Standard Human
  Human
  v2.0
Description
A normal Human. He or she may be a peasant, a merchant, a noble, and many things in-between.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Standard Human
Normal
Str
1*
Fort
1*
Endr
1*
Agl
1*
Dex
1*
Sense
1*
Cha
1*
Int
1*
Spirit
1*
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
*: Most Humans have 1 for their Stats, though some may have a 2 or 3 if appropriate.
Some common weapon types a Human may have such as Knife and Club are listed below.
Club
Hafted
DR
1
Absorb
All
Brk
5
Thrust
Active
Strike 
1
S
+
2
D
=
Dex
+
1
D
Bypass: 1
D
Bash
2
S
+
2
D
=
Str
+
1
D
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Knife
Knife/Throwing
DR
2
Absorb
All
Dmg
2
Brk
2
Slash
Active
Strike 
1
S
+
3
D
=
Dex
+
2
D
Bypass
:
1
D
Dex
Slash
2
S
+
1
D
=
Agl
Bleed 1
Throw
Active
Proj 
2
D
=
Sense
+
1
D
1
S
:
+
Pierce
2
S
+
2
D
=
Sense
Bleed 1
Block
Defend
Block
2
D
=
Agl
+
1
D
Strike, Dmg Back 2
D
Bandit
Bandit
  Human
  v2.0
Description
Typical Bandit you can find all over Urdun. In cities that may try to pickpocket or ambush people in dark alleys. In the winderness they will attempt to rob passersby.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Bandit
Normal
Str
1
Fort
1
Endr
2
Agl
2
Dex
2
Sense
2
Cha
1
Int
1
Spirit
0
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
3
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will try to steal and run if possible. If working as a group will flee if at as disadvantage.
Knife
Knife/Throwing
DR
2
Absorb
All
Dmg
2
Brk
2
Slash
Active
Strike 
1
S
+
4
D
=
Dex
+
2
D
Bypass
:
1
D
Dex
Slash
2
S
+
2
D
=
Agl
Bleed 1
Throw
Active
Proj 
3
D
=
Sense
+
1
D
1
S
:
+
Pierce
2
S
+
2
D
=
Sense
Bleed 1
Block
Defend
Block
3
D
=
Agl
+
1
D
Strike, Dmg Back 2
D
Bandit Archer
  Human
  v2.0
Description
Bandits found in forests and other wilderness areas, will often be equipped with bows, allowing them to ambush their targets at distance if possible.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Bandit Archer
Normal
Str
1
Fort
1
Endr
2
Agl
2
Dex
2
Sense
2
Cha
1
Int
1
Spirit
1
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: Main Arm
2
H
H
H
2
2
1S: Off Arm
2
H
H
H
2
2
1S: Legs
Pace: 3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will try to stay in cover as long as possible, shooting from a unknown postion if they can.
Bow
+5 Arrows
Shoot
Full
Active
:
-1
S
to Hit.
Proj
1
S
+
5
D
=
Dex
+
Sense
+
1
D
1S:+, Bypass
:
1
D
Pierce
2
S
+
4
D
Bleed 2
Nock Arrow
Free
Prepare to Shoot an Arrow.
Any other Action will require you to Nock the arrow again before firing.
Knife
Edged Weapon
DR
1
Absorb
All
Dmg
/2
Brk
/2
Slash
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
Bypass 1
D
Slash
2
S
+
2
D
=
Agl
Bleed 1
Bandit Leader
  Human
  v2.0
Description
A particularly dangerous criminal, he often leads of pack of lesser criminals into battle. He or She will often be fearless but cunning and with an easy charm that inspires those around them. With no shortage of bravery, the will often seek of the most fearsome of their opponants to fight. If victorious, they will rob the victim, and those who are particularly ruthless will even sell their victims into slavery or have them killed.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Bandit Leader
Normal+
Str
2
Fort
2
Endr
3
Agl
3
Dex
3
Sense
2
Cha
3
Int
2
Spirit
2
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
3
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will alternate between Sword and Bow depending on what's most appropriate. Will flee if at as disadvantage.
Lead
Free
All Allies gain 1
S
+
Cha 3
Will.
Sword
Knife/Throwing
DR
2
Absorb
All
Dmg
3
Brk
2
Slash
Active
Strike 
1
S
+
5
D
=
Dex
+
2
D
Bypass
:
2
D
Dex
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2
Block
Defend
Block
3
D
=
Agl
+
3
D
:
2
D
Strike, Dmg Back 2
D
Bow
+5 Arrows
Shoot
Full
Active
:
-1
S
to Hit.
Proj
1
S
+
5
D
=
Dex
+
Sense
+
1
D
1S:+, Bypass
:
1
D
Pierce
2
S
+
4
D
Bleed 2
Nock Arrow
Free
Prepare to Shoot an Arrow.
Any other Action will require you to Nock the arrow again before firing.
Leater Vest
Light Armor
DR
0 All 1 Slash
Absorb
1 All
Dmg Back
1
D
Torso
Dmg
4
Brk
3
Bypass
Man-at-arms
Man-at-Arms
  Human
  v2.0
Description
Standard Man-at-Arms employed for various reasons.

Trained to fight competently, but not especially brave or steadfast. Will often flee if the battle turns against them or if they feel a job is beyond their paygrade.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Man-at-Arms
Normal+
Str
2
Fort
1
Endr
1
Agl
1
Dex
2
Sense
1
Cha
0
Int
1
Spirit
0
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
Item
2
H
H
H
2
2
1S: O. Arm
Item
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will take and attempt to hold a defensive postion if possible. Otherwise will approach cautiously and in group formations. Drop: Treasure E x1
Horsed
   Pace: 4, Dodge (Horse/Man): 3
D
, Range: Torso/Head 1 Space above.(Range 1 to Hit.)
Spear
Pole-Arm
DR
2
Absorb
All
Dmg
2
Brk
3
Thrust
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Bypass: 1
D
Pierce
2
S
+
4
D
=
Str
+
2
D
Bleed 1
Distance
Free
Reduce Hit by 1
D
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Chain Mail (Long)
Med Armor
DR
1 All 2 Slash
Absorb
1 All
Dmg Back
2
D
Torso + Legs
Dmg
5
Brk
5
Bypass
Legs 1S: Ignore Armor
Left Arm
Dmg
4
Brk
4
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
4
Brk
4
Block
Defend
Block
Agl
+
2
D
Strike
Chain Mail Hood
Med Armor
DR
1 All 2 Slash
Absorb
1 All
Dmg Back
2
D
Head
Dmg
5
Brk
5
Bypass
1S: Ignore Armor
Crossbowman
  Human
  v2.0
Description
Bandits found in forests and other wilderness areas, will often be equipped with bows, allowing them to ambush their targets at distance if possible.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Crossbowman
Normal+
Str
2
Fort
1
Endr
2
Agl
2
Dex
2
Sense
2
Cha
1
Int
1
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: Main Arm
Item
2
H
H
H
2
2
1S: Off Arm
Item
2
H
H
H
2
2
1S: Legs
Pace: 3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
3
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will try to stay in cover as long as possible, shooting from a unknown postion if they can.
Crossbow
+7 Bolts
Shoot
Full
Active
:
-1
S
to Hit.
Proj
1
S
+
5
D
=
Dex
+
Sense
+
1
D
1S:+, Bypass
:
1
D
Pierce
2
S
+
5
D
Bleed 2,
ArPen
1
D
Nock Arrow
Active
Prepare to Shoot an Arrow.
Any other Action will require you to Nock the arrow again before firing.
Knife
Edged Weapon
DR
1
Absorb
All
Dmg
/2
Brk
/2
Slash
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
Bypass 1
D
Slash
2
S
+
2
D
=
Agl
Bleed 1
Gambison (Long)
Light Armor
DR
0 All 1 Bash
Absorb
1 All
Torso + Legs
Dmg
4
Brk
3
Bypass
Legs 1S: Ignore Armor
Left Arm
Dmg
4
Brk
2
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
4
Brk
2
Block
Defend
Block
Agl
+
2
D
Strike
Captain
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Captain
Hard
Str
2
Fort
2
Endr
2
Agl
2
Dex
2
Sense
2
Cha
2
Int
1
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
Item
2
H
H
H
2
2
1S: O. Arm
Item
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
3
D
Abilities/Skills
Will take and attempt to hold a defensive postion if possible. Otherwise will approach cautiously and in group formations. Drop: Treasure E x1
Horsed
   Pace: 4, Dodge (Horse/Man): 3
D
, Range: Torso/Head 1 Space above.(Range 1 to Hit.)
Read Fight
Free
4
D
=
Sense
+
Int
+
Spirit
1S: +
1 Edge
. Each Edge can be used for +1
D
to Hit/Dmg/Defend/Grapple.
Spear
Pole-Arm
DR
2
Absorb
All
Dmg
2
Brk
3
Thrust
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Bypass: 1
D
Pierce
2
S
+
4
D
=
Str
+
2
D
Bleed 1
Distance
Free
Reduce Hit by 1
D
Block
Defend
Block
4
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Scale
Heavy Armor
DR
1 All 2 Pierce
Absorb
2 All
Dmg Back
2
D
Torso + Legs
Dmg
5
Brk
9
Bypass
Legs 1S: Ignore Armor
Left Arm
Dmg
4
Brk
8
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
4
Brk
8
Block
Defend
Block
Agl
+
2
D
Strike
Arnet Helm
Heavy Armor
DR
2 All 3 Slash
Absorb
1 All
Dmg Back
2
D
Head
Dmg
5
Brk
9
Bypass
1S: Ignore Armor
Elite Crossbowman
  Human
  v2.0
Description
Bandits found in forests and other wilderness areas, will often be equipped with bows, allowing them to ambush their targets at distance if possible.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Elite Crossbowman
Normal+
Str
2
Fort
1
Endr
2
Agl
2
Dex
2
Sense
2
Cha
1
Int
1
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: Main Arm
Item
2
H
H
H
2
2
1S: Off Arm
Item
2
H
H
H
2
2
1S: Legs
Pace: 3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
3
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Crossbow
+7 Bolts
Shoot
Full
Aim
4
D
=
Sense
+
1
D
May do as sperate action and apply to next shot.
1S:
+
3
D
to Shoot. 1S:
+
4
D
to Bypass.
1S:
+
3
D
to Damage. 1S:
+
4
D
to Bleeding.
1S: Shot to Leg/Arm cayses 2S Knockdown Resists w/
Fort
+
Dex
/
Agl
.
Proj
1
S
+
5
D
=
Dex
+
Sense
+
1
D
1S:+, Bypass
:
1
D
Pierce
2
S
+
5
D
Bleed 2,
ArPen
1
D
Nock Arrow
Active
Prepare to Shoot an Arrow.
:
Active
:
Free.
Knife
Edged Weapon
DR
1
Absorb
All
Dmg
/2
Brk
/2
Slash
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
Bypass 1
D
Slash
2
S
+
2
D
=
Agl
Bleed 1
Chain Mail (Long)
Med Armor
DR
1 All 2 Slash
Absorb
1 All
Dmg Back
2
D
Torso + Legs
Dmg
5
Brk
5
Bypass
Legs 1S: Ignore Armor
Right/Left Arm
Dmg
4
Brk
4
Block
Defend
Block
Agl
+
2
D
Strike
Chain Mail Hood
Med Armor
DR
1 All 2 Slash
Absorb
1 All
Dmg Back
2
D
Head
Dmg
5
Brk
5
Bypass
1S: Ignore Armor
Pirate
Fighters
Mercenary
  Human
  v2.0
Description
Mercenaries are common throughout Urdun, mostly congregating in the seedier part of large cities. They offer to take on any job, though for a steep price. Some going so far as to extory their clients. Despite their often cavalier nature, they are very good at what they do, capable of completing all kinds of violent and dangerous jobs. Though most end up spending their money on wine before needing to go fnd another job.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Mercenary
Hard
Str
2
Fort
2
Endr
2
Agl
3
Dex
3
Sense
2
Cha
2
Int
2
Spirit
2
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
Item
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
3
D
Abilities/Skills
Tactics: Uses Read Battle to raise Edge Level which isused to enhance Attack.
Skills
Can Attack and Block with same Weapon.
Read Fight
Free
6
D
=
Sense
+
Int
+
Spirit
1S: +
1 Edge
. Each Edge can be used for +1
D
to Hit/Dmg/Defend/Grapple.
Long Sword
Sheild
DR
2
Absorb
All
Dmg
/3
Brk
/2
Slash
Active
Strike
1
S
+
5
D
=
Dex
+
2
D
Bypass 3
D
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2 7 Dmg:Sever
1 Edge
+2
D
Bleed
Block
Defend
Block
6
D
=
Dex
+
Agl
+
2
D
Dmg Back 2
D
Leather Armor
Light Armor
DR
0 All 1 Slash
Absorb
1 All
Dmg Back
1
D
Torso
Dmg
4
Brk
3
Bypass
Main Arm
Dmg
4
Brk
2
Bypass
Legs
Dmg
4
Brk
4
Bypass
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
:
You and Target may add
Cha
or
Spirit
to Check. (Your choice.)
Win: +1
S
to Hit and Dmg. Tie: You and Target get +1
S
to Hit and Dmg.
Lose: Target has +1
S
to Hit and Dmg.
Swordsman
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Swordsman
Hard
Str
2
Fort
2
Endr
2
Agl
3
Dex
3
Sense
2
Cha
2
Int
2
Spirit
2
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
Item
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
3
D
Abilities/Skills
Skills
Reposte: Can Attack and Block with same Weapon.
Extra Block: May Block with Sword twice.
Spin Slash: May attack two adjacent enemies with a single Attack.
Half Sword Stance:
+
1
S
+
1
D
Bypass, Range 0. Off Hand Stance: Ignore
6 Only
.
/1 Edge Deep Cut: +1 Bleeding.
Finisher: On win move Target 1 Space in any direction, and +1 Bleeding.
Read
Fight
Free
1
S
+

9
D
=
Endr
+
Sense
+
Int
+
Spirit
1S: +
1 Edge
. Each Edge can be used for +1
D
to Hit/Dmg/Defend/Grapple.
Long Sword
Sheild
DR
2
Absorb
All
Dmg
/3
Brk
/2
Slash
Active
Strike
1
S
+
5
D
=
Dex
+
2
D
Bypass 3
D
Slash
2
S
+
4
D
=
Str
+
2
D
Bleed 2 7 Dmg:Sever
1 Edge
+2
D
Bleed
Block
Defend
Block
6
D
=
Dex
+
Agl
+
2
D
Dmg Back 2
D
Chain Mail (Long)
Med Armor
DR
1 All 2 Slash
Absorb
1 All
Dmg Back
2
D
Torso + Legs
Dmg
5
Brk
5
Bypass
Legs 1S: Ignore Armor
Right/Left Arm
Dmg
4
Brk
4
Block
Defend
Block
Agl
+
2
D
Strike
Showdown
Free
Can use only if you + Target are Melee Attacking each other.
Choose 1 or 2
:
Str
/
Dex
/
Agl
/
Sense
/
Int
Challenge Vs. Target.
:
You and Target may add
Cha
or
Spirit
to Check. (Your choice.)
Win: +1
S
to Hit and Dmg. May to Finisher for 2 Edge. Tie: You and Target get +1
S
to Hit and Dmg.
Lose: Target has +1
S
to Hit and Dmg.
Mountain Clans
Barbarian
  Human
  v2.0
Description
Many men of the mountain clans adopt of style of fighting based on stregnth, power, and ferocity. Battle rage makes them stronger and more durable then most orginary men, and they have a battle scream which unerves most mortals.

Most Barbarians are deeply faithful to Tyrannus, and will make blood sacrifices after a battle, often using captives. They are not without honor however, and respect strength, bravery, and martial prowess. They can make loyal freinds and allies if trust is obtained.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Barbarian
Hard
Str
3
Fort
3
Endr
2
Agl
2
Dex
2
Sense
2
Cha
1
Int
1
Spirit
2
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
4
D
Abilities/Skills
May set an ambush, but often jsut charge into battle using Tough and Double Attack to overpower their foes. Taking Damage gives them Rage making them stronger. Will occasionally use Blood Scream to intimidate foes.
Skills
Tough: Gain up to 6
D
=
Fort
+
3
D
this Round.
Double Attack: Attack with 2 Weapons this Round.
Blood Scream: Contest
Str
+
Spirit
. 1S: Target gain 1 Stress.
Tyrannus's Toughness: Ignore Disabled.
Rage: When Barbarian takes Damage he grows stronger and more fierce.
     Rage L2+: 1 or more Vital Wound, DR1, +1 Pace, +3
D
to Melee Dmg.
     Rage L4+: 3 or more Vital Wound, DR1
+
3
D
, +1 Pace, +4
D
to Melee Dmg.
Enrage
1
S
+
3
D
=
+
1
D
Do whenever taking Dmg or missing an Attack.
1S: +1 Rage.
Resist 1 Fatigue w/
Endr 2
.
Axe (1 Main Arm, 1 Off Arm)
Hafted
DR
2
Absorb
All
Dmg
3
Brk
4
Strike
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Pierce
2
S
+
4
D
=
Str
+
1
D
:
+2
D
, Bleed 2, 6 Dmg: Sever.
Block
Defend
Block
4
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
+2
D
to Remove Fatigue when Sleeping or Resting.
+2
D
to Resist Fatigue for Physcial Labor and Travel.
+2
D
to Resist Exposure.      +1
D
to Resist Hunger/Thirst/Sleep.
Vikings
Martial Humans
Criminals
Theif
  Human
  v2.0
Description
A highly trained theif is an expert and stealing, sneaking up on foes, and evading damage. They may be hired for candelstine jobes, work as part of a team, or indepently.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Theif
Hard
Str
1
Fort
1
Endr
2
Agl
3
Dex
3
Sense
3
Cha
2
Int
2
Spirit
1
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
6
D
Dodge   
Agl
+
1
D
Defend
4
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will start attack with a Sneak Attack whenever possible (typically creatign a couple of Stealth vs Notice challenges.) After that will Flee once objecitve is commplete using terrain against pursues if possible. Will use Flanking and Sand Dodge to get an advantage whenever possible.
Skills
Rogue Reflexes: Sneaking/Hiding/Stealing/Acrobatics Checks have lower Difficulty.
Double Attack: May attack with two Knife type weapons this round.
Flee (Active): Reduce Strike/Proj by +1
S
.
Flanking: Gain +1
D
to Hit, Bypass, and Dmg. (In addition to standard +2
D
to Hit.)
Sneak
Attack
Melee
Sneak Attack occurs when attacking a Target unaware of you.
8
D
=
Dex
+
Agl
+
Int
vs
Target
Agl
+
Sense
+
Int
1S: Grapple+Muffle. Attack w/ +1
S
to Hit/Dmg/Bypass.
1S: May take non Held/Worn Item.
Sand Dodge
Active
May attempt once per Combat. Target must be attacking you. +5
D
to Dodge.
Contest 5
D
=
Agl
+
Int
Win: Target is Blind 1, Remove w/
Fort
/
Spirit
Throwing Knife (10)
Knife
DR
2
Absorb
All
Dmg
2
Brk
2
Stab
Active
Strike 
1
S
+
4
D
=
Dex
+
1
D
Bypass 1
D
, 1S : Pin to Surface
Slash/Peirce
1
S
+
4
D
=
Agl
+
1
D
Bleed 1
Throw
Active
Proj 
1
S
+
4
D
=
Sense
+
1
D
Bypass 1
D
, 1S : Pin to Surface
Slash/Peirce
1
S
+
4
D
=
Sense
+
1
D
Bleed 1
Pin to Surface
Must be near surface. Taget may remove Dagger (Active, 1
S
+4
D
Dmg and Bleed 2) or Pull Out (Free, 2
S
+5
D
Bleed 2)
Leather Vest
Light Armor
DR
0 All 1 Slash
Absorb
1 All
Dmg Back
1
D
Torso
Dmg
4
Brk
3
Bypass
Church
Cleric
  Human
  v2.0
Description
Clerics are agents of the Chrch of Azeal. They see furthuring Azeal's goals as a sworn duty, whether his is protectign the weak, or burning sinners alive. Clerics are also skilled healers, if convinced that helping is would gain Azeal's Favor.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Cleric
Hard
Str
2
Fort
2
Endr
1
Agl
1
Dex
2
Sense
2
Cha
3
Int
2
Spirit
3
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Clerics use their mace in combat, oftenc charged by a Smite. For allies Bless and Healing Light.
Bless
:
Ally Mend 3
D
OR +2
D
to Ally's Check.
Smite
:
+3
D
to Dmg you are doing and, 1
D
Burning (+5
D
if Target is Vile.)
Healer:
+
2
D
to Heal and Ally Resist Death.
Healing Light
Active
Circle 2 Ally's Mend 5
D
. You Mend 3
D
.
Blinding
Light
Full
Proj 
2
S
+
3
D
=
Sense
+
1
D
. (Misses if doesn’t hit head w/ eyes.)
Holy
3
S
+
3
D
=
Spirit
. (+2
D
to Vile Creatures).
Blind 3
D
=
Sense
+
1
D
. Remove (Free) w/
Fort
/
Spirit
Mace
Hafted
DR
2
Absorb
All
Dmg
3
Brk
4
Strike
Active
Strike 
1
S
+
4
D
=
Dex
+
2
D
Bash
2
S
+
4
D
=
Str
+
2
D
Bleed 1,
ArPen
3
D
, 6 Dmg Break
Unified Cross
Hafted
DR
2
Absorb
All
Dmg
4
Brk
3
Turn
Active
Sight
5
D
=
Spirit
+
2
D
vs Target
Spirit
1S: +1 Stamina Loss
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Chain Mail (Long)
Med Ar.
DR
1 All 2 Slash
Absorb
1 All
Dmg Back
2
D
Head
Dmg
5
Brk
5
Bypass
1S: Ignore Armor
Torso + Legs
Dmg
5
Brk
5
Bypass
Legs 1S: Ignore Armor
Paladin
  Human
  v2.0
Description
Clerics are agents of the Chrch of Azeal. They see furthuring Azeal's goals as a sworn duty, whether his is protectign the weak, or burning sinners alive. Clerics are also skilled healers, if convinced that helping is would gain Azeal's Favor.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Paladin
Hard
Str
2
Fort
3
Endr
2
Agl
2
Dex
2
Sense
2
Cha
3
Int
2
Spirit
3
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
4
D
Abilities/Skills
Uses Activate Blessing and combine Smite and other holy abilites.
/5 Prayer (P)       (1P) Activate Blessing (Active): Activate Divine Bonuses (with this color) and do
+
2
D
Light Dmg to attacker when Hit.
(1P) Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
vs. other god type) and
Spirit
+
1
D
Burning.
(1P) Holy Wall
Active
Choose 5 unoccupied Spaces, they have a Holy Wall. Holy Wall: /5 Dmg. Hitting or touching it does 2
D
Light Dmg (3
D
if Vile).
(1P) Justice Aura
Active
Circle 2R from you all:
+
1
D
to Hit + do
+
1
D
Light Dmg for 3 Rounds.
(2P) Light Rain
Active
Chose 3 3 spaces. Everything in those spaces takes Blast 1
S
+
6
D
, Light Dmg 2
S
+
6
D
, and Blind 3
D
.
Long Sword
Sheild
DR
2
Absorb
All
Dmg
/3
Brk
/2
Slash
Active
Strike
1
S
+
5
D
=
Dex
+
2
D
Bypass 3
D
Slash
2
S
+
4
D
=
Str
+
2
D
+1D
Bleed 2 7 Dmg:Sever
1 Edge
+2
D
Bleed
Block
Defend
Block
6
D
=
Dex
+
Agl
+
2
D
Dmg Back 2
D
Scale
Heavy Armor
DR
1+1 All 2 Pierce
Absorb
2 All
Dmg Back
2
D
Torso + Legs
Dmg
5
Brk
9
Bypass
Legs 1S: Ignore Armor
Left Arm
Dmg
4
Brk
8
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
4
Brk
8
Block
Defend
Block
Agl
+
2
D
Strike
Arnet Helm
Heavy Armor
DR
1+ 2 All 3 Slash
Absorb
1 All
Dmg Back
2
D
Head
Dmg
5
Brk
9
Bypass
1S: Ignore Armor
Fallen
Blood Knight
  Human
  v2.0
Description
Clerics are agents of the Chrch of Azeal. They see furthuring Azeal's goals as a sworn duty, whether his is protectign the weak, or burning sinners alive. Clerics are also skilled healers, if convinced that helping is would gain Azeal's Favor.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Blood Knight
Hard
Str
2
Fort
3
Endr
2
Agl
2
Dex
2
Sense
2
Cha
3
Int
2
Spirit
3
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
4
D
Abilities/Skills
Uses Activate Blessing and combine Smite and other holy abilites.
/5 Prayer (P)       (1P) Activate Blessing (Active): Activate Divine Bonuses (with this color) and do
+
2
D
Bleeding to attacker when Hit.
(1P) Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
vs. other god type) and 3
D
Bleeding.
(1P) Holy Wall
Active
Choose 5 unoccupied Spaces, they have a Blood Wall. Holy Wall: /5 Dmg. Hitting or touching it does 4
D
Bleeding.
(1P) Justice Aura
Active
Circle 2R from you all:
+
2
D
Bleeding + aply 1
S
+
2
D
Bleeding when hit.
(2P) Summon Bloodmonster
Active
Control BloodMonster for 2
S
+
6
D
Rounds.
+
2
D
for each corpse in 2R.
Long Sword
Sheild
DR
2
Absorb
All
Dmg
/3
Brk
/2
Slash
Active
Strike
1
S
+
5
D
=
Dex
+
2
D
Bypass 3
D
Slash
2
S
+
4
D
=
Str
+
2
D
+1D
Bleed 2 7 Dmg:Sever
1 Edge
+2
D
Bleed
Block
Defend
Block
6
D
=
Dex
+
Agl
+
2
D
Dmg Back 2
D
Scale
Heavy Armor
DR
1+1 All 2 Pierce
Absorb
2 All
Dmg Back
2
D
Torso + Legs
Dmg
5
Brk
9
Bypass
Legs 1S: Ignore Armor
Left Arm
Dmg
4
Brk
8
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
4
Brk
8
Block
Defend
Block
Agl
+
2
D
Strike
Arnet Helm
Heavy Armor
DR
1+ 2 All 3 Slash
Absorb
1 All
Dmg Back
2
D
Head
Dmg
5
Brk
9
Bypass
1S: Ignore Armor
Mages
Blast Mage
  Human
  v2.0
Description
A Blast Mage is specialized in the types of Red and Blue Magic which can be used for highly damaging effects. They are usually trained at the Academy, and serve it. But they may also serve their own interests.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Blast Mage
Hard
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
1
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Incant
Full
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
May move 1 Space. 1S: +1 Arcanum.
Cast
Full
Arcanum
+
3
D
=
Int
.
1S: -1 Backlash.
Arcane
Missile
4 Backlash
Shoot 
1
S
+
5
D
=
Sense
+
3
D
1S: Goes around corners andtthrough allies.
Energy
2
S
+
5
D
=
Int
+
2
D
Fireball
6 Backlash
1 Ready
Shoot 
1
S
+
5
D
=
Sense
+
3
D
Backlash: 1+: Casting Arm Burning 2, 3: Cirlce 1: Burning 2
Energy
2
S
+
5
D
=
Int
+
2
D
Burning 2
Lightning
Bolt
6 Backlash
1 Ready
Shoot 
2
S
+
5
D
=
Sense
+
3
D
Backlash: 1+: Electrocuted 3, 3: Cirlce 1: Electrocuted 4
Energy
Target
2
S
+
5
D
=
Int
+
2
D
Electrocuted 6
D
6 Only
and Pace 1.
      Remove Free w/
Fort
+
Spirit
.
Energy
3 Enemies within 3 of Target: 1
S
+
5
D
=
Int
+
2
D
Electrocuted 3
D
Ice Spike
6 Backlash
1 Ready
Shoot 
2
S
+
5
D
=
Sense
+
3
D
Backlash: 1+: Frozen 2, 3: Cirlce 1: Frozen 3
Pierce
2
S
+
4
D
=
Int
+
1
D
Bleeding 1
Cold
1
S
+
4
D
=
Spirit
+
1
D
Frozen 2 Frozen 1-3:
6 Only
Pace 1. (0 if already 1). 4-6: Can't Move/Act.
Arcane Staff
Magic Implement
DR
2
Absorb
All
Brk
4
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Mage
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Mage
Hard
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
1
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Spellcraft
Full
Incant
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
1S: +1 Arcanum.
May move 1 Space or Cast.
Cast
Arcanum
+
3
D
=
Int
1S: -1 Backlash. 2
D
Stamina Loss + 1
D
Fatigue per Backlash.
Color Blast
2 Backlash
Shoot 
Contest: 1
S
+
3
D
=
Spirit
(you) vs.
Spirit
. 1S: Dazed.
Dazed: $6Only and Pace 1. Remove Free w/
Fort
/
Spirit
Arcane Barrier
3 Backlash
1
S
+
Int
+
Spirit
Gain against Energy, against non Energy this Combat. 1S: -1 Hit.
Arcane
Missile
4 Backlash
Shoot 
1
S
+
5
D
=
Sense
+
3
D
1S: Goes around corners andtthrough allies.
Energy
2
S
+
5
D
=
Int
+
2
D
Arcane Staff
Magic Implement
DR
2
Absorb
All
Brk
4
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Red Mage
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Red Mage
Hard+
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
1
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Spellcraft
Full
Incant
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
1S: +1 Arcanum.
May move 1 Space or Cast.
Cast
Arcanum
+
3
D
=
Int
1S: -1 Backlash. 2
D
Stamina Loss + 1
D
Fatigue per Backlash.
Spark
2 Backlash
Shoot 
1
S
+
5
D
=
Sense
+
3
D
Energy
Burning 2
Fireball
6 Backlash
Shoot 
1
S
+
5
D
=
Sense
+
3
D
Backlash: 1+: Casting Arm Burning 2, 3: Cirlce 1: Burning 2
Energy
2
S
+
6
D
=
Int
+
3
D
Burning 2
Flare
4 Backlash
2 Ready
Circle 2
All in Circle 2 Resist Blind 2 w/
Fort
/
Allies may take Full Action to gain 4
D
to Resist
Backlash: You are included in Blindng
Arcane Staff
Magic Implement
DR
2
Absorb
All
Brk
4
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Pyromancer
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Pyromancer
Dire
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
2
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Spellcraft
Full
Incant
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
1S: +1 Arcanum.
May move 1 Space or Cast.
Cast
Arcanum
+
3
D
=
Int
1S: -1 Backlash. 2
D
Stamina Loss + 1
D
Fatigue per Backlash.
Spark
2 Backlash
Shoot 
1
S
+
5
D
=
Sense
+
3
D
Energy
Burning 2
Fireball
6 Backlash
Shoot 
1
S
+
5
D
=
Sense
+
3
D
Backlash: 1+: Casting Arm Burning 2, 3: Cirlce 1: Burning 2
Energy
2
S
+
7
D
=
Int
+
4
D
Burning 2
Flare
4 Backlash
2 Ready
Circle 2
All in Circle 2 Resist Blind 3 w/
Fort
/
Allies may take Full Action to gain 4
D
to Resist
Backlash: You are included in Blinding
Flame Wall
5 Backlash
2 Ready
Create 5 Fire Walls (until end of combat) within 2R Touching them does 1
S
+
5
D
=
Int
+
2
D
+ Burning 1.
May move with a wall a Spaces 3 (Active)/4 (Full) times.
Backlash: You are included in Blindng
Nova Bomb
1 Ready
Can be placed on any surface. When it goes off it does:
Within Circle 2R: 7
S
+
7
D
Blast Dmg (Burning 2)
Within Circle 4R: 4
S
+
5
D
Blast Dmg (Burning 2)
Set Off (Full)
Int
+
Dex
(6 Only if not a Pyromancer.)
2S: Goes off in 5 Rounds or less. 1S: Goes off in 3 Rounds or less.
0S: Bomb goes off in 1 Round.
Plague Mage
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Plague Mage
Hard+
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
2
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Spellcraft
Full
Incant
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
1S: +1 Arcanum.
May move 1 Space or Cast.
Cast
Arcanum
+
3
D
=
Int
1S: -1 Backlash. 2
D
Stamina Loss + 1
D
Fatigue per Backlash.
Poison Breath
1 Backlash
Cone 3
Poison 1
S
+
5
D
=
Int
+
2
D
, Resisted w/
Endr
/
Fort
Acid Spray
7 Backlash
Cone 
Save:
Agl
+
Sense
2S: Half Damage
Acid
3
S
+
6
D
=
Int
+
5
D
ArPen
1
S
+
5
D
Backlash: 2
D
Illness per Backlash.
Summon Swarm
6 Backlash
Summon Swarm Lord in any Adjacent Space. Shadow Spawn is controlled as an Active or Free Action.
+2 Backlash: Summon addition Swarm Lord.
Arcane Staff
Magic Implement
DR
2
Absorb
All
Brk
4
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Plaguemancer
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Plaguemancer
Dire
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
2
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Plague Body: Immune to Illness, Infection, Poison. Unarmed Attacks do +1 Bleeding and +1 Poison (Resist w/
Fort
)
Spellcraft
Full
Incant
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
1S: +1 Arcanum.
May move 1 Space or Cast.
Cast
Arcanum
+
3
D
=
Int
1S: -1 Backlash. 2
D
Stamina Loss + 1
D
Fatigue per Backlash.
Poison Breath
1 Backlash
Cone 3
Poison 1
S
+
5
D
=
Int
+
2
D
, Resisted w/
Endr
/
Fort
Acid Spray
7 Backlash
Cone 
Save:
Agl
+
Sense
2S: Half Damage
Acid
3
S
+
6
D
=
Int
+
5
D
ArPen
1
S
+
5
D
Backlash: 2
D
Illness per Backlash.
Summon Swarm
6 Backlash
Summon Swarm Lord in any Adjacent Space. Shadow Spawn is controlled as an Active or Free Action.
+2 Backlash: Summon addition Swarm Lord.
Miasma
3 Backlash
Create Circle 1 Area up to away. All Inside must Resist 2 Poison w/
Fort
.
+2 Backlash: +1 Poison. +2 Backlash: Circle 2.
Acid Rain
9 Backlash
Create Circle Acid Rain area for 5 Rounds. All inside other than you take Blast: 4
D
Acid Dmg per Round.
Acid Torrent (Full): Choose Circle 1 inside to take Blast 3
S
+
7
D
Acid Dmg.
Arcane Staff
Magic Implement
DR
2
Absorb
All
Brk
4
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Blood Mage
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Blood Mage
Hard+
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
2
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Spellcraft
Full
Incant
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
1S: +1 Arcanum.
May move 1 Space or Cast.
Cast
Arcanum
+
3
D
=
Int
1S: -1 Backlash. 2
D
Stamina Loss + 1
D
Fatigue per Backlash.
Blood Mist
1 Backlash
Take 1 Wound to any Body Area. Create a Circle 1 with a Visibility 1. Everyone in Bloodmist other than you must Resist 2 Blood Loss per Round w/ Fort/Spirit. Remove 2
D
Harm per Bloodloss applied. While in Blood Mist may gai 1
D
to Dodge and +1 Movement.
Leech Life
7 Backlash
Shoot 
1
S
+
6
D
=
Sense
+
4
D
Backlash: 2
D
Illness per Backlash.
Vile
2
S
+
8
D
=
Int
+
Spirit
+
3
D
For each Harm applied may remove a Harm or Stamina Loss. For each Wound applied may remove a Wound or Fatigue.
Hemorrhage
1 Backlash
1
S
+
5
D
=
Int
+
Spirit
1S: Target that is about to Resist Bleeding must Resist +1 additional Bleeding.
1S:
+
Arcane Staff
Magic Implement
DR
2
Absorb
All
Brk
4
Block
Defend
Block
3
D
=
Agl
+
2
D
Strike, Dmg Back 1
D
Sanguimancer
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Sanguimancer
Dire
Str
1
Fort
1
Endr
1
Agl
1
Dex
2
Sense
2
Cha
2
Int
3
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Incant to power up a Spell which is the unleashed. May add Overcharge to increase effect.
Spellcraft
Full
Incant
7
D
=
Int
+
Spirit
+
1
D
:
+
2
D
1S: +1 Arcanum.
May move 1 Space or Cast.
Cast
Arcanum
+
3
D
=
Int
1S: -1 Backlash. 2
D
Stamina Loss + 1
D
Fatigue per Backlash.
Blood Mist
1 Backlash
Take 1 Wound to any Body Area. Create a Circle 1 with a Visibility 1. Everyone in Bloodmist other than you must Resist 2 Blood Loss per Round w/ Fort/Spirit. Remove 2
D
Harm per Bloodloss applied. While in Blood Mist may gai 1
D
to Dodge and +1 Movement.
Leech Life
7 Backlash
Shoot 
1
S
+
6
D
=
Sense
+
4
D
Backlash: 2
D
Illness per Backlash.
Vile
2
S
+
9
D
=
Int
+
Spirit
+
3
D
For each Harm applied may remove a Harm or Stamina Loss. For each Wound applied may remove a Wound or Fatigue.
Hemorrhage
1 Backlash
1
S
+
6
D
=
Int
+
Spirit
1S: Target that is about to Resist Bleeding must Resist +1 additional Bleeding.
1S:
+
Blood Iron
Blade
5 Backlash
2 Ready
Create a Blade that takes up 3 Space triangle within 3 Spaces. It lasts 2
S
+
6
D
Rounds. Attempts hit against anyone within those 3 Spaces. May move Blade 3 Spaces as a Free Action, 5 as Active. 2
S
to Hit Blade, , Can take 3 Dmg.
Strike
1
S
+
6
D
Slice
2
S
+
4
D
Bleed 2
Blood Rite
8 Backlash
1 Ready
Requires helpless or dying humanoid within . Remove 3
S
+
5
D
Wound/Harm/Stamina Loss. Gain +1 in 3 Stats of your choice for 3 hours.
Other Classes
Bard
  Human
  v2.0
Description
Bards are talented musicians who typically trvel the land looking for inspiration and to make money with their songs. Their connection to the god Yavarra grants them the ability to war reality through song, which they can use in combat to enhance their allies or hinder their foes.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Bard
Hard
Str
1
Fort
1
Endr
2
Agl
2
Dex
3
Sense
2
Cha
3
Int
2
Spirit
2
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
4
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
3
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will use Play to buff allies through Will Song. Will attempt Taunt to make it difficult for a Target, and Noise Blast to repell attackers.
Play
Full/
Active
8
D
=
Cha
+
Dex
+
Spirit
Will Song: Circle 3
1S: An Ally may add +2
D
to Check OR +1 this Round OR Remove 1 Terror.
3S: Ally get
Success 4/5/6
. All foes gain 3
D
Stamina Loss.
OR
Taunt: Circle 4
1S: 1
S
to Target's Check. They must attempt to attack you next round or Resist 1 Stress w/
Spirit
.
3S: Target's Check fails. Target gains 1
S
+
Cha 3
Stamina Loss.
OR
Noise Blast: Semi Circle 1R (Foe's Only)
1S: Hex 4-1R: Lose 1 Pace. Hex 0-3: Push 1S+3
D
=
Spirit
+
1
D
Resist w/
Str
.
3S: All foes in Range Move back 5 Spaces Resist w/
Str
. 2
S
+3
D
Collision Damage.
Knife
Edged Weapon
DR
1
Absorb
All
Dmg
/2
Brk
/2
Slash
Active
Strike
1
S
+
4
D
=
Dex
+
2
D
Bypass 1
D
Slash
2
S
+
2
D
=
Agl
Bleed 1
Hearten/Travel Song
Meal/Travel Add On
Cha
+
2
D
May do once per Day.
1S: An Ally gains +1 Morale.
Druid
  Human
  v2.0
Description
Druids have a deep connectio to nature and typically live deep within the woods or other areas far away from civilization. They care deeply about protecting the environment, and will fight for it if needed. Almost all Druids worship Ernok, the God of Nature, from which they gain their power.
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Druid
Hard
Str
1
Fort
1
Endr
2
Agl
1
Dex
2
Sense
3
Cha
2
Int
2
Spirit
3
Body Area
Harm
Wound
Harm
Crit
3S: Head
0
H
H
H
4
KO
2
2S: Torso
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
2
D
Dodge   
Agl
+
1
D
Defend
2
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
2
D
Abilities/Skills
Will Summon and Command creature from nature to help the in combat, then use Communions such as Undergrowth or Poison Spore to weaken the enemy. If pressed, hey will transfrom using Aspect of the Wolf and fight their enemies directly via their Claws.
Summon
Full
5
D
=
Cha
+
Spirit
1S: +1 Summon Point. (Culmulative)
Animal will fight until disabled or critically wounded.
1 Summon Point: Snake, Boar, or similar.
2 Summon Points: Wolf or similar.
3 Summon Points: Bear or simlar
Command
Full: 5
D
=
Cha
+
Spirit
Active: 3
D
=
Spirit
1S: 2
D
to Summon's Check.
Undergrowth
Full
Resist 2 Stamina Loss w/ 5
D
=
+
Spirit
. 4 if no plants near Area.
Create Circle 1 within 1R for 3 Rounds. All enemies inside are Slow 2.
Poison Spore
Full
Resist 1 Samina Loss
w/ 5
D
=
+
Spirit
.
Cone 2
1
S
+
Dex
+
3
D
Target Resist 3 Poison w/
Fort
+
1
D
Mist Cloud
Full
Resist 2 Stamina Loss w/ 5
D
=
+
Spirit
. Resist 3 if in a dry area.
Create 1R Circle of Mist around you for 4 Rounds.
Visibility 1 in Mist. Hits in Mist are
6 Only
.
Aspect of the Wolf     Transform: Full
+1
Agl
+1
Dex
+1 Pace.
Claw
Active
Strike
1
S
+
Dex
+
2
D
Slash
2
S
+
Str
+
2
D
Bleed 2
:
May Claw twice, once per Hand.
Special
T.Hawk
  Human
  v2.0
Description
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
T.Hawk
Hard
Str
3
Fort
3
Endr
2
Agl
2
Dex
2
Sense
2
Cha
1
Int
1
Spirit
2
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
2
H
H
H
2
2
1S: O. Arm
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Stamina
5
Dash   
Endr
+
Agl
Active
5
D
Dodge   
Agl
+
1
D
Defend
3
D
Breath   
Endr
+1
D
Active
2
D
Recover
Fort
+1
D
Free
3
D
Abilities/Skills
Unarmed Strike
Active
Strike 
1
S
+
3
D
=
Dex
+
1
D
Bash
1
S
+
4
D
=
Str
+
1
D
Resist 1 Knockdown w/
Agl
/
Fort
Spin Slam
Grapple
6
D
=
Str
+
Fort
Exit Grapple.
1S: Spread Bash Dmg 1
S
+
5
D
Str
+
Endr
and Prone.
2S: Spread Bash Dmg 2
S
+
5
D
Str
+
Endr
and Prone.
3S: Spread Bash Dmg 3
S
+
5
D
Str
+
Endr
and Prone.
Epic Humans
Prince Of Theives
  Human
  v2.0
Hitbox
3S: Head
2S: Torso
1S*: L/R Arm
1S*: Legs
* d6: 1/2: L Arm. 3/4: R Arm. 5/6: Legs.
Description
Dashing, charasmatic, and extremely dangerous.

This elite scoundral may be leading a mercenary band, leading a revolution, or working as an extremely high priced assassin. They are extremely cunning and will nearly always have the drop on the party, including contingencies for almost every situation. Their only weakness might be there arrogance, where repeated successes can convince them they will always win. They usually do.
Prince Of Theives
Epic
Str
2
Fort
2
Endr
4
Agl
4
Dex
4
Sense
4
Cha
4
Int
3
Spirit
4
Stamina
10
Dash   
Endr
+
Agl
Active
8
D
Dodge   
Agl
+
1
D
Defend
5
D
Breath   
Endr
+1
D
Active
5
D
Recover
Fort
+1
D
Free
3
D
Body Area
Armor
Harm
Wound
Harm
Crit
3S: Head
Item
0
H
H
H
4
KO
2
2S: Torso
Item
3
1S: M. Arm
Item
2
H
H
H
2
2
1S: O. Arm
Item
2
H
H
H
2
2
1S: Legs
Pace
:
3
Item
2
H
H
H
3
2
Abilities/Skills
Can do 2 to 3 Actions per Round. Can use a steady amount of Attacks, Dash, and Breath. Can Taunt and Lucky to avoid Damage and Hit.
May switch between Knives and Bow as a single Action. Throwing Knives can be drawn and thrown at any time.
Skilled
Most Manuever, Stealth, Balance, and Charisma Challenges are considered easy.
True Ambidextrous
Can do 2 Actions per Round. (Ex: Attack twice.)
:
May do third Action this Round.
Blinding Strike
If Hitting Head with +1
S
over, Daze 1
S
+4
D
Target.
Daze
6 Only
on Hit. Pace is 1. Remove Free
Fort
/
Spirit
Elite Reflexes
+1
S
to Dodge or Block. May do up to 3 times per Check.
Taunt
Active
Contest: 8
D
=
Cha
+
Spirit
.
Win: Gains
Success 4/5/6
on Target this Round. Target gains 1 Stress
Lucky
Contest: 4
D
=
Spirit
Win: Target rerolls Check with
6 Only
.
Fleeing
+
1
S
on Defensive Actions if Fleeing.
Abilities/Skills
Equipment
Dagger (x2)
Knife
DR
3
Absorb
All
Dmg
/4
Brk
/4
Slash
Active
Strike
1
S
+
6
D
=
Dex
+
2
D
Bypass 4
D
Slash/Pierce
2
S
+
5
D
=
Agl
+
1
D
Bleed 2,
:
Pin Limb To Surface
Block
Defend
Block
6
D
=
Agl
+
2
D
Strike, Dmg Back 2
D
Throwing Knife (15)
Knife
DR
2
Absorb
All
Dmg
2
Brk
2
Stab
Active
Strike 
1
S
+
5
D
=
Dex
+
1
D
Bypass 3
D
Slash/Peirce
1
S
+
6
D
=
Agl
+
2
D
Bleed 2, ,
:
Pin Limb To Surface
Throw
Active
Proj 
1
S
+
5
D
=
Sense
+
1
D
Bypass 3
D
Slash/Peirce
1
S
+
6
D
=
Sense
+
2
D
Bleed 2,
:
Pin Limb To Surface
Pin to Surface
Must be near surface. Taget may remove Dagger (Active, 1
S
+4
D
Dmg and Bleed 2) or Pull Out (Free, 2
S
+$5D Bleed 2)
Bow
+10 Arrows
Shoot
Active
Proj
1
S
+
8
D
=
Dex
+
Sense
1S:+, Bypass
:
4
D
Pierce
2
S
+
5
D
Bleed 2
Nock Arrow
Free
Prepare to Shoot an Arrow.
Chain Mail (Long)
Med Armor
DR
1 All 2 Slash
Absorb
1 All
Dmg Back
2
D
Torso + Legs
Dmg
5
Brk
5
Bypass
Left Arm
Dmg
4
Brk
4
Block
Defend
Block
Agl
+
2
D
Strike
Right Arm
Dmg
4
Brk
4
Block
Defend
Block
Agl
+
2
D
Strike