth level, +3 at 7th level and so on. This damage bonus will not carry over to any other racial group, but does apply to any race within the racial group. For example, a Wild Elf with Chosen Enemy: Elves does bonus damage against Dark Elves, High Elves, Wild Elves, etc. Chosen Enemy cannot be changed after character creation.
Nature’s Cache (Purchased): Once a day per purchase, a Wild Elf is able to construct a small temporary shelter for themselves and up to 4 allies chosen at the time of creation. This 10 foot by 10 foot area provides multiple benefits and lasts 1 hour or less. It can only be constructed outdoors, but functions on any terrain. To use it the Wild Elf should affix their Nature’s Cache tag to a location, which then becomes the center of the cache.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Wild Elf has gone though, beyond what is standard for their race and grants +5 Body. This skill can only be purchased once throughout the character’s entire existence.
Armour Restriction (Automatic): Viewed as abhorrence to nature, a Wild Elf will never equip Armour made primarily of steel, iron, or any other metal. This disadvantage does not apply to metal buckles, fasteners or studs used to hold or reinforce the Armour. This penalty does not apply to metal weapons, items and objects not used as Armour, but proper role-play should still be observed.
Distant cousins to the Faerie Folk, Wood Fae are rumoured to have been born of magic within the forests of the world. This may account for many of the Wood Fae having an affinity to natural creatures. Quite contrary to their faerie folk cousins, the Wood Fae have an extreme dislike for all forms of charms and will go to nearly any length to oppose mind-altering spells or effects. They are not only averse to practicing Charming Magics themselves, but are even able to remove Charming effects from others. They are for the most part very carefree and friendly. They generally live a polygamous lifestyle, though they rarely keep one mate for more than 10 years.
Charm Break (Purchased): This ability has two functions. Firstly, it can allow the user to “Resist” all charmbased
attacks. Charm-based attacks are considered effects which change your emotional state or control your mind in any way. This includes effects such as fear, enrage and controlling your friendship and loyalties. Effects
that control your body, such as sleep and paralyze, are not considered charming magics. Specific examples of charms are a Hobling’s Taunt ability, a Bard’s Songs of Aversion and Love, the following alchemy: Confusion, Charm, Enrage, Feeblemind, Forget, Hallucinoid, and Puppet, the spells Hallucinate, Charm and Forget plus Ritual charm spells and monster effects which are charm-based. Resisting in this manner uses up the ability. The second function is the ability to break an active charm effect on another person. This can only be accomplished through 10 seconds of talking to the Charmed character then declaring “Innate Charm Break” while touching them. Doing this uses up the skill for the day and creates a visible effect like any racial resistance does when it is used. Charm Break is usable once per day per purchase.
Lust for Life (Automatic): A Wood Fae’s natural attunement to the forest and all things living has given them a lust for life that other races lack. Should a Wood Fae drop into their “bleed count” they are given a full two minutes before entering their “death count” rather than the standard one minute.
Iron Aversion (Automatic): Wood Fae will take double damage from any source using the suffix “Iron” in its damage call. Carrying iron items is permitted, but doing so will cause great discomfort and should be roleplayed accordingly. This disadvantage applies to damage taken to both Armour and Body. As with all racial vulnerabilities, iron damage will bypass any thresholds a Wood Fae might have.
Orcs, or “Green-Skins” as they are commonly called, are a fierce and combative goblinoid race. Orcs normally organize themselves into tribes and clans that consist of ogres, kobolds and other goblinoid races. The largest of these clans is Clan Sprawn in the East, although recent reports suggest something is amiss for the goblinoids in that Clan. Orcs appreciate strength and skill in combat above all things. They are less intelligent than a stupid human is, but generally stronger and more disciplined.
Immune to Fear (Automatic): Whether brave or stupid, Orcs cannot suffer the effects of fear. The immunity is always active. Orcs should call ‘Resist’ when fear effects are used on them.
Orcish Constitution (Purchased): Purchasing this racial grants an orc the combination of Strength Point Bonus and Body Point Bonus. Furthermore, when an Orc has 50% or less of their total natural Body points (rounded down) they gain +1 damage to all melee weapon swings. This skill may only be purchased once.
Charmable (Automatic): The same mental toughness that grants Orcs immunity to fear also causes them to be susceptible to Charm effects. Any alchemical, magical or natural attack that copies the effects of the Charm spell (or the Charm alchemy) will function as a Puppet alchemy instead, with the exception that a Puppet Antidote is not required to remove it. This means that instead of only being susceptible to friendly suggestions, the Orc will blindly follow any commands, including suicidal orders.
Note that this only applies to effects that copy the Charm spell specifically, not all charm-like effects such as Taunt, Love, Feeblemind, etc. Although the potency of the effect is increased, its duration is not and the Orc will have full memory of all events when the charm wears off or is remove by standard means.
A small, peaceful people with furry feet and hands, bushy eyebrows, and fuzzy sideburns, Hoblings in general, are a peace and comfort-loving race. Most are horrified by violence, and are easily scared off by the slightest danger. However, there are still a great many that find themselves in awe of the world and travel it attempting to learn about (and experience) everything. They are fun loving and mischievous, enjoying anything that is exciting despite whatever possible danger there may be. These are the Hoblings most often encountered by the other races, since they travel the world over. These Hoblings are often considered an annoyance by other races, but the Hoblings still greatly enjoy the company of any people and love to tell and listen to stories of adventures. All these Hoblings really wish to do is have fun, and enjoy life to its fullest.
Racial Dodge (Purchased): Allows the subject to dodge any attack, so long as it is not a trap of any kind, or some other unreasonable damage-causing incident, such as falling off a tower. This skill is usable once per day per purchase. It is not possible to dodge a Surprise Attack, Power Word or Massive damage.
Taunt (Automatic): This skill allows the Hobling to Taunt a target, inciting him/her into combat. The target will immediately attack the taunting Hobling, ignoring all other targets until the Hobling is on the ground unmoving, out of line-of-sight, or physically unobtainable. The target is still free-willed and able to fight with strategy and cunning but s/he must attack immediately, and must target the taunting Hobling. After the Hobling is down or has left line-of-sight, the target may then choose to stop combat if s/he wishes. In order for this racial to be effective, the Hobling must actually taunt the target with 2 more insults, declare “Innate Taunt” then hit with a successful packet strike. This skill is automatically given on character creation, cannot be purchased for multiple uses and is only usable once per day. Hobling Taunt is considered a Psionic attack but is a racial and cannot be resisted by anything short of another racial ability. Some example taunts are: “Go soak your head in a bucket. Then some fool might mistake it for a helm and therefore mistake you for a knight” and “You have something on your face. Oh wait! That is your face!”
Small Size (Automatic): Hoblings can only purchase proficiency and specializations from the Simple weapon and Exotic weapon groups. No exotic weapon may be used that is greater than 16 inches but other weapons (such as staves in the Simple Group) are not affected.
Humans are the most populous of the sentient, civilized races. They range widely in appearance, culture and diversity.
Character Point Bonus (Automatic): Humans begin with 50 extra CP upon character creation.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Human has gone though, beyond what is standard for their race. This skill can only be purchased once throughout the character’s entire existence.
An extravagant, passionate and amicable people, the Ajaunti (“Aja” for short) are a nomadic and colourful race. Where and when the Aja culture came to be is a mystery. Full of life, love and celebration, the Aja place high value in songs, dancing, and storytelling. Life never stops moving, so the Aja never stop moving either. Wanderers by choice and welcoming of strangers, Aja “clans” slowly criss-cross the continent in large caravans, following the weather and the winds of fate. The Ajaunti are always willing to share their wine, campfires and wisdom with any willing to join them.
Eyes of the Mother (Automatic): When the Blood Curse which prevented all Ajaunti from casting magic was removed, it was replaced with a boon by an unknown benefactor. Perhaps it was a benevolent God who felt pity on the Ajaunti for what was done to them, or perhaps it was the Ancestors of the Aja themselves. Whatever the source, Ajaunti cannot be surprised with violence, as if a greater power is always watching over them. All Aja are immune to the Surprise prefix. The defensive call for Eyes of the Mother is “Foresight!”. It may be used at will.
Ancestor’s Wisdom (Purchased): When heroism is required, the Ajaunti gift for inspiration can rake the coals of greatness in others. To initiate Ancestor’s Wisdom, the Ajaunti must tell a story of how one of their ancestors overcame adversity or performed an act of heroism to inspire those who listen. The story must last at least one minute but may go longer if desired. After the minute has passed, the Ajaunti may then choose one or more targets from the audience to receive a boon from the ancestors. This is done by touching the forehead of the listener and declaring “Ancestor’s Wisdom (Type)”. The nature of the story told will determine what wisdom the Ajaunti is trying to pass along to their audience and all recipients must be granted the same type of boon. If a second Ajaunti is present during the story, they may add to the story to increase the potency of the boon. The Ajaunti assisting in the story must either speak for one additional minute or must play music during the tale. The assistant does not need to expend their own use of Ancestor’s Wisdom to participate. If over 10 Aja members of the same clan (including the Aja using Ancestor’s Wisdom plus their assistant) are present for the ceremony, it will become even more powerful. These additional clan members may participate or may simply observe. Ancestor’s Wisdom may be used once a day per purchase, but each type of ceremony may only be performed once a month. There are four types of ceremonies that the Ajaunti may choose to perform: Ceremony of Courage: Performing this ceremony will extend the bleed and/or death counts of up to 3 targets for the next hour. If a single Aja performs the ceremony it will add a minute to the target(s) bleed counts. If assisted, it adds a minute to both bleed and death counts. If 10 or more clan members are involved, it will double the duration of both counts (2 minutes/10 minutes for most species).
Ceremony of Celebration: This ceremony will create a permanent item for each target of the ceremony. Examples would be wedding gifts for a couple getting married, medals for acts of bravery, a knife in a coming of age ceremony, etc. These items will gain no effect beyond being permanent and they cannot have been magically enchanted to begin with. They are vulnerable to damage like normal but a bride’s crown of flowers will never wilt, a medal will never tarnish, writing on paper will never fade, etc. If they are kept by the recipient for 1 year they will turn into catalysts of a type and emotion desired by the owner. Players who have items made for them in this way must visit NPC camp for the tags at some point prior to the event ending. A single Aja can create 1 item. If they have an assistant, they can create 2. If 10 or more clan members participate, the items will become catalysts instantly.
Ceremony of Hex Breaking: This ceremony will allow an Ajaunti to remove any one curse that has inflicted a target. It will permanently remove any minor curse. If an assistant is used, the Ceremony of Hex Breaking may temporarily remove Greater Curses for 1 hour. If 10 or more clan members are present, then the ceremony may effect up to 3 targets simultaneously and has a chance to permanently remove Greater Curses with shaper approval. The target does not have to be conscious for this effect to take place, though they cannot be in their death count.
Ceremony of Mourning: This ceremony grants the ability to communicate with the ghost of a departed (final death) spirit for 10 minutes, so long as the final death occurred within the past year. The spirit must be willing to participate and a Shaper or marshal is required to perform this ceremony. Sprits spoken to in this manner cannot recall anything about their death and they cannot speak, but they can hear and respond with body language. If an assistant is used, the ghost can speak. If more than 10 members of the clan are present, the spirit remains for an hour. This is considered a great favour to ask of an Aja and it is not without risk – sometimes the act draws the attention of other restless spirits, who will be attracted to the Aja who performed, hours after the ceremony is completed.
Lost in Memories (Automatic): When an Ajaunti dies, they have the normal 1 in 10 chance of remembering their death. If they fail to remember, Aja lose 24 hours of memories, not the standard 1 hour. In addition, if an Aja forgets their death there is a 50% chance that they will bring something back with them. When this occurs, the Aja will know it has happened upon resurrecting but will not know any further details. This can take 3 forms, chosen by a Shaper:
1) A cursed item returns on their body. These items are always negative and can only be removed via a Remove Curse. The item’s history and specifics of the curse will be decided by the Shaper.
2) A restless spirit materialises within 1 day’s travel of where the Aja resurrected. This ghost will attempt to find the Aja and will seek their aid in putting their spirit to rest.
3) A hostile Undead arrives via the Deadlands, typically a wraith or spectre. It instinctively knows where the Aja can be found and will locate the Aja within 24 hours, seeking to destroy them.
A semi-nomadic people, the Einher are very superstitious by nature. Though the Einher enjoy being shockingly vulgar, they are very serious about any conduct that may berate them or their kin. As such, they tend to avoid berating others, unless they are looking for a fight. For an Einher it is important to know the difference between a friendly jab at someone and the sort of thing that blood will be shed for.
The Einher have an irrational fear of fog, whether magical or natural. They will suffer from the effects of paranoia and/or hallucination if confronted by fog. The thicker it is, the worse the effects. This fear is strictly roleplayed. The Einher detest Ice Elves to the point of hatred. Throughout their history, the Ice Elves have attempted to force the worship of Pandora upon them, causing much bad blood between the two civilizations for the last 100 years.
Resist Cold (Automatic): Resist Cold allows the user to “Resist” one cold-based effect. As a Racial Ability, it may be used to “Resist” Ritual Magic. This skill is automatically given on character creation, cannot be purchased for multiple uses, and is only usable once per day.
Berserker Rage (Purchased): A Northman can incite in himself a powerful Berserker Rage. The character must cry out “BESERK!” for a ten-count, i.e., “Berserk 1, berserk 2, berserk 3…” while working themselves into a frothing frenzy. For the duration of one combat, the character gains +1 Strength, +5 Body, and is immune to Fear effects. From the point at which the fight ends, it takes 5 minutes for the effects of Berserk to wear off. The character cannot will the rage to end sooner and must continue to fight so long as opponents are visible. This skill is usable once per day, per purchase.
Body Point Bonus (Purchased): This skill represents extra constitutional training the Einher has gone though, beyond what is standard for their race and grants +5 Body. This skill can only be purchased once throughout the character’s entire existence. Strength Point Bonus (Purchased): Built on raw physical power, your strength rating will determine how much your character can push, lift and throw. This skill can only purchased once throughout the character’s entire existence.
Hell’s Embrace (Automatic): The Einher live for battle. It is their belief that if they final in combat, their souls travel to a great hall where they will fight and drink for eternity. It is every Northman’s fear that they will die alone outside of combat. Einher who die outside of combat have a 50% chance of taking two deaths on their character card for the one they take in game. An Einher who has died outside of combat will first flip a coin to determine if the death taken is counted as one or two, then the deaths are applied to their character card, and finally, if required, an additional flip(s) to see if they succumb to final death.
Mercenaries are pure warriors. These fighters devote their lives to the perfection of the warrior's arts such as tactics, weapon skills, wine and questionable pleasures. They have little patience for higher learning or courtly manners, preferring instead to focus on weaponry and amour and their uses. Mercenaries rarely die of old age or broken hearts.
Rangers are warriors who prefer the wild to cities. Many Rangers are trained as guardians and scouts for their Lord's domain. Since most of their time is spent in the wilderness, Rangers are naturals at learning woodland type skills such as Bow and Alchemy. A Ranger may spend their entire career chasing poachers and rogue animals or they may be their Lord's Master of the Hunt. They have been used in the past as long-range spies.
Templars are the embodiment of the scholarly warrior. These warriors have chosen to spend their time studying the scholarly arts as well as the warrior’s arts. While a Templar will never be as refined as a warrior or scholar in their respective specialties, the Templar is far more versatile and potent in their own way
Assassins, the exception to the rogue generality, are specialists. They specialize in stealth, and the ability to kill silently with brutal precision. Assassins are used in many ways and can be found in all walks of life. They are not always cold-blooded killers and are used by many nobles as spies and scouts.
Nightblades are a hybrid of all the rogue classes, a Jack-of-all-trades. They tend to be very diverse in their studies and can always be relied upon to surprise you when you least expect it. Nightblades tend towards occupations such as forgers, smugglers, and thieves. Usually bred in the cesspool of the urban world, Night blades live by their cunning, taking what they wish, dodging the long, but slow arm of the law.
Witch Hunters are a hybrid class who are specially trained to fight against one or more specific spheres of magic. The reasons for this vary from Witch Hunter to Witch Hunter, sometimes it’s motivated by personal hatred, other times they’ve simply decided on this path of training. Whatever the reason the effect is the same. In order to accomplish this task they’ve combined the arts of stealth and magic in their training. Witch Hunters have at least one “hated sphere” which they train to counter with their own powerful abilities.
This training results in the Witch Hunter never being able to learn how to use any sphere of magic they oppose with the exception of magical items. All of their class abilities can only be used against the spheres of magic they oppose, ritual or Battle Magic, and will not work against creatures which naturally cast those spheres, like angels who cast Light. Each Advanced sphere of magic counts as a single sphere of magic for the purpose of skill purchases.
Druids are scholars who tend to be most comfortable using the Nature sphere and feel a kinship to plants and animals. There are many different types of Druids, from the guardians of the forest to those who consider 44 themselves friends of the Fae. Able to shape-shift into animals and create powerful sentient Henges, Druids also dabble in Alchemy and some physical skills. Often seen as the counter-part to Rangers, Druids sit on the magic side of the fence, whereas Rangers sit on the physical side. Less common in large urban areas, Druids are a natural fit in the dangerous outdoors that Underworld events typically use as backgrounds.
Practitioners of the arcane arts, these students of the more esoteric fields of study bring power to word and deed. The most difficult and slowest class to follow; they gain their power slowly, but are unmatched when higher levels are achieved. You can identify a beginner in the arcane arts by their well-built running legs; and a Master by their paunch, grown by long hours spent in Ritual Circles.
They are musicians, storytellers, poets, Skalds and mythmakers. Bards are the creative pulse in every tavern, town and festival and their songs and stories breathe life into an otherwise drab and dreary existence. A Bard performs for the masses, uplifts the downtrodden and entertains the rich. As a Bard you are required to possess at least one audible style of performance and it is expected that you are reasonably competent at it. Some examples of audible performance would include dramatic storytelling, musical instruments requiring skill, poetry or singing. Bardic instruments do not need to be tagged. Bards tend to shy away from combat and battle, focusing more on entertaining then fighting.