Archer Adv.
Barbarian Adv.
Bard Adv.
Cleric Adv.
Druid Adv.
Fighter Adv.
Mage Adv.
Monk Adv.
Rogue Adv.
Vampire Adv.
Artificer Adv.
Cultist Adv.
Other Adv.
Progression Card Basic XP not required for Level 1 of Class
1.
%
2.
%
3.
%
4.
%
5.
%
6.
%
7.
%
8.
%
9.
%
Master Master Class: After this point, Characters can now uptain Master Level Classes. (Max 1)
10.
%
11.
%
12.
%
13.
%
14.
%
15.
%
Reputation Reputation: When reputation is reached raise a choosen Stat by 1.
Minor Fame: Stat:
/3LP
Renown: Stat:
/3LP
Legend: Stat:
/3LP
Archer
Archer
Archers specialize in using bows for Ranged Combat. Most Archers begin to learn their trade hunting in the wilderness. Some continue to specialize in wilderness survival, while others can be found in armies or outlaw bands.
Aim is used by Archers to hone in on Targets and deliver the arrow with enhanced accuracy. Doing so allows them to do aim better, do additional damage, and other feats.
Basic
Archer 1
Archer 2
Archer 3
Survivalist
Archers are masters of long range combat, and one of the very few classes that provide training in bows. Archers gain the ability to quickly nock arrows and even fire while moving. By using their Aim skill, Archers can increase their range, dmg, armor bypass, avoid friendly fire, as well arc their shots or go for a powerful bullseye. Archers may also fletch arrows, making arrows that do poison or fire dmg.
Multiclass
Ranger 1
1. Dog Trainer
2. Archer 2/1
+
Druid 1/2 OR Archer 3
Ranger 2
1. Survivalist 2 (2 Environments)
2. Archer 3
+
Ernok OR Archer 2
+
Druid 2
Expert of the bow and the wilderness, the Ranger is a master of survival. Rangers can be the difference between life or death in dangerous remote areas, as they are experts at hinting game and transversing the most hidden of paths. Rangers keep a dog that not only helps them hunt, but also battle monsters. Rangers can use the herbs they find for both healing salves and dangerous poison. Some Rangers even study certain kinds of monsters so they may dispatch them all the more efficiently.
Bandit 1
Criminal
+
Archer 2/1
+
Rogue 1/2
Bandit 2
Archer 2
+
Rogue 2 + Leader 1
Bandits combine the bow skills of the Archer with the dismissal of authority of the Rogue in order to enrich themselves at the expense of others. They are excellent at shooting distracted opponents in the back as well as robbing the local roads. Bandits also tend to charismatic individuals who can recruit loyal followers into the service of their criminal enterprises.
Magic Archer 1
Archer 2/1
+
Mage 1/2
Magic Archer 2
1. Scholar (Cosmological Studies 1)
2. Archer 2
+
Mage 2
A Magic Archer is trained both in the ways of the bow, but also in the arcane arts. Magic Archers can be Mages who left behind the cloistered life for a more adventurous profession or archers who decided studying the arcane arts would make a perfect addition to their capabilities. Magic archers use specially prepared arrows which are activated through an incantation that uses their bow as the point of concentration. This allows them to shoot arrows that explode, inflame, freeze, home on targets, and much more.
Archer Advanced
Marksman 1
Archer 3
Marksman 2
Athlete (3 Levels)
Very few can match the aiming ability of the Marksman. They are also known as snipers who may hit targets before they even know they are in danger. A Marksman has honed his aim to elite levels and is often known far and wide for their ability to hit trick shots that would be impossible to anyone else. A Marksman can use his aiming skills to do additional dmg, ricochet shots off surfaces, pin limbs to walls, shoot multiple arrows at once, and even shoot other arrows out of midair.
Scout 1
Archer 3
Scout 2
Athlete (3 Levels)
Scouts are Archers who have an unmatched mobility. They often use their skills to get behind enemy lines and bring forth fast arrows upon their foes before they even know what is happening. Archers can nock arrows while moving or even falling or running. They can also use their aim to increase their dodging ability or deliver powerful point blank shots.
Mounted Archer
Archer 3
+
Rider 3
The Mounted Archers combines deadly archer precision with the swiftness of horseback to powerful effect. This skills is utilized heavily by the nomadic tribes of the eastern grasslands who have defeated enemies who far outnumber them using these ancient and deadly skills. A Mounted Archer may ride and shoot together without any penalty and may even increase dmg if riding toward their target.
Archer Master
Deadeye
Elite Character
+
Marksman 1
+
Athlete (4 Levels)
+
Sense 3
The most deadly archers in the world are known as Deadeyes, and it said if you're able to see their eyes, you're already dead. A Deadeye is an archer who is almost incapable of missing his target and can hit pretty much anything they can see with ease. Their incredible aim allows a wide variety of aim bonuses. If allowed to get eyes on their target, the Deadeye may use their Killshot doing extreme dmg.
Legendary Outlaw
Elite Character
+
Bandit 1
+
Crimminal ( 20 Rep. )
+
Cha 3
Both loved and feared, few have the reputation as the Legendary Outlaw. These figures are famous far an and wide for their exploits, often heroic, cruel, or both depending on the teller. One thing all agree upon though is the Legendary Outlaw is dangerous. They can shoot two arrows as quick as one and are often followed by a large gang of other feared criminals under their command.
Master Spell Shot
Elite Character
+
Magic Archer 1
+

Scholar ( Cosmological Studies 1 )
+
Int 2
+
Sense 2
There is said to a kind of magic, created by arcane charged arrows shot at high velocity, that can only be wielded by a Master Spellshot, who takes both archery and magic to their highest combined effectiveness. Supposedly this are was invented by the High Elves of the Misty Isles and it's practitioners are exceedingly rare. Those who do master the art can use their bow as a magic shield, create platforms and portals from thin air, or fire the powerful Nova Arrow, leaving a crater of destruction wherever it strikes.
Archer 1
Basic
Can't use Abilities in Heavy Armor Shooting Skill:
+
1
D
to Hunt and Shooting Challenges.
Fletch
Downtime
Dex
+
Int
1S: Make an Improvised Arrow.
Quick Firing
Quick Fire
Quick Reload: May Nock Arrow as a Free Action.
Practiced Nock: May Nock an Arrow as an Active Action.
Aim
Aim Points represent an archer's concentration and are directed at a single Target.
Aim Points are lost any Round not doing the Aim Action.
Aim
Free
Sense
+
1
D
Can be done whenever an arrow is nocked or nocking.
1S: +1 Aim towards Target.
Not Shooting This Round
:
+
Int
/2  Aim
1 Aim
:
+2
D
to Shoot. (May do twice.)
1 Aim
:
+2
D
to Friendly Fire Check.
1 Aim
:
+.
1 Aim
:
Bypass
:
+
Sense
.
Archer 2
Basic
Can't use Abilities in Heavy Armor Shooting Skill:
+
2
D
to Hunt and Shooting Challenges.
Fletch
Downtime
Dex
+
Int
1S: Make an Improvised Arrow.
2S: Make an Arrow into a Quality Arrow.
1S: Make an Arrow+Poison into a Poison Arrow.
2S: Make a Bolt into a Quality Bolt.
Quick Firing
Quick Fire
Practiced Nock: May Nock an Arrow as an Active Action.
Quick Reload: May Nock Arrow as a Free Action.
Aim
Aim Points represent an archer's concentration and are directed at a single Target.
Aim Points are lost any Round not doing the Aim Action.
Aim
Free
Sense
+
1
D
Can be done whenever an arrow is nocked or nocking.
1S: +1 Aim towards Target.
Not Shooting This Round
:
+
Int
+
1
D
/3  Aim
1 Aim
:
+2
D
to Shoot. (May do twice.)
1 Aim
:
+2
D
to Friendly Fire Check. (May do twice.)
1 Aim
:
Bypass
:
+
Sense
+
1
D
.
1 Aim
:
+3
D
Bleeding.
1 Aim
:
+2
D
Dmg.
1 Aim
:
+. May do twice.
1 Aim
:
Shot to the Leg cause 2
S
Knockdown (Resist w/
Fort
+
Agl
).
1 Aim
:
Impressive Shot:
+
Cha
Will to all Allies. Additional 2
D
to those within 1 Space of Target.
Got Your Back
Free
Cha
+
1
D
If hitting Target attacking Ally that Ally isn't attacking.
1S:1 Will to Ally.
Archer 3
Basic
Can't use Abilities in Heavy Armor Shooting Skill:
+
3
D
to Hunt and Shooting Challenges.
Fletch
Downtime
Dex
+
Int
1S: Make an Improvised Arrow.
2S: Make an Arrow into a Quality/Armor Piercing/Barbed Arrow.
1S: Make an Arrow+Poison into a Poison Arrow.
1S: Make an Arrow+Oil into a Fire Arrow.
2S: Make a Bolt into a Quality Bolt.
Quick Fire
Quick Firing
Active Nock: May Nock an Arrow as an Active Action.
Quick Reload: May Nock Arrow as a Free Action.
Active Shot: May Shoot as an Active Action.
Aim
Aim Points represent an archer's concentration and are directed at a single Target.
Aim Points are lost any Round not doing the Aim Action.
Aim
Free
Sense
+
1
D
Can be done whenever an arrow is nocked or nocking.
1S: +1 Aim towards Target.
Not Shooting This Round
:
+
Int
+
2
D
/4  Aim
1 Aim
:
+3
D
to Shoot. (May do twice.)
1 Aim
:
+3
D
to Friendly Fire Check.(May do twice.)
1 Aim
:
Bypass
:
+
Sense
+
1
D
.
1 Aim
:
+4
D
Bleeding.
1 Aim
:
+3
D
Dmg.
1 Aim
:
+. May do Second time at
1 Aim
:
Shot to the Leg cause 2
S
Knockdown (Resist w/
Fort
+
Agl
).
1 Aim
:
Shot to the Arm cause 2
S
Disarm (Resist w/
Fort
+
Dex
).
1 Aim
:
Impressive Shot:
+
Cha
+
1
D
Will to all Allies. Additional 2
D
to those within 1 Space of Target.
1 Aim
:
Arc Shot: May Shoot over or around 1 Space barrier w/ 6 Only. (Friendly Fire still applies.)
3 Aim
:
Bullseye: If hitting Head with 1
S
over Hit Value: Do +1
S
+
1
D
Dmg.
Got Your Back
Free
Cha
+
2
D
If hitting Target attacking Ally that Ally isn't attacking.
1S: 1 Will to Ally .
Barbarian
Barbarian
Barbarians specialize in fearless melee combat and survival. They gain their power from Tyrannus, the God of blood and war. Most Barbarians are from harsh wilderness areas, and come from tribal communities.
Rage is an ability Barbarians develop to have their passion for battle enhance their physical power. Rage is built through taking damage or even missing targets, and allows taking more damage, moving faster, and hitting harder. Rage is granted through Tyrannus and may even cause Barbarians to lose control, attacking whoever is closest, even allies.
Basic
Barbarian 1
Barbarian 2
Barbarian 3
Athlete (1 Level)*
+
Bloodpact of Tyrannus
Barbarians, fearless close range combatants, gain Rage whenever taking Dmg, with each level increasing their fighting capabilities. At the highest levels of Rage, Barbarians gain ferocious strength and speed, but also have trouble controlling themselves and may attack anyone nearby. Barbarians can also use abilities to ignore Dmg, resist Fatigue and the elements, and special melee attacks with dual or large weapons.
Pit Fighter 1
Pit Fighter 2
Pit Fighter 3
Athlete (1 Level)*
+
Bloodpact of Tyrannus
While most Barbarians are from desolate environments, the Pit Fighter typically learned to fight in brutal urban environments. They often fight in arenas or work as bodyguards or criminals. Pit Fighters lack dual wielding skills or resistance to tough environments, but make up for it with powerful chain attacks and the ability to wear limited heavy armor.
*Athlete Req: Each Unique Basic Class must have a separate level of Athlete for the requirement.
Multiclass
Gladiator 1
Barbarian 2/1
+
Fighter 1/2
Gladiator 2
1. Athlete (3 Levels)
2. Barbarian 2
+
Fighter 2
Gladiators take the power of the Barbarian and hone it to an art with the skill of the Fighters. It is said no class enjoys a good fight more than the Gladiator, and certainly few no how to perform and entertain for the crowd. Gladiators are among the few who can wield a net and as the fight goes on get increasingly better and reading their opponents and pulling off stylish and deadly Showdowns.
Bone Breaker 1
Barbarian 2/1
+
Monk 1/2
Bone Breaker 2
1. Athlete (3 Levels)
2. Barbarian 2
+
Monk 2
Many martial artists are devoted to the persuit of bettering trmesleives not just phyisically, but also spirtually, and are hence a very honorable sort. The Bone Breaker is not one of these, and combines the martial arts and barbarian brutality with the goal of being able to inflict as much violence as possible upon anyone who gets in their way. The Bone Breaker uses arts other martial artists find too dangerous such as body slams, eye gouges, and are the masters of grappling. They also make special blood draughts to increase their power and at their peak are able to rip off limbs with their bare hands.
Blood Knight 1
Fallen Cleric 1
+
Barbarian 1
+
Fighter 1
OR Tyrannus
+
Paladin 1 (Fallen)
See Cleric.
Barbarian Advanced
Spirit of the Whirlwind
Barbarian 3
+
Athlete (3 Levels)
A Barbarian who has mastered the Spirit of the Whirlwind are masters of dual wielding axes and other hafted weapons. This allows them to cut through battlefields with a powerful Whirlwind ability, attacking multiple times in a single round.
Spirit of the Mammoth
Barbarian 3
+
Athlete (3 Levels)
The Spirit of the Mammoth allows Barbarians to wield weapons of immense size with ease. The Wind Up ability allows them to prepare a truly massive strike, doing immense damage to any foolish enough to be in it's way.
Spirit of the Earthquake
Barbarian 3
+
Brawler
The Spirit of the Earthquake allows for the Barbarian to lift gigantic boulders to crush his foes. Not only can this be used to crush his enemies under gigantic rocks, but also to throw his teammates directly into the enemy for increased Dmg.
Berserker
Barbarian 3
Berserkers are Barbarians who have unlocked an even deeper and more primal level of Rage. This Rage pushes them to inhuman levels of strength and toughness, but at the cost of losing even more control. Even more powerful levels of Rage can be unlocked but require drawing upon the power of a God.
Blood Berserker
Athlete ( 3 Levels )
Blood Berserkers are the purest of Barbarians, pledging their strength directly to Tyrannus. At the highest levels of Rage they gain a powerful Blood Aura and leave wake of carnage behind them.
Wave Berserker
Ernok
+
Athlete ( 3 Levels )
Wave Berserkers are most common among the brutal sea faring tribes who are feared by the civilized. Gaining their power from Valnoa, the watery face of Ernok, they gain a powerful wave aura which throws their foes with the power of the ocean.
Light Berserker
Azeal
+
Athlete ( 3 Levels )
Light Berserkers are those Barbarians who have sworn to make amends for their violent past, and pledged themselves to Azeal, the God of light and order. Azeal grants these warriors a Light Aura that the may use to blind their foes and attempt to keep their destructive impulses in check.
Death Berserker
Morgeth
+
Athlete ( 3 Levels )
Death Berserkers are those corrupted from mere violence and destruction, and now worship Death itself. Morgeth grants these dangerous warriors with a Death Aura, putting terror in the heart of any who must face them.
Blood Shaman 1
Barbarian 3
Blood Shaman 2
Healer 1/Musician 1
Blood Shamans are those Barbarians are those who have studied the ways of war, and call on Tyrannus to bring forth destruction on their foes. Unlike most Barbarians, Blood Shamans may not only increase their own strength, but those of their allies as well with powerful Chants and Auras. They also may chant to confuse and terrorize as well as create circles of blood and fire to bring woe to their enemies.
Beastmaster 1
Barbarian 3
Beastmaster 2
Athelete (3 Levels)
Beastmasters don't fight alone, but instead are accompanied by a ferocious tiger or similar fearsome beast. These beasts increase their battle strength with Rage matching the level of their master. Additionally Beastmaster's enhance their own bestial abilities such as clawing and roaring and may team up with their pets for even more powerful attacks.
Barbarian Master
Fury Breaker
Elite Character
+
Berserker 1
+
Athlete (4 Levels)
+
Str 3
/
Fort 3
When a Barbarian is able to reach of level of Rage that shakes reality itself, they become a Fury Breaker. It is said they gain their name from the fact that their fury not only breaks the bounds of what the body should be capable of, but the air and earth around them are known to tremble in their wake, creating a violent shock wave. At these levels of Rage, they do immense Damage, can sometimes cut though steal, and can continue fighting past even death itself.
Warlord
Elite Character
+
Blood Shaman 1
+
Healer 2/Musician 2
+
Leader 1
+
Cha 2
+
Spirit 2
When a Barbarian gains enough power and respect, he may choose to become a Warlord. This is position of immense power and ceremony and they will be able to directly command the respect of the most powerful Barbarian clans, and even lead them into battle. Warlords also take under them a follower, sworn by Blood Oath to fight under their command and lead the Bath of Blood, from which they may grant others the power of their God.
Juggernaut
Elite Character
+
Spirit of the Mammoth
+
Spirit of the Earthquake
+
Athlete (4 Levels)
+
Str 3
/
Fort 3
Some Barbarians may inside them carry the blood of the Ogroid, a gift that grants them their immense strength and toughness. Barbarians who hone their power enough may be able to unlock the potential of this blood gift, and become a Juggernaut. These Barbarians transform physically, gaining the monstrous size and strength of an Ogre, becoming a truly inhuman and terrible adversary to all who dare face them.
Barbarian 1
Basic
Can't use Combat Abilities in Medium or Heavy Armor.
Resilient
+
1
D
to Rest.
+
1
D
to Resist Fatigue for Physical Labor and Travel.
Toughness Abilities
Tough
Free
Gain up to
Fort
+
1
D
DR this Round.
Untiring
Free
Ignore Weak and
KO
until end of Combat.
End of Combat gain 5
D
Fatigue.
Combat Abilities
Wide Strike
Free
If using a Large Weapon may attack two adjacent Targets in Range.
Double Attack
Free
Both weapons must be hafted weapons.
May attack with two weapons this Round.
Rage
Enrage
Active
Spirit
Blood Pact 1
:
+
4
D
1S: +1 Rage.
Berserk
When taking Damage gain 1
S
+
Fort
Rage.
When missing a Melee attack gain 1
D
Rage.
/8 Rage
Rage 2 to 7
DR
1, +1 Pace, +2
D
to all Melee Dmg.
+
1
D
to related physical challanges.
Rage 8
DR
1
S
+
2
D
, +1 Pace, +3
D
to all Melee Dmg.
+
2
D
to related physical challanges.
Barbarian 2
Basic
Can't use Combat Abilities in Medium or Heavy Armor.
Resilient
+
2
D
to Rest.
+
1
D
to remove Exposure.
+
2
D
to Resist Fatigue for Physical Labor and Travel.
Toughness Abilities
Tough
Free
Gain up to
Fort
+
Endr
DR this Round.
Untiring
Free
Ignore Weak and
KO
until end of Combat.
End of Combat gain 4
D
Fatigue.
Combat Abilities
Shout
Active
1R
Cha
+
1
D
1S: You or Ally gain 1 Will.
Wide Strike
Free
If using a Large Weapon may attack two adjacent Targets in Range.
Double Attack
Free
Both weapons must be hafted weapons.
May attack with two weapons this Round.
Rage
Enrage
Active
Spirit
+
1
D
Blood Pact 1
:
+
4
D
1S: +1 Rage.
Berserk
When taking Damage gain 1
S
+
Fort
+
1
D
Rage.
When missing a Melee attack gain 2
D
Rage.
/10 Rage
Rage 2 to 5
DR
1, +1 Pace, +2
D
to all Melee Dmg.
+
1
D
to related physical challanges.
Rage 6 to 9
DR
1
S
+
2
D
, +1 Pace, +3
D
to all Melee Dmg.
+
2
D
to related physical challanges.
Rage 10
DR
1
S
+
2
D
, +1 Pace, +1
D
to Hit, +4
D
to all Melee Dmg.
+
3
D
to related physical challanges.
At the start of Round, Roll a dice for each Character within 1 Hex of you, Attack the Character who got the highest number.
Barbarian 3
Basic
Can't use Abilities in Medium or Heavy Armor.
Resilient
+
2
D
to Rest.
+
2
D
to Remove Exposure.
+
1
D
to Resist Hunger/Thirst/Sleep.
+
2
D
to Resist Fatigue for Physical Labor and Travel.
Toughness Abilities
Tough
Free
Gain up to
Fort
+
Endr
DR this Round.
Untiring
Free
Ignore Weak and
KO
until end of Combat.
End of Combat gain 3
D
Fatigue.
Blood Pact 1
Battle Recover
Active
Remove 1
S
+
Spirit
+
Fort
Harm.
Combat Abilities
Wide Strike
Free
If using a Large Weapon may attack two adjacent Targets in Range.
Shout
Active
1R
Cha
+
2
D
1S: You or Ally gain 1 Will.
Blood Scream
Free
1R
Contest:
Str
+
Spirit
1S: Target gains 1 Dread.
Double Attack
Free
Both weapons must be hafted weapons.
May attack with two weapons this Round.
Throw Halfted
Active
Proj 
1
S
+
Sense
+
1
D
1S:
+
:
Throw Large Weapon
Dmg
Use Weapon's Damage
Rage
Enrage
Active
Spirit
+
1
D
Blood Pact 1
:
+
4
D
1S: +1 Rage.
Berserk
When taking Damage gain 1
S
+
Fort
+
Spirit
Rage.
When missing a Melee attack gain 1
D
Rage.
/10 Rage
Rage 2 to 4
DR
1, +1 Pace, +2
D
to all Melee Dmg.
+
1
D
to related physical challanges.
Rage 5 to 9
DR
1
S
+
2
D
, +1 Pace, +3
D
to all Melee Dmg.
+
2
D
to related physical challanges.
1
D
:
1S: Gain 1 Will.
Rage 10
DR
1
S
+
2
D
, +1 Pace, +1
D
to Hit, +4
D
to all Melee Dmg.
+
3
D
to related physical challanges.
1
D
:
1S: Gain 1 Will.
At the start of Round, Roll a dice for each Character within 1 Hex of you, Attack the Character who got the highest number.
Pit Fighter 1 (Barbarian 1)
Basic
Can't use Combat Abilities in Medium or Heavy Armor, but may wear a Heavy Helm or Gauntlet
Resilient
+
1
D
to Physical Labor
Toughness Abilities
Tough
Free
Gain up to
Fort
+
1
D
DR this Round.
Untiring
Free
Ignore Weak and
KO
until end of Combat.
End of Combat gain 5
D
Fatigue.
Combat Abilities
Wide Strike
Free
If using a Large Weapon may attack two adjacent Targets in Range.
Chain Whip
Active,
Add on
Strike 
1
S
+
Dex
Bypass: 1
D
Bash
2
S
+
Str
+
1
D
ArPen 2D
, 6 Dmg: Break
Rage
Enrage
Active
Spirit
Blood Pact 1
:
+
4
D
1S: +1 Rage.
Berserk
When taking Damage gain 1
S
+
Fort
Rage.
When missing a Melee attack gain 1
D
Rage.
/8 Rage
Rage 2 to 7
DR
1, +1 Pace, +2
D
to all Melee Dmg.
+
1
D
to related physical challanges.
Rage 8
DR
1
S
+
2
D
, +1 Pace, +3
D
to all Melee Dmg.
+
2
D
to related physical challanges.
Pit Fighter 2 (Barbarian 2)
Basic
Can't use Combat Abilities in Medium or Heavy Armor, but may wear a Heavy Helm or Gauntlet
Resilient
+
2
D
to Physical Labor
Toughness Abilities
Tough
Free
Gain up to
Fort
+
Endr
DR this Round.
Untiring
Free
Ignore Weak and
KO
until end of Combat.
End of Combat gain 4
D
Fatigue.
Combat Abilities
Shout
Active
1R
Cha
+
1
D
1S: You or Ally gain 1 Will.
Wide Strike
Free
If using a Large Weapon may attack two adjacent Targets in Range.
Chain Whip
Active,
Add on
Strike 
1
S
+
Dex
Bypass: 1
D
Bash
2
S
+
Str
+
2
D
ArPen 3D
, 6 Dmg: Break
Rage
Enrage
Active
Spirit
+
1
D
Blood Pact 1
:
+
4
D
1S: +1 Rage.
Berserk
When taking Damage gain 1
S
+
Fort
+
1
D
Rage.
When missing a Melee attack gain 2
D
Rage.
/10 Rage
Rage 2 to 5
DR
1, +1 Pace, +2
D
to all Melee Dmg.
+
1
D
to related physical challanges.
Rage 6 to 9
DR
1
S
+
2
D
, +1 Pace, +3
D
to all Melee Dmg.
+
2
D
to related physical challanges.
Rage 10
DR
1
S
+
2
D
, +1 Pace, +1
D
to Hit, +4
D
to all Melee Dmg.
+
3
D
to related physical challanges.
At the start of Round, Roll a dice for each Character within 1 Hex of you, Attack the Character who got the highest number.
Pit Fighter 3 (Barbarian 3)
Basic
Can't use Combat Abilities in Medium or Heavy Armor, but may wear a Heavy Helm or Gauntlet
Resilient
+
2
D
to Physical Labor
Toughness Abilities
Tough
Free
Gain up to
Fort
+
Endr
DR this Round.
Untiring
Free
Ignore Weak and
KO
until end of Combat.
End of Combat gain 3
D
Fatigue.
Blood Pact 1
Battle Recover
Active
Remove 1
S
+
Spirit
+
Fort
Harm.
Combat Abilities
Wide Strike
Free
If using a Large Weapon may attack two adjacent Targets in Range.
Chain Whip
Active,
Add on
Strike 
1
S
+
Dex
Bypass: 1
D
Bash
2
S
+
Str
+
2
D
ArPen 3D
, 6 Dmg: Break
Chain Pull
Active,
Add on
Strike 
1
S
+
Dex
+
1
D
Bypass: 1
D
Bash
1
S
+
Str
1
D
Legs: Knockdown 2, Resist w/
Agl
+
Fort

Torso: Pull 2, Resist w/
Agl
+
Fort
Shout
Active
1R
Cha
+
2
D
1S: You or Ally gain 1 Will.
Blood Scream
Free
1R
Contest:
Str
+
Spirit
1S: Target gains 1 Dread.
Rage
Enrage
Active
Spirit
+
1
D
Blood Pact 1
:
+
4
D
1S: +1 Rage.
Berserk
When taking Damage gain 1
S
+
Fort
+
Spirit
Rage.
When missing a Melee attack gain 1
D
Rage.
/10 Rage
Rage 2 to 4
DR
1, +1 Pace, +2
D
to all Melee Dmg.
+
1
D
to related physical challanges.
Rage 5 to 9
DR
1
S
+
2
D
, +1 Pace, +3
D
to all Melee Dmg.
+
2
D
to related physical challanges.
1
D
:
1S: Gain 1 Will.
Rage 10
DR
1
S
+
2
D
, +1 Pace, +1
D
to Hit, +4
D
to all Melee Dmg.
+
3
D
to related physical challanges.
1
D
:
1S: Gain 1 Will.
At the start of Round, Roll a dice for each Character within 1 Hex of you, Attack the Character who got the highest number.
Bard
Bard
Bards specialize in using music to assist allies in combat. Bards gain their power from Yavera, the God of Art and mischeif. The power of a Bard's music can influence minds, invigorate allys, and confuse enemies.
Playing in Combat is used to channel musical power, granted through Yavara, to enhance the Bard's allies or sow discord in their enemies.
Basic
Bard 1
Bard 2
Bard 3
Musician (1 Level)
+
Revelation of Yavara
Bards wield the power of song to manipulate the world around them. This requires not only to be a skilled musician but to be blessed by the touch of Yavarra, who grants these individuals their reality bending powers. Bards specializes in altering the battlefield to their advantage, moving allies and enemies around or even Dmg as it's applied. Bards are also masters of boosting their allies effectiveness or will to fight.
Multiclass
Choir 1
1. Priest
2. Bard 2/1
+
Cleric 1/2
Choir 2
1. Priest 2 OR Musician 2
2. Bard 3
It is said no Bard's songs are as beautiful as those of the Choir. These Bards often have a connection with divine and many worship Azeal in order to fill their songs with holy grace. Choirs are able to use their songs to heal and protect their allies, as well as put their enemies to sleep. Choirs can even float above the battlefield perched in a spot of holy grace in protection as the battle rages on below.
Spellsong 1
Bard 2/1
+
Mage 1/2
Spellsong 2
1. Musician 2 OR Cosmological Studies 2. Bard 2
+
Mage 2
It is said there is a melody to the arcane arts that only the Spellsong can hear, turning those sounds in the deadly arts of bardic spellcraft. Spell singing is an ancient art that few can practice and fewer can master, but those that do create a unique and dangerous music. Through their Incanting Song they can materialize fire and ice out of thin air or even pulls souls from bodies. Their most dangerous song is the dreaded Disintegration Song which is said to be almost as horrible to hear as it is to feel.
Chaos Knight 1
Fallen Cleric 1
+
Fighter 1
+
Bard 1
OR Yavarra
+
Paladin 1 (Fallen)
See Cleric.
Bard Advanced
Conductor of Battle 1
Bard 3
Conductor of Battle 2
Musician 2
To the Conductor of Battle, the fight raging on around them isn't just dangerous chaos, but an orchestra of violence that they can manipulate. These are Bards who specialize in the art of altering the course of battle and are often closer to the action and more fearless than other Bards. Conductors of Battle can create apparition that can enhance their allies or hinder their foes. They also can levitate a Storm of Swords to bring down upon their enemies.
Shepherd of Song 1
Bard 3
+
Sociopath
Shepherd of Song 2
Musician 2
A locus of animosity, a wake of anger and hatred follow the Shepherd of Song wherever they go. While their songs may be some of the most beautiful the listener has ever heard, the melody is poisonous and bends the will of the weak minded who hear it, taking children from their parents as they move through town, now devoted servants to the Shepherd. With a host of followers bent to his will, the Shepherd is able to control them into taking on almost any danger, often so the Shepherd doesn't have to.
Dreamweaver 1
Bard 3
+
Morgeth OR Bard 2
+
Cultist 1
Dreamweaver 2
Musician 2
Few who have heard the song of the Dreamweaver wish to hear it again, as theirs are said to be the songs of madness. These are Bards who have discovered the forbidden songs, thought lost to time, but wielded by the Dreamweaver to obliterate their foe's minds. Dreamweavers may pluck the strings of dreams, make the dead dance, and trap the listener inside of nightmare of their own darkest thoughts.
Bard Master
Virtuoso
Elite Character
+
Conductor of Battler 1/Choir 1/Spellsong 1
+
Musician 3
+
Cha 2
+
Spirit 2
It is said a Virtuoso is a Bard who does not merely manipulate the battlefield, but paints with their voice one of their own choosing. A Virtuoso is a Bard who has unmatched ability to alter the course of battle. They are able to use the power of Expression to play bring the number of concurrent songs to three, as well as use the powerful Reality Riff which at the right note, can tear those who hear it apart.
Grand Maestro
Elite Character
+
Bard 3
+
Musician 3
+
Cha 3
While other Bards may be more comfortable in battle, none are as rich or famous as the Grand Maestro. Treated as member of high society and welcome in halls and throne rooms across the world, the Grand Maestro has influence few other Bards can even dream of. Their high position and incredible skill of composition allows them to manipulate politics or even the course of history, and of course, make an incredible amount of money.
Thought Stringer
Elite Character
+
Shepherd of Song 1/Dreamweaver 1
+
Musician 3
+
Cha 3
As stated in their titles, a Thought Stringer plucks not just the strings of their instruments, but the thoughts, desires, and will of anyone in range of their song. It is said better the town be visited by a parade of monsters then a single Thought Stringer, for where he goes, those entranced by his presence helplessly follows. While they typically use their slavish followers to perform whatever is needed, they may control almost anyone unlucky enough to hear their song directly. It is said in hushed tones that if angered they can even make nightmares real.
Bard 1
Basic
Bard Abilities cannot be done in Heavy/Medium/Light Armor. Silver-Tongue:
+
1
D
to Guile Challenges.
Hearten
Feast-Add On
Cha
1S: Ally gains 1 Morale.
Battle Songs
Play
Active
Use Instrument to Play Motif.
6 Only
Dodge.
+
to Range:
Take 1
S
+
3
D
Arm Dmg.
Rally
Motif
Self
Cha
1S: Store 1 Rally Point.
2S: 2
S
+
1
D
Rally.
Ally within
Free
                           /Rally
1 Rally:Give Ally
+
3
D
to a Non-Damage Check. (Once only). Can't use on Mage Incant Resist Checks
Waltz
Motif
Ally
Dex
1S: Move someone 1 Space. (Once per person.)
3S: May move all Allies 2 Spaces.
+
3
D
to Dodge.
Cadence
of Safety
Motif
Ally
Dex
1S: Reduce a Hit against an Ally by 1. (Once per Hit.)
3S: Reduce all Hits against an Ally in Range by 1
S
+
3
D
(Once per Hit) this Turn.
Bard 2
Basic
Bard Abilities cannot be done in Heavy/Medium/Light Armor. Silver-Tongue:
+
1
D
to Guile Challenges.
Hearten
Feast-Add On
Cha
+
1
D
1S: Ally gains 1 Morale.
Battle Songs
Play
Active
Use Instrument to Play Motif.
6 Only
Dodge.
+
to Range:
Take 1
S
+
3
D
Arm Dmg.
Rally
Motif
Self
Cha
1S: Store 1 Rally Point.
2S: 2
S
+
2
D
Rally.
Ally within
Free
                           /Rally
1 Rally:Give Ally
+
3
D
to a Non-Damage Check. (Once only).Can't use on Mage Incant Resist Checks
Battle Hymn
Motif
from
Enemy
Cha
1S:
+
1
S
Hit (Once) 1S:
+
1
S
Dmg ( Once)
3S:
+
1
S
Hit and
+
1
S
Dmg,
Success 4/5/6
for Checks
Waltz
Motif
Ally
Dex
1S: Move someone 1 Space. (Once per person.)
3S: May move all Allies 2 Spaces.
+
3
D
to Dodge.
Cadence
of Safety
Motif
Ally
Dex
1S: Reduce a Hit against an Ally by 1. (Once per Hit.)
3S: Reduce all Hits against an Ally in Range by 1
S
+
3
D
(Once per Hit.) this Turn.
Duet of
Agony
Play Addon
Costs: or Take 1
S
+
3
D
Arm Dmg. Can be done whenever playing.
Ally
Spirit
+
1
D
1S: 1 Dmg is applied to Random Ally (including you) in Range instead. Body Area is the same.
3S: Up to 3 Dmg is applied to Chosen Ally instead and also applied to a Random Enemy in Range. Body Area is the same. Any additional Dmg Effects (ex: poison, bleeding, etc.) are moved to the new Target as well.
Bard 3
Basic
Bard Abilities cannot be done in Heavy/Medium/Light Armor. Silver-Tongue:
+
2
D
to Guile Challenges.
Hearten
Feast-Add On
Cha
+
Cha
1S: Ally gains 1 Morale.
-1
Morale

Travel Song
Travel Add On
Cha
1S: All Allies Resist Fatigue with
+
1
D
while Traveling.
Embellish
Reputation
Challenge
Convince locals to treat you better, give you free food/drink/lodging.
Less successes required if actually completing renowned deeds, more required if you’ve done nothing.
Battle Songs
Play
Active
Use Instrument to Play Motif.
6 Only
Dodge.
+
to Range:
Take 1
S
+
3
D
Arm Dmg.
Rally
Motif
Self
Cha
1S: Store 1 Rally Point.
2S: 2
S
+
3
D
Rally.
Ally within
Free
                           /Rally
1 Rally:Give Ally
+
3
D
to a Non-Damage Check. (Once only). Can't use on Mage Incant Resist Checks
Battle Hymn
Motif
from
Enemy
Cha
+
1
D
1S:
+
1
S
Hit (Once) 1S:
+
1
S
Dmg ( Once)
3S:
+
1
S
Hit and
+
1
S
Dmg,
Success 4/5/6
for Checks
Waltz
Motif
Ally
Dex
+
1
D
1S: Move someone 1 Space. (Once per person.)
3S: May move all Allies 2 Spaces.
+
3
D
to Dodge.
Cadence
of Safety
Motif
Ally
Dex
+
1
D
1S: Reduce a Hit against an Ally by 1. (Once per Hit.)
3S: Reduce all Hits against an Ally in Range by 1
S
+
3
D
(Once per Hit.) this Turn.
Noise
Blast
Motif
Enemies
In Cone
-
:
Push 1
S
+
Str
+
Spirit
      Resist w/
Str
+
Spirit
. Collision 2
S
+
4
D
.
-
:
Push
Str
+
Spirit
      Resist w/
Str
+
Spirit
. Collision 1
S
+
4
D
.
Duet of
Agony
Play Addon
Costs: or Take 1
S
+
3
D
Arm Dmg. Can be done whenever playing.
Ally
Spirit
+
2
D
1S: 1 Dmg is applied to Random Ally (including you) in Range instead. Body Area is the same.
3S: Up to 3 Dmg is applied to Chosen Ally instead and also applied to a Random Enemy in Range. Body Area is the same. Any additional Dmg Effects (ex: poison, bleeding, etc.) are moved to the new Target as well.
Cleric
Cleric
Clerics specialize in using healing and holy magic. Clerics gain their power from Azeal, the God of light and order. Most are trained in churches and often directly in the care of the church. Often they continue to have fealty to the church organization as they continue their adventures.
Praying allows a Cleric to channel the power of Azeal into them. While this can be done while fighting, full concentration allows a Cleric to more easily get in contact with the power of Azeal. Prayer gained this way can me used to heal allies, smite foes, and many other effects.
Turning is a power a Cleric can preform through holy implements, and can be used to drain away the life and spirit from an enemy, particularly Vile enemies.
Falling is a term for Clerics and Paladins who lose their faith in Azeal. This can happen a number of ways. Some lose their faith due to the weight of their responsibilities or due in flaws of their own character and others are seduced into the ways of darker gods. Any Cleric who falls loses their Cleric Ability cards and gains the equivalent level of Fallen Cleric. Paladins who fall typically do so because they have become followers of a different God, and replace their Paladin Card with the Knight card for that God. Clerics may yet win back the faith of Azeal and lose their Fallen abilties for those of the faithful. Basic
Cleric 1
Cleric 2
Cleric 3
Healer 1:Nurse or Priest: Acolyte
+
Follower from Azeal
Clerics are those devote followers of Azeal who has graced with his power. Clerics travel the land doing the will of Azeal and are often revered by the commonfolk as protectors, though some take to the punishment of sin to a level that is reviled instead. Clerics can Pray, both as Free, Active, or Full Action allowing them to be useful in most any role on the field. With this ability they can heal their allies or blind and even smite their foes.
Fallen Cleric 1
Fallen Cleric 2
Fallen Cleric 3
Healer 1:Nurse
+
Fallen from Azeal
Fallen Clerics are those have lost the way from Azeal. Some have been forsaken for deeds which Azeal could not tolerate. Others have been seduced by darker and fouler Gods. Others can merely no longer carry on their faith. While they have lost Azeal's light they still retain some amount of their power, though a version built upon Spite, Lamentation, and Blasphemy.
Specialty
Preist
Cleric 2
See Talents.
To be a Priest of the Church of Azeal is to be a servant of the people. Those who work for their church are responsible for blessing the people, healing their wounds, and cleansing them of their sins. A Priest can Bless Water, Preach for Gold, and give discounts from the Church. Those who rise in the ranks can even obtain the rank of Bishop and gain access to the Holy Libraries and Treasuries.
Cavalry
Fighter 2/Paladin 1
+
Rider 3
See Fighter/Talents.
Multiclass
Paladin 1
Cleric 2/1
+
Fighter 1/2
Paladin 2
1. Rider 2
2. Cleric 2
+
Fighter 2
A warrior of light, justice, and holy might, a Paladin combines the devotion of a Cleric with the might of a Fighter. These armored warriors are blessed by Azeal and entrusted to bring the Holy Light upon all the vile creatures who would resist him. Riding his tireless blessed horse, the Divine Blade of a Paladin emits a shining light, and his armor is casts and the shining Aura of Justice such that few can stand before them.
Poison Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
Poison Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
Poison Knights have given up on the ceaseless order of Azeal for a way life more in tune with nature and the God Ernok. Poison Knights are some of the fallen that may yet remain on friendly, though still shaky, terms with their former comrades and spend their time wandering the natural world in order to protect it. Poison Knights can bend nature around them and the vines growing upon their sword and armor can come to life in combat.
Depth Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
Depth Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
A Depth Knights has left the faith of Azeal to worship the lakes, rivers, and oceans of the God Valnoa. Depth Knights are unafraid of drowning and can sometimes be seen emerging from the sea itself. Depth Knights drink seawater, ride horses which can run on water, and can create walls of waves around them.
Chaos Knight 1
Fallen Cleric 1
+
Fighter 1
+
Bard 1 OR
Yavarra
+
Paladin (Fallen)
Chaos Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
Few individuals can be found as broken as the Chaos Knight, who has left Azeal to embrace the chaos of Yavarra. Typically insane, these knights are as unstable as they are dangerous, and use their abilities to break the order of the universe wherever they can. Chaos Knights can bend probability around them causing random effects to appear such as flames, ice, or even ogres.
Blood Knight 1
Fallen Cleric 1
+
Fighter 1
+
Barbarian 1 OR
Tyrannus
+
Paladin (Fallen)
Blood Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
When a Paladin loses touch with Azeal and is seduced into the bloodlust of the battlefield, they become Blood Knights who worship Tyrannus, the God of violence and destruction. Blood Knights sometimes create massacres for nothing more then their own sick pleasure. Blood Knights create walls of blood, auras of violence, and can even summon an avatar of blood and destruction to wreak additional havoc on their enemies.
Death Knight 1
Fallen Cleric 1
+
Fighter 1
+
Mage 1 OR
Morgeth
+
Paladin (Fallen)
Death Knight 2
1. Rider 2
2. Fallen Cleric 2 OR Fighter 2 OR Mage 2
A figure of terrified whispers, few are as feared as the Death Knight, who has given up the light to walk the path of deepest darkness. Few gaze upon these pale riders on undead horses and live to tell the tale for a Death Knight walks with death itself. In addition to his dark blade and aura of death, the Death Knight can wield death itself and fight with corpses at their side.
Choir 1
Bard 2/1
+
Cleric 1/2 OR Bard 3
+
Azeal
See Bard.
Advanced
Prelate 1
Cleric 3
+
Healer 2
+
Priest
Prelate 2
Healer 3
No healer's hands are as blessed as the Prelate, who Azeal has graced with most heavenly of gifts. It is said that only those with the purest and most holy of souls can become a Prelate, and their held up as exemplars about all the good that Azeal sees within his children. The Prelate is an expert at battle healing and creating circles of protection and blessing. It is said that some Prelates can even summon an Angel to battle.
Inquisitor 1
Cleric 3
+
Priest
Inquisitor 2
Scholar (Social Studies 1)
While other Clerics may be loved, few are as feared as the Inquisitor, who comes not with a healing hand, but the fire of punishment for their sins. An Inquisitor is a Cleric Azeal has blessed with holy fire, so they may better burn the enemies of the church is righteous fire. Inquisitors burn any sinner they touch and create massive walls of holy fire in which to char the wicked.
Cleric Master
Paragon
Elite Character
+
Prelate 1 / Inquisitor 1
+
Healer 4
+
Spirit 3
Paragons are those that chosen souls who Azeal has bestowed with his holiest of blessings. Paragons are said to have the purest of souls and are the closest thing on earth to angels. A Paragon may transform their whole body into nothing but light, imbue powerful blessings upon their allies, and summon higher angels to protect them in battle.
Crusader
Elite Character
+
Paladin 1/Green Knight 1/Blue Knight 1/Chaos Knight 1/Blood Knight 1/Death Knight 1
+
Cavalry
+
Spirit 2
+
Endr 2
When a Paladin or other divine knight has served their God faithfully enough, they will become a Crusader. A Crusader's body has become one with their God's plane of being, rarely needing to eat, drink, or sleep. A Crusader's horse becomes a partially divine being itself, and the Crusader now wields God's Blade which they are sworn to use to tirelessly bring and end to all their God's enemies.
Arch-Bishop
Elite Character
+
Cleric 3
+
Priest (Bishop)
+
Scholar (Social Studies 2)
+
Leader 1
+
Spirit 2
+
Int 2
Within the Church of Azeal, few wield such powers as the Arch-Bishop, who gains a seat on the Holy Council and an entry into the Inner Sanctum. An Arch-Bishop speaks with the voice of the Church and Azeal himself behind them and are figures of immense power, both in society and matters of the divine. Arch-Bishops may lead other Clerics and can provide powerful blessing to their allies, as well as utilizing the powerful resources of an inner member of the Church.
Cleric 1 - Initiate
Basic
Pray and Care: May use 1 Favor to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
-1 Morale
Street Preach
Downtime
1
S
+
Cha
+
2
D
Can only be done in Cities and Towns.
1S: 1 Gold and 1
D
Favor.
Divine Sense
Challenge
Sense
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Bless Allies
Interim
Use 1 Holy Water.
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Pray
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Valor
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally Removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
3 Prayer
Healing Light
Active
Circle 1
Allies Remove 4
D
Harm at end of Round. You remove 2
D
Harm at end of Round.
May continue to keep active +1 Round for 1 Prayer.
2 Prayer
Smite
Free
+3
D
to Dmg. (+4
D
if Target is Vile.)
Cleric 2
Basic
Pray and Care: May use 1 Favor to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
Pray For Life: May use 1 Favor to reroll Give Treatment Check.
-1 Morale
Street Preach
Downtime
1
S
+
Cha
+
3
D
Can only be done in Cities and Towns.
1S: 1 Gold and 1
D
Favor.
Divine Sense
Challenge
Sense
+
Spirit
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Lighted
Implement
Interim
Use 1 Holy Water.
Implement has Light 2 for a 6 Hours. +1
D
to Turn Checks w/ Implement.
Bless Allies
Interim
Use 1 Holy Water.
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Pray
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Valor
/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg. (+5
D
if Target is Vile.)
3 Prayer
Healing Light
Active
Circle 1 Allies remove 4
D
Harm at end of Round. You remove 2
D
Harm at end of Round.
May continue to keep active +1 Round for 1 Prayer.
Cleric 3
Basic
Pray and Care: May use 1 Favor to Treat a Wound.
Improved Save Life:
+
Cha
to Save Life Checks.
Pray For Life: May use 1 Favor to reroll Give Treatment Check.
Call Back:
+
1
D
to Resuscitate. (May apply whether or not you are doing the Resusicating.)
-1 Morale
Street Preach
Downtime
1
S
+
Cha
+
Cha
+
2
D
Can only be done in Cities and Towns.
1S: 1 Gold and 1
D
Favor.
Divine Sense
Challenge
Sense
+
Spirit
+
2
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Lighted
Implement
Interim
Use 1 Holy Water.
Implement has Light 2 for a 6 Hours. +1
D
to Turn Checks w/ Implement.
Bless Allies
Interim
Use 1 Holy Water.
All Allies have +2
D
(+3
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 Hours.
Save Life
After Combat
+3
D
to Ally Resist Death.
Prayers
Pray
Free:
Spirit
+
1
D
Active:
Spirit
+
1
D
:
+2
D
Full:
Spirit
+
Cha
+
Int
+
1
D
:
+4
D
Valor
/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg (+5
D
if Target is Vile.) and 1
D
Burning.
3 Prayer
Healing Light
Active
Circle 1 Allies remove 5
D
Harm at end of Round. You remove 3
D
Harm at end of Round.
May continue to keep active +1 Round for 1 Prayer.
3 Prayer

Blinding
Light
Full
Proj 
1
S
+
Sense
+
3
D
Holy
1
S
+
Spirit
(
+
2
D
to Vile Creatures)
Blind
Hitting head w/ Eyes: 2
S
+
Sense
+
1
D
. Remove (Free) w/
Fort
/
Spirit
.
Fallen Cleric 1 (Cleric 1)
Basic
Renounced by Azeal's Blessing. Pray and Care: May use 1 Stress to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
Contact Worshippers
Downtime
1
S
+
Cha
+
2
D
-2 Gold, Can only be done in Cities and Towns.
1S: Gain 1 Morale and 1
D
Favor
Divine Sense
Challenge
Sense
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Shade Allies
Interim
Gain 1 Fatigue,
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Spite
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Favor
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
2 Prayer
Smite
Free
+3
D
to Dmg. (+4
D
if Target is Vile.)
3 Prayer
Blasphemy
Active
Proj
Target or Self Gains 1
S
+
Spirit
to defend and gains
Spirit
+
1
D
Will.
Fallen Cleric 2 (Cleric 2)
Basic
Renounced by Azeal's Blessing. Pray and Care: May use 1 Stress to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
Pray For Life: May use 1 Stress to reroll Give Treatment Check.
Contact Worshippers
Downtime
1
S
+
Cha
+
3
D
-2 Gold, Can only be done in Cities and Towns.
1S: Gain 1 Morale and 1
D
Favor
Divine Sense
Challenge
Sense
+
Spirit
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Fallen
Light
Interim
+1 Fatigue
Implement has Light 1 for a 3 Hours.
+
1
D
to Turn Checks w/ Implement.
Shade Allies
Interim
Gain 1 Fatigue,
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Spite
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Favor/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg. (+5
D
if Target is Vile.)
3 Prayer
Blasphemy
Active
Proj
Target or Self Gains 1
S
+
Spirit
to defend and gains
Spirit
+
1
D
Will.
Fallen Cleric 3 (Cleric 3)
Basic
Renounced by Azeal's Blessing. Pray and Care: May use 1 Stress to Treat a Wound.
Improved Save Life:
+
Cha
to Save Life Checks.
Pray For Life: May use 1 Stress to reroll Give Treatment Check.
Call Back:
+
1
D
to Resuscitate. (May apply whether or not you are doing the Resusicating.)
Contact Worshippers
Downtime
1
S
+
Cha
+
Cha
+
2
D
-2 Gold, Can only be done in Cities and Towns.
1S: Gain 1 Morale and 1
D
Favor
Divine Sense
Challenge
Sense
+
Spirit
+
2
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Fallen
Light
Interim
+1 Fatigue
Implement has Light 1 for a 3 Hours.
+
1
D
to Turn Checks w/ Implement.
Shade Allies
Interim
Gain 1 Fatigue,
All Allies have +2
D
(+3
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 Hours.
Save Life
After Combat
+3
D
to Ally Resist Death.
Prayers
Spite
Free:
Spirit
+
1
D
Active:
Spirit
+
1
D
:
+2
D
Full:
Spirit
+
Cha
+
1
D
:
+4
D
Favor/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg (+5
D
if Target is Vile.) and 1
D
Burning.
3 Prayer
Blasphemy
Active
Proj
Target or Self Gains 1
S
+
Spirit
to defend and gains
Spirit
+
1
D
Will.
3 Prayer

Lamentation
Full
Circle 2
Visibility 1, All inside take Blast 1
S
+
3
D
Dmg
1 Prayer
: +1 Round (May Spend on that round).
Druid
Druid Druid are people who have an intense connection to the natural world. They almost always feel more comfortable out in nature then in cities or other crowded places. Druids almost always worship Ernok, the God of Nature, and are devoted to protecting the harmony of nature. Druids can come from all walks of life, but all find themselves plled ot wild, untamed lands where nature's power and beauty is at it's strongest.
Dominions are the parts of the world that the Druid may connect with those places by with them.
Attuning to a Domain: Druid must be a Survivalist 2 in that domain, and fufill the point cost that domain on thier Druidic Aspect Card.
Companions are much like a pet, but with a more powerful and personal connection. Gain a Druid Companion Card.
Communions involve channeling the power of nature through the Druid's body. This can alter the area arond the Druid, but does take a tole on his Body. Wither is the drain this takes on the Druid's life energies.
Brewing allows the Druid to use his knowledge of the natural world to make powerful concotions. These Liquors can have effects ranging from healing, to temporarily transforming the body of the drinker.
Guardians are the creatures of the wilderness that can be summoned to do fight alongside the Druid. A Druid must first Summon the creature, and then attempt to Command it, lest it run away. A Guardians Summon Cost and Command Points are listed alongside it.
Druid Staffs can be gained and reparied within nature and can enhance a Druid's power.
Basic
Druid 1
Druid 2
Druid 3
Survivalist
+
Ernok
Those that leave society behind to become more in tune with nature may become Druid's, those blessed by Ernok, the God of nature to protect the natural world. Druids are often reclusive figures, living deep within the forest and primarily concerned with protecting these areas from the destruction and corruption of the civilized world. Druids can speak to animals, brew healing draughts, control plants, and even summon the animals of the wild to aid them.
Druid Advanced
Keeper of the Forest
Druid 3
+
Forest Domain
Guardian of the Forest
A druid attuned to the forest’s ancient wisdom, the Keeper and Guardian of the Forest protects the balance of nature with powerful abilities. Through a deep bond with the forest, Guardians can summon animals with ease, call upon a mighty elk as a mount, and create hidden homes in the treetops. Guardians can summon thorny barriers, command vines to entangle foes, grow or knock down trees as needed, and brew potions for resilience against harm.
Keeper of the Sands
Druid 3
+
Desert Domain
Guardian of the Sands
The Keeper and Guardian of Sands is a druid attuned to the desert’s harsh beauty, protecting its balance with unique powers. They can summon a sturdy tortoise as a mount. Wielding the desert’s elemental might, they exhaust foes with intense heat, glide across sands, conjure blinding sandstorms, and create deceptive mirages. Their Cactus Skin brew enhances resilience against both physical threats and the desert’s unforgiving elements, making them true masters of survival in the dunes.
Keeper of the Jungle
Druid 3
+
Jungle Domain
Guardian of the Jungle
The Keeper and Gaurdian of the Jungle is a druid deeply connected to the wild and vibrant life of the rainforest. With the ability to summon a powerful elephant as a mount, they navigate the dense jungle with ease. They protect themselves with a mobile canopy shield, unleash a line of venomous barbs, summon carnivorous plants to defend their domain, and create vine platforms for swift traversal. Their Rootform Brew roots them in place, granting increased durability, strength, and stamina regeneration, making them an immovable guardian of the jungle’s depths.
Keeper of the Snow
Druid 3
+
Artic Domain
Guardian of the Snow
The Keeper of the Snow is a druid attuned to the frozen wilderness, wielding the powers of ice and snow to protect the frigid landscapes. They can craft sturdy igloos for shelter and defense. Using Tundra Winds, they create blasts of freezing air that chill and repel foes, summon snow walls for protection, and move effortlessly across snow. With mastery over ice, they can flash-freeze areas, create slippery icy ground, and form ice blocks as obstacles. Their Yeti Essence Brew grants resistance to cold, a frost breath attack, and enhanced durability, making them a formidable guardian of the frozen wilds.
Keeper of the Ascent
Druid 3
+
Mountian Domain
Guardian of the Ascent
The Keeper and Guardian of the Sky is a druid attuned to the vast skies and towering peaks, channeling the power of the winds and weather. They can alter the weather to suit their needs, summon a rideable nimbus cloud for swift travel, and gain heightened awareness in their domain. They command the air with Gust to push foes and Electrified Air to stun enemies in a charged field. Cloaked in mist, they or their allies become harder to target, and they can traverse the sky with an Air Bridge. Their Zephyr Draught grants incredible speed, enhanced jumps, slow fall, and an electrifying burst of energy, embodying the freedom of the open skies.
Keeper of the Waters
Druid 3
+
River & Swamps Domain
Guardian of the Waters
The Keeper and Guardian of the Waters is a druid deeply connected to wetlands, balancing its serene and treacherous nature. They enhance their connection with Covenant and create Turtle Stepstone Bridges for safe passage. Masters of water and earth, they heal allies with Healing Splash, raise durable Mud Walls for defense, trap foes in Quick Sand, and summon Leech Swarms that bind enemies and restore their vitality. With the Walk on Water brew, they move effortlessly across water unless knocked down, embodying the swamp’s resilience and resourcefulness.
Druid Advanced
Keeper of the Waves
Druid 3
+
Ocean Domain
Guardian of the Waves
The Keeper and Gaudian of the Waves is a druid in tune with the vast seas, protecting its depths with powerful aquatic magic. They can call upon dolphins as allies. Masters of water, they push foes with a controlled Fountain, trap enemies in Bubble Prisons, and create movable Seaweed Walls or platforms. With Ocean’s Embrace, they pull enemies underwater. Their Sharkskin Brew grants tough, abrasive skin, enhanced swimming speed, and the ability to breathe and sink effortlessly underwater, making them true guardians of the ocean's expanse.
Keeper of the Caves
Druid 3
+
Cave Domain
Guardian of the Caves
The Keeper and Guardina of the Caves is a druid attuned to the strength and secrets of stone and soil, shaping the land to protect and control. They can modify rock surfaces to create handholds or make them slippery and summon massive creatures to tunnel through the earth. With Rocky Ground, they create spiked terrain to hinder foes, push enemies with erupting Geysers, open treacherous Fissures, and cause Stalagmite Falls to rain stone from above. Their Stone Crawler Brew enhances movement over rugged terrain and grants sight in complete darkness, embodying the resilience and adaptability of the earth itself.
Keeper of the Bones
Druid 3
+
Decay Domain
Guardian of the Bones
The Keeper and Guardian of Bones is a druid deeply attuned to the mysterious and transformative power of death and recycling of nature. They can grow Giant Mushrooms for shelter or defense and command the unique properties of fungi. Using Mushroom Bounce Pads, they aid traversal, while Black Rot Infection spreads damage over time. With Fungal Reanimation, they raise fallen creatures, and their Mushroom Field produces spores that can poison, paralyze, or confuse foes. The Fungal Clone Brew creates a temporary lookalike, potentially granting undead resilience, making them a master of life, decay, and renewal in the natural world.
Druid Multiclass
Witch 1
Druid 2/1
+
Wild Mage 1/2
Witch 2
Scholar (Natural Studies 1)
Witches, also called Warlocks, are masters of brewing draughts, potions, and other concoctions. Due to the dangerous nature of their crafts and it's uncanny effects, they are both shunned by society and sought out for their power, an arrangement they are often perfectly happy to use to their advantage. Witches may create acid vials, potions which transform the body of the drinker, and even bring the dead back to life, but always for a price.
Hunter 1
Fighter 2/1
+
Druid 1/2
See Fighter.
Poison Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
See Cleric.
Depth Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
See Cleric.
Druid Master
Warden of the Grove
Elite Character
+
Guardian of the Forest
+
Spirit 2
+
Endr 2
Warden of the Wasteland
Elite Character
+
Guardian of the Sands
+
Spirit 2
+
Endr 2
Warden of the Tangle
Elite Character
+
Guardian of the Junlge
+
Spirit 2
+
Endr 2
Warden of the Winter
Elite Character
+
Guardian of the Snow
+
Spirit 2
+
Endr 2
Warden of the Winds
Elite Character
+
Guardian of the Ascent
+
Spirit 2
+
Endr 2
Warden of the Flood
Elite Character
+
Guardian of the Waters
+
Spirit 2
+
Endr 2
Warden of the Deep
Elite Character
+
Guardian of the Waves
+
Spirit 2
+
Endr 2
Warden of the Dark
Elite Character
+
Guardian of the Caves
+
Spirit 2
+
Endr 2
Warden of the Bones
Elite Character
+
Guardian of the Blight
+
Spirit 2
+
Endr 2
Druidic Domains
Companions Critter Friends.
Companion (Find either a Flying, Agile, Small or Dog Companion)
Items These be earned as many times as desired.
Gnarled Staff
Brewing Kit
Upgrade Staff
Change a Druid Staff into Wolfwood, Oakbone or, Rootantler
Domains Attuning: Requires Survivalist 2 in Domain First.
Normal
(Summon 2)
Tough
(Summon 3)
Fierce
(Summon 5)
Forest
Hound (Dog), Deer (Agile), Squirrel (Small), Rabbit (Agile), Fox (Agile), Bird (Flying)
Ambush Cat, Wolf, Elk, Boar, Badger
Large Cat, Bear
Desert
Snake, Deer (Agile), Eagle, Gila Monster, Coyote, Bird (Flying)
Agile Cat, Terror Bird, Large Lizard, Large Vulture
Large Cat, Giant Lizard, Giant Scorpion,
Jungle
Snake, Eagle, Salamander, Bird (Flying), Small Monkey (Agile)
Ambush Cat, Terror Bird, Giant Frog, Python, Chameleon
Large Cat, Crocodile, Big Ape, Giant Anaconda,
Arctic
Hound, Eagle (Flying), Deer (Agile), Boar, Bird (Flying), Fox (Agile)
Agile Cat, Elk, Wolf, Musk Ox, Large Fox
Polar Bear, Walrus, Sabertooth
Mountain
Bird (Flying), Goat (Agile)
Big Eagle, Big Owl
Sky Ray, Griffon, Drake, Ambush Cat
River & Swamp
Crab, Piranhas, Salamander, Heron (Flying), Otter (Semi-Aquatic), Fish (Aquatic)
Turtle, Dolphin, Giant Frog, Piranha
Crocodile, Big Turtle, Giant Catfish
Ocean
Crab, Jellyfish,Eels, Seals, Fish (Aquatic)
Dolphin, Swordfish, Octopus, Big Crab, Walrus
Shark, Giant Squid
Cave
Snake, Rat (Small), Fish (Aquatic)
Wolf, Large Mole
Bear, Large Bat
Decay
Req. Servant of Morgeth + Survivalist 2 (Any), Trained in Areas connected to Death.
Undead Boar, Undead Hound, Undead Animal (Small, Flying, Agile, Aquatic, Semi-Aquatic)
Undead Wolf, Large Moth, Large Vulture,
Undead Bear, Undead Large Cat, Large Spider
Druid 1
Basic
Druid Abilities cannot be done in Heavy/Medium/Light Armor.
Speak to Nature
Challenge
Sense
+
1
D
Gain info from nature/animals.
Attuned Domain
While in Attuned Domain Resist Survivalist Fatigue with
+
1
D
instead.
+
1
D
to resist Travel Fatigue
Transmute
Active
Ally/Self
within
Endr
/
Spirit
+
1
D
1S: Convert 2 Stamina of into 2 Dmg.
1S: Convert 2 Harm into 1 Fatigue.
Resist 2
Endr
+
Spirit
+
1
D
Spread Remaining as Stamina Loss or Torso Damage.
Companion
+
1
D
to Downtime Actions related to Animals (Bond, Play, etc)
Able to understand Animals speech in a manner.
Communions
Commune
Active, Full: +1S
Conjure Communion, See Communion Effect.
Resist Wither
Endr
+
Spirit
+
1
D
,
+
1
S
:Within Domain,
+
1
S
:Attunded Domain
Spread Remaining Wither as Stamina Loss or Torso Damage.
: Channel Communion to Companion within .
Forest/Jungle/Decay
Undergrowth
Communion
4
Wither
Create Circle 1 within for 3 Rounds. All enemies inside are Slow 2.
Mountain/River/Ocean
Mist Cloud
Communion
4
Wither
Create 1 Circle cloud around you for 4 Rounds. Visibility 1 in Mist. Hits into Mist are 6 Only
Arctic/Desert/Cave
Ground Shake
Communion
4
Wither
5 Cone, All Resist 2 Knockdown with
Fort
+
Agl
Brewing
Brew
Downtime
Make up to 2 Liquors.
Can make Resilience, Vitality, and Blood Liquors. (See Cards for Checks)
Druid 2
Basic
Druid Abilities cannot be done in Heavy/Medium/Light Armor.
Speak to Nature
Challenge
Sense
+
Spirit
Gain info from nature/animals.
Attuned Domain
While in Attuned Domain Resist Survivalist Fatigue with
Endr
+
1
D
instead.
+
1
D
to resist Travel Fatigue
Transmute
Active
Ally/Self
within
Endr
/
Spirit
+
2
D
1S: Convert 2 Stamina of into 2 Dmg.
2S: Convert 3 Stamina into 1 Fatigue.
1S: Convert 2 Harm into 1 Fatigue.
Resist 2
Endr
+
Spirit
+
1
D
Spread Remaining as Stamina Loss or Torso Damage.
Companion
+
2
D
to Downtime Actions related to Animals (Bond, Play, etc)
Able to understand Animals speech in a manner.
Communions
Commune
Active, Full: +1S
Conjure Communion, See Communion Effect.
Resist Wither
Endr
+
Spirit
+
1
D
,
+
1
S
:Within Domain,
+
1
S
:Attunded Domain
Spread Remaining Wither as Stamina Loss or Torso Damage.
: Channel Communion to Companion within .
Forest/Jungle/Decay
Undergrowth
Communion
4
Wither
Create Circle 1 within 3 for 3 Rounds. All enemies inside are Slow 2.
Mountain/River/Ocean
Mist Cloud
Communion
4
Wither
Create 1 Circle cloud around you for 4 Rounds. Visibility 1 in Mist. Hits in Mist are 6 Only
Arctic/Desert/Cave
Ground Shake
Communion
4
Wither
5 Cone, All Resist 2 Knockdown with
Fort
+
Agl
Brewing
Brew
Downtime
Make up to 3 Liquors.
Can make Resilience, Vitality, Blood, Soothing, Black Liquors, Animal Essence Liquor. Armor Skin, Essence of Ferocity, Essence of the Nimble. (See Cards)
Guardians Guardians appear 3R away when Summoned (GM discretion) with 3 Command.
Summon
Full
Spirit
+
Cha
Active:
6 Only
1S: +1 Summon Point.
May Spend Summon to call Guardian.
/2
Summon
Command
Full:
Spirit
+
Cha
Active:
Spirit
Must attempt every Round.
2S: +1 Command.
1S:
+
2
D
to Guardian’s Check.
0S: -1 Command. At 0: Leaves.
Command
Druid 3
Basic
Druid Abilities cannot be done in Heavy/Medium/Light Armor.
Speak to Nature
Challenge
Sense
+
Spirit
+
1
D
Gain info from nature/animals.
Attuned Domain
While in Attuned Domain Resist Survivalist Fatigue with
Endr
+
Spirit
instead.
+
1
D
to resist Travel Fatigue
Trans-
mute
Active
Ally/Self
within
Endr
/
Spirit
+
3
D
Convert:
1S: 2 Stamina to 2 Dmg. 2S: 3 Stamina to 1 Fatigue.
1S: 2 Harm to 1 Fatigue. 2S: 4 Harm to 1 Wound.
Resist 2
Endr
+
Spirit
+
1
D
Spread Remaining as Stamina Loss or Torso Dmg.
Companion
+
3
D
to Downtime Actions related to Animals (Bond, Play, etc)
Able to understand Animals speech in a manner.
Communions
Commune
Active, Full: +1S
Conjure Communion, See Communion Effect.
Resist Wither
Endr
+
Spirit
+
1
D
,
+
1
S
:Within Domain,
+
1
S
:Attunded Domain
Spread Remaining Wither as Stamina Loss or Torso Damage.
: Channel Communion to Companion within .
Forest/Jungle/Decay
Undergrowth
Communion
4
Wither
Create Circle 1 within 3 for 3 Rounds. All enemies inside are Slow 2.
Thorns (Forest Attuned): Moving in/out does Blast 3
D
Pierce.
Entangling (Jungle Attuned): Circle has Slow 3.
Blighted (Decay Attuned): Enemies must Resist 2 Poison w/
Fort
.
Mountain/
River/
Ocean

Mist Cloud
Communion
4
Wither
Create Circle 1 around you for 4 Rounds w/ Visibility 1. Hits inside
6 Only
.
Cloud (Mountain Attuned): Create Circle 2 instead.
Choking (River Attuned): Enemies cannot breath in cloud and each Round Resist Poison 2 w/
Fort
.
Current (Ocean Attuned): Each Round Push 1 (Resist w/
Str
) in a chosen direction.
Arctic/Desert/
Cave

Ground Shake
Communion
4
Wither
5 Cone, All Resist 2 Knockdown with
Fort
+
Agl

Sands (Desert Attuned): Area bas Visibility 1 for 4 Rounds.
Icy (Arctic Attuned): Terrain is Difficult 1 for rest of Combat. Resist Knockdown with
Dex
+
Agl

Cave-in (Cave Attuned): Does Blast Bash 4
D
Dmg.
Brewing
Brew
Downtime
Make up to 4 Liquors. Can make Resilience, Vitality, Soothing, Blood, Black Liquor, Animal Essence Liquor, Armor Skin, Essence of Ferocity, Essence of the Nimble Poison Potion, Dream Liquors.
Guardians Guardians appear 3R away when Summoned (GM discretion) with 3 Command.
Summon
Full
Spirit
+
Cha
+
1
D

Active:
6 Only
1S: +1 Summon Point.
May Spend Summon to call Guardian.
/3
Summon
Command
Full:
Spirit
+
Cha
Active:
Spirit
Free:
Spirit
6 Only
Must attempt every Round.
2S/1 Fatigue: +1 Command.
1S/:
+
2
D
to Guardian’s Check.
0S: -1 Command. At 0: Leaves.
Command
Fighter
Fighter Fighters specialize in fighting with melee weapons. Fighters come in all types from lawless brigands, to professional soldiers, to valiant knights. Most fighters highly prize the mastery and care of their weapons.
Edge is gained through reading the fight, where Fighters try to gain any advantage they can on their enemies in the course of a battle.
Showdowns are when a Fighter takes a calculated risk against a Target, which may give the Target an opening, but more likely allow the Fighter a decisive blow.
Basic
Fighter 1
Fighter 2
Fighter 3
Athlete (1 Level)*
Fighters come in all kinds, including soldiers, mercenaries, and even just peasants who put down their farming equipment for a new life. But all Fighters share devotion to the art of combat, including the armor that protects them and the weapons they practice with. Fighters learn to read fights for openings and advantage and make the most of them, including with the Showdown that puts all this on the line for one definitive strike.
*Athlete Req: Each Unique Basic Class must have a separate level of Athlete for the requirement.
Specialty
Cavalry
Fighter 2/Paladin 1
+
Rider 3
Cavalry are those who learn the art of horse mounted combat. This allows them to not only fight effortlessly upon their horse, but create a special bond with their mounts who they may use as weapons to kick and rundown their foes.
Defender
Fighter 3
Defenders are specialists with shields and in the art of protecting themselves and others on the field. It is said these skills are most practiced by dwarves who masters in forging shields and fighting in a protective line. Defenders also master the art of the Tower Shield which unlike others they may use in a single hand.
Armorer
Fighter 2
See Talents.
While little celebrated, often a Fighter's life can be saved by the art of Weapon Maintenance. These skills allow Fighters to repair their gear in the field and even enhance it's effectiveness through it's Sharpness and Durability.
Multiclass Armigers are a legendary order of warriors from the Dawn Age that were said to fight with a combat art lost to time. Armigers were said to merge the part of the blade with the power of arcane magic to create a unique style of fighting that was difficult to learn and more difficult to master. Legend has it that Armigers had split into 6 warring orders that battled endlessly for mastery over the other, and this war even contributed to Great Fall that ended that once proud age. But there are rumors that the light of the Armiger orders has not entirely gone out, and that while rare they still walk the earth.
Armiger of Awakening
Fighter 2 /1 + Mage 1/2
An Armiger of Awakening is one who has only started their apprenticeship into the Armiger arts. These Armigers have a blade that flows only faintly with arcane power, but can still incant in battle and attempt novice version of the Arcane Strikes and Arcane Steps. An Armiger of Awakening has not yet chosen an order and is considered neutral in their designation.
Armiger of Blaze *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Red+Yellow + Scholar (Cosmological Studies 1)
Armigers of Blaze believe in action, not holding back, and the unbridled pursuit of justice. They bend the arcane power of Red Magic (Fire, Light) with Yellow Magic (Lighting, Wind) to bring a bursting might to their style. Their swords and steps burn with arcane fire and their flash ability blinds their foes.
Armiger of Crysalis *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Blue+Green + Scholar (Cosmological Studies 1)
Armigers of Chrysalis are stoic, methodical, and believe in the law order and control. They utilize the power of Blue Magic (Ice, Water) and Green Magic (Earth, Telekinesis) to creating a cold and piercing style. Their sword are covered in freezing ice and they may create a blizzard of sharp arcane ice and diamonds.
Armiger of Torment *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained:Shadow+Blood + Scholar (Cosmological Studies 1)
Armigers of Torment are vain, deceitful, and enjoy pain in all it's forms. They combine the power of Shadow Magic (Shadows, Fear) and Blood Magic to bring about a terrible power into their style. Their blades drip with dark blood and they may create a deadly blood mist to blind and drain their foes.
Armiger of Rot *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Death+Plague + Scholar (Cosmological Studies 1)
Armigers of Rot are worshippers of death and see themselves as agents of rebirth and renewal both for the natural order as well as their own power. Armigers of Rot combine Death Magic with Plague Magic for a style that is deadly to any who come in contact with it. Their blades reek if deeply poisonous decay and they may channel the power of death into corpses to have them do their bidding.
Armiger of Eternity *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Purple+Soul + Scholar (Cosmological Studies 1)
Armigers of Eternity are those whose eyes are trained on the endless cycles of the universe, seeking to preserve these cycles as well as their own power into the infinite. Armigers of Eternity combine Purple Magic (Gravity, Time) with Soul Magic to push their style beyond mortal powers. Their blade warps time and space as is passes and the may bend the fight trough powerful gravitational fields.
Armiger of Oblivion *
Mage 2 + Fighter 2 OR Fighter 3 + Mage 1
Trained: Void+Any + Scholar (Cosmological Studies 1)
Armigers of Oblivion are dangerous nihilists who seek the destruction of all things, as their order was corrupted by the Alien God Xythuul in the quest for power. By utilizing Void magic, they operate beyond the point of madness, and they're style of fighting follows suit. Their blade seems to shine with an sick otherworldly power and they may create a powerful null field which slowly eat at reality.
* Note: Can only ever join one Armiger order.
Fighter Multiclass
Spirit Blade 1
Fighter 2 + Monk 1
Spirit Blade 2
1. Weapon Maintenance
2.Fighter 2 + Monk 2
Spirit Blades, also called Samurai, use a combination of a Fighters skill with the blade and a Monks mastery of Ki. These techniques are said to have originated from the East, and emphasize careful, focused, and methodical movements allowing the practitioner to fight perfect calmness and technique on the chaotic battlefield. By infusing their Ki into their blade, and often striking from a sheathed stance, Spirit Blades may slice beams of energy through the air, cut through steal, and even stab themselves to unlock inhuman power.
Hunter 1
Fighter 2/1 + Druid 1/2
Hunter 2
1. Survivalist 2 (1 Environment)
2. Fighter 2/1 + Druid 1/2
Hunters are Druids who have decided to use the power of nature to push them past the limits of a standard Fighter. Hunters are experts at creating brews which may be used to enhance their senses and reflexes as well as apply specialized poison to their blades. In addition Hunters are experts at traps which they may use with devastating effect.
Gladiator 1
Barbarian 2/1 + Fighter 1/2
See Barbarian.
Paladin 1
Cleric 2/1 + Fighter 1/2
See Cleric.
Green Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
See Cleric.
Blue Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
See Cleric.
Choas Knight 1
Fallen Cleric 1
+
Fighter 1
+
Bard 1 OR
Yavarra
+
Paladin (Fallen)
See Cleric.
Blood Knight 1
Fallen Cleric 1
+
Fighter 1
+
Barbarian 1 OR
Tyrannus
+
Paladin (Fallen)
See Cleric.
Death Knight 1
Fallen Cleric 1
+
Fighter 1
+
Mage 1 OR
Morgeth
+
Paladin (Fallen)
See Cleric.
Fighter Advanced
Swordsman 1
Fighter 3
Swordsman 2
Weapon Maintenance
Few weapons are as revered as the Sword, and those devoted to mastering it's use are called Swordsmen. Swordsmen may specialize in various sword types, Long Curved, Thrusting, Great Sword, and Dual Wielding. They may half sword, for maximum armor bypass, add kicks to their attacks, and attempt powerful finishers specialized to their sword of choice.
Executioner 1
Fighter 3
Executioner 2
Weapon Maintenance
Executioners specialize in the often brutal styles of hafted weapons such as Axes, Hammers, and even Flails. These weapons are optimized for using brute strength to destroy an enemies defenses. Depending on the type of hafted weapon, these Fighters may bring about specially powerful strikes and Finishers to break their enemies before them.
Spearmen 1
Fighter 3
Spearmen 2
Weapon Maintenance
The Spearmen is the master of using range and movement together to dominate the battlefield. Spearmen may make use of the advantages of Spears, Glaives, Halberds, and Javelins to give them a great variety of options in combat. In addition to using their range to their advantage, they gain powerful specialized finishers for their chosen weapon.
Commander 1
Fighter 3
+
Cha 2
Commander 2
Leader 1
A Commander is someone who has decided to tale up the responsibility of leading others into battle. Commanders are keenly aware of battle and may Command others to enhance their effectiveness on the field. Additionally Commanders may use their leadership abilities to recruit followers who they my directly command in battle.
Fighter Master
Master of the Blade
Elite Character
+
Swordsman 2/Execution2/Spearmen 2
+
7 Weapon Specialties
+
Dex 3
When a Fighter masters the arts of war, they become a Master of the Blade. For these Fighters, combat is less a skill and more of an art form in which their vast practice and knowledge allows them to decimate their foes. Time is sad to slow down for them in battle and they have a peerless ability to read the fight, participate in Showdowns, and may attack twice in a single round. In addition they may read individual Fighters as well, quickly finding the flaws in their style that can be exploited.
Lord
Elite Character
+
Commander 1
+
Rider 3
+
Cha 2
+
Dex 2
When a Fighter has achieved enough renown as a combatant and leader of men, he may be recruited as Lord. These Fighters are much sought after by the powers of the realm and will provide riches and even armies in exchange for a promise of loyalty. These Lords gain the ability to not only gain additional men at their disposal, but may use the armies of the realm on occasion and then lead these armies in battle, using their tactics, strategies, and charisma to lead them toward victory.
Arknight
Elite Character
+
Scholar (Cosmological Studies 2)
+
Int 2
+
Dex 2
+
Armiger of Blaze/Crysalis/Torment/Rot/Eternity/Oblivion
Beyond the power of an Armiger, is the Arknight, one who has mastered the art of the arcane blade. Arknight are complete devotees to their Order, and can feel this power running through them and which they can unleash to devastating effect. Arknight have mastered the ability to Battle Incant, and can activate their Weapon Aura with only a thought. But the true power of the Arknight is the Arcrender, a powerful final technique that concentrates the power of the order into a single powerful strike.
Fighter 1
Basic
Techniques
Read Fight
Free
1
S
+

Choose 2:
Endr
/
Sense
/
Int
/
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge until end of Round.
1 Edge
Combat Skill
:
+1
D
to Hit (melee weapon)/Dmg (melee weapon)/Defend Check. (Max 2 per Check.) Ignores
6 Only
.
1 Edge
Riposte
:
May Block and Hit with same Weapon this Round. (Not Large Weapons.)
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
Lose: Target has +1
S
to Hit and Dmg.
Win:
+
1
S
to Hit and Dmg. (Max 3 times.)
Lose: Target has
+
1
S
to Hit and Dmg. (Max 3 times.)
Tie: You and Target get
+
1
S
to Hit and Dmg. (Max 3 times.)
Fighter 2
Basic
Weapon/Armor Care
Maintenance
Downtime
Sharpen Weapon
Dex
+
Sense
Requires Weapon Repair Kit.
1S: +1 Sharpness.
/3  Sharpness
1 Sharpness: +1
D
Melee Dmg.
Weapon Knowledge:
+
1
S
to Repair Weapon.
Techniques
Read Fight
Free
2
S
+

Choose 3:
Endr
/
Sense
/
Int
/
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge until end of Round..
1 Edge
Combat Skill
:
+1
D
to Hit (melee weapon)/Dmg (melee weapon)/Defend Check. (Max 3 per Check.) Ignores
6 Only
.
1 Edge
Riposte
:
May Block and Hit with same Weapon this Round. (Not Large Weapons.)
3 Edge
Shield Attack
:
May Attack with Shield as Add-On.
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
1 Edge
:
1
D
to Showdown Check. (Max 3 per Check.)
Desperation
:
(Requires 3 or more Head/Torso Wound)
+
Spirit
Win: +1
S
to Hit and Dmg. All Allies gain 1
D
Will.
Lose: Target has +1
S
to Hit and Dmg.
Tie: You and Target get +1
S
to Hit and Dmg.
Weapon Techniques
1 Edge
(Sword) Deep Cut
:
+
2
D
to Bleeding. (Max 2 times.)
1 Edge
(Hafted) Power Hit
:
+
2
D
to Dmg.
+
2
D
Dmg to Weapon. (Max 2 times.)
1 Edge
(Pole-Arm) Defensive Stance
:
+
2
D
to Pole-Arm Distance. (Max 2 times.)
Fighter 3
Basic
Weapon/Armor Care
Maintenance
Downtime
Sharpen Weapon
Dex
+
Sense
Requires Weapon Repair Kit.
1S: +1 Sharpness.
Maintain Armor/Shield
Endr
+

Sense
Requires Armor Repair Kit.
1S: +1 Durability.
/3  Sharpness
1 Sharpness: +1
D
Melee Dmg.
/3  Durability
1 Durability: Armor/Shield absorbs +1
D
Dmg.
Repair Knowledge: +1
S
to Repair Weapon.
Armor Knowledge: +1
S
to Repair Armor/Shield.
Techniques
Read Fight
Free
1
S
+

Endr
+
Sense
+
Int
+
Spirit
Must be Attacking / Grappling / Being Attacked.
1S: +1 Edge.
1 Edge
Combat Skill
:
+
1
D
to Hit (melee weapon)/Dmg (melee weapon)/Defend Check. (Max 3 per Check.) Ignores
6 Only
.
1 Edge
Riposte
:
May Block and Hit with same Weapon this Round. (Not Large Weapons.)
3 Edge
Shield Attack
:
May Attack with Shield as Add-On.
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
1 Edge
:
1
D
to Showdown Check. (Max 3 per Check.)
Desperation
:
(Requires 3 or more Head/Torso Wound)
+
Spirit
+
1
D
Win: +1
S
to Hit and Dmg. All Allies gain
Cha
Will.
Lose: Target has +1
S
to Hit and Dmg.
Tie: You and Target get +1
S
to Hit and Dmg.
Parry
Active/Defend
On Full Block may Attack with +1
S
to Hit and Dmg.
Weapon Techniques
1 Edge
(Sword) Deep Cut
:
+
3
D
to Bleeding. (Max 2 times.)
1 Edge
(Hafted) Power Hit
:
+
3
D
to Dmg.
+
2
D
Dmg to Weapon. (Max 2 times.)
1 Edge
(Pole-Arm) Defensive Stance
:
+
2
D
to Pole-Arm Distance and may add all Space Succeses to Hit. (Max 2 times.)
Mage
Mage
Mages specialize in using arcane magic. Most are trained by the Acedemy, but others are trained by personal tutors, or discover magic for themselves. Mages tend to be highly involved with the search for knowledge. Magic involves uses mental concentration and arcane formulae to bend the form of Aether. Magic is very difficult and dangerous and is skill few can master.
Preparing Scrolls Scrolls hold a a Charge of the Aethor Formula. More powerful scroll Charges might cost spell material to precious stones.
Incanting Spells to reduce a spell's danger to you and your allies, Mages have learned to Incant Arcanum. While incanting a Mage concentrates on calculating the final formulas for casting. This requires the use the voice and hands for chanelling the forms of the spell. This builds Arcanum, that will be used to cast the spell. If a Mage stops Incanting all stored Arcanum is Lost.
Casting Spells The Mage brings form and function to Aether briefly structuring it to thier machinactions.
Overcharge is the act of increasing the power of a spell, often at the cost making the Spell more dangerous.
Backlash are dangerous and uncontrolled conseqences of a spell. Mages Invented Arcanum to reduce the danger of backlash.
Prepared Spells Mages can Spend Time and sometimes resources, like Spell Materials (Cost), to Cast Spells written on Scrolls. After casting The spell loses a Prepared Charge.
Spell Materials Magical Creatures, and some Ore has higher concentrations of Aether, Mages use this to prepare Charges for more powerful spells.
Untrained: Schools of magic that the caster has not yet completed training in. Some Schools like Dark Magic and Void Magic take more to learn than just learning the spells.
Basic
Mage 1
Mage 2
Mage 3
Scholar (1 Level)
A Mage is someone who has learned the art of arcane manipulation, weaving the ether into powerful spells. In order to do this, Mages must not only be able to feel the ethereal flow around them but also understand, memorize, and manipulate the equations that can transform inert ether into forces that act on the physical world. In starting their practices, Mages require the study of scrolls which contain the equations to prime ether into a pre-transformation state which can be acted on in combat. Mages also begin to memorize their own spells, starting with the Ball of Light, which each Mage practices each night before bed, to more powerful Arcane Barriers and Missiles. Most Mages are trained in magic schools such as the Citadel of Arcadia, or else taught by private tutors.
Wild Mage 1
Wild Mage 2
Wild Mage 3
Survivialist (1 Level)
+
Spirit 2
Those who have a natural aptitude for magic that manifests without prior training are called Wild Mages. Wild Mages may spring up anywhere, and while they may have some understanding of the underlying arcane equations, they perform many of their spell through sheer force of will. For their memorized spells, instead of mastering the Arcane Barrier and Missile, Wild Mages make use of Wild Teleport and burst field of Arcane Blast.
Multiclass
Armiger of Awakening
Fighter 2 /1 + Mage 1/2
See Fighter.
Trickster 1
Rogue 2/1 + Mage 1/2 (Yellow)
See Rogue.
Magic Archer 1
Archer 2 + Mage 1
See Archer.
Spellsong 1
Bard 2/1 + Mage 1/2
See Bard.
Witch 1
Druid 2/1 + Mage 1/2
See Druid.
Death Knight 1
Fighter 3 + Mage 1 OR Morgeth
+
Paladin 1 (Fallen)
See Cleric.
Mage Advanced
Chromatic Affinity: As characters go farther down the mage path, they gain physiological changes based on their school of magic. Eyes glow in associated color, streaks of that color in hair, nails turn that color, etc.
Red Mage
Mage 3
+
(Red)
Pyromancer *
Scholar (Cosmological Studies 1)
The Pyromancer is a master of Red Magic, and can manipulate both light and flame. This manipulation can come in form of fireballs, streams of fire, and powerful explosions. Pyromancers are one of the most sought after mages to be used in large scale warfare as they can provide incredible damage if properly protected.
Blue Mage
Mage 3
+
(Blue)
Cyromancer *
Scholar (Cosmological Studies 1)
Cryomancers specialize in Blue Magic which is the manipulation of ice and water. Much like the magic they practice, they are often known for the cold demeanor as well of the crystalline beauty of their magic in practice. Cryomancers are capable of creating air bubbles to breath underwater, creating ice spikes and walls, and even calling down giant tidal waves.
Green Mage
Mage 3
+
(Green)
Geomancer *
Scholar (Social Studies 1)
Geomancers specialize in Green Magic, which is the manipulation of rocks and the earth as well as telekinesis. Geomancers often seek places of solitude, such as mountain tops or deep within the earth to practice their magic. Geomancers can move objects with their mind, raise rock walls, and create giant earthquakes.
Yellow Mage
Mage 3
+
(Yellow)
Aeromancer *
Scholar (Social Studies 1)
Aeromancers specialize in Yellow Magic, which is the manipulation air and lightning as well as telepathy. Being able to read minds, Aeromancers are often sought it to determine someone's secrets, and can be paid handsomely at royal courts for their services. Aeromances gain the ability to communicate telepathically, create gusts of wind, and use a variety of lighting based attacks against their enemies.
Purple Mage
Mage 3
+
(Purple)
Astromancer *
Scholar (Cosmological Studies 1)
Astromancers specialize in Purple Magic, which is manipulation of gravity and time. Of all the School of Chromatic Magic, Purple Magic is the most mysterious and few can be found who study it outside the major schools of magic. Astromancers may slow falling, create portals that launch the user or link two places, and even create fields that manipulate time.
Grey Mage
Mage 1
+
Scholar (4 Levels), Linquist(3 Languages)
Those who wish to master the art of knowledge are called Grey Mage. This school involves no arcane manipulation or magical effects, only the power of a keen and well studied mind. While typically a Grey Mage may works as a librarian or record keeper, they may also use their knowledge to contribute on the field. This includes finding magic items, giving helpful insight, and sometime applying things they learn to get out of tough situations.
* Note: Can only ever obtain one "-mancer" Class.
Mage Advanced
Dark Affinity: As characters go farther down the mage path, they gain physiological changes based on their school of magic. Eyes glow in dark/strange colors, streaks of that color in hair, nails turn black, etc.
Plague Mage
Mage 3
+
(Plague)
Plaguemancer *
Scholar (Nature Studies 1)
Plaguemancers specialize in the Plague Magic, which is manipulation of acid and vermin. Plaguemancers are particularly hated by civil society as they may use their dark arts to ruin a town or city with the misfortune of disease. In order to master Plague Magic, one must let their body become one with a host of vermin and sickness. Plaguemancers can communicate with rats and other vermin, spray poison, and create acid rain.
Blood Mage
Mage 3
+
(Blood)
Sanguimancer *
Scholar (Nature Studies 1) + Vampirism
Sanguimancers specialize in Blood Magic, which is used to manipulate both the blood of themselves and others to their own ends. While they practice a dark magic, Sanguimancers are sometimes sought out for the healing power they can provide, though they rarely do so. In order to master Blood Magic, once must typically give themselves to the disease of vampirism. Sanguimancers can drain energy from those they touch, pull the blood out of their foes, and create leaching blood mists.
Shadow Mage
Mage 3
+
(Shadow)
Umbramancer *
Scholar (Social Studies 1)
Umbramancers specialize in Shadow Magic, which is used to manipulate darkness and fear. Not only are Umbramancers able to manipulate which is shadowed from light, but also the shadows within an enemies mind. Umbramancers often make use of demon pacts to unlock the full power of their Drak Magic, and taking on demon aspect is a requirement for those who wish mastery over the shadows. Umbramancers may move through shadows, summon shadows to attack their foes, and create shadows forms of themselves.
Death Mage
Mage 3
+
(Death)
Necromancer *
Scholar (Nature Studies 1)
Necromancers specialize in the Death Magic, which is used to manipulate death and corpses. Necromancers are despised for their use of the dead, and often raid graveyards for the corpses they use in their experience. To master the art of necromancy, once must eventually become undead themselves. Necromancers can speak to the dead, animate zombies to use in combat, and even, within certain limits, bring the dead back to life.
Soul Mage
Mage 3
+
(Soul)
Phantomancer *
Scholar (Cosmological Studies 1)
Phantomancers specialize in Soul Magic, which is use to manipulate the dark energies of ghosts and sprits. Phantomancers often involve themselves in various dark plots, as their power is increased by each soul they collect. Phantomancers even begin to feed on the souls of the once living, making them abhorred by those who interact with them. Phantomancers may animate objects and skeletons, shoot bolts of dark energy, and even create a bride to the realm of souls.
* Note: Can only ever obtain one "-mancer" Class.
Mage Master
Sage
Elite Character
+
Grey Mage
+
Scholar (Complete)
+
Linguist (Complete)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
A Sage has forgotten more then most men have ever known. In addition to have encyclopedic knowledge of nearly all things, a lifetime of study has taught the Master Greymancer a deeper art hidden through the lore of the world, the are of True Naming. By knowing the True Name of person, item, or location, one is able to command it on a level as deep as the ether that runs through it. A Sage can this way, through intense study, produce portals, open the magic abilities of items, and even command and kill enemies.
Wizard
Elite Character
+
Red Mage
+
Blue Mage
+
Green Mage
+
Yellow Mage
+
Purple Mage
+
Scholar (Cosmolgical Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
A Wizard, or Chromomancer, is a Mage who is proficient in all the Chromatic schools of magic. This wide ranging experience gives them perspective and abilities others do not have, and they are highly sought after as teachers and advisors. Wizards have enhanced ability to cast multiple elements at once and even multiple spells at once via their Dual Cast ability.
Master Pyromancer
Elite Character
+
Pyromancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Red Magic they become a Master Pyromancer. A Master Pyromancer can unleash streams of hot dragon breath and even burn down whole towns with a towering inferno.
Master Cyromancer
Elite Character
+
Cyromancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Blue Magic they become a Master Cryomancer. A Master Cryomancer can freeze through powerful ice beams or summon a blizzard with the power to submerge a town in ice and snow.
Master Aeromancer
Elite Character
+
Aeromancer
+
Scholar (Social Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Yellow Magic they become a Master Aeromancer. A Master Aeromancer can turn invisible and pass through solid objects.
Master Geomancer
Elite Character
+
Geomancer
+
Scholar (Social Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Green Magic they become a Master Geomancer. A Master Geomancer can shatter the earth around them and rocks the size of houses with their mind to crush their foes.
Master Astromancer
Elite Character
+
Astromancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Purple Magic they become a Master Astromancer. A Master Astromancer can create powerful gravity fields and even summon dangerous black holes.
Mage Master
Magus
Elite Character
+
Plague Mage
+
Blood Mage
+
Shadow Mage
+
Death Mage
+
Soul Mage
+
Scholar (Cosmolgical Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
Magus, sometimes called Darkmancers, are practitioners of all schools of Dark Magic. No other mage has the full grasp of the powers of darkness as a Magus, and they tend to operate from positions of great power and secrecy. They also tend to travel with pupils who wish to gain from them the secrets of the dark arts. A Magus may call upon Dark Spirits imbued with all facets of dark magic, and even cast multiple dark spells at once.
Master Plaguemancer
Elite Character
+
Plaguemancer
+
Scholar (Nature Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Plague Magic they become a Master Plaguemancer. A Master Plaguemancer can transform themselves into living swarms of vermin and summon greater swarms to devastate areas.
Master Sanguimancer
Elite Character
+
Sanguimancer
+
Scholar (Nature Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Blood Magic they become a Master Sanguinemancer. A Master Sanguinemancer can transform themselves into living blood or open vortexes of burning blood through the tears of the blood god.
Master Umbramancer
Elite Character
+
Umbramancer
+
Scholar (Social Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Shadow Magic they become a Master Umbramancer. A Master Umbramancer can attempt to directly control people through their shadows and open gateways to the realm of the demons.
Master Necromancer
Elite Character
+
Necromancer
+
Scholar (Nature Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Death Magic they become a Master Necromancer. A Master Necromancer becomes and undying lich and can experiment on corpses to create powerful and hideous corps abominations.
Master Phantomancer
Elite Character
+
Phantomancer
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Soul Magic they become a Master Phantomancer. A Master Phantomancer may summon specters to into battle as well a bring about the devastating Caravan of Souls against their foes.
Arcane Schools
Grey: Is the school non-magical studies, including langauges, history, and logic. Chromatic Magic Chromatic Magic is the standard type of magic. Each has a school in the Citadel.
Red
Red Magic grants power over light and flames. This immense destructive potential makes Red Magic highly valued in large-scale warfare, capable of inflicting tremendous damage when supported effectively.
Blue
Blue Magic harness the power of ice and water. Blue Magic users harness a more supportive role, but can conjure up devastating attacks when pressed.
Green
Green Magic harnesses the primal forces of the earth and Telekinesis. Their magic allows them to manipulate objects, erect defensive barriers, and levitate objects.
Yellow
Yellow Magic wields the power of wind and lightning, using their abilities for both offense and strategic advantage. They can create gusts of wind, communicate telepathically, and cast spells that distract or damage enemies.
Purple
Purple Magic taps into the cosmic forces to manipulate gravity, time, and space. These mages can defy the natural laws, creating portals and manipulating the weight and movement of objects and themselves.
Dark Magic
The Dark Arts
Dark Magic is forbidden by the Citadel and assocaited with the power of Morgeth though it is said to offer increcible abilities. Sources are available to learn however for those interested...
Plague
Plague Magic, rooted in the dark and forbidden knowledge of disease and decay, harnesses the power of pestilence and rot.
Blood
Blood Magic, draws power from life's essence. Masters can manipulate their own and others' blood to perform powerful, often gruesome feats, healing or harming with equal ease.
Shadow
Shadow Magic, harnesses the power of darkness and shadows. Feared and revered, Shadow Magic can cloak allies, instill terror, and unleash demonic forces.
Death
Death Magic manipulates life and death itself. Can animate corpses, command the undead, and unleash devastating necrotic spells. Feared and respected, Death Magic allows the practitioner to raise armies of the dead, drain life, and even achieve a form of immortality.
Soul
Soul Magic, a dark and potent art, harnesses the power of souls for arcane and often sinister purposes. This feared magic allows the practitioner to control both the living and the dead, making them a formidable force.
Occult Magic
The Occult
There is a shroud of mystery around certain parts of reality. The deepest mysteries are those around something called the Occult. It is said they worship a strange alien God who is called Xythuul and those who look too far into these mysteries can have their sanity damaged.
Void
Void Magic delves into the forbidden realms of the occult, manipulating the very fabric of existence with its mastery over anti-matter and nothingness. Its practitioners, often shrouded in secrecy, it's a potent tool in the hands of those daring enough to wield it.
Mage 1
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Dex
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Ball of Light
Challenge
Resist 1 Fatigue w/
Endr
.
Create Ball of Light 2 that lasts up to 30 Minutes.
Sense Arcane
Challenge
Int
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Dex
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Mage 2
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Dex
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Ball of Light
Challenge
Resist 1 Fatigue w/
Endr
.
Create Ball of Light 2 that lasts up to 3 Hours. Can be put onto a Staff or similar.
Arcane Trick
Challenge
Int
+
Spirit
May do a simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Int
+
Sense
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
1
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Dex
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+2
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Arcane Barrier
2 Backlash
Gain
DR
7
D
against an Energy Attack or
DR
5
D
against a non-Energy Attack for 1
S
+
Int
+
Spirit
Rounds.
Mage 3
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Dex
+
1
D
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Ball of Light
Challenge
Resist 1 Fatigue w/
Endr
. Create Ball of Light 2. Lasts up to a 6 hours. Can be put onto a Staff or similar.
Arcane Trick
Challenge
Int
+
Spirit
+
1
D
May do simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Int
+
Sense
+
1
D
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
2
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Dex
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+3
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Arcane Barrier
2 Backlash
Gain
DR
7
D
against an Energy Attack or
DR
5
D
against a non-Energy Attack for 1
S
+
Int
+
Spirit
Rounds.
Arcane Missile
3 Backlash
Backlash
3
3
D
Dmg to Casting Arm per Backlash
Effect
Strike 
1
S
+
Sense
+
3
D
1S:+
Energy
2
S
+
Int
+
3
D
Overcharge
+1 Backlash: Go around allies and corners.
+1 Backlash: +3
D
to Hit, +3
D
to Dmg.
Wild Mage 1 (Mage 1)
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Sense
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Arcane Sparks
Active
Resist 1 Fatigue w/
Endr
+
1
D
.
Create Light 6 that lasts up to 1 Minute.
Sense Arcane
Challenge
Spirit
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Sense
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Wild Mage 2 (Mage 2)
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Sense
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Arcane Sparks
Active
Resist 1 Fatigue w/
Endr
+
2
D
.
Create Light 9 that lasts up to 3 Minute.
Arcane Trick
Challenge
Int
+
Spirit
May do a simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Spirit
+
Sense
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
1
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Sense
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+2
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Wild Teleport
2 Backlash
+
3
D
to Dodge, Teleport to a Random Space 4
D
Away.
Wild Mage 3 (Mage 3)
Basic
Can't use Abilities in Light/Medium/Heavy Armor
Prepare Spell
Downtime
Int
+
Spirit
+
Sense
+
1
D
Outdoors/rough environment:
6 Only
1S: Prepare a Spell.
Must spend cost if applicable.
Cantrips
Arcane Sparks
Active
Resist 1 Fatigue w/
Endr
+
3
D
.
Create Bright Light that lasts up to 5 Minutes.
Arcane Trick
Challenge
Int
+
Spirit
+
1
D
May do simple magic trick. More Successes improves it.
Ex: Snuff Candle, Colored Sparkles, Small Gust of Wind, Write Temporary Arcane Glyph into Surface.
Sense Arcane
Challenge
Spirit
+
Sense
+
1
D
Determine if any Arcane Magic is nearby and possibly it's nature.
Arcane Spellcasting
Arcanum
Arcane Magic requires a free hand, standing, speaking loudly, freedom of movement. Otherwise may make Incanting or Reducing Backlash
6 Only
or impossible.
Spell
Craft
Full
Incant
1
S
+
Int
+
Spirit
+
2
D
1S: +1 Arcanum.
May Move 1 Space OR Cast.
Cast Note: Typical 'safe' casting is 3 Arcanum per 1 Backlash.
Overcharge
May add Overcharge Effects and Backlash cost.
Resist
Roll Arcanum Dice.       Trained:
+
Sense
+
1
D
1S: -1 Backlash.
Per Backlash
2
D
Stamina Loss
+
1
D
Fatigue
+
Spell Backlash Effect.
Cast
See Spell's Effect.
Trained Spells
Color Blast
1 Backlash
Proj 
Contest: 1
S
+
Spirit
+3
D
(you) vs.
Spirit
(target) 1S: +1 Dazed.
Dazed:
6 Only
and Pace 1. Remove Free w/
Fort
/
Spirit
Wild Teleport 2 Backlash
+
3
D
to Dodge, Teleport to a Random Space 4
D
Away.
Arcane Blast
3 Backlash
Backlash
3
Increase Self Damage by 2
D
Effect
All in Circle 1
Take 2
S
+
3
D
Blast
Within in Circle 2
Take 1
S
+
3
D
Blast
Self
Take 1
S
+
3
D
Blast
Overcharge
+2 Backlash: +1 Circle Range
+1 Backlash: +2
D
to Dmg for Circles.
+1 Backlash: Allies take Take 1
S
+
2
D
Blast instead.
Monk
Monk Monks specialize in unarmed fighting and body control. Most Monk Schools originate from the eastern kands, but they exisit in pockets all over the world. Monks practice high control over their body and can even channel and bend their own ether to attempt feats impossible to others.
Chakra is gained throgh silent meditation. This allows the Monk to clear their mind and strengthen their body, allowing them to better resist physical damage, or even the need to eat or sleep.
Ki is channelled in battle through special Ki Strikes and is made of gathered ether. The more Ki a Monk has channelled the more powerful moves they can perform when it is unleashed.
Chain Techniques involve a Monk doing multiple attacks in a single round of combat. This is very tiring, and they must use a different Limb for each attack.
Basic
Monk 1
Monk 2
Monk 3
Athlete (1 Level)*
Those that use the practice of the martial arts towards a mastery of the body and mind are called Monks. There are many schools of Monks throughout the world, though more in the Eastern parts of the world. A Monk fights without weapons or armor, but instead transforms their own body into a lethal instrument of combat. Monks adopt various stances they can use to focus on a particular element of combat such as movement, defense, etc. and also can use various martial techniques to gain or use Ki to pull of powerful specialized moves. Additionally though the use mediation, Monks gain Chakra which can be used to resist Hunger, Thirst, and other physical ailments.
*Athlete Req: Each Unique Basic Class must have a separate level of Athlete for the requirement.
Specialty
Exotic Weapons
Monk 1
See Talents.
While all know of the Sword and Shield, many specialized and Exotic Weapons of war have been crafted as well. Few can use these weapons outside of Monks as they require immense physical ability and skill to master and can even be dangerous to the user in the wrong hands. Beyond these difficulties, lie powerful weapons that create immense battlefield advantages such as Segmented Staff, Hook Swords, Nunchucku, and many others.
Multiclass
Bone Breaker 1
Barbarian 2/1
+
Monk 1/2
See Barbarian.
Spirit Blade 1
Fighter 2
+
Monk 1
See Fighter.
Ninja 1
Rogue 2/1
+
Monk 1/2
See Rogue.
Monk Advanced
Apprentice of the 5 Beasts
Monk 3
Practitioner of the 5 Beasts
Athlete (3 Levels)
Drawing inspiration from the animals of the wild, the Schools of the 5 Beasts gain inhuman martial prowess. These Monks spend considerable time studying the ways of these wild animals in order to unlock these specialized stances and techniques. These include Monkey Style, elusive and unpredictable, Mantis Style, with it's penetrating strikes, Toad Style, unlocking great physical durability, Snake Style, allowing for poisonous strikes, and Tiger Style, with powerful cutting claws.
Apprentice of the 4 Elements
Monk 3
Practitioner of the 4 Elements
Athlete (3 Levels)
The Schools of 4 Elements allow a Monk to move beyond merely striking his enemies, but to channel elemental proprieties into their very martial attacks. This is done by mastering their own Ki in such a way as to bend the surrounding Ether into the elements. The 4 Schools of the Elements are Fire, Wind, Water, and Earth, each with own element manifesting techniques and stances.
Apprentice of the 3 Temples
Monk 3
Practitioner of the 3 Temples
Athlete (3 Levels)
Those Monks drawn beyond the arts of combat and into perfecting their own energies, eventually find their way to the Path of the 3 Temples. This is a very difficult path that involves intense mediation and strengthening of the inner self, as well as learning to transcend the impurities of the physical world. The 3 Temples one must master are the Body, allowing them increased durability and physical fitness, Mind, which allows them to see techniques before they happen and see through darkness, and Spirit, which allows for a mastery of the pressure points of the soul and can be used to debilitate opponents or even use the dreaded Death Punch. The Path of the 3 Temples also unlocks the powerful Ki Blast, allowing it's students to channel their Ki into powerful ranged blasts.
Drunken Fighter 1
Monk 3
+
Yavarra
Drunken Fighter 2
Athlete (3 Levels)
Whereas most Monks seek out mastery over spirit, the Drunken Master embraces the unpredictable nature and chaos of the impure body and mind as well as the chaotic God Yavarra. Drunken Masters are enhanced by the level of alcohol they meet, and by drinking during combat they can unlock stances allowing for increased movement, evasiveness, and unpredictability. They also unlock more powerful techniques such as the Eye Poke, Bicycle Kick, and Fire Breath.
Monk Master
Grandmaster
Elite Character
+
Practitioner of the 5 Beasts/Practitioner of the 4 Elements/Drunken Fighter 2
+
Athlete (5 Levels)
+
Agl 2
+
Fort 2
When a Monk has learned the highest levels of their School, and achieved great feats in combat, they may ascend to a Grandmaster. A Grandmaster may open his own dojo where they may spread the ways of their style, collect money for their teachings, and have devoted students travel with and assist them. A Grandmaster may also finally achieve the legendary Dragon Stance which unlocks the incredible movement, power, of the Dragon Stance as well as the devastating Dragon Fang technique and can be combined with any elemental stance.
Razor Wind
Elite Character
+
Monk 3 + Fighter 1
+
Exotic Weapons (Staff + Chain + Bladed) + Whip User
+
Dex 3
Despite the many powerful exotic weapons of the world, one stands above them all both in it's power as well as it's incredible difficulty to use, let alone master: the Blade Whip. Over 15 feet of razor sharp steal that cracks like a lighting bolt when used, those that can master this are called the Razor Wind and are both awed and feared. A Razor Wind can strike 3 spaces away, strike though multiple opponents in a whirling strike, and even make use of the awing Flying Guillotine technique, which involves twisting the Blade Whip around a foe's head to execute a decapitation that may leave onlookers speechless.
Unbound Spirit
Elite Character
+
Practitioner of the 3 Temples
+
Athlete (3 Levels) + Scholar (3 Levels)
+
Spirit 3
Once a Monk follows the Path of the 3 Temples to it's peak and achieves true transcendence over the forms of the physical world, they may become an Unbound Spirit. These Monks have left mere humanity behind and walk the spiritual world as well as the physical world. They are almost completely immune from Hunger, Sickness, or Poison, and can even resist Death itself. In combat they can slow Downtime in Harmonious Moment to do additional actions, and achieve the full opening of their Third Eye which they can use to modify their own stats throughout the battle.
Monk 1
Basic
Can't use Abilities in Light/Medium/Heavy Armor Chakra
/2 Chakra
1 Chakra
:
+1
D
Resist Dmg/Fatigue/Hunger/Thirst/Terror/Stress/Dread/Infection/Dying.
Meditate
Downtime
Gain
Spirit
Chakra.
Stances Can switch from/to any stance at the beginning of each Round.
Crane Stance
:
+2
D
to Dodge, +2
D
against Impede, +1
D
to Pace.
Leopard Stance
:
+1
D
to Dodge, +1
D
to Hit, +1
D
to Dmg.
Martial Techniques
/5 Ki
Chain Technique: Attempt an additional Active Martial Action this Round. May use each Arm and Leg once. (1 Main Arm Punch, 1 Off Arm Punch, 2 Kicks.)
Ki Punch
Active: Martial
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Gain
Spirit
+
1
D
Ki.
3 Ki
Roundhouse Kick
Active: Martial
Strike 
1
S
+
Dex
+
Agl
Bash
2
S
+
Str
+
Agl
Push 1 (Resist w/
Str
/
Fort
)
1 Ki
Arm Guard
Defend: Block
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike by
Dex
+1
D
. Arm used to Block has DR 2
D
Monk 2
Basic
Can't use Abilities in Light/Medium/Heavy Armor Chakra
/3 Chakra
1 Chakra
:
+1
D
Resist Dmg/Fatigue/Hunger/Thirst/Terror/Stress/Dread/Infection/Dying.
Meditate
Downtime
Gain
Spirit
Chakra.
Stances Can switch from/to any stance at the beginning of each Round.
Crane Stance
:
+2
D
to Dodge, +2
D
against Impede, +1
D
to Pace.
Leopard Stance
:
+1
D
to Dodge, +1
D
to Hit, +1
D
to Dmg.
Fox Stance
:
+1
D
to Dodge, +2
D
to Ki per Round.
Martial Techniques
/5 Ki
Chain Technique: Attempt an additional Active Martial Action this Round. May use each Arm and Leg once. (1 Main Arm Punch, 1 Off Arm Punch, 2 Kicks.)
Flying Attack: If jumping from one space above Target get +2
D
to Dmg.
Ki Punch
Active: Martial
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Gain
Spirit
+
Endr
Ki.
Ki Pose
Full
Gain
Spirit
+
Endr
Ki. Spread
Cha
Will among Allies.
2 Ki
Sweep Kick
Active: Martial
Strike 
1
S
+
Dex
+
Agl
(Legs Only)
Bash
1
S
+
Agl
+
1
D
Knockdown 2 (Resist w/
Agl
/
Fort
)
3 Ki

Roundhouse
Kick
Active: Martial
1 Ki
:
Can attempt against additional Target.
Strike 
1
S
+
Dex
+
Agl
Bash
2
S
+
Str
+
Agl
+
1
D
Push 1 (Resist w/
Str
/
Fort
)
1 Ki
Arm Guard
Defend: Martial
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike by
Dex
+1
D
. Arm used to Block has DR 1
S
+2
D
Monk 3
Basic
Can't use Abilities in Light/Medium/Heavy Armor Chakra
/3 Chakra
1 Chakra
:
+1
D
Resist Dmg/Fatigue/Hunger/Thirst/Terror/Stress/Dread/Infection/Dying.
Meditate
Downtime
Gain
Spirit
+
Endr
Chakra.
Stances Can switch from/to any stance at the beginning of each Round.
Crane Stance
:
+2
D
to Dodge, +3
D
against Impede, +1 to Pace.
Leopard Stance
:
+1
D
to Dodge, +2
D
to Hit, +1
D
to Dmg.
Fox Stance
:
+1
D
to Dodge, +3
D
to Ki per Round.
Turtle Stance
:
Can't Attack, -1 Pace, +1
D
to Dodge, Arm Guard: 0Ki, Gain
Spirit
Ki
Martial Techniques
/6 Ki
Chain Technique: Attempt an additional Active Martial Action this Round. May use each Arm and Leg once. (1 Main Arm Punch, 1 Off Arm Punch, 2 Kicks.)
Flying Attack: If jumping from one space above Target get +4
D
to Dmg.
Ki Punch
Active: Martial
Strike 
1
S
+
Dex
+
2
D
Bypass: 1
D
Bash
1
S
+
Str
+
2
D
Gain
Spirit
+
Endr
Ki.
Ki Pose
Full
Gain
Spirit
+
Endr
Ki. Spread
Cha
+
1
D
Will among Allies.
2 Ki
Sweep Kick
Active: Martial
Strike 
1
S
+
Dex
+
Agl
(Legs Only)
Bash
1
S
+
Agl
+
Str
Knockdown 2 (Resist w/
Agl
/
Fort
)
3 Ki

Roundhouse
Kick
Active: Martial
1 Ki
:
Can attempt against additional Target.
Strike 
1
S
+
Dex
+
Agl
Bash
2
S
+
Str
+
Agl
+
1
D
Push 1 (Resist w/
Str
/
Fort
)
3 Ki
Leopard Claw
Active: Martial
Strike 
1
S
+
Dex
+
Agl
Bypass: 3
D
Bash
2
S
+
Str
+
Agl
+
1
D
Bleeding 2
1 Ki

Arm Guard
Defend: Martial
May be done after a Failed Dodge to continue to reduce Hit.
Reduce Strike/Proj by
Dex
+
Sense
. Arm used to Block has DR 2
S
+2
D
.
Catch Weapon: If beating Strike/Proj By +1
S
may attempt catch or Grapple:Disarm against Weapon.
Rogue
Rogue
Rogues specialize in stealing, acrobatics, and sneak attacks. Rogues come in many forms, but most from poor urban neighborhoods, having learned their trade in order to survive. Often on the wrong side of the law, Rogues are often for jobs as theives, assassins, and other dirty work.
Infiltration is the are of sneaking into areas. A Rogue may use these skills to create a route for allies as well.
Flanking is a primary tactic of the Rogue. This involves surrounding a Target and using the disctraction to perform a more devasting attack.
Sneak Attacks are where Rogues are at their best. When able to move around the battlefield unseen and get the drop on their Targets, Rogues can do tremendous damage or even steal directly from the Target.
Basic
Rogue 1
Rogue 2
Rogue 3
Athlete (1 Level)*
Those that practice the are of living beyond the constraints of laws, property, and honor are called Rogues. Most Rogues don't waste time being concerned with fair fights and consider their own anything which they can take. A Rogue must have great speed of hand and foot, and are considerably good at all forms sneaking, acrobatics, fleeing, and dodging. Rogues are good with knives, both held and thrown, as well as Sneak Attacks and Flanking Attacks, which use the unawareness of their target in order to gain a considerable combat edge.
*Athlete Req: Each Unique Basic Class must have a separate level of Athlete for the requirement.
Multiclass
Ninja 1
Rogue 2/1
+
Monk 1/2
Ninja 2
1. Athlete (3 Levels)
2. Rogue 2
+
Monk 2
A master of the hidden blade and deadly shadow, the Ninja combines the physical prowess of a Monk with quick thinking and illegal tendencies of the Rogue. Ninjas are often hired for clandestine activities of all kinds, including infiltration, assassination, and also direct combat. Most Ninjas are members of hidden orders they very few know anything about and sworn to absolute secrecy. Ninja's may make use of a variety of Ki techniques such as jumps, flying strikes, and chained attacks, as well as tools such as the smoke bomb. Some Ninjas may even clones themselves and move through shadows.
Trickster 1
Rogue 2/1
+
Mage 1/2
+
Yellow/Shadow School
Trickster 2
1. Scholar (Cosmological Studies 1)
2. Rogue 2
+
Mage 2
When a Rogue combines their clandestine talents with the art of arcane manipulation, they may unlock the power of the Trickster. Tricksters specialize in creating and using illusions to gain an edge over their foes. Tricksters may use their powers to disguise themselves, momentarily startle or distract foes, and even make use of illusions to dodge and escape danger.
Bandit 1
Archer 2/1 + Rouge 1/2
See Archer.
Rogue Advanced
Scoundrel 1
Rogue 3
Scoundrel 2
Criminal/Athlete (3 Levels)
With smooth movements, smooth talking, and more than a little luck, the Scoundrel is great at getting out of any jam, even if it may cause some others. Most Scoundrels are always one step away from their next big score and use their considerable skills in order to always stay one step ahead of any inflexible creditors. Scoundrels are often the best thieves in the business, and can attack and steal from theit targets at the same time. They can also use their Charisma to their advantage, to Flank, Taunt, talk themselves out of jam, and even cheat at cards.
Gangster 1
Rogue 3
+
Criminal
Gangster 2
Leader 1
Almost all Rogues have at least one foot outside the legal system, the Gangster is all the way out and kicking. Instead of just being a member of the criminal underworld, a Gangster is an active leader, both planning and committing crimes in order to work their way up the hierarchy. A Gangster uses their influence to gain devoted followers to take their orders in battle and may even team up with them for the grab and stab Shank ability.
Knife Thrower 1
Rogue 3
Knife Thrower 2
Athlete (3 Levels)
The Knife Thrower takes the arts of the throwing blade to a level most can only dream of. These are Rogues of incredible skill who often can astound onlookers with their tricks and feats of skill. They can aim to their knives to do more damage, pin targets to surface, disarm foes, deflect attacks, and even gain an advantage on flanked Target. Expert Knife Throwers can even throw multiple knives at once.
Cut Throat 1
Rogue 3
Cut Throat 2
Athlete (3 Levels)
While many Rogues try to fight mainly from the shadows or flee combat, the Cut Throat uses their incredible skill to dive directly into the fray. Some might describe the style of the Cut Throat as a dance of death. The Cut Throat can move around and over enemies at will with an array of acrobatic flips, and combine blocking and dodging together with knife blocks of incredible skill. They also can attack multiple times, with both kicks and knife slashes, and are particularly adept at capturing hostages and, of course, cutting throats.
Ripper 1
Rogue 3
+
Sociopath
+
Yavarra/Tyrannus/Xythuul
Ripper 2
Athlete (3 Levels)
A Rogue who's name is often only heard in terrified whispers, few Rogues are as feared as the Ripper, a serial killer who revels in the ecstasy of murder. Rippers are often considered crazy by most, and have a special combination with one of the God of Blood or Chaos, and feel no remorse for the horror they inflect on the world. In killing and mutilating their victims, the Ripper gains Blood Points which can be used to inflict violence through the Red Blade or Bloody Touch, or the Psycho Grab which involves a repeated grappling spree of stabs. In addition the Ripper may use the Red Focus to gain additional power at the expense of their sanity or mutilate themselves to increase their power.
Assassin 1
Rogue 3
+
Criminal
Assassin 2
Assassins are Rogues for which killing is an art to be practiced, respected, and mastered. Assassin's are highly sought after by those who have someone they need to get rid of, as they are the ones who can do the job with highest level. An Assassin is a master of infiltration as well as poisons, which they can create to both kill and paralyze their victims. They may also make use of poison darts, dust, and may poison their weapons to use to deadly effect in combat.
Rogue Master
Ace
Elite Character
+
Scoundrel 1
+
Athlete (4 Levels)/Musician 2
+
Agl 2
+
Cha 2
Blessed by lady luck and peerlessly skilled the Ace is a legendary Rogue, whose achievements are often known far and wide. These are Rogues who have laughed in the face of death more times they can count and lived to tell the tale, often while robbing the listeners. These Rogues may turn any check into a chance for a powerful critical attack, reroll and sneak or flank check, and powerfully evade dmg with their Thief's Luck. Aces may even cheat Death itself by potentially turning any deadly dmg into just another near miss.
Illusionist
Elite Character
+
Trickster 2 + Mage 3
+
Scholar (Cosmological Studies 2)
+

Int 2
+
Cha 2
A master of manipulating the senses, the Illusionist typically allows others to see only what the Illusionist allows them to see. This a skill that combines great subtle skills in trickery with powerful arcane study, and those who follow this path must be well versed in both. Illusionists may alter the perception of the battlefield, create illusory monsters, and even copy themselves. Illusionists may also create powerful glamours for illusions which last as long as they are worn.
Ghost of Death
Elite Character
+
Assassin 1/Ninja 1 + Cut Throat 1/Ripper 1
+
Morgeth
+

Athlete (4 Levels)
+
Agl 3
No assassin is as feared as The Ghost of Death, from which their is said to be no running, hiding, or escape, only the inevitable darkness of the grave. These legendary killers are said to act as the cold hands of Morgeth in the world of the living, pulling the souls of the living toward the chilling embrace of God of Death, though this service may be borrowed for a particularly high price. The Ghost of Death can move like a ghost in combat, disappearing with even the faintest distraction, and their Sneak Attacks are devastating. If a Target has been chosen the Ghost of Death may use the powerful Black Blade to cut through their foe, or even make a Sacrificial Promise that temporarily prevents them from dying until the target has been removed from this world or they have been taken instead.
Rogue 1
Basic
Can't use Abilities in Medium/Heavy Armor Crafty:
+
1
D
to Guile Challenges.
Thief Skills
Guide Infiltration
Challenge
Guide Allies into the area you already snuck into (ex: around a corner, through a door).
Sense
1S: +1
D
to all Allies Stealth Checks.
Rouge Reflexes:
+
1
D
to Sneaking/Hiding/Stealing/Acrobatics Challenges. May attempt some that others cannot.
Readied Items: May have +1 Readied Item.
Combat Skills Impoved Dodge
:
+1
D
to Dodge.
Improved Throwing
:
+
1
D
to Hit and Dmg when attempting Throw Attacks.
Theif's Luck
:
Prevent +2
D
Damage.
Flee
Active, Defend:Dodge
Must be moving away from Attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
(1
D
Improved Dodge) .
Surprise Attacks
Flank
Attack
Melee
Attack
Can apply when Flanking. (In addition to standard +2
D
to Hit.)
1
S
+
Agl
+
Int
:
Cha
+
1
D
1S: +1
D
to Hit.
1S: +1
D
to Dmg.
1S: +1
D
to Dodge.
Sneak
Attack
Melee
Attack
Sneak Attack occurs when attacking a Target unaware of you.
1
S
+
Dex
+
Agl
+
Int
vs
Target
Agl
+
Sense
+
Int
:
Cha
+
1
D
1S: Target can't Attack you.
1S:
+
1
S
to Hit.
1S:
+
1
S
to Dmg.
1S: -1
S
to Target's Defend.
1S: May take non Held/Worn Item.
Rogue 2
Basic
Can't use Abilities in Medium/Heavy Armor Crafty:
+
1
D
to Guile Challenges.
Theif Skills
Guide
Infiltration
Challenge
Guide Allies into the area you already snuck into (ex: around a corner)
Sense
+
Int
1S: +1
D
to all Allies Stealth Checks.
Nimble Fingers
Challenge
+2
D
to fine finger movements. Ex. Picking Lock, Disarming Trap, Stealing
Covert Movement
Challenge
+2
D
to Hiding/Sneaking
Acrobatic
Challenge
+
1
D
to Acrobatics Challenges. May attempt some that others cannot.
Hidden Items: 1E may be hidden in such a way that it is rarely found when searched.
Readied Items: May have +2 Readied Items.
Combat Skills Impoved Dodge
:
+1
D
to Dodge.
Slippery
:
+1
D
to Escape Grapple.
Improved Throwing
:
+
2
D
to Hit and Dmg when attempting Throw Attacks.
Theif's Luck
:
Prevent +3
D
Damage.
Flee
Active, Defend:Dodge
Must be moving away from Attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
(1
D
Improved Dodge) .
Taunt
Free
Contest:
Cha
1S: Target must reroll check and take new result if lower.
Surprise Attacks
Flank
Attack
Melee
Attack
Can apply when Flanking. (In addition to standard +2
D
to Hit.)
1
S
+
Agl
+
Int
+
1
D
:
Cha
+
2
D
1S: +1
D
to Hit.
1S: +1
D
to Dmg.
1S: +1
D
to Dodge.
1S: +2
D
Bypass.
Sneak
Attack
Melee
Attack
Sneak Attack occurs when attacking a Target unaware of you.
1
S
+
Dex
+
Agl
+
Int
vs
Target
Agl
+
Sense
+
Int
:
Cha
+
2
D
1S: Target can't Attack you.
1S:
+
1
S
to Hit.
1S:
+
1
S
to Dmg.
1S:
-
1
S
to Target's Defend.
1S:
+
1
S
to Grapple if Grabbing this Round.
1S: May take non Held/Worn Item.
1S: +1 Bypass.
Rogue 3
Basic
Can't use Abilities in Medium/Heavy Armor Crafty:
+
2
D
to Guile Challenges.
Theif Skills
Guide
Infiltration
Challenge
Guide Allies into the area you already snuck into (ex: around a corner)
Sense
+
Int
1S: +1
D
to all Allies Stealth Checks.
Nimble Fingers
Challenge
+3
D
to fine finger movements. Ex. Picking Lock, Disarming Trap, Stealing
Covert Movement
Challenge
+2
D
to Hiding/Sneaking, May reroll.
Acrobatic
Challenge
+
2
D
to Acrobatics Challenges. May make attempts others can't.
Hidden Items: 1E may be hidden on person. May draw hidden items as Free Action.
Readied Items: May have +3 Readied Items.
Combat Skills Impoved Dodge
:
+1
D
to Dodge.      Slippery
:
+2
D
to Escape Grapple.
Impoved Throwing
:
+
3
D
to Hit and Dmg when attempting Throw Attacks.
Double Attack: May attack with two Knife type weapons this round.
Theif's Luck
:
Prevent +4
D
Damage.
Flee
Active, Defend:Dodge
Must be moving away from Attacker.
Reduce Strike/Proj by 1
S
+
Agl
+
(1
D
Improved Dodge) .
Silent Kill
Grapple
Agl
+
Dex
1S Muffle Target so they cannot Speak.
1S: May attempt Attack with +2
S
  to Hit and Dmg.
Taunt
Free
Contest:
Cha
+
1
D
(you) vs
Cha
(target)
1S: Target must reroll check and take new result if lower.
Surprise Attacks
Flank
Attack
Melee
Attack
Can apply when Flanking. (In addition to standard +2
D
to Hit.)
1
S
+
Agl
+
Int
+
2
D
:
Cha
+
2
D
1S: +1
D
to Hit.      1S: +1
D
to Dmg.
1S: +1
D
to Dodge.      1S: +2
D
Bypass.
Sneak
Attack
Melee
Attack
Sneak Attack occurs when attacking a Target unaware of you.
2
S
+
Dex
+
Agl
+
Int
+
1
D
vs
Target
Agl
+
Sense
+
Int
:
Cha
+
2
D
1S: Target can't Attack you.
1S:
+
1
S
to Hit.
1S:
+
1
S
to Dmg.
1S:
-
1
S
to Target's Defend.
1S:
+
1
S
to Grapple if Grabbing this Round.
1S: May take non Held/Worn Item.
1S: +2 Bypass.
Artificer
Cultist
Cultist
Cultists are those who have sworn themselves to the God Xythuul and devote themselves wholly to manifesting the ma alien God into the world so that it may be consumed and transformed. The Cultist orders are incredibly secretive and few even know of their existence. Those who wish to join must show they are deeply and truly devoted to the cause, even willing to die for it. Chanting is a way of breaking the barriers of the ethereal plane and allowing Xythuul's abominations to enter this world. This is done by accumulating Whispers, with more Whispers allowing for more powerful creatures to enter though the void. Basic
Cultist
Touched by Xythuul
Those who first enter and devote themselves to Xythuul and gain entry into the cabals that wish to bring about his presence into our world are called Cultists. Cultists gain their power by giving their body and souls to Xythuul so that he may grant them these gifts. These gifts include the ability to summon a tentacle through the void, weaken the barrier of reality, as well as to transform their own bodies.
Multiclass
Sacred One 1
Cultist
+
Fighter 2/Monk2/Barbarian 2/Rogue 2/Archer 2
Sacred One 2
Fighter 3/Monk 3/Barbarian 3/Rogue 3/Archer 3
The Sacred One has given their body fully over to Xythuul such that every drop a blood has been blessed by his touch. A Sacred One is no longer fully human, and begins to undergo transformations. While others may horrify at the site of these sick and inhuman abominations, the Sacred One feels only the glory of their God running though them. Sacred Ones may shift color to match their surroundings, transform their limbs into tentacles, and gain a circular mouth in their stomach. They also are known to bleed acid and the limbs move on their own if severed.
Enlightened One 1
Cultist
+
Fallen Cleric 2
Enlightened One 2
Scholar (Cosmological Studies 1)
+
Fallen Cleric 3
Enlightened Ones act as the priests and leaders of the Cults of Xuthuul, leading congregations to his glorious entry into our world. Much like other men of god, Enlightened Ones are concerned with the proper understanding of their divine attention, only most who hear the Enlightened One speak can barely make out the insane gibberish and it's known to cause confusion and headaches to any who hear it. Enlighten Ones may bless their allies and heal them, as well as summon tentacles and Abominations directly through the void.
Void Mage
Mage 3 (Void)
+
Xyhuul
Voidmancer
Cultist
Voidmancers are masters of Void Magic, and can manipulate the powers of nothingness to break down reality. Void Magic is a school of magic banned by both the orders of Chromatic Mages as well as Dark Mages for it's reality damaging effects. Only the Cults of Xythuul teach and welcome those who study this form a magic as breaks in reality caused by these mages open up tears through which he may assert his corrupt influence. Void Mancers may phase enemies for minutes so they momentarily flash out of existence, shoot powerful desegregation rays, and collapse pockets of reality and those too close to the effect.
Guardian of The Deep 1
Druid 2 + Cultist 1
See Druid.
Cultist Master
Chosen One
Elite Character
+
Enlightened One 1
+
Sacred One 1/Guardian of the Deep 1(Xythuul)
When one has achieved the highest level of devotion to Xythuul they take a part of the mad alien god's body directly into themselves, transforming them into a Chosen One. These truly blessed beyond all others can feel the power of Xythuul writhing within them and are never far from the screaming whispers Xythuul manifests directly into their brain. While a Chosen One may quickly lose tough with any last semblance of sanity, this madness offers them incredible powers, including a near invulnerable mutated body and the ability to summon Eldrich Beings directly into this world.
Master Voidmancer
Elite Character
+
Voidmancer 2
+
Scholar (Cosmological Studies 2)
+
Int 3
OR (Wild Mage)
Int 2
+
Spirit 2
When a Mage has mastered Void Magic they become a Master Voidmancer. A Master Voidmancer can pull those around them into disintegrating void spheres and even collapse the timeline of an ear, changing the past around those inside
Cultist
Basic
Fanaticism: Ignore the effects of weak from Constitution.
Contact the Cult
Downtime
Cha
+
Spirit
One per week in a City/Town.
1S: Gain 2 Gold.
1S: Gain 3 Food.
1S: Gain 5 Water.
Chant
Active
Int
/
Endr

Full:
+
1
S
1S: +1 Cumulative Whispers Value. (Shared by all Cultists.)
Transformations
3 Whispers: Increase Range by 1.
3 Whispers: Gain DR1D
7 Whispers: Gain +1 Stat until end of battle.
Effects
3 Whispers: Circle has Visibly 0 and Poison 1 (Resist Fort/Sprit) per Round.
6 Whispers: Circle 1 must be climbed. If not fall out of circle as if Falling.
Summons
3 Whispers: Summon Tentacle from Beyond.
Summoned creatures may appear anywhere visible within 2R.
Other
Vampire
Vampires, depending on who you ask are those blessed with a greater power or cursed by disease. These creatures feed on the blood of other humanoids and can pass this affliction along through biting their victims. The power granted by vampirism opens up new abilities for characters who undergo and survive the transformation. Multiclass
Nightstalker 1
1. Vampire
2. Rogue 2 OR Bard 2
3. 1 of Any Other Class
Nightstalker 2
Rogue 3 OR Bard 3
Vampirism, for those that survive, allows the user great powers of both manipulation and transformation. Those who practice the arts are called Nightstalkers and can often rise to levels of influence in both low and high society. Nightstalkers gain servants which follow their every command, as well as the ability to create Thralls. They may also walk along walls, transform into mist or a swarm of bats, and are masters hypnotization.
Draken 1
1. Vampire
2. Fighter 2 OR Monk 2 OR Barbarian 2
3. 1 of Any Other Class
Draken 2
Fighter 3 OR Monk 3 OR Barbarian 3
The body of a vampire contains the potential for incredible physical violence, and those that learn to harness this power are call Draken. A Draken practices the art of vampiric martial combat, which, particularly combined with other schools of physical combat, can allow a user to push themselves beyond human levels. Draken may slash with their clawed hands, float through the air, make use of the vampiric bite to heal in combat, and manifest a blade of blood.
Spirit of the Bat
Vampire
+
Druid 1 + Class + Class
It is said those whose vampirism manifests most like it's ancient origins gain the power of the Spirit of the Bat. These are vampires who may transform into giant man sized bats who fly through the night sky. Spirit of the Bats tend to accumulate a person swam of other bats and fly with great speed, often dragging their foes high into the air for dinner and then dropping them to the deaths.
Sanguimancer
Blood Mage
See Mage.
Master
Vampire Lord
Elite Character
+
Nightstalker 2/Draken 2
Highest in the ranks of vampire kind is the Vampire Lord. These vampires command respect from other vampires and are entered into the dark councils of which only vampires may speak of. These vampires have gone furthest in their transformation such as that their bodies are incredibly durable. They may have other vampires submit to their will and even claim dominion over some land which is then cast into a near permanent darkness as long as they control it.
Other
Basic
Exotic Animal Trainer
No Requirements
An Exotic Animal Trainer is someone who has spent enough time with powerful and monstrous animals to build a relationship with them. This can happen via proximity or even just by spending enough money to have the animal trained to the bidding of the owner. Regardless, controlling these beasts provides considerable advantage on the battlefield, as they are capable of inflicting massive damage at the behest of their owner.
Master
Stalker
Elite Character
+
Hunter 1 + Ranger 1
+
Survivalist 2 (3 Environments) + Survivalist 3 (4 Environments)
+
Endr 2
+
Sense 2
Throughout the world of Urdun, a select group that few have heard of, has taken it amongst themselves to keep the natural order by challenging those monsters which threaten it. They are called Stalkers, and this elite order is one of the most exclusive in the world, requiring incredible skill with blade, bow, potion making, and complete dedication to the craft. In order to enter, one must drink and sacred draught and be cleansed by Ernok, and emerges with enhances senses and reflexes. Stalkers may switch between bow and blade as Free Action and create powerful poisons capable of inflicting heavy damage to their prey as will as enhancing their stats.
Pirate Lord
Elite Character
+
Rogue 1 + Fighter 1/Barbarian 1 + Bard 1/Artificer 1
+
Pirate
+
Sailor 3
+
Criminal
+
Leader 1
+
Cha 2
+
Dex 2
Feared most of all across the high seas of Urdun is the Pirate Lord. These are sailors who have achieved mastery of sailing and fighting as well as built a personal legend such that their crews are willing to follow them to the ends of the earth. Pirate Lords have elite skills in naval warfare and crew member willing to lay down their lives for them. They also gain a parrot that can be used in battle and are expert fighters with a hooked hand.
Aether Rift Summoner
Elite Character
+
3 of (Bard 1 + Druid 1 + Mage 1 + Cleric 1 + Cultist 1)
+
Cha 2
+
Int 2
While many serve a single god, the soul of the Aether Rift Summoner is entuned to vibrations of divine ether at a deeper level. They may use this to harmonize with the powers of multiple gods, bending the ether to summon powerful divine beings to fight at their behest. In order to be a Aether Rift Summoner, one must be versed in multiple levels of diving and ethereal manipulation such as that of the Bard, Druid, Cleric, and Mage.
Jack of All Trades
5 of (Archer 1 + Barbarian 1 + Bard 1 + Cleric 1 + Druid 1 + Fighter 1 + Mage 1 + Monk 1 + Rogue 1)
+
No more than 3 Stats that are 1 or below.
While some seek mastery over a single domain, or even a couple, a Jack of All Trades seeks to become proficient in all of them. These rare but extremely talented individuals can really do it all, fight on the front lines, shoot arrows, cast spells, and even play a hearty tune. At the very ends of this difficult path, the Jack of All Trades finds the overlap between their various occupations allowing them to improve their abilities even more. True to their name, the Jack of All Trades might not be the best at anything, but happens to be good at everything.