Skills - The Mystic System
Transcription
Skills - The Mystic System
The Mystic System A Universal Roleplaying System Beta version .9.5 Welcome to the Mystic System Home Page The Mystic Core System is a percentage based system for running a High Powered, Stunt Heavy Campaign or One Shot game. The Extreme over the top abilities and techniques often seen in Anime or Viedo Games is easily emulated in the Mystic system. The System has been balanced to allow over the top damage while keeping a fairly realistic view on wounds received and how non magical healing is handled. The Core purpose of the Mystic Systems creation is to have a fairly intuitive system for running such games. The Mystic System is easily adaptable to any genre or existing series. The only dice required to play are the 2 ten sided dice often sold as part of a set one to represent the tens place and one for the ones position. Normally these are read so when one die show 00 and the other shows a 1 this is the result of a 1% of one die show 00 and the other shows 0 or 10 (depending on how the die is marked) then this represents 100% In the Mystic System a low roll is going to typically be better than a higher one. While the result of 1% is the best roll one can make called an overwhelming success. The result of a roll of 100% is the worst called a catastrophic failure. As this is a game system in development. Please, take the time to add your input via the comments section. Should you notice that there are rules that may be missing or unclear. If you have ideas about the direction of the system. Your input is valued even if a suggestion goes unused I assure you that it gets us thinking about aspects of the game system we may not have considered before. General Rules Attributes Combat Attributes are the base stats a character has worked to hone. Though these attributes will often be added to Weapon Proficiencies and other Combat skills these are the foundations from which such skills are built. Melee Combat: (MC) How adept a character is at hand to hand and weapon melee combat. Range Combat: (RC) Throwing and shooting skill, how adept a character is at ranged objects and weapons. Core Attributes are based upon the characters innate being and function to represent both their physical and mental faucets. Speed: (SP) How quickly a character reacts to combat situation and their active reflex time. When combat begins SP is rolled to determine order of movement. (SP x 2 /10 = Walk – Run = Walk x2) (sprint) Presence: (PR) How strong a character’s personality is and their ability to influence others in social situations. All persuasion skills are added to (PR). (xxx) Hardiness: (HA) How resistant to the elements, poisons, weariness and diseases a character is. It is also used to determine how quickly a character heals (HA+ BR /10 + Level = Heal Rate) (fortitude) Awareness: (AW) How observant a character is and how easily it is to find something being searched for. (search) Will Power: (WP) How capable a character is of resisting persuasion or spell effects. It also determines the amount of Spirit gained back in a round of Rest (WP /10 + Level = Refresh) (resistance) Brawn: (BR) Represents the sheer physical force of a character; how much they can lift; how much extra damage they inflict when using melee and thrown weapons. It is also used in attempts to grapple opponents. (BR /10 = Damage) It is also used to determine how quickly a character heals (HA+ BR /10 + Level = Heal Rate) (strength training) Intellect: (IN) Represents the characters ability to comprehend complex ideas and remember events that have occurred in the past. It also is used as the primary ability for spell casting. For all knowledge rolls an Memory checks (IN). (recollection) Vital Stats These are the attributes that will fluctuate most in game as you take damage and use Powers, Spells or Innate Powers. They represent both your life energy and your ability to contain the mystical energy that flows around a character. Life Points: The amount of damage a character can take until sent into a “Dying” status. When Life Points reach 0 the character is given the “Dying” status. LifePoints are recovered naturally slowly over time with rest. Stamina Points: The amount of energy that a character has at their own disposal, when this energy is depleted it will leave the character with the “fatigued” status. Mana Points: The amount of mystical force that a character can hold in reserve within themselves. This is lost when using Powers, Spells or some Innate Powers and when Mana Points reach 0 the character is immediately given the “Back Lash” status. Characters regenerate Mana Points quickly restoring them to their maximum capacity after 8 hours of sleep. Derived Stats These are here for easy calculation these do not represent numbers you will be rolling against but are here for ease of calculation for purposes of natural healing, damage and movement. Walk Pool : The total number of units a character may move in a single active turn by walking. The walk pool is calculated by SP/10. Damage Base: Damage base is calculated by dividing BR by 10 the result is how much is added to hand to hand; melee weapons; and thrown weapons damage. (S/10=X) HP Recovery: Hit Point Level is calculated by combining the HA and BR dividing the total by 10 then adding the result to the character’s level is how much HP the character will gain back after 8 uninterrupted hours of sleep. Refresh: The amount of spirit gained back in a round rest while in combat. WP divided 10 hen adding the result to the character’s level is how much Spirit points Inspired Stats When you would raise a stat to 96%, that statistic becomes inspired. The statistic is lowered to 60%, and given the definition of Heroic, Legendary or Divine depending on how many times it has be inspired. Inspired stats are raised normally at a cost based on the numeric rating as though the stat were not inspired. An Inspired stat does the following. Apply a 10/20/30% Penalty to any vs. Rolls. Allow you to take an automatic base success if the penalty against you is less than 10/20/30%. The stats also apply the following benefit by stat. MC: Your Critical chance increases by the Inspired Bonus (10/20/30%) RC: Your Critical chance increases by the Inspired Bonus (10/20/30%) SP: +10/20/30 Unit movement PR: +1/2/3 Social Reaction bonus HA: +10/20/30 Hit Points Per level Retroactive(on the beginning of the level) AW: Every rank grants one rank of enhanced senses (1: heightened Senses, 2: Magical Senses, 3: True sight) WP: +10/20/30 Spirit Per level Retroactive(on the beginning of the level) BR: +10/20/30 to Base Damage IN: +10/20/30 Mana Per level Retroactive (on the beginning of the level) Making Skill Tests A normal skill test in the Mystic System is made by adding the sum of your ability score to the bonus gained from the level of a skill. Skills at Journeyman Rank grant 5% per level from levels 1-5 whereas skills at Focus or Mastery rank grant an additional 2% per level from levels 6-15. The level of the skill also tells you your critical threshold. A level 3 Dodge skill grants 15% which is added to the Speed Attribute (30%)which makes the total score 45%. The critical threshold would be 15%. When making a test against a skill, roll 2d10 for a percentage result Let's say we rolled a 30 and a 0 (or 10) on the 2d10 was rolled this gives us the result of 30 as the 10 on the die representing the ones place counts as 0. This attempt to dodge would be a success. As another example a 70 and a 3 on the 2d10 this tells us a 73% was the result of the roll and as it is not under the target 45% so this attempt to dodge would have failed As a final example a 00 and 9 is rolled on the 2d10 this gives us the result of 9% because excepting in the case where all zeros (or 00 and a 10 on the ones die) the 00 also counts as zero. A result of a 9% is not only a success but it is a critical success since it is under the critical threshold of 15%. Critical success allows the character in gain 1 practice point in that skill one per game per skill. Also in the event of an attack the critical threshold is applied as a penalty for the opponents defense. Social Reaction and Renown Social reaction is a rough judge of how a person sees your character when interacting with a stranger it is often safe to assume that their social reaction to your character is starting at zero or a neutral standing. It is difficult to affect a person's social reaction score as your character will not know where a person's social reaction is without a successful scrutinize check. The social reaction effects how a person is likely to react and respond to your character. It does not guarantee what the reaction will be but often the method of how a response is given. For example your character has established that the social reaction of an NPC in this case a prison Warden is at a positive 9. Your character is a prisoner, after painstakingly wooing the Warden you ask him to let your character go. He “Lovingly” tells you doing such a thing is a crime he cannot commit, but he promises to appeal to the governing power for your release. As your character performs either heroic deeds or villainous acts they will receive different types of Renown either positive or negative. Renown normally is used to immediately effect the social reaction of others if the type of renown would not be recognized by a person then it does nothing. The there are endless types of renown and they can be very specific to very broad. Here are some examples of Renown positive and negative: Heroic Hero of (place) Fame Notoriety Military Scarred +10: Devoted +9: Loving +8: Venerate +7: Sympathetic +6: Fond +5: Friendly +4: Amiable +3: Kind +2: Lenient +1: Benign 0: Neutral -1: Disapprove -2: Avoid -3: Dislike -4: Shun -5: Detest -6: Resent -7: Condemn -8: Loathe -9: Despise -10: Hostility Table 1: Social Reaction Infamy Wanted It is important to remember that the social reaction of a person can be manipulated by prolonged interaction the more one character interacts with another and the better two characters know each other and the less effect positive or negative renown will be on a person. Fate & Destiny Fate and Destiny are concepts which the Destiny Dealer will have to explain. Any player with a surplus of either Destiny or Fate has access to a special ability tree related to that surplus. These powers can only be used while a sufficient surplus remains. The surplus needed is described on below. Destiny Destiny is the expression of life and creation within the balance of the universe. Gaining Destiny Defending those weaker than you: Standing in the defense of those significantly weaker than you or those facing significantly stronger opponents grants destiny. Non-Combative Acts of aid to the weak or Infirm: Selfless acts that aid or soothe others, for example inspiring the down trodden, healing the wounds of those who are hurt and have no other hope, or simply restoring that hope can generate Destiny. True Charity: Acts of true sacrifice to the character can generate Destiny. For example donating money in general is not an act of sacrifice for a character. Donating continuously and significantly can be. Heroic or Selfless Deeds: Deeds done to aid with no thought of reward or self-benefit can generate Destiny. Losing Destiny Spending Destiny: You can spend Destiny on abilities or for the Destiny Benefit below. Benefits of Destiny Players who accumulate 3 or more points of Destiny (Regardless of Total Fate) gain a cumulative +2 bonus for each point of Destiny in their pool for one scene/battle . Utilizing this effect reduces the Destiny pool by 1. Destiny Powers Destiny powers are gained when the player achieves a surplus of 10 Destiny points (A surplus is calculated by subtracting the fate pool from the Destiny pool the remainder is the surplus.) The surplus can never be negative; if the result is negative it is 0. If the Surplus ever falls below 10 the player loses access to all Destiny abilities (But keeps levels purchased in those abilities) Destiny powers are purchased like any other ability and can only be purchased while the player has a 10+ surplus. 1. Attunement: You attune an item to destiny this effect costs 1 Destiny point and increases the items Structure (And Structure Max) by the level of this ability. Also, once an item is attuned, you gain a +1 Damage or Deflection +2 per level of the ability at the time it was used. On Skill based items you can +2% per level. You can only attune a number of items equal to the level of this ability. Items cannot be un-attuned unless they are destroyed without your intervention. You can however retune items at a higher level for 1 destiny, this does not take an additional attunement slot 2. Reincarnation: Returns a person from true death. The target retains their current level, but otherwise is a completely new person with new body, skills, and powers. This ability costs all Destiny in your pool. All abilities are matched (Level, number of Vices and Virtues, Skill Points, Etc) this ability costs a minimum of 10 Destiny. For each 5 points over 10 you gain control over one aspect of the new form (Gender, Race, Virtues, Vices, Attributes, Vital Statistics) all other of these aspects are chosen by the Destiny Dealer. Skills, Abilities and Techniques are always chosen by the player. The target gains the Memory skill at a level equal to the total destiny spent/5. The destiny dealer may allow the player to consult in the form the character takes, but does not have to. If this targets a dead player they can, at their desecration decline the resurrection. This does not spend the destiny. 3. Enlightened Destiny: For a single scene the character can act as though they have one skill of their choice at the level of this ability. This can literally be any skill even if the character has never been exposed to it before. This ability costs mana as per a normal ability. This ability exhausts. 4. Bounty: using this ability immediately creates wholesome delicious food and drink for 10 people per level of this ability. The use of this power costs mana. Any food or drink not used returns to the earth at sunrise. Using this ability for any devious or underhanded purpose reduces the players Destiny by the level of this ability. 5. Greater Destiny: Automatically triggered by a character when they enter a coma. By spending 1 Destiny/Level the player immediately heals them self of damage, mana and Stamina equal to 20 * the level of this ability. This cost will work even if takes you below 10 Destiny. 6. Balance Fate and Destiny: You pay 1 Destiny per level of this ability, which in turn reduces the touched target of Fate equal to the level * 2. You may pay 2 extra Destiny to do this ability to any target you can see and who can hear your voice instead of by touch. Fate Fate is the expression of destruction and entropy within the balance of the universe. Gaining Fate Killing People: The act of destroying life forces. Any time a battle resolves where Enemies have fallen by your hand, you must make a WP check or gain one point of fate. Killing an Innocent (Judgment of Innocence is left to the discretion of the Destiny Dealer): You gain one point of fate with no check. Mass Destruction: Mass Destruction by your hand such as burning down a forest or razing a town generates 1 point of Fate. Slaughter of those Weaker than you: Any fight where you have not made reasonable attempts to end the fight non-violently, and where enemies 8 levels or more below you have fallen generates a point of fate. Immoral Acts or Questionable Deeds: At the Destiny Dealers discretion fate can be generated by these acts. This can be a s simple as a critical role on a demolition or mining profession check which technically causes destruction. Losing Fate An Act of Penance: Usually done at the direction of a priest or other holy authority. Though this can also be a passed down ritual practice of your culture or family. Acts of Creation: Creating art or another meaningful act of creation can remove fate. Mechanically the creation roll must be a critical which will reduce one point of fate. Any performance or Craft skills can result in this effect. Detriments of Fate Players who accumulate 3 or more points of fate (Regardless of Total Destiny) gain a continuous cumulative -2 Penalty per point as long as they have 3 or more fate. Fate Powers Fate powers are gained when the player achieves a surplus of 5 fate points (A surplus is calculated by subtracting the destiny pool from the fate pool the remainder is the surplus.) The surplus can never be negative; if the result is negative it is 0. If the Surplus ever falls below 5 the player loses access to all Fate abilities (But keeps levels purchased in those abilities) Fate powers are purchased like any other ability and can only be purchased while the player has a 5+ surplus. 1. Attunement: You attune an item to fate this effect costs 1 Fate point and increases the items Structure (And Structure Max) by the level of this ability. Also, once an item is attuned, you gain a +2 Damage or Deflection +1 per level of the ability at the time it was used. On Skill based items you can +2% per level. You can only attune a number of items equal to the level of this ability. Items cannot be un-attuned unless they are destroyed. You can retune items at a higher level for 1 fate, this does not take an additional attunement slot. 2. Doom: You place doom on a target for a number of rounds equal to the level of this ability. This costs 1 Fate/Level. While the target has doom on them all successful strikes deal critical damage to them. There is no check to resist this ability. A target that is destiny attuned (10+ Surplus) can spend Destiny PER HIT to negate this damage bonus for that hit. 3. Corruption: You lower the SD of any item touched by 20 per level of this ability. This costs 1 Fate/Level with a touch range or 2 Fate/Level at range. 4. Reign of Fate: You impose a Fate penalty for one scene equal to your level * 3 to all targets that can see or hear you. This costs 1 Fate. 5. Share Fate: When the fate user is reduced to 0 Life, they automatically spend 1 Fate/Level. This inflicts the Cursed status effect on all people (Friend or Foe alike) within a number of units equal to the level. It also deals 10 points of damage per level to the person who delt the final blow. This damage is Ethereal. 6. Tempt Fate: you ignore fate and moral penalties for a day equal to 5%/Level. This costs 1 Fate. Healing and Recovery Life Points When lost life points are not healed though potions, powers, or majik they will heal naturally over time. After 8 hours of rest once in a single day a character will recover an amount of Life points equal to (HA 10) + Character level. A character will continue to heal in this manor till they have reached their maximum Life point total. Mana Points When Mana is lost and is not recovered through meditation or potions, it will completely restore to the character’s maximum Mana point total after 8 hours of rest in a single day. Through the skill Meditation a character can recover Mana more quickly. This recover is equal to (IN 10) + character level at base plus the amount granted from Meditation. Stamina Points When Stamina is lost and not recovered through potions or powers, it will completely restore after a short rest roughly 5-10 minutes Destiny Dealer’s discretion. In battle a Rest Maneuver can be performed as a ―Complex Action‖. Stamina recovery during a rest action is equal to (WP 10) + Character level. Wounds When a wound is sustained and is not healed though potions, majik, or powers they will heal naturally over time. A character will heal a wound every 7 days. If a character has sustained multiple wounds then only one of these wounds will heal for every 7 days that pass. Also if a wound is not healed though majik then for every wound the character naturally heals they receive a negative point of ―Scars‖ Renown. As the battle scars disturb people the c haracter is interacting with. Tired and Fatigued When a character suffers from the status effects of ―Tired‖ or ―Fatigued‖ then some sort of rest action, multiple actions, or sleep is needed to recover. Attribute Loss When a character suffers from attribute loss that is not recovered from potions, or Majik then they will naturally heal at the rate of 2% per day. Definitions Attack chain- An uninterrupted series of successful attacks. Attributes- MC, RC, SP, HA, AW, WP, BR, & IN Read Melee Combat, Ranged Combat, Speed, Hardiness, Awareness, Willpower, Brawn & Intellect. The base stats to which all skills are added. Barrage- An attack or defense that grants multiple actions of the chosen type by taking the resulting roll and adding +15% till the result would no longer be a success. Called Shot: Called shots are made at -40%, called shots to vital locations( throat) is an additional -10%. Other normal penalties and modifiers will also still apply. Catastrophic Failure- The result of 100% rolled on 2d10 often resulting in some form of harm to the character rolling this result. Competence -A measure of your total rank in a skill, Journeyman (1-5), Focused (6-10) or Master(1115). Contest - When a skill is pitted against the skill of another character a contest is how the result is determined. The successful character with the greatest difference between their total score and the number rolled is the victor. Critical Failure- The result of a roll between 96%-99% on 2d10 often not as harmfull to the character as a “Catastrophic Failure” the results still leaves the character with some form of detriment. Critical Success- The result of a roll between 2 and the total of all the skills applying. Often raising the critical multiplier for damage and adding a penalty to an opposing player. Critical Threshold - The total of skill bonuses added from the Journeyman, Focus, and Mastery level of skills, with the maximum being 45%. Critical threshold is always based upon the skill ranks, even when these skill ranks are not used in the roll, such as in a follow-up attack. Critical Multilayer- The number damage is multiplied by on a critical hit. AKA Critical Level. Cycle- a measurement of an effect over time. A single cycle starts when the caster/initiator triggers the effect and continues until the beginning of the their next active turn. Damage Base: Damage base for any weapon or attack is the unmodified damage output before applying any EX’s, Techniques or Abilities. Difference- The value between the rolled success and the Attribute+skill. Follow up Attack: A free attack which can be performed only when the specified criteria mentioned in the ability, technique or Excellency is met. This attack is made using only the relevant attribute, though the normal critical threshold rules applies. Knock Back: Knock Back is the advanced form of Prone. Knock back sends the person affect back a number of units equal to the Knock Back Effect, and causes prone on a failed SP check. If the path is interrupted by a solid object or person, the target and item hit suffer damage as though falling the distance they would have continued to travel. Multi-attack- A single roll resulting in two attacks in the case of a “Overwhelming Success” only the first attack is considered overwhelming the second a normal critical. Opening - Specific actions result in a character granting an Opening to all adjacent opponents. This means those opponents may make an immediate normal attack action on the character granting the opening. Overwhelming Success- The result of a 1% on 2d10 often resulting in a +2 bump in the Critical Multiplier and the normal penalty applied to the opponent is doubled as well. Penalty - Penalties are applied to the total of the Attribute and the skill as a subtraction from that total. Lowering the change for success. Quick Attack : An alternate attack form available only though Abilities, Techniques and EX’s it inflicts a 50% penalty. Skill Check - A roll to be made against the total of the Attribute and Skill to find the result of an action. Status Effect - Usually an effect lasting a round or more on a character inflicting penalties to some or all of that characters stats or effecting how many or what kind of actions they may take while afflicted. Vital Stats- Life, Spirit and Mana are the vital stats of every character and a character is not dead till all are at 0. Status Effects Attribute Drain -(Mystical/Disease/ Chemical)- A character who has experienced attribute loss will have an Attribute lowered by the amount determined by the ability causing the ability drain. Ability drain is healed at the rate of 2% per one night of sleep for 8 hours. Ability drain can also be restored by ritual 1 hour for every 5% restored. Anti-Magic-(Mystical/Disease) - A victim of anti-magic is unable to us any ability that requires Mana to operate, this includes latent powers that use reserve Mana to operate. Normally the duration of this effect will be denoted by the effect causing it otherwise this status can be removed by 8 hours of sleep. Battered - (Physical/ Wound)- When taking an extra powerful attack often caused by earth spells a target may gain the Battered status effect this is considered a type of wound. While battered the maximum hit points are lowered. Status can be removed by a first aid check, medicine, magic healing, or after a full day of bed rest. Bleeding (1)- (Physical/ Wound)- As with some poison effects Bleeding is counted as damage taken every turn. The number that follows bleeding is how much damage is taken. ie. Bleeding (2) would do 2 points of damage to the target every round until they received first aid or healing. Bleeding (3) would do 3 points and so on and so forth. Status can be removed by a first aid check, medicine, or magic healing. Blinded- (Physical/ Wound) Character is blind and cannot make sight based awareness checks. When attacking treat opponents as though they were invisible. The duration of this ability is usually determined by the effect causing it, but can be permanent. Can be cured though magic or surgery. Broken (Arm/Leg)- (Physical/ Wound)- As the result of a wounded status of an arm or a leg rendering that appendage useless. In the case of a Broken Arm off hand actions or two handed weapons cannot be used. As the result of a Broken leg Movement abilities, RUN or CHARGE actions cannot be made. Burn- (Physical)- When subjected to fire effects often there is a chance the target will catch on fire. A target with the Burn status will take additional damage per round they remain on fire equal to half the original damage taken the first round, then half that damage rounded down in the second round and so on and so forth till the fire burns out. A character will not be able to take any action other then putting themselves out without first making a Willpower -15% check. It require 1 omni action to remove the Burn status effect. Chilled - (Physical/Disease)- When exposed to cold effects often as the result of a Ice spell the target will be given the “Chill” status effect this causes their movement to be reduced by 2, also Speed is hindered by -20%. Spending an Hour in a warm environment will remove this status effect. IE: sitting around a fire. Choking -(Physical/Chemical)- Various poisonous powers or spell effects can cause a victim to be unable to breathe. This effect will often have a specified duration. Every round a character suffers from choking they will need to make a Hardiness roll if this roll is failed the character will take Hit points (equal to 20 points – hardiness ÷ 10) of internal damage. Confusion-(Mental/Disease/ Chemical)-A victim of “Confusion” is made to feel threatened and must make an attack every round. The afflicted victim will easily mistake his allies for enemies. When attacking (AW) must be made or the target of attack is chosen at random. Confusion usually lasts for a duration specified by source of the effect. The effect can be removed by another through a Leadership check or a persuasion attempt other wise this will last till the duration end. Contagion-(Disease/Mystical/Chemical)- When a victim of contagion is effected with this status it will be coupled with another status effect. IE. Contagion he experiences extreme discomfort and will not heal or gain back Mana. They will cause any others he comes in contact with other negative status effect that he is afflicted with, this will be specified by the effect causing contagion. Cursed - (Majikal) – While in effect prevents the cursed person from recovering vital stats, and they gain fate at twice the rate. Curse can be removed only with ritual cleansing (The religious or spiritual discipline does not matter) or the spell blessing. The level of the blessing spell, or hours of ritual are equal to the level of the curse. Dazzled-(Majikal)- A dazzled character is affected by this status they must pass an observation -20% before any action can be made. The status can be removed by the use of “Clear Water” or Sleep. Will often only last a limited number of rounds. Dying-(Physical) When a character has reached 0 Hit Points they are given the Dying Status. As soon as this happened the damage that would take them to 0 is carried into Spirit and then Mana. If all three of the vital stats are taken to zero then the character is killed and is considered Dead. If the damage that carried over does not leave all three vital stats at zero then the character is knocked prone and made “Unconscious” as the status effect and the character can only be revived if they are stabilized. On the characters next turn they receive one chance to stabilize themselves as a standard willpowe r check. While a character is “Dying” they can be stabilized with a successful “First Aid” check, Potion or Spell. If not stabilized the character will take Spirit points (equal to 20 points – hardiness ÷ 10) of internal damage per round. Once Spirit is reduced to 0 the character will take Mana points (equal to 20 points – hardiness ÷ 10) of internal damage per round. Once the character has 0 points in all Vital Stats, the character is DEAD and normal healing skills and powers will not be able to restore the character to life. Discharged- (Mental/Mystical) – When drained to 0 Mana the effected character suffers 1/2 penalty to all mental characteristics, PR, AW , WP , and IN Character must succeed a WP every round or is given the Unbalanced status. Status can be removed by 8 hours of sleep. Drain(1)-(Mystical) - When a victim is exposed to negative energy they will often be given the Drain status. A reversal of the flow of magic occurs the number that follows Drain is how much Mana is lost. Drain (2) would do 2 points of Mana loss to the target every round. Drain (3) would do 3 points and so on and so forth. Drunk- (Chemical)- Caused by consuming of alcoholic beverage. – Lowers all stats by -15% is exchanged for 5 hours of the “Sickened” status after sleeping. Enfeeble-(Mystical/Time)- The victim of enfeeble will feel weakened as though of a old age. ½ Brawn ; ½ Speed; ½ Hardiness. Fatigued-(Physical/Chemical)- When a character has stayed awake for 24 hours or longer or then have received only half the required sleep they will often become Fatigued. There are also many spells and poisons that can cause this effect. Fatigued characters suffer -15% to all Rolls. Removed by sleeping for 6 hours or via magical/chemical effect. Fear Effects Unsettled -(Mental/Morale)- The most minor form of all Fear based effects. It prime effect inflicts a 15% Morale penalty. Fear effects can be removed by another through a Leadership check or a persuasion attempt otherwise fear will last for as long as subject causing the effect is in the presence of the character. Panicked-(Mental/Morale)- Panic is a more potent fear based effect. It prime effect inflicts a -25% Morale penalty. A character that has the “Panicked” status will do nothing but attempt to flee from the subject causing the effect unless Willpower check is made. Fear effects can be removed by another through a Leadership check or a persuasion attempt otherwise fear will last for as long as subject causing the effect is in the presence of the character. Terrorized-(Mental/Morale)- The most potent of fear based effects. It prime effect inflicts a -35% Morale penalty. A character who has the “Terrorized” status will go prone and do nothing but defend themselves while in the presence of the subject causing the effect unless Willpower check is made. Fear effects can be removed by another through a Leadership check or a persuasion attempt otherwise fear will last for as long as subject causing the effect is in the presence of the character. —————– Flux (1)-(Mystical)- When a target is exposed to raw magic energy they are sometimes given the flux status. This causes the Mana they use to become tainted and causes them damage when they use it. The number that follows Flux is how much damage is taken when any Mana is used. ie. Flux (2) would do 2 points of damage to the target every round. Flux (3) would do 3 points and so on and so forth. Heat -(Mental)- Some spells, and potions can bestow this status effect. Once afflicted a victim will not be able to concentrate, they will be overcome with the desire to mate. A -25% Resistance must be made to take any action that is not in some way an attempt to mate. Immune-(Mystical)- When a character is immune they will ignore effects specified by that type of immunity. IE. Immune to “Flux” means that even if the “Flux” effect would not allow a save against it a character with such immunity would still ignore the effect. Mute- (Physical/Mystical/Disease/ Wound)- Character is unable to speak. The duration of this ability is usually determined by the effect causing it, but can be permanent. Can be cured though magic or surgery. Pain-(Physical/Mystical/Wound)- The victim of pain suffers incredibly and is -20% Combat Penalty. The duration of this ability is usually determined by the effect causing it, but can be permanent. Can be cured though magic or surgery. Prone-(Physical)- Character is on the ground, to stand from prone requires an omni action. While in prone position characters suffer -15% penalty to attack or Defend with Melee (No Penalty to attack with Range), opponents using range attacks suffer an additional -10% with targeting prone characters. Pinned – (Physical/Mystical) – A pinned opponent cannot take a movement action until the pinned status is removed. Dodges are at a -15% penalty. Sickened - (Chemical/Disease)- Inflicted after waking up from the “Drunk” status or other disease. Characters do not regain Mana or Stamina while this status is in effect. While afflicted with this status character is nauseated will desire bed rest and must make Willpower check to take any other actions. If performing any action while under this status effect character is at -10% to all Ability scores. This effect is removed though Medicine, or Purification magic. Strained- When a player is given this status effect it is usually the result of a Spell, Power or Innate Power. The status effect is always attached to a specific Spell, Power or Innate Power though sometime more than one can be strained simultaneously. When a Spell, Power or Innate Power becomes strained it is no longer able to be activated until the status effect is removed. 8 hours of Rest will remove this status effect. Lodged : An opponent’s weapon or ammo is still lodged in the wound. You receive a -10% Combat penalty while the object remains. Removing the object requires an omni action. Lodged as a status effect can be stacked requiring one omni for each instance of lodged. The combat penalty from lodged does not stack with other lodged status effects. Stun-(Physical/Mystical)- Speed is reduced by half and Initiative is reduced to 0. Stun will be listed with a number following it, such as Stun (3) this denotes the types of actions that are lost. The numbers correspond as follows: Stun (1) Stun (2) Stun (3) Omni Omni Omni Beta Beta Omni Stun (4) Omni Beta Omni Beta Stun (5) Omni Beta Omni Beta Omni Tainted-(Mystical)- Often the result of some cursed object or forsaken creature a victim will become tainted. Most often this effect is also considered to be “Unholy” and aligns the character as such making them weak against divine magic. A tainted character sees the spirit world as well at the corporeal one. This makes the character more susceptible to persuasion attempts and the powers of creatures of the unholy or abomination type. Removed by advanced ritual (6) / Magic lore | Religion (3) Unbalanced- (Physical) This effect causes the character to be at -10% Combat Penalty and increases the change of critical failure to 90% or higher. A character may spend an Omni action to steady themselves to remove this effect. Unconscious – (Mystical/Chemical) When a character afflicted with a sleep spell or the result of some poisons they will be made “prone” and be unable to take any actions until they are revived. Often the victim of this status can be roused as a “Complex action” but the cause of this status may stipulate a different method necessary before the victim can be revived. Winded-(Physical) This effect causes the character to suffer the effects of Fatigue until they rest for a round in combat or until they take time to rest out of combat. Wounded-(Physical/Wound)- Often as the result of a x4 critical hit or special attack victims who are wounded receive -25% to some attributes. Needs to be magically healed, first aid, or medical. Note:Wound penalties do not stack so a character with multiple wounds will suffer the -25% to the attributes effected. Attributes affected by location: Head: Check to see if “Dazzled” status is inflicted for three rounds 50% chance. Neck: Check to see if ”Mute” status is inflicted for three rounds 50% Chance. (Throat Damage - loss of free speak action must use beta to initiate a speech action while this wound remains) Chest: Check to see if “Pain” status is inflicted for three rounds 50% chance. Arm: Check to see if “Broken” status is inflicted till wound is healed 50% chance. Leg: Check to see if “Broken” status is inflicted till wound is healed 50% chance. Bonus & Penalty Types Moral: A moral bonus grants a bonus to all actions taken by the character. Destiny : a Destiny bonus grants a bonus to all actions taken by the character. Fate: A fate penalty grants a penalty to all actions taken by the character. General Setting Data Equipment Light Weapons (Add normal base BR damage) Natural Bite- Base BR Damage (lethal) Darts/Shuriken- 10 damage (+strength bonus) Dagger – 10 (Crits cause 1 point bleed) Natural Claws- 10 (Cannot be disarmed) Gauntlets/Brass Knuckles – 10 (Can opt for 4 subdue Damage) Black Jack – 8 ( 4 subdue cannot kill opponent subdue only Crit causes Con check or target is unconscious) Short Bow – close range at 40ft (arrows 15 damage no strength bonus x3 damage on critical) Light Crossbow- close Range 15ft (Bolts 20 damage no strength bonus x3 damage on critical) Buckler: (-5%) to opponents FA/TA/SA (Allows one additional Free Parry) Medium Weapons (Add normal base BR damage) Club-8 (user can choose to have this be subdued with no penalty) Short Sword/Wakazashi- 15 Hatchet -18 (x3 crit) Bastard Sword- 20 (can be used as 1 or 2 handed weapon, If used 2 handed crit causes 1 bleed) Saber-22 (Grants 1 deflection bonus) Long Sword- 25 (crit causes 2 bleed) Katana/ Ninjato-28 (+2% crit range, can be used as 1 or 2 handed weapon) Long Spear- 25 (Allows one free parry, Is used 2 handed) Quarter Staffs- 15 (Allows one additional Free Parry, can be used as 1 or 2 handed weapon)) Light shield: (-10%) to opponents FA/TA/SA (Allows one additional Free Parry) Composite Bow- close range at 60ft (arrows 18 damage no strength bonus x5 damage on critical) Crossbow- close Range 25ft (Bolts 25 damage no strength bonus x3 damage on critical) Heavy Weapons (two handed 1.5 BR Base Damage) Heavy Shield: (-15%) to opponents FA/TA/SA (Allows 2 additional Free Parry) Broadsword -25 (Opponents have -1 Free Parry) Claymore 30 (must be wielded 2- handed, -5HA when checking for wounds) War Hammer- 26 (Critical may prone opponent) War Axe- 22 (Critical base is at x3) Long Bow- close range at 80ft (arrows 20 damage no strength bonus x3 damage on critical) Heavy Crossbow- close Range 40ft (bolts 30 damage no strength bonus x3 damage on critical) Aharms (Range increments are pre-specified for all Ahrms) Pistol- CR:-0% RC(4 Units) MR:-20% RC (8 Units) LR:-40% RC (12 Units) (Bullet 20 damage no strength bonus x3 damage on critical) Rifle- CR:-0% RC (8 Units) MR:-20% RC (16 Units) LR:-40% RC (24Units) (Bullet 25 damage no strength bonus x3 damage on critical) Shotgun- CR:-0% RC (3 Units) MR:-20% RC (6 Units) (½ Damage) LR: (Ineffective) (Shot 30 damage no strength bonus x3 damage on critical. All adjacent to target without cover receive ½ damage taken by target. ) Autogun- CR:-0% RC (5 Units) MR:-20% RC (10 Units) LR:-40% RC (15 Unit) RTF: (2) Bullet 15 damage no strength bonus x3 damage on critical) Armor Type Points Penalties Cloth armor 1-4 Padded armor 5-8 Light leather 9-12 Medium leather 13-16 Heavy leather 17-20 -5% Sp Light Chain 21-24 -10% SP Chain mail 25-28 -15% SP Armor List Average cost is 5 g. per 2 points of armor (Approximate armor types per level) Heavy Chain Light plate Heavy plate 29-32 33-36 37-40 -15% SP/ -2% MC -20% SP/ -4% MC -25% SP/ -6% MC Herbs Neem Oil: Drops of Neem oil cause x 3 to your normal healing rate. While under the affect of Neem Oil you are at a -20% to Awareness. Gobu Berries: Grown on the Gobu Tree. It provides healing and can be prepared many ways. 1. 2. 3. 4. Raw: Heals 50 HP when eaten. Juice : Heals 100 HP when a dose is drunk. Tonic: When combined with Kombe Root, heals 150 HP and removes Fatigue Wine : Heals 200 HP when a dose is drunk. Esper Flowe rs : Ginseng: Zinzume : Sozu Leaf: Garana: Earth-Fire Root: Kombe Root: Creation and Advancement Creation 1. When making a new character all Abilities: MC, RC, SP, PR, HA, AW, WP, BR and IN all start at 25%. Players will receive 140 ability points to distribute among the 9 abilities and to purchase virtues with as they see fit. During character creation no ability can be raised above 50% or reduced below 25% . Remember that skills will add to the base abilities and can possibly raise the score beyond 50% at the start of the game. Ability points can be ‘gained’ by acquiring vices. No more than 15pts can be gained via Vices. Ability past 25% without taking an appropriate “Vice”. 26%- 49% 50%- 59% 60%- 69% 70%- 79% 80%- 89% 90%- 96% Ability point cost After assigning ability points, players move on to Vital Stats. Each Vital Stat starts at 10 and players have an additional 150 points to split anyway they wish between Life, Mana and Spirit. If any of these Vital stats are brought to zero it will cripple the character in some way by immediately inflicting a status effect on the character. After the Ability stats are chosen players receive 17 points for Skills, Powers, Spells or Innate Powers. At this point Characters should choose a skill class Combat, Domestic, Trade, Espionage, Field, Magic and Knowledge. In addition to the 17 starting points the Player may roll 3d10 granting a bonus point for every roll of 8 or higher. All Characters receive the skills : Dodge, Hand to Hand, Weapon Proficiency (of choice), and choice of persuasion skill (Diplomacy, Seduction, Intimidation, Acting, Storytelling) at level one for free. Players will then receive an additional 3 points for Powers, Spells or Innate Powers. Again the player may roll 3d10 granting a bonus point for every roll of 8 or higher. Once all Skills, Powers, Spells or Innate Powers are chosen the player receives 10 points for gear then they can roll 3d10 granting a bonus point for every roll of 8 or higher. Gear points can be spent as follows: 1 points = 5 Mundane Items. 1 point = 4 points of Armor Reduction. 1 point = Money (determined by setting) 2 points = Expensive Items. 2 Points = Mount/ Vehicle 3 points = Single Minor Enchanted Item. 1pt 2pt 3pt 4pt 5pt 6pt Virtues and Vices Virtues and Vices are personal character traits and are here to help flush out your character and they provide for excellent role-play opportunity. They can take the form of a possession, philosophy, responsibility, or just something you were born with. Virtues and Vices are here for fun to help get a better idea of what motivates your character and find out what kind of person that character is. Character creation is the only time that Virtues or Vices may be purchased by a player. Virtues can only be purchased with the points granted for the main Attributes or from points gained from buying Vices. During the game the Virtues or Vices may be applied or removed from a characters by the Destiny Dealer due to in game events. Virtues described here first are something that benefit your character in some way. Each Virtue has a Character Point (CP) cost to represent just how much it may benefit your character in game play. A cost of 1 may be of little help in a role play while a cost of 10 is invaluable. Vices taken gain you CP to purchase Virtues or can be applied to character Attributes. Only 15 points may be gained from vices other costs can only be paid with attribute points at character creation. Virtues Adept (10) This character is naturally attuned to the elements taking this virtue give this character the Magical Adept Ability. Magical Adept ability Each level grants Rank one of an Elemental Law of your choice (Earth, Water, Wind, Fire, Arcane [Wood is Sidhe blooded grants access to it]) Each level grants a total discount of 2 per level. Each level grants a bonus 2 damage to damaging spells. 10 Adept- White Mage/Black Mage/Red mage (Final Fantasy X only) The caster chooses a New Spell power of an accessible list at each level Can cast spells equal to one half of the Adept ability as a single omni action (round up). Reduces total spell cost by 2 per level. (minimum 5 mana) Alliance (2-8) This character is allied with a noble house, powerful guild, crime syndicate, or kingdom government. While this alliance does not denote power it is generally public knowledge and well respected by common folk. A character with this virtue may look to this alliance for aid from time to time. 2: 3: 4: 5: 6: 7: 8: small but influential group, civic ties small but well recognized mercantile group small group with ties to government large group with civic interests large group with mercantile interests large group with government level interests society with world ties at all levels of interest Ambidextrous (3) This character ignores the -10% off hand penalty as the character is considered to have no off hand. Angelic Voice (3) Blessed with a beautiful voice this character gains a +10% to all persuasion (not including Intimidation) attempts as well as a +1 Notoriety Renown if Celebrity is taken. Authority (3-6) Having the backing of a well known origination, this character bears recognized authority and may in some case overrule local authorities. 3: Authority is recognized by most local law enough to gain visitation to prisoners, become deputized by local authority, or obtain copies of legal documents. 4: Authority is enough to contend with local law. 5: Authority is enough to override local law, and to contend high law. 6: Authority is equal to that of High law. Bardic Knowledge (5) Brave (4) This character is hard to scare. When making Willpower checks to resist any Fear effect status, this character receives a +10% bonus. Celebrity (1-3) The character is recognized as a celebrity wherever they go usually for a performance skill of some kind but it can be for a craft skill or even just for their profession. This character social reaction is modified by +3 Notoriety Renown if in a place that they may be recognized. Child of Destiny (10) This character has been touched by the forces of creation. Every time this character engages in an act that would generate a destiny they will gain double that amount. Cool Headed (3) This character is able to focus in stressful situations. When faced with a check verses Intimidation, fear, or seduction this character is considered to start with a 5 point difference. (A 5 difference is counted even on a failed roll) Cute (3) This character is just too cute. Often people look past the bad things that this character dose. If a failed Persuasion (excluding Intimidation) skill check is made a cute character can reattempt once. It should be noted that a secondary failure often results in much worse reaction. Character must be age 15 or younger to take this virtue. Damn Healthy (5) +10 Hit points at character creation and at every advancement. Energy Well (5) +10 Mana at character creation and at every advancement. Esper (10) Born with innate Psychic potential this character has the gift of the 6th sense. This allows a character to make a Per even when an effect would prevent this. This virtue also allows Psyonic abilities be taken as an occupation. Ethereal Beauty (3) People meeting this character are often instantly enamored with them. Offers of marriage and a constant flock of suitors baring gifts and pursuing favor seem to be a daily occurrence. This character can roll a Seduction check with no penalties, in place of the Haggling, Diplomacy, or Acting skills. Friendly Faced (3) This character is blessed with a pleasant appearance. When interacting with merchants or NPC’s this character is often greeted as a friend and is charged 25% less for most goods and services. Good-Hearted (5) This character is prone to generate more Destiny. Effects from good deeds can earn this character Destiny points. After an action that would generate Destiny points this character gains double that amount instead. Greater Soul (5) +10 Spirit at character creation and at every advancement. Heroic Attribute (20) Boost one Attribute at character creation. This attribute is elevated to the heroic level, but the corresponding attribute does not default to 50 it must be purchased up from 25% like all other attributes. Intuition (2) When this character is given multiple choice options the Destiny Dealer will narrow the options down giving the character a better chance to choose the right choice. (recommended for new gamers) Legacy (1-10) This character has received some special, unique, or rare item(s) sometime in their past. A legacy is always a point of interest in a characters background. This virtue is ideal for a player who has some idea for a special item that the game may not offer or may be too expensive to buy at the game s start. Regardless of the case the Destiny Dealer has final say as to the full extent of the items power and whether or not it will be allowed in game. Each point grants the character 1 Special Bonus Item point (as if a 10 was rolled) this can be used to construct a special item. Legendary (1-10) This character is recognized and respected where ever he goes. Was it through good deeds or unimaginable cruelty that this fame was acquired? Regardless this virtue grants the character with a well know name that recognized far and wide. Each point grants 1 level of Legendary Renown. 1: 2: 3: 4: 5: 6: 7: 8: 9: 10: Recognized in occupational field. Recognized by social group within city limits. Recognized by all within city limits. Recognized by merchants in home country. Recognized by all in home country. Name is recognized by merchants abroad. Name is recognized by many abroad. Recognized by many abroad. Songs are written about you. Stories exist about things you haven’t done. Lucky (4) Once per game session this character may re-roll any failed roll. This attempt does not carry over to the next game session, and if it is not used then it is lost. Nobility (5) This character is born of noble blood. As a noble this character is entitled to plea for High law as opposed to common authority. Also, by right of birth a noble may have his presence in a kingdom he is traveling through announced to the ruler of said land. It is customary for a ruler to invite any visiting nobles to stay within their homes, or to provide accommodations for them while they visit. Finally a noble who takes wealth as a Virtue pays only 1 point per level as well as a bonus x.5 gold. Pious (4) This character is able to cast divine magic at 5 less mana and gain a + 5% bonus to casting. Perfect Memory (3) This character always remembers Names, places, and events. This virtue grants a character +10% INT to any memory checks, though most mundane checks are considered successful without the need for a roll. Prodigy (6) This character is adept at learning new Combat, Knowledge, Field, Domestic, Espionage, Trade, Magic, Techniques, or Abilities. Choose one category and all of those require only 4 Practice points to level up. Professional (10) This character gains +3 Powers/Techniques and +5 Skill levels. Also “Legendary” may be purchased at 5 points for only 3. Also the level three cap for skills is changed to level five. Character must be aged over 25 at character creation to take this Virtue. Raised at Court (4) Growing up in the Palace this character gains Diplomacy, Dancing, Scrutinize, Lore:Social, and Lore:Nobility as free skills. No character may have more than 2 'Raised..' Virtues. Raised in Training (4) Growing up being trained as a fighter this character gains Combat reflexes, Dodge, Parry, Hand to Hand and Philosophy of the stone. No character may have more than 2 'Raised..' Virtues. Raised In the Wilderness (4) Growing up in the wilderness this character gains Survival, Tumble, Climbing, Herbalist and Nature lore as free skills. No character may have more than 2 'Raised..' Virtues. Raised on the Streets (4) This character grew up on the streets and gains Lore:Streetwise, Haggling, Stealth, Pick locks and Sleight of hand. No character may have more than 2 'Raised..' Virtues. Spirit of Nature (4) This character has been gifted the ability to speak with the spirits of Fauna and Flora. Strong Blood Line (20/25 for Dragonblooded) Characters who take this virtue carry the blood of an ancient or mystical race. These characters are blessed with one stat based upon the blood they carry. This stat never increases in cost to raise it. They are still limited to 5% per level. Sidhe, Troll, Orc, Beast, Celestial, Abyssal, Elemental, or Dragon. Access to Blood Line powers (specific to blood line) is granted and new powers for that bloodline are available at every advancement. This ability allows a character an increased chance to master Enlightened items. This character will also find that many gods, demi-gods and other powerful beings are prone to be more forgiving to them than they are to mere mortals. ABYSSAL: BR;PR;WP BEAST :AW; BR; SP CELESTIAL: PR; WP; IN DRAGON :Any (Comes with Night Terror) ELEMENTAL: EARTH: HA AIR: RC WATER: IN FIRE: MC ORC :BR; MC; SP SIDHE: PR; IN; SP TROLL: BR; HA; WP Strong Willed (4) This character is extremely good at resisting the effects of magic. +10% Willpower Vs Magic. Soul Forger (10) This ability grants access to the Soul Forger abilities. Tutored (4) Growing up at in boarding schools this character gains Lore: Social, Lore: History, Doctrine:Science, Recollection, and Research as free skills. Tough (8) This character only makes a Hardiness check for wounds on a x5 Critical. Trained by a Master (3) Allows this character to deal Mortal Damage with Fists and Parry while unarmed. Wealth (2-10) Characters with wealth are either from rich families, own property, or have benefited from a recent windfall. This Virtue lets you chose the way a character receives gold. Property may be in the form of estate or establishment, in which case the character must account for staff and goods (guides for this are located in the Economics section for players). Though this first choice may not grant the character a great deal of liquid assets, it does provide a continual and stable income. Windfall represents a financial gain your character has recently come into either by inheritance, or some other means. When character chooses this type of wealth virtue they receive a lump sum of gold to do with whatever they please at the beginning of the game. One level of wealth is gained for every 2 points spent on this Virtue. 1: Small city apartments 2 room/1500 square feet. Small service shop Thatcher/Produce vendor/ 2 employees Income 100 per month; Windfall 350g. 2: Medium size apartment 1 servant 4 room/2000 square feet. Medium service shop Tanner/ Kiln/ 4 employees. Income 250 per month; Windfall 1050g. 3: Large city apartments 4 servants 10 rooms/ 4000 square feet. Small farm /vineyard/Tailor’s shop/Cobbler/ 6 employees. Income 500 per month; Windfall 3150g. 4: Medium country estates w/stable, 10 servants, 2 horses & 1 carriage, 10 rooms/ 8000 square feet/ 4 acres of land. Inn/ Tavern/General Store/Leather Works/ Smithy/ 8 Employees. Income 750 per month; Windfall 9450g. 5: Large country estates w/stable Farm/Vineyard. 15 servants/ 6 horses & 1 carriage, 20 rooms/16000 square feet/10 acres of land. Inn & Tavern /Gambling Establishment /Supplies Depot /Weapons Smith/ Herbal Shop/ 10 employees. Income 1000 per month; Windfall 28,350g. Vices Addiction (4/6/8/10) This character needs something on a regular basis if they don’t fulfill that need they suffer from their obsession. This could be to a substance like coffee or to a drug. Whatever the addiction is, the need over whelms the character and compels them to do whatever they can to obtain it -5% WP per day to resist this. When a character with this vice is not able to get the item that they are addicted to then that character suffers from -10% Mental & Physical penalty. Things such as rest or Vitae cannot relive this status effect. The only cure is the item the addict craves. Once the item is had the Status effect is removed. The Severity of an addiction is how often it must be checked for if the substance is not had. 4: Weekly need 6: Bi Weekly need 8: Daily need 10: Multiple times daily Air Head (3) This character is distracted easily and is often forgetting what he or she is talking about. All progressive checks that are performed by this character are at a – for each successive check. Ie: 5% first check; -7% second check; -9% third check; …etc. Additionally any Int checks made by this character for Memory are at a -5%. Belief in Life (8) This character will never willingly take a life, for even an enemy deserves to live. Whenever this character kills something they receive -15% Morale Penalty. This does not mean this character will not defend themselves only that they will not kill. Big Appetite (2) This character needs to consume twice as many rations of food to satisfy their hunger. When a character doesn’t get their required amount of food then they receive a -5% moral penalty until they eat properly. Blind (8) Either since birth or from an accident this character is blind. This cannot be “cured” through normal magic or miracles for the condition has settled in and become a part of who the character is. This character is not able to make Per checks based upon sight. This character dose not suffer the disorientating effects of temporary blindness as a Status affect but this character’s RC score is reduced to half when making attacks this character is required to make an AW check and treats all enemies as though they are invisible with the 75% Miss chance. Blood Thirsty (6) This character leaves no opponent alive. Weather it is due to a code of honor, or an insatiable anger, or just the love of violence and death it is rare that an opponent facing this character is l eft alive. Even sparring is difficult with one who so easily looses them selves in the heat of battle. When this character wishes to leave an opponent alive they must make a WP check -15% or they continue to fight to kill the creature. Brash (3) This character often runs head long into a situation before stopping to think about it. The thrill of the adventure and hotheadedness of this character keep rational consideration at bay. Make a WP check 15% to keep from running into when others have stopped to plan. Bright Aura (3) This character’s aura radiates brightly and clearly to those that can see auras. When spell are cast by this character there is always a visual affect unless the skill quiet aura is used. Clumsy (4) This character is accident prone. This character suffers a Critical Failure on a +2% modifier. ie: When a 94% or higher is rolled for any action, treat the roll as if it were a Critical Failure. Curious (3) This character is curious about all things, there is nothing in the world that doe s not have some fascination. When presented with a subject or object of interest a Willpower roll -15% must be made to ignore it. (generally if this character has no knowledge pertaining to subject in question a roll should be made) Dark Heart (5) This character is a negative Karma generator. Effects from evil deeds can earn this character Destiny points. After a good deed this character can roll a willpower check -15% on a success a Fate point is gained. These can be used to gain access to Destiny powers. Debt (1-10) Characters’ with this vice have built up or inherited an enormous debt. Most people who cannot pay their debts are, either exiled, sold as slaves, while some serve as indentured servants to the noble classes. Others are locked away and forgotten about for many years. In this case the collector of the debt is sure you are talented enough to find the money… somehow. Remember that the benevolence of the collector only stretches so far, this debt is very serious and will have to be paid in one way or another. Debt is equal to 8,000g times the level taken. Note that a character with wealth cannot take this vice at level 3 or lower. Disability/Dependency (2/4/6/8) This character is somehow impaired and without the use of an aid they function at a pe nalty. It could be bad eye sight; without the use of glasses this character would be impaired. It could be this character has a bad knee and needs a cane to keep from having to slow down. Whatever the disability the character starts with the aid they need to overcome the disability. The penalty experienced without said aid is determined by the level of this Vice. Example Disabilities: 2: poor vision/ Aid (glasses); Health condition (Asthma)/Aid (Medicinal Herb taken after exertion such as combat or running) -2% Combat Penalty 4: Light sensitive vision / Aid (Dark Goggles); Anxiety Disorder / Aid a security object (photo; blanket) 4% Combat Penalty 6: Limp / Aid (Cane) -6% Combat Penalty 8: Lame / Aid (Brace); Severe health condition / Aid (Medicine must be regularly taken) -8% Combat Penalty Enemy (1-10) This character has a nemesis, they may have been a child hood rival; the sibling or spouse of a jilted lover; even a powerful figure that you ran afoul. Whatever the case they are actively trying to make life difficult for your character. The greater the level of this vice the more animosity your enemy bares for you and the more active they will be in trying to act against you. The higher the level of this ability the more resources, powers and skills the enemy has. Exiled (5) This character has been exiled for beliefs or some atrocity committed whatever the case they are no longer welcome in their home kingdom. Note: The kingdom in question must be relevant to the character’s history. This character will have a -5 Social Reaction in their home kingdom. Greedy (4) This character hates to loan or spend money. They are willing to split the treasure earned in an adventure evenly but don’t be surprised when you get a bill for any equipment borrowed or healin g services rendered. This character has to make a Dis check 15 to buy, spend or loan any money that is not an absolute necessity. Haunted (1-5) This character is plagued by the spirit of their ancestors, a lost lover, a slain enemy, or maybe a desecrated guardian. Whatever the case the spirit is very real and power full enough to make itself known. The level of this vice is a direct reflection of the spirits animosity toward the character and how often it is willing to take action. Each Point reflect a -2 on the social reaction of the spirit. Hesitant (3) This character is always second guessing what they are doing. Whenever there is a question of a tie for IP this character automatic loses. This character suffers a -10% penalty to speed checks. Janus (8) When this character was born their soul was split between two bodies. They will be forever drawn together by the forces of destiny. Be this your best friend or worse enemy this destiny cannot be shared, inevitably one of you will be destroyed. Lascivious (4) This character is constantly trying to get a date. Always trying to impress or woo the current object of desire. This character receives a -5% morale penalty when rejected. Nightmares (5) This character often is troubled by dark and violent dreams. This character must make a Willpower check -10% penalty. If the check is failed the character wakes in terror of the dream and suffers a -5% Moral penalty throughout the day. Obligation (5/10) This character has responsibilities to some relation like younger siblings, or an invalid guardian. It may also be a debt of honor to an organization. Whatever the case the obligation is an important part of who this character is. The motivations this character has must always take into consideration this obligation. The level of Obligation is equal to the penalty to Willpower when the character wants to make an action that would break the obligation. Obvious Bloodline (1-10) The strength of the bloodline running though the character’s veins. For each level of this ability choose one trait that marks your bloodline. Outlaw (4-8) This character is a known outlaw. A crime was committed and whether you did it or not the blame has fallen on you. This character must be careful to hide their identity for if the authorities found out who was in their midst they would surely have you put to justice. Each level bestows 1 level of Infamy renown. Pampered (4) This character will not stand for poor accommodations whether in the wilderness or in town, only the best that can be had is a must. Your gear and weapons too cannot be some common junk, but must be of quality. If this character is made to suffer poor accommodations or equipment they suffer a -2% morale penalty. Portly (4) This character is uncommonly heavy. Speed is -10% character creation and this character cannot run for more than one round without an Heartiness check. Failed check means the character is Winded for one round. Rookie (8) This character is a young upstart and has barely enough tanning to get along in their occupation. This character starts the game with -1 Ability point; -2 Skill ranks. Character must be aged 15 or younger at creation to take this Virtue. Stubborn (2) Once this character has made up his mind there is little that can be done to change it. When this character wants to go back on a decision they must succeed at a Dis check 15. Gain +2 to resist all Persuasion attempts. Unlucky (4) This character is just plain unlucky. Once per gaming session the Destiny Dealer will call upon this player to re-roll a successful challenge, the new roll stands whether it is successful or not. Note: When the re-roll is called for and for what reason is entirely up to the Destiny Dealer. A re-roll may be called after a successful hit that would have slain a foe, after you barely resisted the effects of a spell, or just defended the blow that may have killed you. The only time a Destiny Dealer cannot call a re-roll is after the use of an Omega Point. Vanity (4) Persuasion and Charms affect you for twice as long as normal. This character also hates being dirty and will require a full night of rest if at all possible. Failure to bathe regularly or get enough beauty sleep, this character suffers a -2% morale penalty Weakling (4) This character is just not strong. When making Brawn checks they receive an additional -10% physical modifier. Two-handed weapons are too heavy for this character to wield. Cannot be taken with Mighty the Virtue. Advancement At the end of every session the characters will be granted one or more of the following three awards. 1: Full Level – Characters are awarded 10 Ability points to raise their abilities, Raising no one Ability more than 5% . (Note : once a character reaches 60% in a skill the cost raises at a 2 for 1% ) 30 Points to split between Vital Stats. 20 Practice points for Skills, Powers, Spells or Innate Powers these can be used to add new ones. 5 practice point additionally for the skill class of the character. A full level is often awarded when the players have done exemplary and/or completed a critical game segment. 2: ½ Level – Characters are awarded 5 Ability points to raise their abilities on a 1 for 1% basis Raising no one Ability more then 5% . (Note : once a character reaches 60% in a skill the cost raises at a 2 for 1% ) 15 Points to split between Vital Stats. 10 practice points for Skills, Powers, Spells or Innate Powers these can be used to add new ones. 5 practice point additionally for the skill class of the character. (On the first ½ level given only.) A ½ level is often awarded after short games or when the players were not able to advance the story very much. 3:Omega point- An omega point is like an ULTRA LUCK roll. It can be used to re-roll an already failed roll, adding 10% to the re-roll, however an omega point can also be used to force the Destiny Dealer or NPC to re-roll as well- with a -10% penalty. It can be turned in between game sessions as 5 practice points toward Skills, Powers, Spells or Innate Powers advancement. Omega points are often awarded in games that may not merit another type of award, they can also be awarded during game for an especially well done task. Skills Skills in the Mystic System have 15 ranks, the first five being Journeyman, then Focus and finally Mastery. Journeyman skill ranks grant a +5% bonus to the corresponding attribute roll, whereas Focus and Mastery ranks grant a +2% bonus to the corresponding attribute roll. Focus skill ranks also grant access to Excellencies/Specialties and Mastery skill ranks grant access to Master Specialties and Master Excellencies. In some rare cases there are skills are considered to be reactive. Unless explicitly stated otherwise, all skills may only be attempted once per scene or, in combat, once per round. Critical Threshold- All players will critical on 1% when rolling a skill they do not possess. If a character is rolling for a skill they do possess then that skill grants a critical bonus equal to 5% per rank of the skill, this range is increased with each new rank of the skill. ie: a rank 1 skill will be considered to have a critical success if the result of a roll is 1% – 5%. While a skill of rank 5 would be considered to have a critical success if the result of a roll is 1% – 25% Normally for combat skills they will also inflict a penalty to an opponent equal to the rank of the skill. Reactive skills – Some skills may come into play even when you are not active in combat. These skills are checked when an attack or other action would cause the skill check to come into play. Specialty –Roughly equivalent to non-combat Excellencies, specialties represent exceptional aptitude in a certain area of a skill. Though there are suggested specialties listed under non-combat skills, additional ones may be added with the approval of the Destiny Dealer. Each specialty, when used in the applicable situation, will be considered an automatic success with a 10% difference. Alternately, the character can forgo the automatic success to roll the skill normally. If that roll succeeds, the specialty augments the rolled success by an additional 10%. Supplemental Skills- Some skills will not grant the initial 5% per rank and instead grant 2% per rank though these themselves are not considered Master Rank skills. They represent specializations. Master Working- A character will produce a masterwork when a critical is rolled on a craft or performance based skill. A character can purposely set out to produce a master work if they have a Master Rank skill. A master worked item will often sell for double the normal asking price. Often there will be an additional effect on a critical depending on the skill. All Characters receive the skills : Dodge, Hand to Hand, Weapon Proficiency (of choice), and choice of persuasion skill (Diplomacy, Seduction, Intimidation, Acting, Storytelling) at level one for free. Combat Class Skills Armor (HA) –Reactive Characters who have this skill are used to wearing and moving in heavy armor. For every successful check, the character is not affected by armor penalties for that combat round. Critical success grants additional damage reduction equal to the critical threshold. This damage reduction bonus applies only to the next successful attack during that round. Combat Reflex (SP) –reactiveIn combat often the first to act has the distinct advantage. Combat Reflex is a trained skill which adds its ranks to all Initiative rolls. Most commonly a skill possessed by elite soldiers, Mercenaries, and bodyguards. Critical success grants an additional beta action in the first combat round. Dodge (SP) Every starting character begins the game with one level of this skill. Characters may find that enemies have a tendency to want to swing, throw or shoot weapons at them. Dodge is the characters ability to move out of the way of attacks, a useful tactic for avoiding damage. The dodge skill allows a character to avoid attacks both while locked in combat and also when attempting to avoid ranged attacks and spells. For every rank in Dodge, the character may use this skill once per round, up to 5 dodges per round. These count as defensive actions. If the character wishes to continue dodging after the maximum number, they may do so by incurring a level of stun per additional dodge. Critical success in any case allows user to escape locked combat if they choose at no action cost. This allows a free movement of 1 unit. Flank Defense (SP) -ReactiveIt is unfortunate how often a character can find themselves to be out numbered while adventuring across the lands. Flank Defense is a skill that has been developed by those fortunate enough to have learned to master such combat situations. When a character is flanked by several individuals they may make a (SP) check, if the check is successful the opponents do not impose a “Flank” penalty until they have an number of allies equal to two higher than the level of this skill. i.e. If the defender with Flank Defense at level 2 is facing 4 opponents and the defender successfully rolls for their Flank Defense skill then they only inflict a -5% defensive penalty to the defender, counting only 1 of the 4 attackers instead of the -15% that they would normally inflict. Critical success allows the character to ignore all “Flank” penalties inflicted this round. Flanking (SP) –ReactiveGanging up on an opponent is the surest way to defeat them. The fact that is harder to face many enemies is a sound tactic. Characters who meet the requirements for a flanking bonus make a flanking check. A successful check grants an offensive bonus equal to the ranks in Flanking. Critical success inflicts the critical threshold as a penalty to the opponents next defensive action. This stacks with the normal flanking defensive penalty. Footwork (SP) –Reactive- Normally characters can spend an action to attempt to escape locked combat. Footwork is the skill that allows a character to react to an opponents attempt to escape from locked combat, when they would normally have none. When an attempt to escape locked combat is made, there is a contest between Footwork and the break check, with the victor of the contest deciding whether locked combat is kept. Critical success inflicts the critical threshold as a penalty to the opponents Skill total. Off Hand Attack (MC/RC) This skill grants a Zeta Action to make an offhand attack. To choose this skill, one must have at least one skill rank in the weapon being used. Instead of using the weapon skill, the character uses offhand attack skill plus the relevant attribute. Dual-wielding weapons can be a tricky business and only single handed weapon can be used in this way. Because this is an offhand attack, the character’s chance to succeed is limited, incurring a -15% penalty. Critical success x2 damage. Parry (MC) Characters who are skilled with weapons may use the defensive maneuver parry to deflect blows instead of dodging them. A character without a weapon is unable to parry a non hand-to-hand attack and parrying may only used against melee attacks. As a defensive action, Parry can be used a number of times per round equal to the rank of parry skill with a maximum of 5 per round. If the character wishes to continue parrying after the maximum number, they may do so by incurring a level of stun per additional parry. Critical success during a defensive roll allows the character to begin a “Weapon Lock” Maneuver (See “Weapon Lock” in Combat Maneuvers). Quick Draw (SP) –ReactiveIn combat, a character who is drawing or sheathing a weapon or item must spend an beta action to do so. Quick Draw allows the character to attempt such an action as a free action instead. This can only be performed on objects in quick draw slots. When the character attempts to use an item from a Quick Draw slot, this check is made. Success allows the item to be drawn as a free action, not creating an opening. A critical success grants the character an additional Beta action for this round. Quickness (SP) Quickness is the trained increase in reaction times and speed. When not specifically covered by another skill, the character may add their ranks in quickness to a SP check. Specialties include Pursuit, Outrunning, Donning Armor, Snap Reflex and Blind Reaction. Shields (MC/RC) -ReactiveShields are very useful against even skilled fighters, they allow a greater chance for defense by inflicting a penalty on opponents attack. For every successful check, the character applies the shield’s penalty modifier to any opponent’s attack for that combat round. Critical success applies the character’s critical threshold as an additional penalty to the next attack against him/her. This stacks with the normal shield penalty modifier for that round. Weapon Proficiency (Weapon Type) (MC/RC) Any character can pick up a weapon but without a Weapon Proficiency but, they face a -10% penalty to use it. Weapon Proficiencies Weapon types: Staves (MC)- Character is proficient with any Staff. Spears (MC/RC)- Character is proficient with any Spear. Swords (MC)– Character is proficient with all swords Daggers (MC/RC)- Character is proficient with all small blades Clubs (MC)- Character is proficient with all clubs, hammers and maces. Axes (MC)- Character is proficient with all Hatchets and Battle Axes Bows (RC)- Character is proficient with Long, Short and Composite Bows. Cross Bows (RC)- Character is proficient with Light, Medium and Heavy Crossbows. Darts (RC)- Character is proficient with Shuriken, Darts and Blow guns. Aharms (RC)- Character is proficient with Pistols and Rifles. Whips (MC)- Character is proficient with all whip type Weapon Exotic (Specific) (MC/RC) – Character is proficient with a specific weapon not covered in any above descriptions. Hand-to-Hand (MC) – Character is proficient with fists and fist-based weapons. Critical success Deals x2 damage and bestows a -5% penalty per level of this skill on the opponents Defensive Skill total. Knowledge Class Skills All knowledge class skills are based upon IN and give +5% per level of the knowledge taken. Penalties for knowledge class skills tend to be based how obscure/available the information needed is. These skills will vary in usefulness from game to game and in different settings some will not be applicable. Unlike other skills, Knowledge class skills cannot be attempted without at least one level in the appropriate skill. Possible Knowledge Class skills include: Nobility- Knowledge of family crests and historical events surrounding those families. Social-Knowledge of social events and notable people. Local- Familiarity of a particular area and where to find various goods and services. The overall scope of local knowledge depends upon the setting, from a single city to an entire country. Streetwise- Knowledge of the black market and Illicit dealings within a city environment and how to find them. Artifacts- Knowledge of artifacts what they are supposed to be able to do. Nature- General knowledge of natural landmarks and significant natural and magical geological occurrences. Beast- General knowledge of Animals their behavior and breeding patters. Aura- General knowledge of the various types and colors of auras and there meanings. Monsters- General Knowledge of other planer creatures. Occult- General knowledge of Demonology and Practice of dark magic and the symbolic meanings. Science- Comprehension of complex scientific principles and the ability to hypothesize such principles. Alchemical- Comprehension of magical and non-magical chemistry and potion making. Archeology- Comprehension of ancient architecture and Pictographs. Pharmacology- Comprehension of herbal refinement and recognition of effects of mixing refined herbs. Medical- Increases first aid (couples adding +2% per level) to encompass surgery and diagnosis of ailments. Architecture- Comprehension of structure design and grants ability to survey structures stability. Magic Principal- Comprehension of complex magic theory and spell crafting. Religion- Comprehension of various religious practice titles ranks and pantheons. History- Knowledge of critical events that have passed and how they have impacted the world. Bureaucracy- Knowledge of political process and comprehension of stations of power. Engineering- Comprehension of complex maniacs and ability to use and design them. Law- Comprehension of the legal system and various laws and how the effect society. Path of War – Academic understanding of combat styles and techniques Language - The ability to speak, read and write in different tongues. The specific languages are depending on the setting, with the general guide listed below. o 1. basic comprehension and speech o 2. Basic literacy o 3. Fluency in speech and literacy o 4. Educated o 5. Eloquent and native fluency Domestic Class Skills Cooking (PR) The skill of not only preparing food but preparing it well & preserving it. Characters that enjoy well cooked meals are much less likely to succumb to fatigue when on the open road. SPECIAL: Master Worked food restores 10 pts. of Mana per level of cooking. Dancing (PR) The skill of self expression through the art of dance. Whether it be impressing nobles at a ball, or performing at the local Tavern for coin. Dancing can also be used in combat as a reactive ability granting -5% penalty to opponents (MC). (You must declare that you will be dancing in combat.) When performing for money (dependent upon the wealth of the area) A successful performance will garner 1d10 in Money 1/1 per level. SPECIAL: Master Worked dancing can negate 1% of negative morale penalty per level. Haggling (PR) Only a fool buys for full price! Haggling is the skill of getting merchants to bring down their asking price to a more reasonable one. Merchants often mark up prices because they can get more then an item is worth and most people are happy to pay it but the shrewd buyer knows that he can get a better price. If opponent fails the price is reduced by 5% per level of skill. SPECIAL: Master Worked Haggling doubles the normal discount this skill grants. Play Instrument (PR) Music is the soul of life and it lifts our spirits and our hopes, it gives us inspiration and conjures boundless visions of imagination. Playing music can help to grant a positive morale status effects. Successful check on Play instrument grants 1% bonus to Morale while music is playing. When performing for money (dependent upon the wealth of the area) A successful performance will garner 1d10 in money 1/1 per level. SPECIAL: Master Worked Playing can grant double it’s normal bonus to Will Power checks. Recollection (IN) Training to remember names, faces and other elements. Usually rolled when making memory checks not related to any existing lore or doctrine. Scrutinize (AW) People are often not what they appear to be, with so many con-artists and bold faced liars in the world a character must be able to discern when someone is truly being sincere. Critical success lowers the difficulty of dealing with a given target by -5% per level of this skill. Singing (PR) The skill of self expression through the art of song. Songs help us to remember those that are gone and they help us to remember to find hope, they lift our spirits when they are down or can bring a mournful tear to a hardened heart. Singing can aid in the recovery of some status effects. Such as Fear effectsMental effects- Morale effects. Successful singing can grant an additional Will Power che ck against the negative affect granting a 2% bonus to that roll. When performing for money (dependent upon the wealth of the area) A successful performance will garner 1d10 in money 1/1 per level. SPECIAL: Master Worked Singing can grant double its normal bonus to Will Power checks. Storytelling (PR or IN) -PersuasionStories are the meat and potatoes of commoners and kings alike. A good story teller is never for want of food, drink or place to sleep. A good story is currency among the common folk and eve n those born of noble blood will often lend an ear to hear a tale. It is also possible to use storytelling to help guide the decisions of those listening. When performing for money (dependent upon the wealth of the area) A successful performance will garner 1d10 in money 1/1 per level. SPECIAL: Master Worked storytelling inflicts -5% penalty to Willpower in social contests. Field Class Skills Climbing (BR) Be it mountain or wall the skilled climber is able to scale the highest bounds. The skilled climber is also able to perform difficult maneuvers such as attacking while he is climbing. Critical success allows user pass another round without an additional check. First Aid (AW) Some times when a doctor is not present all one has to help them are first aid skills. Immediate first aid can save the life of someone who is slipping away into death. First aid allows an aided victim to double Life Points generated after 8 hours of rest and will remove dyeing status. Critical success allows grants x4 recovery rate. Note: You must have First Aid to have the Medical Skill Fortitude (HA) Trained or practiced resistance to poison or disease. Applies to stat checks to resist unhealthy elements that enter your body. Herbalist (AW) Recognizing and Harvesting natural herbs for curatives is a highly valued skill especially among adventures and travelers. Many herbs can be sold for a good price at nearly any marketplace. The skilled herbalist can create poultices and extracts that have all manner beneficial Herb Rarity Forage Mod. properties with Herbal Books or the Herbalism knowledge. Very Common No penalty Common -10% Uncommon -20% Rare -30% Magic -40% Herbalism Foraging The Herbalist skill is used for both foraging for the Herbs and Making available recipes. When foraging the character sets a difficulty for the type of herbs being searched for and spends 2 hours per search. The following will yield one unit of the desired ingredients per level. The DM must verify that the area is sufficient to make such a check. Critical success doubles the amount found. When creating a curative the types of herbs used determine how much the curative can heal after 8 hours of rest. Each Curative takes approximately 1 hour to make + 1hour per level of curative. One curative creates one ration and requires one ingredient of the level it is and one additional form each of the previous levels. If creating an attribute remedy you must state the attribute when it is created. Critical success up grades the level by one without the ingredient requirement. Strength Weak Average Strong Incredible Magical modifier Vitality/attribute restore -5% 10 pt or +5 % attribute -10% 20 pt or +10 % attribute -15% 30 pt or +15 % attribute -20% 40 pt or +20 % attribute -25 % 100 pt or +50 % attribute Curative Creation Leadership (PR or WI) _persuasion_ Navigation (AW) Navigators not only know how to follow a map but they are good at decreasing travel time, finding the way without a map, and creating maps for others to follow. Critical success with a map allows user to shorten the travel time by his skill level in percentage if possible. Without a map the user is able to find his way without additional checks. When map making a critical success grants a +10% bonus to navigation done with that map. Riding (SP) –reactiveNearly anyone can ride a horse casually but the skilled rider can maneuve r a beast to leap obstacles or even attack in combat. Often when riding in combat or trying to ride quickly, characters will need the riding skill to keep from being thrown or to launch mounted attacks. When attacking from a mount a successful roll is this skill adds 2% bonus to offensive bonus per level. SPECIAL: Master Worked Riding doubles the normal bonus gained. Search (AW) Anyone can ransack a room to find what they are looking for but the character skilled in search is adept at locating the places best used for hiding what does not want to be found. Search is used in opposed hide rolls. Critical success means you are certain of the search results. Survival (AW) Knowing the land and how to live off it is the key to survival in any wilderness. Whether it be hunting, fishing, gathering firewood, collecting fruit and berries; tanning or finding shelter for the night the survivalist is never wanting. When the survivalist forages he can find a number of rations/hrs of firewood equal to his skill per hour foraging. Critical success doubles the amount found. Swimming (BR) Water provides no peril for the skilled swimmer. This skill allows even a weighed down character to swim where others would sink and drowned. Critical success allows user pass another round without an additional check. Tracking (AW) Where hunting is a skill of waiting and knowing the behavioral patterns of one’s prey, tracking is based on keen observation and intuition. Critical success allows user pass another round without an additional check. Trade Class Skills Demolitions (IN/RC) Although an alchemist may know how to create the black powder the demolitions expert knows how to use it to its maximum potential. Whether it be preparing, storing, using or disarming explosive devices, a character with this skill lives longer than one without it… usually. In the case of grenades this is used like a Weapon Proficiency. Critical success grants a penalty to opposed rolls and double damage output. Diplomacy (PR or AW) People are always willing to lend a hand they just may need the proper encouragement to be reminded. Often just explaining simple facts and educating a person as to the benefits of seeing things your way will often get what you want. A character using this persuasion skill causes the character they are persuading to make a (R) -5% per level of this skill. Critical Success doubles the penalty to WP to opposing party. Drafting (AW) When one wants to build an object he must first make a plan otherwise all sorts of unforeseen things can go wrong. It is far easier to avoid possible catastrophe with a new invention or structure when you can see it all mapped out before you. Drafting lowers the -30% critical failure range for new inventions by 5% per level of the skill. Critical Success grants the skill level in option points for crafting. Driving/Piloting (SP) Choose Driving for Carriages and wagons and self propelled land based vehicles and Piloting for any sea or Air based vehicles. This skill allows the character to attempt to maneuver a vehicle well. Critical success grants an additional success and imposes a penalty to opposed rolls equal to its level. Master Crafting (*) Master rank The master craftsman settles for nothing less then the best when it comes to their own work. They will labor day in and day out till the item they are creating is to their liking, if it is not often they will start again. The objects they create fetch top price because the quality speaks for itself. This skill can only be taken with a craft skill that is at level 5. This skill grants an additional 2% per level of this skill and also each level raises the critical success range by +5% per level to produce master crafted Items. Mechanic (IN) Fixing and building machines is the realm of the true mechanic. Everything mechanical breaks eventually, parts need replacing and machines need tuning. The Mechanic is the right person for such jobs. Critical Success counts for all repairs needed on an object. Profession Crafting (IN) (Carpenter, Cobbler, Jeweler, Black Smith, Painting…etc) Crafting mundane items is the most common way for a character to make money without having to risk his life. People everywhere are always looking to trade crafted goods and often the time and resources needed to craft an item are far outweighed by the price one can fetch for them. Weapons and Armor are not covered by this skill. Critical success results in Master Worked Objects. Recognize & Appraise (IN) (Choose: Metals/Stones or Weapon Quality or Mercantile) Knowing the value of what is bought and sold is the key way to keeping a full coin purse. The trained eye knows how to spot flaws and determine true value, sometimes even more so then the potential buyer or seller. Successful rolls allow a character to know the approximate selling price an object should sell for. Critical success grants the user the knowledge of the definite value of an object. Research (IN) Information can be found in many places but most often the answers to the questions of the present have been recorded in the documents of the past. The skilled researcher is well trained in knowing where to locate pertinent materials, in skimming through books for relevant information, and compiling notes to reach educated hypothesis. In most cases Research can only be done in a place where information is readily available like libraries or with proper books or notes. In such cases the information gained is generally much more valuable and accurate then other sources. Critical success grants the user the insight of subject of the research beyond what may have normally been learned. Strength Training (BR) You have trained to improve your strength when making BR checks. Surgery (IN) – SupplementalWhen first aid is not enough to aid the sick or dieing a skilled medical practitioner is needed. They are skilled in diagnosing aliments and performing surgeries when needed.. Medical allows an aided victim to Actually restore additional hit point recovery equal to level of the Medical kill levels after 8 hours of rest and will stop dyeing status, this also speeds recovery from wounded status. Critical success grants an immediate gain in Life points equal to the level of the Medical and the first aid combined skill as well as the normal healing bonus. This skill grants +2 % per level Critical adds immediate recovery as if a full day of critical recovery was had. Note: You must have First Aid to have the Medical Skill. The Medical skill level cannot surpass the first aid skill. Tumbling (SP) Tumbling is the skill of rolling with the punches so to speak, a good tumbler knows how to move his body to keep away from the swings of an opponent or prevent damage when falling. Critical tumble causes it to count as a free action. Weapon & Armor Smith/Leather working/Fletcher (AW) It is a dangerous world and characters will need weapons to defend themselves. Better still are those that are skilled in crafting or repairing their own weapons and armor. Critical success results in Master Worked weapons and armor. Espionage Class Skills Acrobatics (SP) The Acrobatics is skilled at aerial maneuvers either when flying or swinging form city rooftops. Critical success grants the acrobatics maneuver as a free action. Acting (PR) -PersuasionThe honed craft of the thespian and spy alike, the ability to take on a persona, habits and quirks of another or just flat out lying. Trying to get people to do what you want can certainly be a difficult task, but tell them what they want to hear and suddenly it become a whole lot easier. Woven webs of lies are easily tangled, however, and once caught in a lie all trust is broken. People tend to get angry or even violent against those who lie to them. Critical success results adds skill level to difference on vs. checks. Detective Skill (AW) When investigating a scene the character using detective skill uses not only keen observation but his own deductive intuition as well. Out of place objects, angles of wounds, patterns of destruction all fall into place and can grant great insight into finding out the truth of a given scene. Critical success grants the character some deep insight about the given scene. Disguise (AW) When on the run or spying on a target there is no better refuge then a good disguise. Whe n one is free to move freely undetected they nearly any goal can be achieved. Disguise is a passive skill allowing the user automatic anonymity if they cause anyone to become suspicious then the person noticing them must make a (AW) -5% per level of the skill. Critical success results doubles the penalty. Escape Artist (RS) Whether bound in rope, in chain, in steel cage or wooden box the escape artist is adept at freeing himself. This skill is used in situations where the character is bound and is not used to escape from locked combat or locked rooms. Critical success grants an additional free success. Forgery (AW) Sometimes you just need a copy, an exact copy. Be it noticing the subtle nuances and the intricate flaws the skilled forger knows how to duplicate documents or works of art. Forgery allows the user success in duplicating a work, if anyone should have cause to become suspicious then the person noticing them must make a (OB) -5% per level of the skill. If an artwork or crafted item is forged then the character making the forgery must also possess the craft skill necessary to make the item. Critical success results doubles penalty to verify the forgery. Gambling (PR) Gambling is both about knowing your odds and knowing when you can cheat those odds. The skilled gambler is adept at fixing games so that he can win but not all gamblers resort to cheating. Some play on their skill alone, fighting to beat the odds. When gambling each participant can give themselves a penalty in increments of -5% each negative they take gives them a +10 bonus to the result. Each gambler takes the difference from the result and adds any bonus points from the penalties they may have taken. The highest result wins. If a character decides to cheat then he will automatically provided that no one notices he is cheating the penalty to notice is -5% per level of skill. Critical success doubles the penalty on opposed rolls. Intimidation (PR or BR) -PersuasionConfidence is key when dealing with others, and the character skilled in intimidation exudes confidence in such a way that other find it nearly impossible to do anything other than what he says. A great warrior said that it is better to be feared then to be loved, for him Intimidation was key. Critical success doubles the penalty on opposed rolls. Pick locks (AW) Nothing presents an obstacle like a locked door, and while some might smash their way passed such obstacles there are times with subtlety is preferred. The skilled lock picker is able to overcome even the most complex of mechanical locks with ease. Critical success grants an additional success, the lock is left intact with no evidence of being picked. Sleight of hand (SP) Deft fingers and a quick hand are often prized by both the street magician and the nimble thief. Used for picking pockets or palming information. A successful roll allows the character to complete a task without arousing the suspicions of a target though if someone is actively observing then the sill level imposes -5% penalty per level of the skill. Critical success doubles the penalty on opposed rolls. Stealth (SP) You can’t kill what you can’t find and it is even harder to defend oneself from an unseen opponent. The ability of staying hidden without sound is coveted by spies and thieves alike. Critical success doubles the penalty on opposed rolls. Traps (AW) Weather creating, setting, disarming, or recognizing traps from the simple to complex the Trapper knows all of the above. If leaving a hidden trap -5% per level to opponents search. Critical success doubles the penalty on opposed rolls. Ventriloquism (PR) Whether it is imitating voices or throwing ones voice, the skilled ventriloquist is the master of both. The ventriloquist automatically succeeds at his attempt when using this skill. if a character is made suspicious then they must make and check -5% per level of this skill. Critical success doubles the penalty on opposed rolls. Magic Class Skills Sorcery (IN) When casting spells from scrolls, tomes, or from Memory and training, Sorcery is the skill used. The skilled sorcerer knows how to summon the cathix within to perform astounding works of magic. Whether casting spells as an Elemental, Summoner, Mystic, Shaman, Warloke or Hedge Mage the power of the sorcerer is often what will win in a fight magic to magic. This skill grants 5 % per level. Critical success deals x.5 spell damage or doubles duration. Meditation (WP) Weapon EX Weapon EX Weapon EX Weapon EX Mental conditioning is important for those who rely on Mana and Ki as well as those that are found to rely on the aid of magic potions. Meditation allows a person to shrug off the ill after effects of potions and also can take the place of rest when regaining Mana. Level of Mana regained is equal to 10 per level of this skill and when making checks this skill grants the usual +5 % per level. Concentration (WP) Concentration is a vital skill for spell casters and range fighters alike. For spell casters it allows a caster to keep spells that have duration going when they are interrupted and it also allows one additional spell with duration per level of this skill going at a time. For range fighters it allow them to keep any bonuses for aiming if they are interrupted. Ritual (IN) There are many types of spells that require a ritual to cast, usually this is for powerfully and abstract spells or mass blessings. The Ritual skill is used when performing these spells but both the knowledge of the specific spell and the components for the spell must be had to use this skill. See Aura (AW) All living things and magical things have an aura and each aura is unique. The ability to see auras is something that anyone one can do as long as they learn how to look. Auras are filled with information about their owners when coupled with the knowledge of auras a person may often be mistaken for a mind reader. Aura Control (PR) The aura can easily betray information many which to keep hidden and it is because of this that many have learned to impose their will over the auras around them hiding their true intention or magic items. That they may be carrying. If an opponent is checking the aura of a person using this skill the check is made a -5% per level of this skill. Channel Magic (WP) Many adventures carry around magic items that require the user to will the item to work. This of course can become tricky when the user is carrying around more than one of these items. This skill is used to insure that the correct item is triggered when the user will it to work. Mana Battery (WP) Mana is the energy from which the impossible is made possible. It is vital that a caster have Mana in reserve and the skill of crafting a Mana Battery is a great way to store extra energy. Any crystal or perfect stone can store Mana for a day this skill allows the user to store 10 Mana per level in any prefect stone or crystal. The item will discharge the Mana stored there after 24hrs. This can be done as many times per day as the user wishes but the Mana spent to charge a stone is spent as normal and must be recharged. The Mana stored in such a stone or crystal can be utilized by anyone holding the stone. It can also be absorbed by a user making a channel magic check. This skill grants the usual +5 % per level. Energy Matrix (IN) In times of war Mana will often be spent very quickly and is very difficult to gain back quickly, thus the creation of the Energy Matrix it appears as a mystic circle written on the ground. The energy matrix if created properly will generate 2 Mana per level per round to the creator. This Mana can be tapped into and shared by anyone making a channel magic check. The Mana is fed to anyone tapping into the energy matrix and this transfer cannot be stopped. The energy matrix can be dangerous because it will continue to feed Mana to those tapped into it even after they are fully recharged, when this happens it will begin to damage those it is connected to. To shut down an energy matrix a check must be made again. A failed check to shut an energy matrix will result in an explosion the damage is equal to 10 x the level of the skill used to create it in a 10ft radius per level this damage is not split. Artifice (IN) The creation of magical items is a valuable skill and the master Artificer knows how easily it can be abused. Whether it comes to making Scrolls or Wands, Talismans or trinkets the Artificer must first have knowledge or access to the spells he wishes to bind to an object. The level of this skill is equally to the number of spells that can be bound to a single object and the cost in Mana at the items creation is doubled. Also there are often special components that will be required to make a magic item. Encrypt Magic (IN) Magic has been kept in the hands of those who are studied and learned in its ways. It is important to assure that it dose not fall into the hands of those who might stumble upon it and abuse it. Encryption is utilized by nearly every magic user that puts spell to paper. This skill can be used to encrypt spells and magic scribed on objects. It can also be used to decode the encrypted magic of others. This skill grants a -5% per level penalty to those attempting to decrypt magic encrypted with this skill and grants the usual +5 % per level when attempting to decrypt others. COMBAT o Combat Reflex (SP)o Dodge (SP) -Electiveo Parry (MC) -Electiveo Armor (HA) o Footwork (SP) -Electiveo Quick Draw (SP) -Electiveo Hand to Hand (MC) o o o o Sprint (IA) -ElectiveFlank Defense (SP) -ReactiveFlanking (SP) Weapon Proficiency (Weapon Type) (MC/RC) o Staves (MC)- Character is proficient with any Staff. Spears (MC/RC)- Character is proficient with any Spear. Swords (MC)– Character is proficient with all swords Daggers (MC/RC)- Character is proficient with all small blades Clubs (MC)- Character is proficient with all clubs, hammers and maces. Axes (MC)- Character is proficient with all Hatchets and Battle Axes Bows (RC)- Character is proficient with Long, Short and Composite Bows. Cross Bows (RC)- Character is proficient with Light, Medium and Heavy Crossbows. Darts (RC)- Character is proficient with Shuriken, Darts and Blow guns. Aharms (RC)- Character is proficient with Pistols and Rifles. Whips (MC)- Character is proficient with all whip type Weapon Exotic (Specific) (MC/RC) Off Hand Attack (MC/RC/SP) -Supplemental-(Requires Weapon Proficiency or Hand to Hand) Shields (MC/RC) -ReactiveArmor Proficiency- Character is proficient in ignoring Armor penalties. o Ships Weapon Systems (MC) Riot Brace (MC) Nurvo Rods (MC) Needlers (RC) Lazer Pistols (RC) Lazer Rifles (RC) Gauss Rifles(RC) Plasma Cannon (RC) Nano Spanner (RC) Sci FI KNOWLEDGE o Lore: (IN) o Nobility- Knowledge of family crests and historical events surrounding those families. o Social-Knowledge of social events and notable people. o Local- Similarity of various city’s of ones home country and where to find various goods and services. o o o o o o o Streetwise- Knowledge of the black market and Illicit dealings within a city environment and how to find them. Artifacts- Knowledge of artifacts what they are supposed to be able to do. Nature- General knowledge of natural landmarks and significant natural and magical geological occurrences. Beast- General knowledge of Animals their behavior and breeding patters. Aura- General knowledge of the various types and colors of auras and there meanings. Generic Monsters- General Knowledge of other planer creatures. Occult- General knowledge of Demonology and Practice of dark magic and the symbolic meanings. o o o o o o o o o Asian Setting Kami- General knowledge of mystical creatures and Spirits. Oni-General knowledge of mystical abominations and Demons. Esoteric Naturalism- The understanding of rights and spirituality of being in harmony with nature and animals. Tao- can be roughly stated to be the ―flow‖ of the universe, or the force behind the natural order. Believed to be the influence that keeps the universe balanced and ordered, Tao is associated with nature, due to a belief that nature demonstrates the Tao. The flow of Ki, as the essential energy of action and existence, is compared to the universal order of Tao. Shinto- is an animistic folk Religion from Ricuchi. Shinto literally means ―the way of the gods‖. Shinto practitioners commonly affirm tradition, family, nature, cleanliness and ritual observation as core values. Shinto priests are often sought out for there ability to cleans angry spirits and for their ability to make talismans made for a wide verity of purposes. Buddhism takes a critical view of textual Hermeneutics the limitations of language and dogmatic assertions. Zazen, sitting meditation, is a central practice. Eschewing scriptural study for direct communication, Buddhism places a high regard for the teacher-disciple relationship. Confucianism- is primarily a system of ethical precepts for the proper management of society. It envisaged man as essentially a social creature who is bound to his fellows by jen, a term often rendered as ―Zumanity,‖ or ―Zumankind- ness.‖ Jen is expressed through the five relations—sovereign and subject, parent and child, elder and younger brother, husband and wife, and friend and friend. Of these, the filial relation is usually stressed. Doctrines: (IN) Science- Comprehension of complex scientific principles and the ability to hypothesize such principles. o o o o o o o o o o o Alchemical- Comprehension of magical and non-magical chemistry and potion making. Archeology- Comprehension of ancient architecture and Pictographs. Pharmacology- Comprehension of herbal refinement and recognition of effects of mixing refined herbs. Medical- Increases first aid (couples adding +2% per level) to encompass surgery and diagnosis of ailments. Architecture- Comprehension of structure design and grants ability to survey structures stability. Majik Principal- Comprehension of complex majik theory and spell crafting. Religion- Comprehension of various religious practice titles ranks a nd pantheons. History- Knowledge of critical events that have passed and how they have impacted the world. Bureaucracy- Knowledge of political process and comprehension of stations of power. Engineering- Comprehension of complex maniacs and ability to use and design them. Law- Comprehension of the legal system and various laws and how the effect society. o Modern Programming- Understanding of programs purpose and how to write them. System Intrusion- Understanding of breaking coded programs and how to create them. Paleontology – Understanding ancient civilization. SciFy Pysonics- Study of psyonic abilitys and manifistations Psycology- Understanding behavioral patterns and conditional stresses of the mind Biology/Genetic engineering – Understanding the workings of the body and genetic coding XenoBiology- Understanding the physiology of aliens Astrophysics- Understanding the movement of planetary bodies and Space sciences Aerospace engineering – Understanding the operation and components of F.T.L and Ion Drives. Xeno Linguistics- Understanding how to decipher alien languages. Electronics- Understanding the operations and component hardware of electric systems Robotics- Understanding the parameters of automated Life forms and their systems. Cybernetics- Understanding the interface of wet ware and how it links to the nervous system. Military Procedure- Understanding Military Protocols and operation parameters. Power Management- Understanding operations of power routing and balancing Nano-Technology- Understanding nanoscopic technology Astronavigation- Understanding how to navigate though space. DOMESTIC SKILLS Cooking (PR) Dancing (PR) Singing (PR) Play Instrument (PR) Haggling (PR) Scrutinize (AW) Seduction (PR) -PersuasionRecollection (IN) FIELD SKILLS o Search (AW) o Survival (AW) o Fortitude (HA) o Riding (SP) o Herbalist (AW) o Climbing (BR) o Swimming (BR) o Tracking (AW) o Navigation (AW) o First Aid (AW) TRADE SKILLS o Alchemy o Diplomacy (PR) -Persuasiono Driving/Piloting (SP) o Recognize & Appraise (IN) o Demolitions (IN/RC) o Mechanic (IN) o Drafting (AW) o Tumbling (SP) o Storytelling (PR) -Persuasiono Research (IN) o Profession Crafting (IN) o Weapon & Armor Smith/Leather working/Fletcher (AW) o Master Crafting (*) o Surgery (IN) o Strength Training (BR) ESPIONAGE SKILLS o Disguise (AW) o Forgery (AW) o o o o o o o Acting (PR) -PersuasionPick locks (AW) Traps (AW) Stealth (SP) Gambling (PR) Ventriloquism (PR) Acrobatics (SP) Investigation (AW) Intimidation (PR) -PersuasionSlight of hand (SP) Escape Artists (RS) Tech Skills o Zero G (SP) o Communications (IN) o Use Computer (IN) o Life Support (IN) o Holography (IN) o Virtual Manipulation (SP) o Security Systems (IN) o Sensors (IN) o Meca – Piloting (SP) o Jump Fighter- Piloting (SP) o o o o o o o o o o o Magic Skills o Sorcery (IN) o Meditation (WP) o Resolve (WP) o Concentration (WP) o Ritual (IN) o See Aura (AW) o Aura Control (PR) o Channel Magic (WP) o Mana Battery (WP) o Energy Matrix (IN) o Artifice (IN) o Encrypt Magic (IN) Powers, Techniques and Excellencies Powers Powers are special abilities that a character can perform using Mana Points. A Powers cost is directly tied to the amount of effects that occur when the power is activated. The Mana Point Cost range is 4/6 MP- per level Powers have grant a -10% + -5% per level to the resistance/defensive roll of the ability. All new Powers must be approved by the Game Master before they can be added to a character sheet. Powers differ from “Innate powers” in that they require no loss of initial Attribute Points and they are often considered to be magical in nature. Basic Power Level: 5 damage / 4% bonus; penalty / will sometimes have a required skill possessed at level 1 or higher Advanced Power Level: 10 Damage / 5% bonus; penalty / will always require some skill, ability at level 5 or higher, or other requirement Note: A percentage Boost or Penalty on to hit rolls or Offensive rolls would be 2% per level. Attack Powers Cloud Dive- couple w/charge -Charge must be indicated by from aerial combat adding additional damage, +5 to Base Damage bonus per level (counts as a charge) Blinding Blitz- [counts as movement ability/Requires Burn Magic] couple w/charge -charge attack that can bypass threat. Opponent must make speed check -10% / -5% per level to take threat based attack. Advanced Attack Powers Blooded Powers Blooded powers are different than most other powers in that they come from possessing the Virtue (Blooded). They are broken down by the blood that they relate to. All Blooded powers are considered to be Advanced Powers and, as such, cost 6mp/level to activate. Blooded powers cannot be of a higher rank than the rank of the Blood itself. Abyssal Blooded Accept Fate An abyssal with this ability must track 2 fate pools (There total fate for gaining access to abilities is the combined sum of both). The Abyssal can power this ability each time they gain fate to add that fate to a pool that is untriggerable by the Destiny Dealer. This can be done only if they have a level equal to or greater than the total untriggerable pool. The Abyssal can always choose which pool points are spent from to power abilities. Bargain The Abyssal can convince a target to agree to an immoral bargain (That the Abyssal must complete their end of the bargain or they lose all points gained from this ability.) In return the Abyssal gets Fate equal to their level, and may take up to one Destiny from the Bargainer at levels (1,3,5,7,9,11,13,15). If the target has destiny they lose an equal number. Shadow Step The Abyssal Blooded’s bond with the plain of shadows allows them to step into one shadow and emerge from another a number of units away equal to 4 + 2/level. When in shadows, they instinctively know the location of all shadows in their range, even those that could not normally be seen. Sly Tongue When speaking with this ability, all the abyssal blooded’s words become reasonable and compelling. This inflicts a WP penalty equal to -5%/Level to any target of the abyssal persuasion attempts where speech is used. Persuasion attempts using this ability do not gain penalties for being out of the normal character of the target. Sower of Fate Abyssal blooded characters gain access to fate abilities as though they had 10 fate, and retain them even if they go below 10 fate. All costs for Fate Abilities is reduced by 2pts per level. Tempt The abyssal can make anything more desirable or more alluring than it actually is. This effect is overwhelming. This ability inflicts a -10%/ -5% per level penalty to an observer’s Willpower to resist the lure of the item. Willpower checks can be made when first seeing the target, or if the target is discussed with another. Blood of the Beast Bite Often pronounced fangs are a result of carrying the blood of the beasts. This ability grants the character a Zeta action as a bite melee attack dealing x2 Base BR damage making a normal MC attack with no skill +5% per level of this ability. Claw Strike Often pronounced claws are a result of carrying the blood of the beasts. This ability grants the character a Zeta action as a claw melee attack dealing x2 Base BR damage making a normal MC attack with no skill +5% per level of this ability. Heightened Reflex Those who are gifted with beast blood often have heightened reflexes making it difficult to knock them prone. Each level of this ability allows the user to automatically succeed in a check for prone once per round. Improved Senses Bonus to AW where Sight and Hearing are a factor. You can also use Scent to gain your awareness bonus and become immune to ambush where scent is a factor. Pounce Like all beasts those who carry this blood line are able to pounce from only a unit away at no penalty. -10% /5% per level penalty to opponents defensive roll. Quick Reaction The bloodline of the beasts often drives those who bare it to be more influenced by instinct then by fear. When placed in a weapon lock or a grapple you gain a free action to attempt a SP +5% per level to escape before it having to check for control. Celestial Blooded Destiny Weaver Celestial blooded characters gain access to destiny abilities as though they had 10 destiny, and retain them even if they go below 10 destiny. All costs for Destiny Abilities is reduced by 2pts per level. Detect Allows the Celestial blooded to detect unholy, Undead and Abyssal. This ability has a range of 4 units per level. At odd levels you gain another piece of knowledge. (How Many, Level, Nature, Distance, If they are aware of you, Hostility, Weakness if any, Name (15 Only)) Oath The Celestial Blooded can use this ability to give their word on a specific task. This generates a destiny for each level which lasts until burned or until the oathed task is completed. Using this ability on a selfish or petty task grants 1 point of fate. Overwhelming Presence You can roll as though you have any persuasion skill at 0. You gain +5%/Lv to this roll. If you already posses this skill use your existing skill and you gain the bonus on top of any other bonuses. Touch of Truth Target who is touched must make a WP save with a penalty of 10% +5 per level. Targets failing this roll must answer one questions truthfully. Note this does not require the target to embellish or expend on information truthfully, only answer the question asked. Wings of Light The Celestial is able to manifest wings which grant you the ability to fly at normal wal k speed +1 unit per level. This power lasts for one round per use. Dragon Blooded Dominate The Dragon Blooded can lock eyes with a target forcing them to make a WP check at a -5%/Lv penalty or be forced to carry out one order to the best of the targets ability. This ability lasts for one day/lv. The Dragon Blooded cannot have more than one dominate power active. The targets Social reaction is automatically lowered by 15 – lv. If a target overcomes your dominance they can never be dominated by you again. Targets are allowed to recheck every time the order causes them to put their life in danger. Dragons Eye The blood of the dragon empowers even the very sight of those who bare this bloodline, allowing them to perceive the spirit world and magic all around them each level of this ability grants +5% to any See aura check and see aetheral without any penalty for not having any skill. This ability is potent enough to see though even a unit of stone. Each level of this ability also counter acts the penalty to strike an invisible foe by 5% per level. This ability lasts for 1 round per level. Dragon Scales The Dragon Blooded gains Deflection equal to 4/Lv. This ability is vulgar as their skin appears to be formed of dragon scales. Eye for treasure The Dragon Blooded can immediately ask 1 question per level about an item. The questions must relate directly to the items, and the ‘items’ perception, they do not however have to be yes or no questions. Haste (Exhausts 1,3,5) Your SP is increased by +5%/LV. Additionally, you also gain an extra Omni for each Competence level. The cost is pained equally in Life, Spirit and Mana. This ability lasts for 1 Round. Presence of the Dragon The dragon blooded exudes the true nature of their parentage. They are covered by an illusionist aura of their parent dragon which generates fear in those who view it. This effect is overwhelming. Any one viewing the Dragon Blooded must make a WP check at a -5%/lv Penalty or be inflicted with a fear status effect (Unsettled, Panicked, Terrorized based on Competence) Sunder Majik (Strains) The Dragon Blooded can shatter majik effects. The Dragon blooded initiates a WP contest with the caster. The Dragon Blooded gains a +5%/Level to this check. If successful the spell is instantly and permanently dispelled. The cost is pained equally in Life, Spirit and Mana. This effect is reactionary. Super Human Strength You BR checks are at a +5%/ Level and you inflict a -10% penalty on any checks that oppose your strength, and reduce any penalties inflicted on your BR by 10%. Turn Aside (exhausts 1,3,5) The Dragon Blooded can exert his will to physically deal knock back equal to 2 units per level in a aura around them. This affect cannot be targeted. Any one affected makes a SP check at a -5%/lv for half distance. This ability is vulgar as ethereal wings can be seen on the Dragon Blooded. Ultima Blast (exhaust) The Dragon Blooded are able to tap the energies of their bloodline allowing them to hurl blasts of massive energy. As an alternate attack using an Omni and a Beta action roll RC with no skill +5% per level of this ability (granting the same critical threshold). This ability fires a stream of energy in a straight line equal to 4+1 unit per level dealing 10 damage/level to anyone caught in this path. Rolls to dodge the blast are penalized at SP -5% per level. Elemental Blooded GENERAL ELEMENTAL POWERS These powers are accessible to any who are Elemental Blooded. <Elemental> Adept The Elemental gains access to a single school of sorcery aligned with their element (They gain 1 level for free with this ability, others must be bought normally) this ability also acts exactly like the sorcery skill for casting their single element. <Elemental> Healing The Elemental Blooded must sit tranquilly while encircled by a significant source of their element. When doing this they heal 4 hp/lv/minuet of exposure. (Earth requires raw earth, not metal or worked ground, Air requires an outside moving breeze, Fire requires an open flame not embers, Water requires moving water.) Lend <Element> The Elemental Blooded can lend 5 <Elemental> Damage/Level to any weapon they are holding. This ability lasts one round per use. Resistance to <Element> The elemental blooded gains a 100% nullification with anything using their patron element. This applies only to the raw element (i.e. arrows that are flaming, deal arrow damage but not the fire damage to a fire elemental). They can use this power a number of times per round equal to their level. AIR ELEMENTAL Calming Breeze The Elemental Blooded is surrounded by a calming aura. While this is active those in the area are given a +5%/level to resist mental status effects. Ride the Currents The elemental blooded can use this ability to increase or decrease any movement where your feet leave the ground (This technically includes being pushed back or a slide) by a number of units equal to their level. EARTH ELEMENTAL Burrow The Earth Elemental Blooded can move through raw earth as though it were open air. This ability allows movement through 1 unit of material per level. The Earth Elemental Blooded cannot be locked in combat while burrowing, even by others with burrow. Starting a burrow creates an opening to adjacent opponents. Grounded State The Earth Elemental Blooded can ignore knockdown, knock back and unbalanced. This also prevents them from being pushed pulled or picked up. This ability can be used a number of times equal to the level of the character. This affect must be used when the attempt to move them is made or the status inflicted, it cannot remove the status once applied. FIRE ELEMENTAL Flicker The Elemental Blooded gains a 5% miss chance/level to any physical effect (including attacks) directed at you. Hot Blooded The Fire Elemental Blooded can raise the temperature of their skin to the point that it is damaging to those touching or touched by them. Any one holding or touching the skin of the Elemental Blooded takes 5 points of damage/level per round of exposure. The Elemental Blooded’s skin is hot enough that it can cause easily flammable material to combust (Destiny Dealers Discretion). WATER ELEMENTAL Cold Blooded Touching or being touched by the Elemental Blooded inflicts the chilled on the target if fails a HA roll with a penalty equal to 10 %+ -5%/Level. Control the Flow The Elemental Blooded designates a number of targets equal to their level in this ability. This ability reduces many mana cost of any mana using effects by the level of the ability. The Elemental Blooded can designate themselves as a target. Ork Blooded Battlelust Orks are able to ignore physical pain and Wound effects for a number of rounds equal to the level of this ability. Only one effect can be ignored in this way per use of this ability. Battle Rager After receiving damage in a round gain a bonus to the damage of your next strike. +4 damage per level. Lead Belly Orks are resistant to poisons and disease each level of this ability lowers resistance penalty by 5% Natural Warrior (Strain) Orks are natural born warriors making them fierce and unpredictable opponents. On failed incoming attack roll; roll under 5% per level to gain an immediate “Quick Attack”. Tireless (exhaust 1,3,5) Orks are able to easily shrug off the effects of fatigue. Each level of this ability grants a +2% bonus to HA to remove Fatigue status. They can also use this ability to forgo HA for running a number of rounds equal to the level. Undauntable Orks are well known for their ability to shrug off low morale. Each level of this ability lowers morale penalty by 5% Sidhe Blooded Animal Empathy The Sidhe have a natural majesty sensed by all beasts, when interacting with animals the Sidhe can gain a bonus equal to 5% per level of this ability in place of Animal Husbandry, Driving or Ride. Auramancy The Sidhe are able to divine auras with a high precision not only on items but on people as well. Each level of this ability allows the sidhe to ask one yes or no question about the subject of the Auramancy. Binding Seal The Sidhe are able to create mystical seals to lock doors or containers. This magic can only be undone via the Knock spell, A ritual performed an amount of hours equal to level of this ability, or Lock Picking + Burn magic with a penalty equal to -5% per level of this ability. Charm The Sidhe blooded can influence those they speak to, they are able to affect the listener and alter that person’s social reaction. Each level of this ability causes the social reaction level to shift up one rank of a person who fails a willpower roll -5% per level. Glamor The ability to create minor but believable illusions the Sidhe can make changes to any article of clothing, their physical appearance, voice and anything they are holding. The illusion is overwhelming and can be witnessed any who look upon the Sidhe blooded. This ability inflicts a -10%/ -5% per level penalty to an observer’s Willpower to see past the illusion. Willpower checks can be made when seeing the illusion for the first time and anytime the illusion pushes the boundaries of the observer’s belief . Sylvanic Lore The Sidhe are able to understand the mystical nature of the woods granting them a level in wood law per level of this ability. Troll Blooded Elemental Resistance Trolls are unbothered by the elements each level of this ability lowers damaged of a chosen element. By -10 per level. (this ability may be taken multiple times.) Heart of Energy Trolls are not only resistant to magic but are also able to heal absorbing the energies of spells directed to them. +5 Life points gained per level from spells targeting you. Magic Resistance Trolls are resistant to all magic making them nightmares for magic users. Each level of this ability lowers magic penalties for dodging or resisting by 5%. Natural Armor Trolls have unnaturally thick skin. Each level of this ability grants 4 Armor. Regeneration (exhaust 1,3,5) Those with a Troll blood line are able to regenerate though not to the same effect as their parent blood after receiving damage, gain 5 damage per round per level. Shadow Meld Trolls are known for their ability to dwell within shadows and dark places. This ability allows you to pass into darkness or a shadowed areas into a dimensional pocket. The character is able to remain in the pocket with for 1 round per level of this ability. Defensive Powers Advanced Defensive Powers Repel- [Requires Burn Magic]- Reactionary- Allows WP check to use a defensive action to push an adjacent opponent back 1 space per level. Bar- [Requires Burn Magic]- Reactionary-Allows a WP check to interrupt a charge attack. -5% per level. Aura of Defense-[Requires Burn Magic Level 6 ] Reaction: -5 Damage Reduction (-5 per level) damage reduced when taken. (Magic and Armor based Defense) Movement Powers Spin- [Requires burn magic] couple w/move, character spins quickly while moving ignoring locked combat. Cannot be activated while in locked combat. Use once per round per level. Skate- [Requires burn magic] couple w/move, character in a straight line 4 units/ +2 per level Dose not count as a movement ability. Rush- [counts as movement ability] couple w/charge- +2 Units/per level, Dose not lock in combat During this movement. Advanced Movement Powers Ki Step- [Requires Ki User] couple w/move, ignore one check for movement on any terrain or lack of terrain. Once use per level. Traveler [Requires Magical Bond/Contract] couple w/move, adds a multiplier to move speed in bonded area. Carries +1 person each level. Nimbus- [Requires Magical Creature Ability Kami or Oni] Omni to summon; to move this ability couple w/move: Carries 1 person/ +1 at level 3 and 5 or 100 lbs. per level, Travels at run speed +2 units per level. Note: if used in combat you must make SP check or be unbalanced after engaging in melee or ranged combat. Portal- [Requires Level 1 Ritual Focus Rank] Portal requires one hour to activate with ritual skill: allows travel to a created seal previously set up with use of ritual skill. Links to 1 seal per level. Techniques Techniques are special abilities that a character can perform using Stamina Points. Techniques differ from Powers in that they are considered to be an excellence in skills or combat ability. Techniques are often able to be used an unlimited number of times as long as a character has enough Spirit to power them. The Stamina Point Cost range is 3/5 SP- per level Basic Technique Level: 2 damage / 2% bonus; penalty / will sometimes require minimum attribute values. Advanced Technique Level: 4 Damage / 5% bonus; penalty / will always require some skill, ability at level 5 or higher, or other requirement Note: A percentage Boost or Penalty on to hit rolls or Offensive rolls would be 2% per level. Use Types Normal- Can be used as long as it can be paid for. Elective-Can only be used as many times as the level of the ability. Strained- Can be used once per odd level of the skill and will refresh at the end of a battle or if the character takes a rest round. Exhaust- Can only be used once per competency level and will refresh after 8 hours of sleep. Expend- Can only be used once and will refresh after 8 hours of sleep. Attack Techniques Double Strike- Omni + Beta Action- Make one normal attack to one target, success requires two dodges. Each dodge missed receives damage as normal. Roll location for each hit. Dual Attack- Omni + Beta Action- Make normal attack that may have one or two targets, Success results in Range and Melee attack each is defended normally. Attacks made in this way do not incur attacks of opportunity. -5% to opponent -2% ever additional level +2 damage per level Flip Kick- couple w/charge-Used from locked +4 damage/per level Pinning Shot- Omni Action- Make one normal Ranged attack, success deals 1/2 damage and pins the target. Target cannot leave current unit unless a BR -25% (-2% per level) is made. Point Blank Shot- Omni Action- Make normal Range attack from Melee that does not cause an opening. +2 Damage/per level. Power Attack- Omni Action- +4 to damage on attack per level. Pushing Strike- Omni Action- Make normal Melee or Range combat attack, a successful strike also pushes opponent back +2 units/per level. Ricochet Shot- Omni Action- Make one normal Ranged attack ignoring 5% of Obstruction penalty/per level. Sweeping Strike- Omni Action- Make normal Melee attack, a successful strike knocks opponent prone.+2 Damage/per level. Unbalancing Strike- Omni Action- Make normal Melee attack, a successful strike inflicts Unbalance on opponent. Whirling Strike- Omni + Beta Action- Make normal attack +2 damage/per level to all adjacent characters. (Can cause friendly damage) Advanced Attack Techniques Area Range Attack-[Requires Ranged W.P. Focus level 5]- Omni + Beta: Make A special ranged attack 15% targeting a 1×3 line of units anyone attempting movement in those units or crossing them this round must make a Defensive roll or be hit for normal damage to a maximum of hits equal to the rounds being used in the turn. this uses 2 rounds of ammunition +1 ever level and grants +1 additional unit after level one per level. Barrage Attack-[Requires Master Competency level] Omni + Beta: As an alternate attack make a normal melee attack +4% per level. This attack deals +1 additional hit for every 15% percent under the target number rolled. Barrage Shot-[Requires Master Competency level] Omni + Beta: As an alternate attack make a normal Ranged attack +4% per level. This attack deals +1 additional hit for every 15% percent under the target number rolled. Blitz Strike-[Requires 50% SP] Omni Action- +2 units/per level, -2% opponents Defense/ per level, +2 Damage/per level. Field Range Attack-[Requires Ranged W.P. Focus level 5]-Omni + Beta: Make A special ranged attack 15% targeting a 2×2 field anyone in this field makes a defensive roll as normal. Anyone hit takes normal damage. Hail Strike-[Requires Ranged W.P. Focus level 5]- Omni +Beta: This ability uses a number of rounds of ammunition equal to the number of units being targeted. The Penalty for this ability is reduced by -2% at level 2 and every following level. At level 3 target 3X3 field and at level 5 4X4 field. Ki Blast- [Requires Ki User] Omni: Make a Special Melee attack at range forming raw Ki energy into a projectile. +2 units in range per level dealing fist damage+2 damage per level. Ki Charge- [Requires Ki User] Omni: Make a Normal Melee attack channeling Ki energy though a weapon or appendage to deal more damage. Up to 10 Damage per level exhausts gain additional use before this ability exhausts at level 3 and 5. Ki Dagger- [Requires Ki User] Omni + Beta Action: Creates weapons to make Special ranged attack damage is 20 per dagger. Spell creates an additional dagger at level 3 & 5. Defense and location is rolled for each dagger thrown with this ability. Ki Fist- [Requires Ki User] Omni + Beta Action: Make Special Melee attack +2 Damage/ per level +25% chance/+2% per level of causing Elemental damage Fire, Water, Earth, Wind. Ki Flash- [Requires Ki User] Omni: Make a normal attack all adjacent enemies make a defensive roll -4% per level, a successful hit deals Normal damage +4 damage per level. Ki Form- [Requires Ki User] Omni: Step out of body as a luminous Ki reflection of yourself for 1 round per level this form is only able to use Ki abilities and takes physical damage and aetherial damage as stamina damage. The body left behind is still subject to normal rules but is limp and not in control of the character while in Ki form. Ki Suppression- [Requires Ki User] Omni + Beta: Make alternate attack to a single target if successful the target is afflicted with the Suppressed Status effect with the requirement of spending 10 Spirit per level this ability last 1 round per every odd level Massive Shot- [Requires Focus Competence Ranged Weapon Proficiency]- Omni: When making a Ranged attack this ability allows this character to place a penalty on the attack the amount in of penalty taken is turned into a damage bonus. You may penalize up to -10% per level. Massive Strike- [Requires Focus Competence Weapon Proficiency]- Omni: When making a melee attack this ability allows this character to place a penalty on the attack the amount in of penalty taken is turned into a damage bonus. You may penalize up to -10% per level. Poison Ki-[Requires Ninjitsu level 5] Omni: Making a normal attack a successful strike deals +5 Poison/ per level. To the target along with normal damage 1 round per level. Power Riposte-[Requires Swords level 5] (Strains) Defensive Action: -2% per level. Activated only after a successful parry, this ability allows an attack to be made at opponent. Range Melee Attack-[Requires Burn Magic]- Omni: make a normal melee attack at 2 units per level. Deals +4 damage per level. True Shot- Omni Action- Make a normal Ranged combat attack. +5% RC/per level, +5 Damage/per level. Inflicts -5% penalty to defend per every odd level. Vanishing-[Requires Ninjitsu] Omni+ beta : Allows you to make a Stealth check -5% per level. While in full view of an observer. Success allows a normal movement action Defensive Techniques Bob & Weave- Beta Action: Inflicts opponent -2% penalty to defensive actions during your attacks. This ability lasts one round. Deflecting Stance- Reaction: -2 Damage per level taken when damaged is received. (Deflection based defense) Hero Run- couple w/move: -2% offensive penalty to opponents/ -2% per level. Activated during a movement action this ability lasts one round. Advanced Defensive Techniques Ki Deflection-[Requires Ki User] Reaction: -4 deflection per level taken when damage is received. Melee Barrage Defense-[Requires Melee Weapon Proficiency at level 6] Reaction: Lowers amounts of hits taken from a barrage attack when defending against Melee attacks by 1/per level. Range Barrage Defense-[Requires Defensive Proficiency level 6] Reaction: Lowers amounts of hits taken from a barrage attack when defending against Range attacks by 1/per level. Repress Status effect- [Requires Ki or Racial Trait] Beta Action: 1 Status effect is ignored per level of this ability. This ability last 1 round. Movement Techniques Great Leap- couple w/move: +4 units +2 per level vertical leap [+2 units/+1 per level horizontal leap]. One use per level. Race-couple w/ Run: Allows character to run 1 additional round per level forgoing hardiness check for fatigue. Sprint- couple w/move: +4 Units to move action +2 per level. One use per level. Advanced Movement Techniques Nimbus- [Requires Racial Trait] Omni: Carries 1 person/ +1 at level 3 and 5 or 100 lbs. per level, Travels at run speed +2 units per level. Slide- [Requires Tumbling level 3 or higher] Reaction: Lower amount of units sliding by 2 units/ +2 per level. One use per level. Wall Run- [Requires SP 40%] Couple: w/Move +2 units/ +1 per level along any steep incline or vertical surface. One user per level. Advanced Power Based Techniques Burn Magic- [Requires Majik Principle/Sorcery] Allows you to perform simple tasks with magic such as remotely lifting/moving 5 pound object, create translucent simple illusions, mimic slight of hand, light candles remotely, enhance sensory aspect of the passport. This power can produce damage but only deals 1 per level that can only be delivered via touch. Doshai –[Requires See Aura] Allows you to attune to one person per level, you may send a single ranged weapon over any distance within the same plane of existence. The range weapon will land within 5 feet of the target but never hitting the target directly. This technique is used for delivering messages. Ki Regeneration-[Requires medical knowledge] (strains) Allows the user to heal 10 damage per level. Skill Based Techniques Acute (Sense) - Always active- (+2%) to awareness where the chosen sense is a factor. Ambidextrous- Always active- -1% to off hand penalty per level. Overawe- Omni- As an Intimidation contest lower opponents initiative by the difference of the Intimidation roll. +2% Intimidation per level Presence –Omni- Inflicts penalty to opponent resisting this characters persuasion attempts -2 % per level. Quick Build-Omni + Beta- if prepared modular pieces of machinery are being used they may be assembled as a quick build action 1 piece per level Quick Draw- Free action- Grants free Skill check of Quick draw once per level per round. Silent Step – Beta - A part of normal movement adds +2% per level to Stealth Skill check and -2% to opponents search. Advanced Skill Based Techniques Ki Step- [Requires Ki User] Allows the character to ignore the terrain check due to terrain or lack there of one per level per round. Shadow Stealth- [Requires Stealth] Inflicts -5% per level to observers. Special Techniques Battle Aura- [Requires Ki User level 5]- Free Action- adds +2 Damage per level to all Ki abilities lasts 1 round per level Strains. Ki Aura- [Requires Ki User level 5]- Always Active- (-3 Spirit) to cost for Ki Abilities/-1 Spirit per level. (Cannot lower ability below 1) Ki Focus- [Requires Ki User level 5]- Always Active +1 Spirit Rest Recovery Per level. Ki Mastery- [Requires Ki Focus level 5]- Always Active- +1 Spirit Rest Recovery Per level. Ki User- [Requires sacrifice of 10 Attribute points]- Always Active- +2 Spirit Rest Recovery Per level. Allows Ki abilities to be taken. Magical Creature/Oni/Kami-[Requires sacrifice of 10 ability points]- Grants access to special Powers/techniques. Ninjitsu- Requires 5 Attribute Points- Allows Ki Abilities to be taken as Ninjitsu abilities instead. Excellencies Excellencies are special maneuvers acquired through ranks in a skill at ‘Focus’ or ‘Mastery’ level, with Combat Focus being accessible at ‘Focus’ and ‘Mastery’ and Martial Arts Forms being accessible at ‘Mastery’. For each level of skill taken, 1 related Excellency can be chosen. Some Excellencies can be chosen more than once. Combat Foci Focus Ahrms Bulls eye- When performing an aim action gain a +10% bonus instead of +5% normally gained. May be taken 1 time. Buffalo- As an alternate attack maneuver make a melee “Attack” MC + Aharms skill. This allows the Ahrms to be used for melee attacks when given openings on adjacent opponents. Heavy Impact- A successful critical shot deals 1 unit of Knock Back. Full damage is exchanged. May be taken 5 times. If possessed all 5 times then the shot may pass through as a successful attack on the next target within the knock back range. Intimidating Shot- An intimidation check may be made firing off a single round. This applies your Ahrms skill + Presence as if it were Intimidation. May be taken 1 time. Mark- Opponents incur a -5% Penalty in addition to any other penalty received for defending against range combat. May be 2 times. Point Blank- Allows Ranged attacks to be made in locked combat without incurring attacks of opportunity. May be taken 1 time. Quick Load- Reduces the number of actions to re load by 1 up to a free action. May be taken up to 4 times. Sniper – When targeting within medium range no range penalty is incurred and the long range penalty receives only the medium penalty. May be taken 1 time. Focus Archery Bulls eye- When performing an aim action gain a +10% bonus instead of +5% normally gained. May be taken 1 time. Lingering Strike- *Requires “Stick” EX.+ The -10% combat penalty from the lodged status effect lasts until the target is healed. May be taken 1 time. Mark- Opponents incur a -5% Penalty in addition to any other penalty received for defending against range combat. May be 2 times. Nocked Advantage- Once per round when firing an arrow on your first target of the round if the opponent has not yet taken an action this round take an immediate additional attack at the start of your turn. Use this ability once per turn. May be taken 1 time. Piercing Strike- Ignore 4 point of Armor. This EX can be taken up to 5 times. If possessed all five times damage ignore as many points of Deflection in addition to Armor Piercing. Point Blank- Allows Ranged attacks to be made in locked combat without causing an Opening. May be taken 1 time. Retreating Shot- On a successful retreat from locked combat you are granted an Opening on a single opponent who was adjacent to you. May be taken 1 time. Reflex Shot- An opponent who uses a movement ability in medium range grants you an Opening if a ranged weapon is readied. This can only be done once per target per turn. May be taken 1 time. Sniper – When targeting within medium range no range penalty is incurred and the long range penalty receives only the medium penalty. May be taken 1 time. Stick- As an alternate attack make a normal attack roll successful strike on opponent inflicts “Lodged” as status effect. May be taken 1 time. Torqued String- Adds +4 Damage to ranged attack with Archery and also increases each range increment by 1 unit. This Ex may be taken twice. Focus Daggers Back Stab- When attacking from behind deal additional x2 base BR Damage. This may be taken 5 times. If possessed all five times then preform an immediate follow back stab on a critical strike using only MC (Still use skill for critical range). Offensive Pursuit- When an opponent leaves locked combat range they grant an ―opening‖. This may only be used once per target per round. May be taken 1 time. Piercing Strike- Ignore 4 point of Armor. This may be taken 5 times. If possessed all five times damage ignore as many points of deflection in addition to Armor Piercing. Quick Stab- Allows a follow up attack that can be made after any successful Dagger attack use only MC adding no skill bonus. (Still use skill for critical range) This EX may be taken up to three times. Rend- Adds ―Bleeding (1)‖ to a successful critical strike. This may be taken 5 times. (Adds to level of ―Bleeding‖ each time taken) If possessed all five times damage done on a critical strike inflicts the pain status on opponent as well as ―Bleeding‖. Vital Strike- +1 Critical modifier. May be taken 1 time. Focus Dodge Counter Dodge- Each time taken reduces the ―Quick Attack‖ penalty by 25% when checking against a counter attack when rolling Dodge. Counter Dodge may be taken 2 times. Fleet- Gain additional 1 unit to free move from critical dodge. Fleet may be taken 5 times. If possessed all five times your free move ignores locked combat. Minimize Damage- lowers critical multiplier by 1, Minimum of x2 Critical. May be taken 1 time. Slide- Forgo check for prone when being moved from knock back. Reduce distance moved by one each time taken, May be taken 5 times. If possessed all five times you may knock opponent to the floor while maintaining Weapon Lock instead off moving. Swift Dodge- Grants additional dodge for each critical dodge rolled. May be taken 1 time. Focus Hand to Hand Brawl- Damage done with Hand to Hand is considered to be lethal. May be taken 1 time. Combo- All Hand to Hands attacks impose a -5% Defensive penalty made to opponent. May be taken 5 times. If possessed all five times opponent being attacked is considered unbalance verses the attack. Critical Blow- Shift the result of the location roll by 5%. May be 2 times. Follow Through- Allows a follow up attack that can be made after any successful Hand to Hand attack use only MC adding no skill bonus (Still use skill for critical range) May be 2 times. Guarded Strike- Can choose to attack at a MC -10% Penalty. Your Defensive Actions receive a +5% bonus. This EX may be taken up to three times. Mighty Blow- +5 BR Damage. May be taken 1 time. Slugger- Base BR Damage is multiplied by 1.5 on any Hand to Hand attack. May be taken 1 time. Sway and Fade- Allows SP check after being struck to gain a 2 Deflection for melee damage only.May be taken 5 times. If possessed all five times SP check is automatically successful. Focus Maces/Axes Break Defense- Opponents incur -10% penalty to defensive actions against all your attacks. May be 2 times. Cleave- If a normal attack kills an opponent immediately make a ―Quick Attack‖ using the normal skill roll on an adjacent opponent. May be taken 1 time. Heavy Swing- Opponents must roll SP after a failed defensive action or a successful but non critical Parry on a failed check they are moved one unit back out of locked combat. May be taken 1 time. Power Through- Make a follow up attack after an attack whether successful or not, on any other adjacent target. This EX may be taken up to three times. Spin Attack- As an alternate attack maneuver using an omni and a beta action make a ―Spin Attack‖ using only MC adding no skill bonus. (Still use skill for critical range) All opponents surrounding you make a defensive roll or take normal damage. May be taken 1 time. Superior Subdue- Critical doing subdue damage is x4. May be taken 1 time. Unbalance Strike- Successful Critical Strike leaves opponent unbalanced. May be taken 1 time. Unrelenting assault- A single charge attack may be made as a free action if you are not locked in combat and there is an opponent within one unit of you. This may be taken three times. Wounding Strike- On x3 critical causes opponent to HA check or is inflicted with ―Wounded‖ status. May be taken 1 time. Focus Parry Counter Parry- Each time taken reduces the ―Quick Attack‖ penalty by 25% when checking against a counter attack when rolling Parry. May be 2 times. Finesse Lock- Allows weapon lock checks for user to be made with SP instead of BR. Can be taken 1 time. Parry Knock- On critical parry character can choose to inflict unbalance status instead of engaging a weapon lock. May be taken 1 time. Parry Range- Allows a Parry action to be made against a ranged attack. This EX may be taken 5 times. If possessed all 5 times then a Critical Parry is able to be redirected to opponent with in 3 units. Pull- In weapon lock make BR Verses BR to move opponent with you one unit away, add one unit per time this is taken. Winning this check also counts as success in controlling a Weapon lock. May be taken 5 times. Focus Pole Arms Critical Blow- Shift the result of the location roll by 5%. May be 2 times. Extended Strike- Make a follow up attack after a successful attack use only MC adding no skill bonus. (Still use skill for critical range) This EX may be take n up to 2 times. Increased Threat- Grants an attack against any opponent who enters within 2 units (not adjacent) This may only be used once per target per round. May be taken 1 time. Offensive Pursuit- When an opponent leaves locked combat range they grant an ―opening‖. This may only be used once per target per round. May be taken 1 time. Superior Assault- Opponents within 2 units are considered to be in locked combat range.May be taken 1 time. Superior Knock Back- Successful attack pushes opponent out of locked combat a number of units equal to 2 Units, full damage is exchanged. This may be taken 5 times. If possessed all five times add BR divided by 10 to amount of units opponent is knocked back. Sweep- As an alternate attack maneuver using an omni and a beta action make a ―Sweep Attack‖ using only MC adding no skill bonus. (Still use skill for critical range). Any opponent who fails defense is ―Prone‖ and receives normal damage. May be taken 1 time. Unbalancing Strike- Successful Critical Strike leaves opponent unbalanced. May be taken 1 time. Vital Strike- +1 Critical multiplier. May be taken 1 time. Focus Swords Cleave- If a normal attack kills an opponent immediately make a ―Quick Attack‖ using the normal skill roll on an adjacent opponent. May be taken 1 time. Critical Blow- Shift the result of the location roll by 5%. May be 2 times. Improve Disarm- Allows a successful ―Weapon Lock‖ check to allow a BR vs BR check to disarm. May be taken 1 time. Lunge- As an alternate attack maneuver make a ―Lunge‖ as an attack -10%. Attacks do x2 base BR Damage. May be taken 1 time. Offensive Pursuit- When an opponent leaves locked combat range they grant an ―opening‖. This may only be used once per target per round. May be taken 1 time. Riposte- On a successful Parry make a ―Quick Attack‖ attack using only MC adding no skill bonus. (Still use skill for critical range) May be taken 5 times. If possessed all five times the Sword skill is added to the Riposte attack. Tag- As an alternate attack maneuver make a normal attack announcing a ―Tag‖ on a successful strike opponent receives ½ damage but must make a WP -5% to attack any target other then you this round. May be taken 5 times. If possessed all five times deal normal damage. Threat- Grants an attack of opportunity when an opponent enters your locked combat range. This may only be used once per target per round. May be taken 1 time. Vital Strike- +1 Critical Multiplier. May be taken 1 time. Wounding Strike- On x3 critical causes opponent to make a HA check or is inflicted with ―Wounded‖ status. May be taken 1 time. Focus Thrown Weapons Arc Toss- Ignore -5% penalty inflicted from shields. This can be taken three times. Bulls eye- When performing an aim action gain a +10% bonus instead of +5% normally gained. May be taken 1 time. Fast Throw- Make a follow up attack after a successful strike using only RC adding no skill bonus (Still use skill for critical range). May be 2 times. Lingering Strike- Requires “Stick” EX. The -10% combat penalty from the lodged status effect lasts until the target is healed. May be taken 1 time. Mighty Blow- +5 BR Damage. May be taken 1 time. Reflex Toss- Opponents who use a movement ability grant you an Opening if a thrown weapon is readied. This may only be used once per target per round. May be taken 1 time. Snap Toss- When using thrown weapons you may “Quick Draw” if they are considered readied in a quick draw slot. May be taken 1 time. Stick- As an alternate attack make a normal attack roll successful strike on opponent inflicts “Lodged” as status effect. May be taken 1 time. Strong Throw- Add x2 Base BR Damage bonus to thrown weapons. May be taken 1 time. Focus Whips Lash- A successful critical strike inflicts ―Stun (1)‖ Effect dose not stack. Full damage is exchanged. May be taken three times to deal Stun (3). Increased Threat- Grants an attack against any opponent who enters within 2 units (not adjacent) This may only be used once per target per round. May be taken 1 time. Snare- As an alternate attack maneuver make a ―Snare Attack‖ -10%. Opponent must make a Dodge action if unsuccessful opponent is grappled, normal grapple rules apply and Attacker must keep hold of whip to make opposed BR checks, while whip is engaged in the grapple it can not be used to defend or attack. May be taken 1 time. Wide Arc- Opponents approaching to any flank positions incur a -5% to attack. This EX may be taken up to 5 times. If possessed all five times damage Opponents who fail an attack roll grant an Opening to you. Bind –When in a grapple with a whip use an Omni action to make an opposing BR +5%, if successful you may release your whip and the opponent remains grappled as though you were holding it, they will have to overcome the difference of your last roll to break free. Opponent may instead spend an entire round to free themselves automatically. This can be taken 3 times. Choke- When in a grapple with a whip use an Omni action to make an opposing BR +5% check to inflict ―Choking‖ as a status effect. May be taken 3 times Rend- Adds ―Bleeding (1)‖ to a successful critical strike. This EX can be taken up to 5 times. (Adds to level of ―Bleeding‖ each time taken) If possessed all five times damage done on a critical strike inflicts the pain status on opponent as well as ―Bleeding‖. Martial Art Form Martial Art forms are the penultimate maneuvers for the relevant combat skill, achievable only when a character can be recognized as having a certain level of ‘Mastery’ in the skill. When choosing martial Art Form you still have access to the regular EX list. (MAF)- Ahrms Crack Shot- When rolling for location you may augment the roll by 5%. May take this twice. Mark- Opponents incur a -5% Penalty in addition to any other penalty received for defending against range combat. May be 2 times. Reflex Shot- An opponent who uses a movement ability in medium range grants you an Opening if a ranged weapon is readied. This can only be done once per target per turn. May be taken 1 time. Superior Heavy Shot- Critical shot deals knock-back of +2 units. May be taken 3 times adding 2 units. Vital Strike – + 1 Critical multiplier. May be taken 1 time. (MAF)- Archery Brilliant Marksman- Any penalties incurred due to a targets movement is reduced by half. May be taken 1 time. Crack Shot- When rolling for location you may augment the roll by 5%. May take this twice. Heavy Impact- A successful critical shot deals 1 unit of Knock Back. Full damage is exchanged. May be taken 5 times. If possessed all 5 times then the shot may pass through as a successful attack on the next target within the knock back range. Intercept- Spend a Parry defensive action and make an MC + Thrown roll to Parry a physical range attack with in short range. May be taken 1 time. Pin- On a critical strike an opponent at ground level is pinned and must make BR -15% to remove Pinned status. Quick Load- Reduces the number of actions to re load by 1 up to a free action. May be taken up to 4 times. Vital Strike – + 1 Critical multiplier. May be taken 1 time. (MAF)- Daggers Combo- All Hand to Hands attacks impose a -5% Defensive penalty made to opponent. May be taken 5 times. If possessed all five times opponent being attacked is considered unbalance verses the attack. Death Blow- [Requires Back Stab -level 5] As an alternate attack using an Omni and a Beta action roll MC with no skill (Still use skill for critical range) Made from the rear space of an opponent. On a successful strike opponent makes HA or is Dead. May be taken 1 time. Impaling Blow- On a critical strike of 10% or lower add an additional critical multiplier to the damage. May be taken 1 time. Improve Disarm- On a successful “Weapon Lock”allow a BR vs BR check to disarm opponent. May be taken 1 time. Retaliating Strike-On a successful Parry make a “Quick Attack” on opponent. May be taken 3 times. Vital Strike – + 1 Critical multiplier. May be taken 1 time. (MAF)-Dodge Dodge Deflection- (-2 ) to damage received each time taken when dodging. May be taken 5 times. If possessed all 5 times then this character is able to use this deflection even if “Unbalanced”. Extra Dodge- Grants an additional dodge action. This may be taken 5 times. If possessed all 5 times then this character does not run out of dodge actions. Flip- [Requires Hop up] Reduces standing from prone to free action on critical dodge. May be taken 1 time. Hop up- Reduces standing from prone, from an omni to beta action. May be taken 1 time. Range Dodge- Lowers penalty when dodging ranged attacks by 5%. May be 3 times. Spinning Dodge- Recover from unbalance on critical dodge. May be taken 1 time. (MAF)-Hand to Hand Advance Grapple- When in a grapple opponent receives -5% Penalty to BR. May be taken 5 times. if possessed all 5 times then opponents apply the grapple penalty as a combat penalty while in the grapple. Blow Back- Successful Critical Strike pushes opponent out of locked combat a number of units equal to +1 unit each time taken. May be taken 5 times. If possessed all 5 times double the amount of units in Knock Back opponent receives. Kick- Make a follow up attack after any successful attack using MC with no skill added (Still use skill for critical range). May be 2 times. Knock Down- Successful Critical Strike knocks opponent to the ground, opponent is Prone. May be taken 1 time. Note if coupled with Blow Back opponent does not get to check if knocked Prone but is automatically Prone instead. Low Slide- Perform an alternate Attack making a normal attack roll subtracting -15% from Prone initiating an “Charge Attack” on opponents with no minimum distance. This still leaves you prone. May be taken 1 time. Parry Weapon- Allows use of Parry skill when unarmed and facing an armed opponent. May be taken 1 time. Spin Attack- As an alternate attack maneuver using an omni and a beta action make a “Spin Attack” using only MC adding no skill bonus. (Still use skill for critical range) All opponents surrounding you make a defensive roll or take normal damage. May be taken 1 time. Superior Throw- When throwing a grappled opponent, distance is increased by 1 unit. May be taken 5 times. If possessed all 5 times then an opponent being thrown receives a -15% SP penalty to avoid being prone. Unbalancing Strike- Successful Critical Strike leaves opponent unbalanced. May be taken 1 time. Vital Strike- +1 Critical modifier. May be taken 1 time. (MAF)- Mace/ Axes Improve Disarm- On a successful “Weapon Lock”allow a BR vs BR check to disarm opponent. May be taken 1 time. Knock Out- [Superior Subdue] As an alternate attack using an Omni and a Beta action roll MC with no skill (Still use skill for critical range). On a successful strike opponent makes HA or is Unconscious taking normal base damage in Stamina. May be taken 1 time. Ruin- On critical strikes deal normal base damage to armor on location of hit. May be taken 1 time. Strike Away- If facing an opponent with a shield who successfully parries make an immediate BR/Strength Training vs BR/Strength Training check inflicting a -5% BR penalty to opponents check if you are successful ignore opponents shield bonus on next strike. May be 5 times. If possessed all 5 times on a critical Brawn check opponent’s shield is disarmed if shield cannot be disarmed opponent is unbalanced. Vital Strike – + 1 Critical multiplier. May be taken 1 time (MAF)-Parry Excellent Form- Inflicts -5% penalty to opponents attack each time taken. may be taken 5 times. If possessed all 5 times then opponents who critically fail an attack are knocked prone. Extra Parry- grants an additional Parry action. This may be taken 5 times. If possessed all 5 times then this character does not run out of dodge actions. Expert Lock- BR +5% to verses check when in weapon lock. May be 2 times. Parry Melee Barrage- On an incoming Melee “Barrage Attack” that requires multiple defensive actions make only one defensive roll treating the defense as a “Barrage” checking for each success by adding +15 to the difference to see how many attack were blocked. This action can be preformed as a Parry action once for each time this EX is taken. May be taken 5 times. If possessed all 5 times then a single success is considered to block a minim of 2 Melee strikes. Parry Range Barrage- *Requires Parry Range+ On an incoming Range “Barrage Attack” that requires multiple defensive actions make only one defensive roll treating the defense as a “Barrage” checking for each success by adding +15 to the difference to see how many attack were blocked. This action can be preformed as a Range action once for each time this EX is taken. May be taken 5 times. If possessed all 5 times then a single success is considered to block a minim of 2 Range strikes. Parry Reflection- Deal (4) to damage to opponent on successful parry. May be taken 5 times. If possessed all 5 times then this damage is added to BR Damage base. Sweeping Parry- Knock opponent prone on successful critical Parry instead of engaging weapon lock. This may only be used once per round for each time taken. May be taken 5 times. If possessed all 5 times then opponent is also inflicted with the stun (2) status. (MAF)- Pole Arms Bar- On a critical Parry you may move one unit or break away from locked combat this does not create a Opening, this is done instead of doing a Weapon Lock. Break Defense- Opponents incur -10% penalty to defensive actions against all your attacks. May be 2 times. Carry Over- On a critical hit you may throw opponent to any unit in your extended range. They must succeed at SP -10% or be “prone”. May take this twice adding SP-10% to opponent. Extended Over Guard- Parry defensive maneuvers may be made before an ally unit needs to make the defense roll up to 2 units away. May be taken 1 time. Impaling Blow- On a critical strike of 10% or lower add an additional critical multiplier to the damage. May be taken 1 time. (MAF)-Swords Break Defense- Opponents incur -10% penalty to defensive actions against all your attacks. May be 2 times. Clash- When breaking away from a weapon lock in your attack round treat this as a successful attack against your opponent. Opponent makes a defense roll. May be taken 1 time. Over Guard- Parry defensive maneuvers may be made before an ally unit needs to make the defense roll. Ally must be adjacent to you. May be taken 1 time. Strike Away- If facing an opponent with a shield who successfully parries make an immediate BR/Strength Training vs BR/Strength Training check inflicting a -5% BR penalty to opponents check if you are successful ignore opponents shield bonus on next strike. May be 5 times. If possessed all 5 times on a critical Brawn check opponent’s shield is disarmed if shield cannot be disarmed opponent is unbalanced. Vicious Lock- When you drop a weapon lock you control opponent takes bleeding (2). May take this 5 times to increase the bleeding status by 2 each time taken. If possessed all 5 times then opponents Must make a -15% HA to avoid also receiving the Pain status until healed. (MAF)- Thrown Crack Shot- When rolling for location you may augment the roll by 5%. May take this twice. Concealed Throw- When making a thrown attack from concealment BR damage base is x4. May be taken 1 time. Distance Throw- Short Range increments for all thrown weapons are doubled. May be taken 1 time. Hurl-[Requires Snap toss] As an alternate attack maneuver using an omni and a beta action you may target up to 1 additional opponent you must have ammunition to cover each attack being made. May be taken 5 times. If possessed all 5 times then +2 bleed is added to damage. Intercept- Spend a Parry defensive action and make an MC + Thrown roll to Parry a physical range attack with in short range. May be taken 1 time. Mark- Opponents incur a -5% Penalty in addition to any other penalty received for defending against range combat. May be 2 times. Point Blank- Allows Ranged attacks to be made in locked combat without creating an Opening to opponents. Vital Strike – + 1 Critical Multiplier (MAF)- Whip Break Defense- Opponents incur -10% penalty to defensive actions against all your attacks. May be 2 times. Snare Pull- Make BR vs. BR move a grappled opponent with whip one unit, add one unit per time this is taken. May be taken 5 times. If possessed all 5 times then you may move an opponent with you your full walk speed. Snare Trip- Make BR vs. BR to trip a grappled opponent leaving them Prone. May be taken 1 time. Superior Snare- Opponents incur -5% penalty to BR against all your grapple checks. May be taken 5 times. If possessed all 5 times then apply penalty to the attack initiating the grapple. . EX Fighting Styles Explanation of what Fighting styles are. Blade DancerBenefit: Can make dance checks as part of a move action inflicting -1% penalty to defensive actions to opponents against this characters melee attack, per level of Dance (including focus & mastery) Can use dance instead of tumble to escape locked combat. Fault: When checking for “prone” treat this character as though they are unbalanced if a Dance check was made in the previous round or earlier this turn. Blind FighterBenefit: For each level of the “Proficiency” tied to this style (including focus & mastery) this character gains a +2% bonus to counter act the Blind/Invisible miss chance. They also are granted this same bonus to detect ambush or sneak attack. Fault: Bonus is only granted to Blind/Invisible/Ambush/Sneak attack rolls; Patient to a fault- When using this bonus in a round this character will always move last in the round. Drunken StyleBenefit:While afflicted with the “Drunk” status this character gains MC, RC, SP & BR +2% for every level of the “Proficiency” tied to this style (including focus & mastery). Fault: PR, AW, HA & IN remain penalized Shoot Fighter Benefit: Follow up attacks, and additional attacks gain +1% to attacks made with the “Proficiency” tied to this style (including focus & mastery). Fault: In too close- When opponents initiate a grapple check treat this character as though they are unbalanced for defensive. Grappler Benefit: Can initiate a Grapple from a weapon lock at the cost of a beta action. Fault: Failed Grapple attempts initiated from a weapon lock opens this character to an attack of opportunity. Iron Fighter Benefit: Attacks made the “Proficiency” tied to this style (including focus & mastery) push opponents back 1 additional unit per level on critical hits. Fault: Unmoving Stance- If this character has made use of this style in the previous round or earlier this turn they may not get a free dodge out of combat on critical dodge rolls. Duelist Benefit: When in a weapon lock this character can still initiate attacks with a secondary weapon or proficiency at -30%. +1% for every level of the “Proficiency” tied to this style (including focus & mastery) Fault: Cannot be used with two weapons. Over extended stance- on a failed attack made using this style grants a BR vs BR for opponent knock this character prone. Crane Style Benefit: When attacking after initiating a Ki Step or Great Leap opponents receive a -1% penalty to defensive actions against attacks made with the “Proficiency” tied to this style (including focus & mastery). Fault: Exposed Stance – An unsuccessful strike either failed roll or opponent defends the attack opens this character to an attack of opportunity. Snare Disarm –When in a grapple with a whip use an Omni action to make an opposing BR +5% to disarm, this ends the grapple. This can be taken 3 times. Majik EX’s Sorcery EXs Shaping- When adding field effects: Create Stable fields of 2X1 units per level of spell laid however castor decides. Damage is dealt inside stable field only no damage is dealt outside of stable field (Starts from castor unless range is added. May add duration to field effect when using stable field effects) Mistic Resolve- Lowers penalty to concentration checks by one step to a minimum 0% penalty. Charge- When choosing to cast with a duration caster is able to cast the spell so that it will be activated upon demand multiple times up to 1+ level of spell. To do this caster must spend an additional 15 Mana for each charge in addition to the cost of the spell. (Without contingency to activate the charges a Beta action must be used) (This spell counts towards the amount of spells with duration that can be active at once.) Potency- Allows the caster to manipulate the power of the spell by spending more Mana. This can only be done an number of times equal to the level of the spell. Add to Damage/Healing+ 10 Mana per 10 damage Accurate Cast- Inflicts additional -5% penalty to defensive roll when casting from range, this may be taken three times. Extended Touch- Inflicts additional -5% penalty to defensive roll when using touch based spells, this may be taken three times. Perfect Casting- Critical modifier is + 1 instead. Ele mental Mastery- Opens secondary element and concepts. Improved Disruption- When spending Mana for spell disruption only one ½ half the Mana is needed. Conceptual Adept- the first concept added to a spell that would have to be paid is free. Mastery Sorcery EXs Penetration- Breaks though Magic Protection, each time this is taken lowers oppo nents magic protection by 4 when dealing spell damage. May be taken 3 times. Dominant Spell- +4% per level of spell to penalty to Will Power for resisting spell effects, May be taken twice. Silent Spell- When casting the verbal component spell is not needed. This cannot be taken if Motionless Spell has already been taken. Motionless Spell- When casting a spell the somatic component is not needed. This cannot be taken if Silent spell has been taken. Master Shaper-When adding field effects: Create Stable fields of 2X1 units per level of spell laid however castor decides. Damage is dealt inside stable field only no damage is dealt outside of stable field (Starts from castor unless range is added. May add duration to field effect when using stable field effects) Reduces cost of Field effect to 25 mana when using stable field Spells and Majik Sorcery Casting ability when using magic determines critical threshold, grants EXs with Focus and Mastery (Elemental) Law – ability Grants access to elemental magic of chosen type , grants EX at Levels 6-15 ???Spell builder??? Step one : Pick element being cast with Step two: Determine effect of the spellAttack- Normally deals 1o elemental damage per level. Lend- Infuses target weapon with 5 elemental damage Attune- Causes target to become aligned with an element taking -20 damage per level from that element but talking critical hits from an opposing element. Aspect - This concept allows the castor to add effects tied to an element not already defined in another concept of that element. This can be used to add several simple effects at once or to provide a major effect. When creating spells using the Elemental Aspect you should always get approval from the Destiny Dealer. A common use a castor may choose manipulation as a major effect and with the spell can manipulate 1 cubic unit of that element per level for each round the spell is active. Other common minor uses might produce one effect of the element without the others being present. Concept- Varies depending on concept. Hex- Cost: 15 Mana to total cost of spell. Concept that is will based to defend against. (Cannot be used on Damaging spells.) Note: Determining the level of the spell . – Denotes an amount of power/ base range / difficulty to resist or dodge Step Three: Decide on Spell Delievery Cost 0 mana to total cost of spell. Most spells are Range by default. Cost 0 mana to total cost of spell. Most spells are Range by default. Touch Based= -2% per level t0 opponents defensive roll. Reduces total spell cost by 5 Mana. Hex= Cost: 15 Mana to total cost of spell. Range attack that targets Opponents Willpower, Resistance roll is -13%/-2% per level. Step Four: Modifying spell Split Range: Cost:1o mana to total cost of spell. May designate targets up to level of spell. ( Damage is split evenly among targets.) Field Effect (Considered Explosion) Cost: 25 Mana in addition to total cost of spell (Damage is not split) Creates a 2×2 field where full damage of spell is taken, the le vel of the spell is how far our ½ damage is dealt in units. (cannot add duration to field effect) Zone Effect (Divides damage equally) Cost:50 Mana in addition to normal cost of spell. 5×5 zone or 10×10 weather effect zone if paid for. Duration: Cost: 15 Mana in addition to total cost of spell. Rounds = 1+ Level of spell (This spell counts towards the amount of spells with duration that can be active at once.) Reduction Component- Requires some uncommon reagent in order to successfully cast the spell. -10 Mana reduction. Blood Rite- Requires an amount of life spent equal to half the total cost of the spell. -10 Mana reduction. Soul Rite- Requires an amount of spirit spent equal to half the total cost of the spell. -1o Mana reduction. Convocation- Requires an additional Beta action to successfully cast the spell. -5 Mana reduction. (May be added twice.) Contingency- Cost: 20 Mana Allows the caster to set a specific trigger on a spell. Such as when I attack or when I am attacked; when this circle is entered. This spell counts towards the amount of spells with duration that can be active at once (This spell counts towards the amount of spells with duration that can be active at once.) (If duration is purchased with contingency then the duration engages when the spell is triggered) Adding Concepts If removing the damaging aspect of an element the a single concept can be exchanged at no additional cost. Note this dose not exchange a concept that deals damage. If a concept is being added on top of existing damage effect or another concept then the amount of consepts in a single spell cannot exceed the total amount of concepts. known This means that a maximum of concepts that can be added to a single spell. Additional concepts will be granted at levels of the focus and mastery meaning the most complex spell will have 9 concepts. The cost to add a concept is 10 Mana Elemental weaving 10 Mana Adding consepts from other elements is allowed but this cost 10 additional mana on top of the cost of adding the additional concept. The spell is considered all elemental types that have been woven into the cast. Elements Air (Damage is considered Aethereal/Elemental) – no roll to for location is required. Spells producing raw Air damage have a 25% chance of inflicting Unbalance status to targets. The element of the mind. Air is closely connected to psychic ability. Destiny- Represented by the upward direction wind is the vast oneness of the sky, calmness and clarity of thought unfettered with earthly burdens, strength of concentration and inner tranquility. It is an open mind at one with the cosmos. Fate-Apathy is the negative representation of wind. Disconnection with the self and an inability to feel emotions or act on events. Disassociation with those that are cared for and an inability to build relationships between others. Conceptual aspects of Air Telepathy – Mentally speak to others Level 1: Send simple message (8 words or less) Level 2: Send and receive simple message (8 words or less) Level 3: Send complex messages (unlimited) Level 4: Send and receive complex messages (unlimited) Level 5: Detect surface thoughts Telekinesis- Move objects remotely Level 1: Target floats at 2 units per level, can ―bashing‖ slam at ½ normal damage. Limit 100 lbs. per level. Flight- Bestow the ability to fly. Level 1: Move in through the air at 2 units +2 units per level. Clarity- Removes Mind afflicting status effects Level 1: Grants an additional willpower check to resist a mental status effect. WP +10% +2 per lvl. Insight- Gain knowledge about a target Level 1: Ask one yes or no question about a target per level Far sight scry- See over far distance Level 1: Make awareness checks up-to 50 miles per level to target location. Weather control- Summon forth weather effects. Choose one effect per level. All weather effects are automatically Zone with out cost. If you pay the Zone cost the Zone doubles. Wind- Inflicts unbalance / Rain- Increases range to hit penalty -10% (-2% per level.)/ FogLowers viability , miss chance 10% per level. /Hail- Deals 5 Armor Reduction damage per level Buffet- Deal Stamina damage Deal 10 stamina damage per level. Mindblast- Alters damage to deal Mental Attack damage. Level 1: Deal 10 mental attack damage per level. Electricity (Damage is considered Arcane/Elemental) – no roll for location is required. Spells producing raw Electrical damage will automatically critical against an enemy in metal armor or standing in water. The secondary element governed by Air and the sky. It is the element of reflex and speed. A devastating force of nature. Destiny- Wisdom is the representation of Electricity.Where Wind is the mind Electricity is a single thought and speed it can occur, it appears as movement without thought. Ingenuity and the pursuit of enhancing the self. Fate-Foolishness if the Representation of Electricity. Brashness of thought and jumping to conclusions, random and senseless destruction. Turning away from education and enlightenment. Conceptual aspects of Lighting Speed- Bestow additional actions. Gain a Omni action at level 5,10,15. Gain beta action at level 1,6,10. Level 1:+5% Speed per level. Can only effect target character once per day. Static- 5% Chance per level for spell to deal ½ damage to 0ne adjacent foe per odd level. Ionize- +.5 Critical Multiplier. Level 1: +5% to critical Threshold Strobe- Causes adjacent characters to be ―Dazzled‖ -5% SP per level to avoid receiving this status. Shock- Removes future actions of target Inflicting Stunned (1) per level. Overload- Lowers the reliability of magical Items and Spells Level 1: Inflict -5% critical failure modifier to spells Cast or Items used, Critical failure cause Mana spent in damage to target. Thunder- Alters damage to deal ―Sonic Damage‖ Deals Stun(1) at every odd level. Fire (Damage is considered Aethereal/Elemental/Physical) – A roll for location IS required. Spells producing raw fire have a 25% chance of inflicting BURN status to flammable targets. The element of heart. Fire is passion and willpower. Destiny- Representing the Eastern Direction fire is the rage of battle and the blaze of conviction, intense emotion focused and honed with dedication. A heart burning with the fire of purity. Fate- Lust is the negative representation of fire, catering to blind emotion coupled with needless destruction. Wild and uncontrolled emotion. Conceptual Aspects of Fire Rage- +5% boost per level to all combat rolls (Mental Effect). -10% to (AW) / (WP) / (PR) Conviction- +5% to (WP) per level for resisting Spells and Persuasion. Charm- Target must follow 1 suggestion per level subject to interpretation (Target will not cause immediate harm to self and receives an additional resistance check when a suggestion goes against the nature of the target.) Sparks- Reveals secrets and invisible objects reveal chance 20% /+5% per level Motivation- Makes mechanical objects obey simple commands 1 command per level objects have combat stats at 25%/+10% per level but have no skills. Cannot Make IN or WP rolls. Explosion- Adds ―blow-back‖ and ―Knock Down‖ -5% to doge per level. Enervation- Alters Spell to deal Aethereal Damage Roast- Add +5% per level chance to catch fire and deal ½ damage next round. Flare- Creates light illuminating 2 Unit radius per level. Ephemeral- Creates an illusionary fire that makes target have to succeed a willpower /-5% per level or take no action other than attempting to put out flames. If duration is given to this spell then target must attempt will power for every action per round of duration receiving a will power bonus of 2% per attempt. Smoke (Damage is considered Aethereal/Elemental)– no roll for location is required. Spells producing raw smoke damage are -10% to evade. The secondary element governed by fire and ash. It is the element of deception and the mouth. Destiny- The breath is the positive representation of smoke, Detoxification a release of the impurities of the body. Fate- Lies are the negative representation of smoke misdirection, confusion and inner turmoil. Conceptual Aspects of Smoke Conceal- Others will tend to ignore target. -5% AW per level to notice target if on guard otherwise they automatically ignore the target. Obscure- Anti-Scry spell can be used to hide tracks as well as Auras. Inflicts -20% /-5% per level to scry or Tracking checks Fume- Target cannot be approached Level 1: -10% +5% per level to WP on a failed roll an opponent cannot come within two units of ―Fume‖ target. Brand- Imprints Mage Mark on target allowing a check sense it over any distance. Level 1: +5% AW per level to sense direction and distance to target. Cloud- Creates ―Choking‖ cloud provides 5% miss chance per level 1x3x1 unit wall per level. Smudge- Obscures targets vision intermittently, causes 5% per level miss chance to any attack made by target. Confound- Afflicts ―Confusion‖ Level 1: Attacks made by target are random. If a target wants to attempt an attack they must first make an AW -5% Per level, a failed check results in random attack. If target chooses to make AW check then must attack if able. Earth (Damage is considered Aethereal/Elemental/Physical) – roll for location IS required. Spells producing raw Earth have a 25% chance of inflicting Prone status to targets. The element of the stomach. Earth is the raw fortitude of the body. Distiny- Representing the downward direction earth is solid ground from which all life finds its center. Determination and constant unwavering dedication to a cause. A stone dragon guardian. Fate-Pride is the negative representation of earth. Stubbornness and sloth, stubborn pride and fear of change. Conceptual aspect of Earth Harden- Grants +5/Physical protection per level, cannot be reduced by concision damage. Enhanced Fortitude- Immunity to ―Stun‖ and resistance to Poisons /Chemical/Disease HA +10% +2 per level . Empower- Adds to +10% Strength to a target per level. Pound- Target Deals Concision damage/ +5 damage per level. Grounding- Bestows Immunity to ―Prone‖, ―Knock-Back‖and ―Unbalance‖ and resistance to being pushed, pulled or thrown +5% per level. Tremor- Causes ―Prone‖ and ―Unbalance‖ Tremor effects are automatically Zone with out cost. If you pay the Zone cost the Zone doubles any caught within the zone must succeed a SP -5% per level or are effected by both status effects. Seismicsence- A scrying spell that allows target to movement and depth around him. Make AW +10%+2 per level to 5 unit radius + 1 per level. Knowledge gained is location of all corporeal beings within the radius. This grants a +2% Combat bonus per level. Raise Earth- Creates pillars of earth Level 1: Creates 1x3x2 unit stack per level that raise out of the ground these units may be stacked for more height. Meld- Pass through solid matter. Level 1: Pass through 2 units of Stone, Rock or Metal per level. Metal (Damage is considered Arcane/Elemental/Physical) – roll for location IS required. The secondary element governed by earth and mineral. It is the element of pain and the Claws. Destiny- The hands are the representation of metal, worked metal finely edged and crafted. Precision, craftsmanship and honor. Yang- Brutality and bloodshed, senseless violence. (May add ―Bleeding‖) Pierce- Ignores Armor defense/ 5 points of armor per level. Armor- Grants +5 armor per level Polarize- Creates difficulty to move metal weapons, armor, or objects. Level 1: BR +25 +2 per level to make move metal object Sharp- Deals +.5 critical Multiplier damage to spells or +1 to weapon critical Multiplier Deals 15 damage per level or adds +2 physical damage per level to weapon Reflect- Rebounds spells or projectiles attacking target back to opponent Level 1: 20%/+5% per level chance to return spell or projectile, succeeds means no damage is received to target of reflect spell. Failure then allows a normal defensive action. this spell automatically last 1 round. Slice- Add bleed 1 per level to target. Blade- Creates a excellent quality bladed weapon of casters choice Level 1: Weapon deals 20 +5 per level Water (Damage is considered Aethereal/Elemental/Physical)– no roll for location is required. Spells producing raw Water have a 25% chance of inflicting Knock-Back status to targets. The element of the body and restoration. Yin- Representing the western direction water is the fluid of life found in all living things. Adaptation and change come easily to this element it is vast and limitless. Yang- No sense of the self, constant change and instability. Conceptual aspect of Water Morph- Allows the caster to temporally alter a physical form. Chose: Natural Combat Form: Natural Armor +4 armor all locations per level/ Claws- adds Zeta action and deals 10 +2 per level/ Gains- zeta action bite and deals Base BR damage +1 per level./+5% per level as if possessing Natural weapons proficiency. Movement Form: Fins- Grant Swim at 5% per level/ Breath water/ does not treat water as hindering terrain/ Heighten Sense Form: Night Vision- see in dark/ Keen Nose, Eyes or Ears +5% AW per level on sight, hearing or sent based checks. Body Modification: Additional Arms- One Zeta action per competency/+5% per level as if possessing hand to hand/ Prehensile Tail- +5% per level vs. Knock down or knock back. Flow- Allows caster to disperse damage to willing target(s) evenly. Level 1: 10 damage per level. Restoration- Deals Healing Level 1: 10 Life Points per level Repress- Allows target to ignore status effect of spells temporally Level 1: Target status effect is ignored for 1 +1 round per level Dampen- Reduces target spell potency Level 1: Damage -10 per level/ Dodge and WP penality -2% per level Drown- Damage afflicted effects all vital stats. Level 1:+5 damage to life, spirit and mana Ripple- 20%/+5% Per lvl Chance that spell effects or damage will be Ignored Siphon- Target takes 10 Mana damage and caster gains 10 Mana Per level (Special Cost: this spell is paid in Life but receives a 1/2 cost reduction) Mend- Removes Wound levels Can only effect one target once per day. Level 1: Remove 1 Wound per odd level level. This also restores +5% of target damaged attribute. Ice (Damage is considered Aethereal/Elemental/Physical) –A roll for location IS required. The secondary element governed by water and cold. It is the element of Purity and the eyes. Yin- Crystal clear purity, beauty and reverence of ascetics. Yang-Emotionless, inability to feel compassion. Conceptual aspects of Ice Crystallize- Reduces bleeding/ Creates difficult terrain Level 1: Lowers bleeding status by 1 point per level/ Terrain reduces movement -2 per level target 1 unit per level. Shatter- Converts damage to Structural Damage Level 1: deals 20 damage per level Structure- Created temporary structure (Must be connected to ground surface) Level 1: Grants 4×4 cube of units per level, structure has +20 Durability per level. Numb- Target becomes immune to Morale effects (positive or negative) and resistance to +5% HA per level to ―Pain‖ or ―Wounds‖ Perfection- Target is perceived as enticing and very pleasing to the eye. +25% +2 per level to Persuasion where target is involved. Cleanse- Removes impurities from target. Removes poison/chemical/disease status. Level 1: Grants additional check resistance HA +10% +2 per lvl. Call Winter- Allows caster to summon winter storms. All weather effects are automatically Zone with out cost. If you pay the Zone cost the Zone doubles. Sleet- Speed roll -15% to make any ground base move action Blizzard- Lowers Visibility -20% combat penalty Frost- Inflicts Chill status effect -5% HA per level to resist receiving this effect. Wood (Damage is considered Aethereal/Elemental/Physical)– roll for location IS required. Spells producing raw Wood have a 25% chance of inflicting Prone status to targets. The element of the limbs. Wood represents the cycle of life. Yin- Representing the northern and southern directions growth and the natural cycle. A sprouting seed. A wise old Scholar. Skill and Necessity, structure and fertility. Yang-Decadence, wastefulness and overabundance. Rot and overgrowth. Add Bark- adds 1 vital protection per odd level. Bend- Adds Deflection +5 per level to target. Root- Binds feet anyone standing in target unit making movement actions impossible Level 1: SP -25% +2% per lvl to evade, BR -25% +2% per level to escape a failed escape means target is considered Pinned. Stump- Creates a temporary stump of wood between target and physica l attack. Level 1: 20%/+5% per level chance to block physical attack, succees means no damage is received to target of attack. Failure then allows a normal defensive action. Renew- Restores SD of objects Level 1: Restores 20 SD per level to target object Resin- Target can move over any solid surface regardless of incline Level 1: 6 +2 units per level movement when spell is active Insulate- Adds +10 Innate Protection Against Mental Attack Splinter- deals damage to target an ½ damage to adjacent characters 1 square out per odd level this area will increase if field effect is added. Branch – Deals damage to multiple targets. Level 1: deals 5 damage per level is not split between targets. 1 additional target per odd level. Rot- Lowers Grade of object by 1 garde per competency level and inflicts ―enfeebled‖ as the status effect -5% WP per level to resist this effect. Plant (Damage is considered Aethereal/Elemental/Physical)– roll for location IS required The secondary element governed by Wood and fertility. Yin- Diversity and natural beauty. Nourishment both of the mind and the body. Yang- Poison, petrification, rot and a lack of forgiveness. Leaves- Grants target automatic free stealth check to Hide. Level 1: SP +25% +2% per lvl to hide Grow- Increases size of target and contents/equipment temporarily Level 1: Size increase is 10% per level MC, RC, HA, BR gain +10% per level Poison- Choose an ability score MC, RC, SP, PR, HA, AW, WP, BR, IN or Hit Points (If duration is not added Poison will stay active for 3 rounds, choosing duration will add to this time. ) HA to resist. -25% +2 per lvl. Level 1: Ability score looses 10% per level or Hit points loose 4 per level Conversion- Convert Destiny Points to Fate points or vice-versa. Level 1: exchange Positive or Negative energy converting it to the other at a rage of 1 for 1 per level for 1 round. (this can only effect target character once per day.0 Seed- If you die while under the effect of this spell you are immediately restored to life with 10 points in all vital stats per level. Level 1: 1 duration per level. (Note this spell cannot target others.) Nourish- Forgo a food requirements or checks vs. exposure for 1 day per level. Spore- Puts target to sleep. Level 1: -25% +2% per level to resist Sleep effect. Bloom- Causes rare plants to grow. Choose 1 on cast: Cathix- Herbs used for restoring Mana. Vitalizing – Herbs used for restoring Spirit points Medicinal- Herbs used for restoring Hit points Poisonous- Herbs used for creating poisons Curative- Herbs used for relieving status effects Magical- Herbs used for making potions Level 1: Amount of useable ingredient created is 1 per level. Arcane (Damage is considered Aethereal/Elemental)– No roll for location is required. The mystic force of the arcane is a mysterious and ancient force. While being overtly magical it the most diverse of all the various magics. It can mimic most abilities of other spells but tends to be more expensive. Arcane represents the pure force of mystic energy that connects all things. The ebb and flow that courses through everything, and makes magic possible. Illusion and Summoning are part of the domain of the Arcane. Yin- A natural site of magic. A constant ebb and flow of Mana or a brilliant illusion. Yang- The Sapping of Mana from living things. The summoning of malevolent beings. Teleport- Target is moved instantly from one location to another. Level: 4 Units per level in distance of new location. Shift- Target Phases in and out of the corporeal plane at casters whim Level 1: 20%/+5% per level chance to activate Phase ability Backlash- Inflicts Flux+1 per level on target Anti-Magic- (Special Cost: Pay an additional equal amount in Spirit to add this concept into a spell.) Inflicts Anti-Magic on target rendering them unable to use action requiring mana to activate -5% WP per level to resist this status effect. Magic Barrier- (Aura Effect) Protects target against Aethereal damageLevel 1: reduces 10 damage per level. Surge- Increases potency of magic in area. Surge effects are automatically Zone with out cost. If you pay the Zone cost the Zone doubles. Any spells cast with in the zone receive +5 Damage per level or -2% to resistance penalties they apply per level. Glow- Creates ambient light around a target Level 1: Grants a +5% to MC/RC to hit target, illuminates 3 unit radius +5 per level, shows invisible targets. Seal- Creates mystical barrier over portal, door, or lid. Level 1: Difficulty to break seal is equal to is IN -25% +2% per level. Done as Burn magic Check. Open- Opens locked, buckled or sealed objects; can break the Seal spell Level 1: 10% chance of spell working on target. Void (Damage is considered Aethereal/Elemental)–No roll for location is required. The secondary element of Arcane. It is governed by absence and disconnection. Yin- The dismissal of corrupt energy. Yang- Sacrifice resulting in the loss of all energy. Invisibility- Target is granted 75% miss chance to be hit. An offensive Omni action will cancel this effect after the attack is made. Nullify- Grants +10% resistance roll to shrug off any Magical Status effect. Darken- Opponent must succeed in making an AW -5% per level before this spell can be avoided. Oblivion- Creates a zone where it is difficult to use Abilities and Spells. Surge effects are automatically Zone with out cost. If you pay the Zone cost the Zone doubles. Any one in the zone must succeed a WP-5% per level before using a Spell, Technique or Power. Illusion- Creates an illusion of castors choosing Level 1: 4×4 Cube of units per level of illusionary image producing all sensory effects WP -5% per lvl to ignore illusion. Empty- Inflicts ―Drain‖ status effect at 5+1 per level Pocket- Stores objects in an airless alternate dimension. Level 1: Opens a small portal to a 4 slot space of storage +4 slots per level. When Items are stored in this location they will remain in this alternate space indefinitely or until removed Fear- Adds one level of Fear Status effect at each competency level. Level 1: -5% WP per level to avoid receiving this status effect. Anyone succeeding this check is immune to further fear effects from this caster until the end of combat. Psychic Telekinesis Using the power of the mind to cause the movement of matter at a distance. Force This power allows your character to direct a wave of kinetic force at an enemy dealing ―Concussion‖ Damage and ―Knock-back‖. Each level of this power deals 10 concussion damage. Every odd level adds a unit block to the width of the wave. On a successful hit the opponent is carried the distance of the wave, 2units/+2 units per level. Force Focus This power can now alternately be used to hurl a target object or opponent within 10 units. The target will be flung in the chosen direction 2units per level. Force Mastery This power can now alternately be used to send out reactionary a shield of force. This can be used to intercept incoming physical attacks. Each level of focus grants a 5% reaction chance. This ability also cost an equal amount of Spirit. Manipulation This power allows you to move an object or person of weight no more than 50lbs per level. A distance of 1 unit per level. This power is always considered to move a target at walking speed and the target can be moved in any direction desired. Manipulation Focus This power can now be used to manipulate the inner workings of simple machines such as simple locks, levers and latches. Treat this power as a pick locks, mechanics or other appropriate skill at 5% per level. This power may be used at a range of 10 units. Manipulation Mastery This power can now be used to manipulate multiple targets at once. One target per competency level. Each may be no heaver then the maximum weight limit of this power, but the total of all three targets may exceed your limit. Flight Each level of this power allows you to fly walk speed + 2 units per level. Each Competence level you inflict -5% penalties to offensive rolls targeting you while in flight. Teleportation Each level of this power allows you to send a target object or person up to 2 units per level to desired location instantly. The Target must be within 10 units. The Focus level of competence allows a friendly target to be sent 5 miles per level to a familiar target location. The Mastery level of competence allows a friendly target to be sent 100 miles per level to a familiar target location. Fabrication This power allows you to create a simple object with 10 Structural Damage per level. The object created cannot exceed 1 cubic unit per level. The Focus level of this power allows you to create objects with few moving parts. 50 Structural damage per level. The Mastery level of this power allows you to create objects with many moving parts. 100 structural damage per level. Genesis Using the power of the mind to alter the genetics of the physical body. Augmentation This power allows you shift your ability points granting a bonus to one while taking a penalty in another. Each level allows a shift of 5% for -5% from one ability score to another. At the focus and mastery levels of this power you may apply this bonus and penalty to two additional target ability scores. Note: this means at level 15 of this power you would have 3 Ability stats gaining a +75% and 3 ability stats with a -75% Metamorphose This power allows you to grow an appendage were you did not have one before. Each level of this power grants the new appendage 1 round before it dissolves into dust. The appendages you may choose from are as follows: Mundane feature changes- +10% disguise. Tail- grants +5% resistance to unbalance and Knock-down Wings- Grants walking speed flight. +1 per level. Arm- Grants additional zeta action for that arm. Jaws- Grants additional zeta action bite. Tentacle- Grants +5% bonus to grapple checks. Each Competency level of this power allows another appendage. Regeneration This power allows you to rebuild the cells and tissues of your body. Each level grants 5 life points per level at the rate of 1 round per level. Psycic Surgery (Expended) This power allows you to heal and regenerate a target that has been severely wounded. Each level of this ability lowers the amount of time it requires to use this ability normally this ability will take 20 hours to be completed. Each competency allows the user to heal one wound and Attribute damage. It will also heals 20 damage per level. (This power is Expended after a single use) Psycic Suppression [Special Cost: -40 to max Mana while active per Suppression] This power allows you to suppress any undesirable physical status affecting you. The use of this power lowers the maximum mana accessible while it is active it can remain active as long as you desire. Each competency level of this ability allows one additional Status Effect to be suppressed. Each level lowers the Special Cost of this ability by 2 per level. Psycokinesis The minds mastery over pure psychic energy. Psy Weapon This power allows you to manifest a weapon of raw psychic energy. That deals ―Mental Attack‖ damage. The Psy Weapon is not physical and cannot be Parried or used to Parry. It uses the Weapon Proficiency skill + WP to attack there is no skill penalty however if the sword skill is not possessed. A successful strike with this power deals 20 /+5 per level. ―Mental Attack‖ Damage. At the focus competency of this power allows you to reactively make the Psy Sword physical meaning it now can be used to Parry and Weapon lock but still cannot be parried. Weapon lock can be dropped as a free action. At the mastery level of this ability a successful hit also results the target being afflicted with the stun (1) status for each of the master levels. Psy Blast This power allows the user to send a Mental Attack blast at a target. +10 per level. -2% WP per level to resist. Each competency level of this allows you to designate an additional target. Full damage is dealt to each target. Psy Shield This power allows you to reactively repel attacks as they are about to hit you. As an alternate defensive action roll WP +5% per level of this power. A successful roll creates a physical barrier that defends against ―Mental Attack‖ and ½ Aethereal 20 points of damage per level. Psy Fire This power allows you to summon forth elemental fire. Each level catches a 1 unit zone on fire anyone in the zone must roll SP% -2% per level to escape or pass through zone unharmed. Each level deals 20 fire damage and has a 50% chance of catching a character moving through on fire. The duration of this power is 1 round per level. Psy Form This power allows you to move out of your body. When in this for you are able pass though physical objects. You are immune to physical damage. If attacking an opponent you deal Mental attack damage. You deal 10 damage per level. At focus competency you can become physical at will as a free action. At mastery level you can choose to become less visable -5% AW to observer to see you. ESP Telepathy Empathy Psychometry Clairsentience Clairvoyance Special Powers Familiar Allows the creation on of spirit linked entity. Buying this ability at level one gives you a Homunculus with the following: • Base 25% all Main Stats. • 30 base Vital Stats • Channel Touch – Can deliver touch based spells channeled from the master. • Sensory Link- Each can see, hear, and speak to the other over any distance. • Feed Back- unlike a normal homunculus the familiar is endowed with a piece of the master soul and thus when a familiar dies a HA must be made by the master or they may be stricken unconscious and receive Flux equal to 20 minus the level of the familiar. • The Familiar appears as a “Vulgar” creation of unnatural appearance, unusual colors or features. They do tend to simulate the appearance of a natural animal at least in shape, but do not gain the traits of the creature they are emulating, such as flight, night vision or Natural attacks. • Infused Souls- When a Familiar dies it sacrifices all but one of it’s levels and must be recreated. (Ritual 1 day) Every level you grant to the creature you may add 10% to any one attribute. At every level they gain 5 points to each vital stat. At each level you may by a trait from the list below. Any Skill at ranks equal to the familiar’s level. Any knowledge at ranks equal to the familiar’s level. Voice this creature can speak to others. +30 to a single vital stat. Separate Soul – only loses one level when familiar dies. Phase- Reactionary defense (SP): Ignores physical damage. Simulacrum- Push damage as it happens to the familiar in your place this damage is considered aethereal. Reverse Damage- Push damage as it happens from the familiar to you, this damage is considered aethereal. Siphon energy- draw mana from familiar while in contact with it. Flight- creature is able to fly at its speed +2 units. Emulate natural creature- this creature perfectly looks like its real counterpart. Shifter- Each time this is taken you may choose a mundane item this creature can emulate perfectly at will. En-scribed Aura- You may keep your tome written as part of your familiar’s aura. Pocket- Allows your familiar to store inanimate object no larger than a unit. May carry up to 15 slots. Bolt- Familiar is able to deliver a ranged aethereal attack at 10 /+2 per level. Natural Weapons- This creature gains a Zeta bite and zeta claw. (Allows you to add Natural Weapon Skills) Calling- Allows the familiar to teleport to your location. (Complex Action) Enhanced Senses- Choose one (Aura, Hearing, Sight, Sent, Low light, Tremor, Clairvoyance. Crystalline soul- Allows the Familiar to store 10 x level in Mana. It does not have access to but the familiar is also considered a Mana Stone. Combat Rules (significant rework) Round order/Initiative A combat round is an interval of time in which all participants have taken an active turn. Each combat round is approximately 15 seconds. At the beginning of combat, initiative is determined. All participants roll initiative (SP+Combat Reflex) with the difference +walk pool (described below) being the initiative number. The order of combat (when each participant takes their active turn) is ranked from highest to lowest initiative number, with ties broken by the participant with the higher SP. Movement Movement in combat is determined by the participant’s movement pool and can normally only be done on their active turn. When a participant decides to move, they may either run or walk. Walk – a participant who chooses to walk has a movement pool equal to their walk pool and uses a beta action to move any number of units up to their total walk pool. If there are any units remaining in the walk pool, the participant may choose to spend a beta action later in their active turn to move any number of units up to the remaining amount in the walk pool. Run – a participant who chooses to run has a pool equal to twice their walk pool and uses an omni action to move any number of units up their total pool. When that action is completed, the movement pool is emptied and the participant cannot move any further this active turn. When running, time is measured in rounds. Any character running can do so for 2 rounds before they need to make a HA check. Such a check is made for every round in which the participant wishes to continue running. For each HA check after the first, a cumulative -5% penalty is incurred. A failed check results in a character being afflicted with the Winded status. Active turn/attacking Available actions OMNI A CTIONS Omni actions are the most versatile of all actions able to perform any action that other action types can as well as allowing for Offensive actions. Omni actions are gained at levels 1, 3 and 5. The Following are actions that can only be performed by spending an Omni action to do so: Melee Attack against Adjacent Opponent. Range Attack against a Single Target. Throwing an Ally an item. Active Skill Check. (Search, Monster Lore, Philosophy of the Stone, Scrutinize… etc.) Standing from Prone. Recovering from Unbalance. Pulling an item from a non quick draw slot. Gaining control of a Grapple or Weapon lock Complex reload action. Start Casting Spells. Performing a Charge Action. Performing a Run Action. Retrieving an Item from the ground. Perform a Beta Action (additional to any normal beta actions) BETA A CTIONS Beta actions are a simple, supplemental actions. They remain very versatile and when used strategically can help sway the course of a battle. Beta actions are gained at levels 2 and 4. The following actions can be performed with a Beta action or can be performed by spending an Omni action: Normal Movement action. (All or Part of your walk Pool) Pulling an item from a quick draw slot. (Without the use of Quick Draw.) Using an Item or Potion non-offensively. Open Conversation (Talk freely with others allowing them to answer back without having to use their Free Speak action.) Direct Active spell to a target/ finish casting spell. Going Defensive (Add +5% to your Defensive rolls for one cycle.) Defender (Add +5% to adjacent ally’s Defensive Melee rolls for one cycle.) Aid (Add +5% to adjacent ally’s Offensive Melee rolls for one cycle.) Aim (Add +5% to your next ranged attack.) Spot (Reveal the location of a hidden opponent you are aware of to all allies in hearing range of you.) ZETA ACTIONS Zeta actions are gained only when taking certain skills, Techniques or Powers. Zeta actions can only be used for tasks directly related to the specific skill, technique or power that has granted the zeta. Some examples of Zeta Action types are: A Zeta (Off-Hand) action can be used to perform any action that you could perform with your off hand. Things like attacking with an off-hand or picking up and using an item. The off-hand must be readied to use it for instance if using a two handed weapon then the off-handed action could not be used to attack. This action cannot be traded for a beta action that could not be performed with an off-hand such as a movement action. A Zeta (Bite) action can be used only to perform bite actions. This action cannot be traded for a beta action that could not be performed with a bite. A Zeta (Claw) action can be used to perform a claw action. This action cannot be traded for a beta action that could not be performed with a Claw. FREE A CTION Free Actions are gained as the result of a simple action or they are granted though Techniques or Powers. A free action is not spent like Omni, Beta, or Zeta actions, but instead the actions that can be performed as a free action will often have a specified amount of times the action can be performed in a round or when the free action can be performed do to other criteria being met. As a free action once per round a character can say up to about 7-10 words. This can be witty banter, a simple question, a simple answer, or just an exclamation. It is not required that a character use this free action every round but it is available if needed. Melee Attack The melee attack is performed when the target is adjacent to the active participant. Perform a skill test, and if the active participant succeeds, then the defender may defend. If you score a critical hit you apply a penalty equal to your critical threshold to the opponents defense roll. If the roll is an Overwhelming Critical, the penalty is twice the critical threshold! Ranged Attack Attacks made at range are handled slightly differently than melee attacks. All targets in combat incur a 10% penalty. If the target is locked in melee combat , an additional -5% penalty. If the target has run this turn, an additional -10% penalty. The penalties go both ways, though. A ranged thrown attack automatically imposes a -15% penalty to the opponents defensive actions and requires a EX or Technique to Parry (Unless stated specifically, ranged attacks can always be dodged). A ranged shot attack automatically imposes a -25% Penalty to the opponent’s defense. A critical success adds your critical threshold to the above mentioned defensive penalties and an overwhelming critical doubles the critical threshold. Offensive Maneuvers Charge: In a charge, the participant combines their run action with a melee attack action as a single Omni action. A charge imposes a -10% penalty to all defensive actions of the charger for one cycle. On a charge, the base BR damage is doubled until the attack chain is broken for this turn. Aim: When making a range attack in a combat round a -10% penalty is applied to every attack if either party is considered to be moving, a beta action may be spent to grant +5%. This is applied to the first attack only but may be stacked multiple times to negate penalties. Dodge Explosion : If you are in the field of an explosion, a dodge at -15% to take half damage. In the outer radius dodge to take no damage, a dodge forces you to move out of the field. You are unbalanced after the dodge. Dodge Stable Field : Normal Dodge at -15% if successful you take no damaged and move out of the field. You are unbalanced after the dodge. Spell Interruption : As an Omni action. A held attack used when a caster is about to cast a spell. No penalties to strike, a successful hit, forces a concentration check at a -15%. -15% additional for each critical level of the hit, if a critical is rolled. Spell Disruption : As an Omni action. Take an action to break a sustained spell. Check is Intellect + Sorcery Vs. Intellect + Concentration. This action costs mana equal to the level of the spell being disrupted times 10. Defensive Maneuvers Defensive Maneuvers Weapon Lock: As an alternate attack a character can choose to lock weapons with an opponent this is made like a normal attack at no penalty, if the attack successful and undefended then a weapon lock is established. A free Brawn vs. check is made to establish control. A weapon lock renders an opponent unable to make an attack until the lock is broken regardless of weather that opponent has a free hand or an offhand weapon. While in a weapon lock both members suffer a -15% defensive penalty. Guard: Spend a beta action to grant a +5% Defensive bonus to adjacent ally. Defensive: Spend a beta action to grant yourself +5% Defensive bonus. Aid: Spend a beta action to grant +5% Offensive bonus to adjacent ally. Spot: Spend a beta action to point out hidden opponents or sound an alarm. Open Dialogue: As a beta action open a dialogue between yourself and any characters able to speak with you. Holding Actions Participants can hold their actions in two ways. The first way is to delay their active turn, which permanently shifts the initiative of the participant to later in the combat round. A participant who delays their active turn to coincide with an opponent’s active turn gains priority and holds their active turn first. If the participant delays their active turn entirely, it is possible to ‘wrap around’ and to place their initiative at the top of the combat round. The second way is to interrupt an opponent’s action or event. To do this, the participant must explicitly define the trigger for the interruption and the participant must hold an Omni and a Beta action. The held interrupt lasts for one cycle. If the trigger does not occur, the Omni and Beta actions are spent without effect. Actions which require more than a single Omni and Beta are outside of the scope of an interrupt, being too complex and/or time intensive. Resting in Combat In a combat round, a character can choose to forgo the use of any Omni action to rest instead. This causes the character to Restore an amount of Stamina equal to their level + (HA/10). A rest action will also refresh all of a characters Strained abilities and remove the Winded status. You cannot take an aim, aid, or defensive action with beta actions on a round in which you have opted to rest. Reactive Round/defending If an attacker scored a successful strike, the defender will have the option to avoid being harmed. This is normally done in 2 ways, through dodging or parrying (Some characters may have special defenses based on powers or techniques). Dodge Dodging is the subtle art of not being where the pain is. To dodge a blow,make a skill check (SP+Dodge), applying any penalties inflicted by the attacker. A critical success affords you additional effects, see Critical Combat Effects. Parry To Parry, make a skill check (Melee Combat +parry), applying any penalties inflicted by the attacker. A critical success affords you additional effects, see Critical Combat Effects. Special Combat Rules Unarmed Combat Hand to Hand does not readily allow a player to use the Parry skill to parry weapons if a character wishes to parry a weapon they will need to take the Martial Art Form Hand to Hand Skill “PARRY WEAPON EX”. Parry can still be uses against other Hand to Hand fighters. By default, unarmed combat deals stamina damage, not lethal damage. Grappling Grappling is initiated with a hand to hand attack using the Hand to Hand skill, an attack made in this manner without a hand to hand skill means the attacker grants an “Opening” to all adjacent opponents before the attack is completed. A Grapple attempt must be Dodged by the target. Parry may not be used to avoid a grapple attempt. As any other type of an attack a grapple uses a Omni action If the defender fails the Dodge attempt then the grapple is engaged The next step is to determine who controls the grapple. As a free action a Brawn Contest is initiated both attacker and defender make Brawn/Strength training check the successful character with the greatest difference between their total score and the number rolled is the victor and they controls the grapple. Note: Either character in a grapple have a -25% defensive penalty while in a grapple. As the character who controls a grapple only certain actions may be taken without breaking a grapple Choke- (Omni action) Initiate a Brawn/Strength Training vs. Hardiness/Fortitude. The successful character with the greatest difference between their total score and the number rolled is the victor. If the Defender fails then they receive “ Choking “ damage. Jab- (Omni or Beta action) initiate a hand to hand attack with opponent at -25% defensive penalty from grapple. Success deals fist damage. Cannot be Deflected. Push/Pull- (Omni action) Initiate a Brawn/Strength training check the successful character with the greatest difference between their total score and the number rolled is the victor. If defender fails they are moved with the grapples controller a number of space equal to the controllers Brawn damage bonus. Throw-(Omni action) Initiate a Brawn/Strength training check the successful character with the greatest difference between their total score and the number rolled is the victor. If defender fails they are thrown equal to ½ the controllers Brawn damage bonus. Shield- (Omni action) Initate a Brawn/Strength training check the successful character with the greatest difference between their total score and the number rolled is the victor. If defender fails then the grapples controller uses the defender as a shield -35% miss chance. If an attacker rolls the miss chance then the attack is directed at the character being used as a shield. They may defend as though they are being attacked with the -25% defensive penalty from grapple. Release-(Free action) Grapples Controller releases grapple grants an “Opening” to all adjacent opponents. As the character who does not control a grapple the only actions that can be attempted Gain Control- (Omni action) Initiate a Brawn/Strength training check the successful character with the greatest difference between their total score and the number rolled is the victor and controls the grapple Escape- (Omni action) Initiate a Brawn/Strength training Or Speed/Escape artist Vs. Brawn/Strength training check the successful character with the greatest difference between their total score and the number rolled is the victor and controls the grapple Mounted Combat Mounted combat is the art of attacking from horseback or other riding mount. Attacking on Mount In order to attack on horseback you must make a ride check. Successfully making the ride check grants a BBR of X2 (Like a standard charge) and allows the rider to use the mount’s movement actions. Charging on Mount Making a charge on horseback requires a ride check. Attacking successfully causes BBR to be multiplied by 4. Dodging/Parrying on Mount Dodging and parrying on horseback uses your ride skill instead of your dodge or parry skill. You have a number of mounted defensive actions equal to your ride skill (up to 5). Seperately, one has a number of mounted parries equal to the ride skill (up to rank 5). A critical botch causes you to fall from your horse and be prone. A catastrophic failure means your horse is also prone. A Critical success while mounted does not allow you to either break combat for free or initate a weapon lock. Instead, the critical success does not cause you to use a Mounted Dodge or Parry Action. Success, Failure and Critical Combat Effects Critical Success If you roll under your critical threshold, and your attack is a success you have scored a critical hit. Critical attacks cause a multiple level of damage referred to as your Critical Level. All critical hits start at a x2 or a x3 critical depending on the base weapon you are using. There are things that can modify this. 1. 2. 3. 4. Hitting in a Vital Location (1% – 5% on the location table) adds +2 to your critical multiplier. Hitting the Head (%6-%10) adds +1 to your critical multiplier. Having Vital Strike adds +1 to your Critical multiplier. Other powers or abilities, or aspects of the weapon may alter this multiplier as well. For example: A player with Brawn of 60 attacks with a long sword (Damage 20). He scores a critical hit. His non-critical damage is 26 (Weapon Damage + Brawn) and his base Critical damage is 32 (Damage 26 x Critical Level). He rolls for hit location and rolls 6%, The head, his Critical Level goes to x3 (78 Damage). Looking at his sheet he sees he has the Sword EX Vital strike, and so his Critical Level goes up to x4. The player tells the Destiny Dealer that he has inflicted 104 Hit Points of damage. Critical Parry Effects: If you roll under your critical threshold when parrying, you can trigger a Weapon Lock. This allows you to prevent the wielder of the weapon from making further attacks or parrying with the locked weapon, and applies a -15% penalty to dodge until he does one of the following. Succeeds in a contested BR check against you and chooses to release the lock. Each attempt of this costs the opponent who does not control the Weapon lock an Omni ( or Zeta) action, resisting it does not cost you any actions. Success on your part keeps the weapon locked. Drop the weapon. Note: that dropping a weapon from a weapon lock causes an oppening to all adjacent opponents. Once the weapon is dropped a new one can be drawn (Using normal rules for drawing a weapon) Or picked up from the ground (Remember, this takes an Omni action and will also cause an opening to all adjacent opponents if done in locked combat). Thirdly the opponent who succeeds gaining control of the Weapon Lock can choose to hold it meaning that now their opponent must roll for control or break free. Critical Dodge Effects: If you roll under your critical threshold when dodging you can attempt to break from combat. You may move 1 (Or more depending on EX’s and abilities) squares from your opponent without making a roll to break from combat, or triggering an attack (unless the opponent has an ability that specifically allows this). THIS CAN ONLY BE DONE IF A SPACE THAT WOULD NOT LEAVE YOU IN LOCKED COMBAT IS AVAILABLE. This maneuver can be countered with Foot Work (see the Foot Work skill for details). If you critically dodge, you also break the chain of a second attack (In a multi Attack String) targeted at you (This does include Barrage Attacks). Critical Failure It is possible to critically fail or catastrophically fail an attack or defense. Below are the effects of each for the various actions. Combat Attack Critically Fail: A critical failure causes an opening to all adjacent opponents, Your Aharm jams, bolts split, arrows have damaged fletching. Catastrophic Failure: As above, but you also lose your weapon, your Bow string breaks. This effect is often up to the Destiny Dealer. Parry Critically Fail: When you critically fail a parry, the attack against you is upgraded to a critical, or the critical Multiplier raises by one. Catastrophic Failure: Same as above, but the critical Multiplier is bumped by +2, but you also loose your weapon, your Bow string breaks. This effect is often up to the Destiny Dealer. Dodge Critically Fail: When you critically fail a dodge, the attack against you is upgraded to a critical, or the critical modifier raises by one. Catastrophic Failure: Same as above, but the critical modifier is bumped by +2, but you are also knocked prone. Dueling Criticals (both success and failure) Damage, incapacitation and death Damage is the result of a successful attack. Damage is normally rated in Hit Points, but can deal Spirit or Mana if the attack type calls for it. Damage for attacks is normally equal to BR/10 + Weapon Damage + Damage bonus from Abilities or Maneuvers. If an attack deals damage differently it will specify this method. Once damage is determined, you than apply armor to it. Remember some special Attack and Defense Types will make some armors invalid. Damage Types Physical o Bashing Halves Armor Value, this is considered Armor Reduction o Elemental Determined by the Element o Structural 1 to 1 against Structural Damage o Piercing Armor Reduction equal to the Rating Aetherial o Sonic Also Deals Structural Damage o Shadow Requires OB Check to for reactionary defenses o Psy Can only be defended against with Will Power o Holy Double damage against Abyssal, Undead, Fate Aligned, and Unholy half damage against everything else. o Abyssal Double damage against Holy, Celestial and Destiny aligned normal against everything else. Stamina Damage When taking stamina damage a player will record this differently than normal damage. A character can take Stamina damage equal to their Spirit score. When the amount of Spirit damage taken has reached 0 Spirit they must make a Hardiness check or fall Unconscious and be given the fatigued status. Damage from Heavy Objects Objects that Fall, Are thrown or slide onto someone that do there damage based on the weight of the object are calculated as follows. It deals double in structural damage. 1 Point of Damage for Every 10 Lbs for every 4 units of distance between them and the target, up to 10. Examples follow 10 Lbs from 1 unit would deal 2 point, 10 lbs from 40 Units would deal 10 Damage 5000 Lbs from 1 unit would deal 2500 Damage, and full damage after 40 Units. Taking a Wound Normally when taking a critical hit at a x4 multiplier from physical damage placed the character in threat of taking on the “Wounded” status to a specific location. In order to determine if the character is inflicted with this status they must make a Hardiness check with a penalty equal to the penalty inflicted by the critical hit discounting any penalty for ranged. IE. 25% for thrown and 30% for shot. Structural Damage All objects have a structural level. This defines the Structural damage capacity. Level Vagrant Harold Valiant Legendary Textile 10 20 30 40 Object 20 40 60 80 Structural 100 200 300 400 The SD serves as the strength penalty to break the item (If the item is made of a very sturdy material like Stone or Metal the penalty is doubled). Damage is inflicted on and weapon or armor whenever there is a critical hit. The damage dealt is equal to the Critical Multiplier. The Structural damage type is dealt to an item on a 1 to 1 basis without the need to roll a critical. Setting - Mystic Kingdoms Two kingdoms vie for fertile territory in a bloody battle. Alandi once controlled all the lands from the Highlands of Dior to the Mountains of Southern Latch they lived at peace and prosperity until the Warrior clans swept north and pushed the people of Alandi into the Highlands of Dior. Thus it has remained so for nearly 100 years. Empire of Hilatchia The Empire of Hilatchia once a collection of warring clans holding small areas in Southern Latch a mountainous region skirting the Delgran Sea. A violent and unforgiving landscape that forged the Hilatchian people into the fierce warriors they have come to be known as. Paramount to the Hilatchian people is the belief that if an Ideal is worth holding to, then it is worth dying for. This belief paired to the holding that if one is willing to kill another then one is also accepting responsibility for all that is the others. This is to say that the family and the holdings of the slain are the responsibility of the one that did the slaying. This belief however is no license to kill all those that posses something that one wants. The challenge of such a disagreement is very serious and often overseen by the Grand Dirnen. Honorable battles are held in an arena of the house making the challenge. In times of war this belief is reigned back and those killed in Bordering the lake Aslere on it’s south western most shore the Imperial the battlefield are moot and any Palace was completed 20 years after the initial invasion. Constructed lands gained are then subjugated by upon the remains of the old Alandi city Dunmoro, a once great citadel the household awarded them by the that was razed to the ground during the 5 year siege of the barbarian Emperor. This is because during war Draco Lords that would later unite under the Hilatchian Empire. Since the time the full Hilatchian empire acts beginning of Its construction, the Palace and the surrounding city of on behest of the Emperor himself. Dragonholm has been home to the last three Emperors of Hilatchia Single challenges may still be made during war time but as a hole the empire is a single unit. The Imperial Palace of Hilatcha The Hilatchian people hold to the religion of the Fire of Zine, and that death in battle grants them access to the Halls of Heldhime where they will be celebrated throughout the rest of eternity. Since it is a place of warriors it is believed that should you meet an enemy there from while you lived you may challenge their right to stay in Heldhime. It is for this reason that the prayer of Zine is said over the body of a slain enemy so that the soul is given physical form as a crystal. These are kept as prized possessions, trophies, used as spell components by the Hilatchian Summoners, and even traded as a currency. The Hilatchian Summoners are known far and wide for their abilities to summon other planer beings to their aid. They are held in highest regard within their own households and revered as holy men throughout the empire. The proud men and women of the Hilatchian Empire are not only prepared for war with the mindless religious zealots of Alandi the welcome open combat with their ancient foe. Noble Houses of Hilatchia House Doliss This House is well known for the Sorcerers they produce, though the secrets of the Fire of Zine are not well known to all the Hilatchian people the members of House Doliss have kept the secrets well. The house Doliss has worked closely with the House Stronhime since the formation of the Hilatchian Empire and have never raised a challenge against the House of Stronhime. It is whispered that the House Doliss was responsible for the inception of the empire and it was they that guided the House of Stronhime to be the leaders they are today. The House Doliss has been the power behind the throne and they will be damned if they would let any other house supplant them, they excel at manipulation and know many of the dark secrets kept by the lords of the other houses. They use this information as political leverage to maintain their place of power. The High Orn a Magus of unparalleled knowledge in the fields of Magic has always been a member of this house a great honor since the Hilatchian people revere Sorcerers as holy men. Though not the same type of practitioner as the Summoner Soul Forgers that have achieved an infamous reputation in other countries the Sorcerers of the Doliss house hold are known far and wide for their superior command of the arcane element. Equipment : Staff of The Magus Gifted to every graduating member of the house Doliss the Staff of the Magus as a symbol of power and authority. Crafted from the silver spruce hewed from Errandi Forrest of north eastern Hilatchia and affixed with gem stones mined in eastern Emriss, it is not only a thing of beauty but a powerful artifact that allows the wielder to hurl elemental forces with ease. Mana Pool of 50 mana 5th level Direct damage spells only cost an Omni to cast Ability: Incant Arcane The Sorcerer of House Doliss are known as far and wide as unparalleled Elementalists. Unlike the Sorcerers of the Alandi houses believed to have stolen some of the ancient words of the dragons as to grant them power and control over men, the Sorcerers of house Doliss traded secrets with the Dragon Lords of Bradune. The knowledge exchanged left the Sorcerers with the ability to Incant the ancient Dragon Lords Arcane tongue into all of the casting. Mana 8/+2 per level Boosts Spells difficulty to Dodge/Resist by -4% per level. Free Skill: Magic Principal, Concentration House Emeriss The members of this house are descended from the most feared clan in all of Southern Latch. Still they are revered as the most fierce and deadly opponents even among the other Hilatchian houses. They hold strong to the ancient traditions and tests of adulthood. All children of the house of Emeriss are taken blind folded back into the mountains of Southern Latch, naked they must find their way back by themselves. It is a harrowing test and many of those that undergo it do not return at all. The House of Emeriss welcomes war with Alandia they have been urging the house of Stronhime to finish off the Alandians once and for all since the very inception of the Hilatchian Empire. They were once thought of as savages but have become the backbone of the Hilatchian Army, the troops supplied by house Emeriss are nearly always the last to be standing on a battlefield. Known well for their secret and deadly hand to hand techniques and Berserker Fighters, the House of Emeriss is rarely ever the one to be challenged in a dispute. Equipment : Gauntlets of Emeriss Forged by the master smiths of House Stimerunner the Gauntlets of Emeriss are viciously spiked and have a special device built into the thumb that allow the Gauntlets to lock and unlock easily unlike standard locking gauntlets. Used both for the armor when wielding the favored weapon of the warrior and for unarmed combat they are the brand of the Emeriss House. 20 Armor lower arm. 17 Damage +X1 Critical – Jab Locking Gauntlet weapon cannot be disarmed Can be unlocked as beta action Ability : Blood Rage Unlike the common berserkers of other lands far east of Sangarud the members of House Emeriss have learned to hone anger and rage into a combat art. While the less sophisticated types of rage fighters fly into a blind rage the Blood Rage used by the Warriors of House Emeriss is focused and thusly allows all the training and prowess of the warrior to shine though. (All powers and techniques may be used wile under the effects of Blood Rage) Spirit 10/+2 per level Melee Combat & Brawn +5% per level Willpower & Range Combat -16% reduce by -1% per level Counts toward critical threshold. Free Skill: Survival, Philosophy of the stone House Brommvin Know well for their master archers the House Brommvin’s mighty bows know no equal. Hunters, Rangers and Marksmen are the pride of this house, they are as sought after by many of the other houses as guard and guides alike. As straight and precise as the the arrows they shoot is their holding to all the old traditions of the clan the house was derived from. The old stories and ancient rites are still held to by this house more than any others, they also hold secrets of herbal remedies and healing. They also know the proper etiquette when dealing with the Fay. Many other house holds view the members of this house as superstitious and anachronistic. The member of house Brommvin know well that the old ways have helped them to survive this long and will help their house to survive when the other houses fall to the tales of remembering. Equipment: Brommvin Recurve Close Range (-0%) 1 unit- 10 units / Medium Range (-0%) 11 units -16 units / Long range (-20%)17 units or higher +10% Aim bonus to each shot. 30 Damage x3 Critical Critical will knock opponent prone. Vs. Speed/Tumbling -25% Ability: Dead Eye Spirit 5/+2 per level Adds -4% penalty to target to dodge shot. Free Skill: Herbalism, Fae lore House Golathia As house Brommvin keeps the stories of remembering so does House Golatha keep the tomes and Scrolls of the Sciences and Academics. Well learned like the houses of Doliss and Tirane the member of this house are far more versed in the fields of Science, Medicine, and Law. They are the Scribes, Heralds and Lore keepers of many of the courts throughout all of Hilatchia. They value learning and knowledge above the skill of the sword and are often chastised for their new found passivism. Though true that many member of the house Golathia are still fierce opponents they are also keen mathematicians and have found a way to manipulate combat to their favor because of this. prefer reaching an agreement to engaging in a dispute of combat. Many members of this house hold have been killed off by the members of the House of Emeriss this has caused bad blood between the two households as the member of Golathia take every opportunity to make fools of the less educated house. Equipment: Golathia Reference Book Allows 35% chance for Knowledge check of any kind. Ability: Field Mathematician Spirit 14/+2 per level -4% per level to opponents defensive rolls for one round vs your attacks. Free Skill: Science, Research House Klavaka Often referred to as the house of shadow, the invisible hand of the emperor, or simply the assassins by the other houses the members of House Hlavaka are feared not for the fury of their fighters but rather their silence. When the clans were united many who opposed the formation of the Empire were assassinated, or disappeared altogether and though there is no direct proof it is strongly suspected that the House Klavaka was responsible. They are masters of both stealth and poisons. They trade in secrets and deception, it is said that the only way to truly know a member of Klavaka, one would have to be that very member. They are mysterious even to the other households as they do openly engage in dispute challenges they seem to be as peace loving as House Golathia the only difference being that they will accept disputes readily. It is very uncommon for the Hilatchian who leveled the challenge to be alive by the date of the contest. Murder IS illegal and the punishment is death, but thus far no member of house Golathia has ever been executed for such a crime and they resent such implications. Equipment: Klavaka Short Sword Single or Double handed weapon 22 Damage X3 Crit on back stab Ability: Innocuous Passing Spirit 14/+2 per level Requirement 1 omni action + 1 Beta action Charge Action If charging an opponent who is unaware/ or occupied with another opponent Opponent must make a Awareness/Search -5% per level or loose one free spin. Free Skill: Stealth, Combat Reflexes House Kovos Drakes plague the Mountains of Southern Latch but the house of Kovos has put them to good use. The Drakehund Hunters are unique to the house Kovos as a Drake must be raised from a hatching to make a good hunting companion. Though the drakes are no bigger than a large dog their ability to fly makes them an ideal companion when hunting. These fierce creatures are incredibly loyal when raised from a hatching and since they are more keen then any hound it is no mystery why the members of this house form such strong bonds to these creatures. Drake breeding is more then a pastime for the members of this household it is a passion, they care little for the politicking of the other houses but they will defend their ideals staunchly with their drakes by their side. While they house Kovos does breed drakes for the other houses of the empire they feel no other house truly understands how to bond with the drakes and it is for this reason that the Drakes of house Kovos are considered more of an extension of themselves than a pet. Equipment: Hunting Drake Stats (to be posted) Flight Bite Damage Ability: Drake Bond Spirit 8/+2 per level Drake grants Flanking penalty/bonus regardless of other adjacent enemies +/-4% per level Free Skill: Animal Husbandry, Flanking House Lovik They call themselves the keepers of the Law, but what most other houses call them cannot be said aloud. They are the most officious and strict household of the empire at least as far as they believe. They do not fear raising challenge to the other houses if they think they are faltering from the Hilatchian ways. Often called on to end disputes between the serfdom they do not hesitate to give their opinions in all matters pertaining to the empire. They train their fighting skills as often as they study the laws of the Imperial Covenant. They have well known opinions of the house Klavaka but have little evidence to support such opinions. Still they are known well for their keen intuition and investigation skills and are often called upon when it is believed that a murder has occurred. In recent days with the mysterious death of the King and suspicion falling on the Crown Prince the House Lovik has remained strangely quiet. Equipment: Lovik Greatsword Damage 27 Critical may cost opponent additional defensive action On a successful strike opponent looses additional dodge or parry defenders choice. Ability: Find Weakness Spirit 14/+2 per level Use Awareness instead of Melee Combat to make an attack Makes attack armor piercing +4% to Awareness per level +2 damage per level. Free Skill: Investigation, Scrutinize House Stiemrunner Master Blacksmiths and Architects of the Hilatchian Empire the member of this house value craftsmanship above all else it is said “Ones skill in his craft says more about a man then dose years of conversation.” It was they that designed the imperial fortress and they who are commissioned by the other houses to forge their weapons. Politically the house Stemrunner is neutral, they hold themselves to he core Hilatchian values as well as the next house. They differ in that they are the least religious household in the empire and though Hilatchians are welcome to choose how they worship it is sometimes a tense topic to discuss. Known well for their fortitude and stability on the battlefield. There is an old joke that goes. “It is as easy to knock down a Stiemrunner as it is to Change his mind.” Equipment: Steimrunner Hammer Damage 28 Critical may prone opponent Vs Speed/Tumbling -25% Check must be made even after critical Parry before weapon lock engages. Ability: Breaking Point Spirit 14/+2 per level Use Strength instead of Melee Combat to make an attack Deal Strength damage X2 +2 damage per level to armor/weapon. Free Skill: Weapon or Armor Smith, Resolve House Stronhime The Royal House of Stronhime is the house responsible for uniting the feuding clans of the Old Latchian ways. The members of this house are leaders and excellent tactician. For many years the House of Stronhime had to face the disputes of the other houses. On each and every occasion of disputes with the house Stronhime the royal house has defended their honor. As leaders they value order and consistency, they prefer orders to be carried out as persistently as possible. They are used to making difficult decisions that other would rather not and are also excellent diplomats. After a dispute with nearly each and every one of the other houses, the royal house has proven its right to rule the empire. The members of this house know they must stay strong in order to rule keeping balance and order among the other houses is paramount, for with out the support and fellowship of the other houses ther empire would fall to the ashes of civil war. The House of Stonhime has been gifted the Crest of the Dragon a mystic seal they bare upon their shields that is said to defend against magic. Equipment: Signet ring with Crest of the Dragon Grants 40% miss to Harmful Magic directed at rings wearer. 2x per day Ability: Right to Lead SP: 10 + 2 per level. Grants +5% Leadership skill per level The bonus granted from this ability can be granted to each other members of the party Speed for initiative checks. Free Skill: Leadership, Tactics House Tirane Known throughout the lands as the Soul Forges these summoner mages are adept at utilizing the Soul crystals created from the Prayer of Zine. They are able to manipulate the mystic forces and summon beings from the outer planes. Demons, Aberrations, Elementals, and Monsters of terrible ability are called for and bound to the Summoner through their magic arts. The house of Tirane has kept these secrets for well over three centuries and have no plans on share their arts with any of the other houses. Especially the overly curious House of Doliss. The members of this house are revered just as the members of house Doliss but where the mages of house Doliss fling elements about without care, it takes real skill and control to summon creatures with the use of the Soul Forge. The House Tirane was one of the last to join the Hilatchian Empire as they were loathe to leave the Mountains of Southern Latch. However as they would be given control over most of that region they joined with little further reservation. The house of Tirane consider the mountains of Southern Latch a holy place and still often visit secret temples within the many cave there. Equipment: Wand of Command Summon spells are reduced by 4 mana per level Aligned to element of choice. Grants a free action to command Summoned Creatures. Ability: Right of Zine Requires 1Omni action + 1 Beta action 20 Mana per level Each level produces a new level of Soul Crystal If done to living target deals 20 damage +10 per level Free Skill: Ritual, Monster lore House Trivika The Wargen from the Mountains of Southern Latch are brutal territorial and unforgiving, fitting that a house hold with the same qualities should tame them and make them mounts. The members of this house are easy to upset and are often at the ready to level a challenge of disagreement on any house that dare to bring down that wrath. Like the house Tirane their territory contains some of the mountains of Southern Latch with in it and it is their that the perform their training and tend to the raising of Wargen pups. They care little for politicking and prefer to let their weapons do their talking instead. It is said “Make an enemy of a member of House Trivika count your days if you make him your friend count your blessings.” Equipment: Riding Warg (Stats posted later) Rend Ability: Wargen Rush Spirit 14/+2 per level Must be mounted Charge action Use Ride instead of Melee Combat to make an attack Move full normal speed Deal Damage to all opponents failing Dodge (no Parry) damaged opponents are prone Free Skill: Ride, Fortitude Noble Rankings of Hilatchia High Cort Emperor Khan- Leader of Hilatchia and all it’s people. Zhan- Next inline for the Throne. Grand Dirnen- The Chamberlain of the King. Drackna- One who carries the authority of the king. Household Draken - High Chieftain of the Household. Reavis- Often the 1st born, the Reavis is the next inline for the title of Draken. Dirnen- Chamberlain to the Draken of the Household. Orn- Distinguished male noble of the Empire. Ire- Distinguished female noble of the Empire. Heryar- Distinguished in battle. Einheryar- Distinguished in battle many times. Order of Magi Sem- Elementalist of the order of the Sacred Fire of Zine. Sesh- Grand Elementalist of the order of the Sacred Fire of Zine. Sek- Highest Arch Magus of the order of the sacred Fire of Zine. Order of Summoners Vakona- Summoner Students of Second circle of Summoning. Vala- Summoner of the First Circle of Summoning. Völur-Summoner of the Inner Circle of Summoning. Völuspá- Highest Rank of summoner of the Center of the Circle of Summoning. Tales of the Latch The Origin of the Clans The Creation At The Dawn Of Time there was nothing, neither sand nor sea, nor earth nor sky, only a huge chasm. The sun, the moon, the stars had no places. In the regions north of the great abyss was the realm of Niflheim, a land of shadowy clouds and death. To the south was the land of Rock and Ice, the mountains of Latch. Icy winds of frost seeped out of the North and hot fire roared up from the deep mountain and from the melted drops was formed the first of the clans men of Latch. Three Dragons and Zine Zine a Drenkien (Old word for chieftain) was lost in the northern Latch and had been so for many day and many nights. He climbed to the highest peak to see what he could, and when he looked he did see three mighty and terrible dragons. The Dragons flew across the sky and scorched the heavens and with their roar was carried a mighty wind. The wind blasted with fire made to throw Zine from his peak but he held fast and cried out. The Dragons heard and flew to the peak where they did walk as men. They pulled Zine to his feet and told him they were called Ornin, Radivis and Durin. Zine saw that as men they were bloodied and wounded. He took the last of his provisions and nursed them back to health tending them for 10 days on that peak. On the 11th day then the three were well again they thanked Zine. He asked if they might help him find his homeland for as they could fly, they might better know the mountains of Latch then even he. The three did agree to help but not in the way he thought. Ornin gave Zine the wind that he might travel swiftly and Radivis gave him fire that he might be protected from the monsters that dwell in the mountains, Durin gave Zine the knowledge to master the elements and the three sent him on his way. The troll Uldin and the maiden Sybil For many days the people of the Brommvin Clan could hear the wailing cries of the griffons as the Troll feasted in their rookeries. Nothing could kill the troll Uldin, not fire, not magic, not sword, spear, or arrow. Many of the clans heroes met their end trying to fend off the mighty and gluttonous troll. In these days no woman was allowed to bare weapons so the women of the clan were evacuated to the forest. There it was the maiden Sybil daughter of Dran (Chieftain Old word) Hergindor who took to gathering in the woods to help keep them all fed. While she gathered she could find no food and feared they would all parish. As she despaired, a young Sidhe boy who was fair and slight and at first she took him for a woman when he approached. He said his name was Illan, and he asked her why she cried and she told him of the troll Uldin. Hearing the tale the boy nodded and explained that he know of the troll Uldin and that he could not be killed by any weapon wielded by man, Ork, Sidhe or Beastman alike. He told her that only a woman might lay a blow that could kill Uldin. Sybil despaired further explaining that no woman know how to wield a weapon. Illan’s heart was filled with sadness for the maiden and so he gave to her his bow. He told her that the bow would fire true if her heart held passion. So with bow in hand Sybil traveled back to the halls of her people to find that many were either dead or enslaved by Uldin. Upon seeing her the Troll laughed and bade her to dance for him lest hi kill her on the spot. Fear found no foothold in her heart for it was filled with hatred for the foul monster. Without hesitation she let loose her arrow and it sank deep into the heart of the troll killing him dead. Kingdom of Alandi It is said, in the distant past that the goddess Inra walked the earth. It was she that first made the Alandi from the wind and sea and set them to rule the fertile lands of the Kingdom of Alandi. They built the great power city of towers, XXX in homage to their goddess and spread out into the fertile lands she had given to them. Peace and harmony was had until the scourge came. Alandi’s neighbor, the Hilatchian’s saw what the goddess had given the people and using their dark demons struck the peaceful Alandi, driving them from their lands in a bloody war that left them on the brink. It was only through the true faith of the goddess that the Hilatchia scourge was stopped. Alandi is a kingdom of contrast. Ruled from the great port city of XXX, there court is held in a sophisticated metropolis. The further one goes from the great city the more one sees the dichotomy of the class system that rules Alandi. The Alandi hold great faith in there goddess Inra, and of the two people are the only ones that can call upon her blessing to power their divine magic. They also hold deeply a code of honor that is simple and straight forward: Do nothing that would cause harm to your Kingdom, for it makes you Strong. Hold True your house for it makes you Proud Defend those that are weaker for it betters your honor Hesitate not to strike down those who’s honor is tainted While they have a much more convoluted code of laws based around there honor, true purist of the Alandi code of honor hold these ideals in their heart. The highest military calling in Alandi is that of the Knight. A knight holds to the code of honor but unlike the European tradition of knighthood one can receive the rank of knight but we a spell caster, an archer, even a scout or rogue, as long as one has noble blood and holds the core of the honor code in one’s heart. The Alandi nobility are obsessed with the desire to regain their ancestral land from the Hilatchian’s and war simmers in the air. Noble Houses of Alandi High House Conway Conway is one of the more secretive houses among the Alandi. Conway owns the School of Whispers where Spies (And Assassins) are trained. Conway holds a unique position of power in that it’s members are often aware of many of the kingdoms secrets, and though it will be denied, they often know secrets they are not supposed to. A Conway has been in charge of the royal intelligence services since the birth of Alandi. The current head of house Conway is Lord Archer Conway. House Conway was formed in the early days of Alandai and was granted great house status after the was that formed the kingdom. Conway is the only house, besides the Royal house that has been a great house since the forming of Alandai. Special Item: Signet ring of Conway Grants: The Conway family has such an extensive network of informants that in every town or city over 100 people there is a 35% chance that they will have a valuable contact there. This ring allows them access to this network. This network can provide information, Retainers, money, or access to secret locations. Agents of Conway also receive a legitimate Hilatchian Identity. This identity can be compromised through player action, beware. (this does not confirm skills in the hilatchian language, 3+ is recommended) Special Ability: Concealers Way Cost: 14 + 2/lv Spirit Conway can use this power to conceal any items that can fit into the palm of their hand. If attacking with a weapon that has been concealed and is undrawn the opponent must make an Awareness/Search roll as a free action to notice the attack or it is considers a surprise attack. Any attempt to notice this attack or find a concealed item is at a 5% Penalty/Level. The level also determines how many items can be concealed at one time. Free Skill: Search, Stealth High House Mallory Masters of the spoken word, nobles of Mallory are master diplomats, traders and teachers. One of the most learned houses, Mallory nobles also excel in manipulation and misdirection, at least at the political level. House Mallory is a rather young High House having recently (In the last 60 years) pushed house Pillar out of favor due mostly to the trading and alliances they negotiated at the end of the Hilatch/Alandai war. It was through their negotiations that ally troops helped stop the Hilatch advance and brokered the uneasy cease fire that currently exists. Special Item: Writ of Spoken Word While holding this rolled scroll case, a speak for house Mallory gains a +15% bonus to Haggling, Diplomacy and Scrutinize. This bonus can be applied only while speaking the truth. This does not mean that truth cannot be concealed, or twisted, but an outright lie (while using this bonus) will shatter the Writ. Special Ability: Placating Word Cost: 8 + 2/lv Mana Using this power on someone who’s social standing is below 0 to the Mallory noble, will automatically raise them to a 0. Using it on someone who is enraged or has a fear affect forces a will power check or loose the status effect. Free Skill: Diplomacy, Haggling High House Calandra While many of the house of Alandi follow the more martial pursuits. House Calandra has focused on the elemental forces of Magic. Master mages and war casters Calandra hold many of the secrets of the mystical world highly guarded. Calandra also owns and runs the College of the Word and the Way, the most sought after magical education in the kingdom. Calandra’s history is steeped deep in mysticism, they have the most blooded members and hold many of the kingdoms more mystical secrets. The Great Manor and Towers of Calandra has a huge network of catacombs below it, of which very few know all of the secrets of the underground. Special Item: Staff of Shielding A symbol of graduation from the College, for all house members, the staff provides a pool of mana (50 Mana). By putting 10 mana in as a reactionary ability, the staff can deflect 10 points of damage. Special Ability: Words of Power 20/Lv Mana Members of house Calandra learn 5 special words, secret power words in the dragon tongue that were given to their house. Speaking these words apply a status effect (with a failed Willpower roll) for each word spoken. For each level gain the next word from the list that the Calandran knows. All effects last for only 1 round. This ability must always be used as the maximum level you have. The Words: 1. 2. 3. 4. 5. Unbalanced Confusion Stun 3 Mute Fatigued Free Skill: Magical Principle, Concentration High House Edris Lord of the plains and of horses, master breeders and trainers, Edris has the finest steeds in all the lands. High house Edris is a relatively young High House as well and is considered rather uncouth by the nobility. However unlike Mallory, they did not displace any other house to gain their position. The house was elevated after the performance of their calvary on the fields of battle. Edris is currently controlled by the Duke Archer Edris, he is ailing and there is talk of which of his knights will be appointed to head of house, as the Duke has no Sons or Daughters. Special Item: War horse of Ediron (Stats Later) Special Ability: Riders Bond Cost: 8 + 2/Lv Once per level per battle, the Riders of Edris can spend Mana to forgo a ride check where it’s required to control their mount. Or they can shorent the horses turn rate by 1 per level. Free Skill: Animal Husbandry, Ride High House Marna Keepers of the code of honor, most of the most noteworthy knights come from house Marna, and their warriors are second to none in the kingdom. Marna is a house in some ways at war with itself. There standards for their knights and warriors is considered so high that it is thought by some that none can truly achieve them. Being a warrior of Marna is a lifelong pursuit of dedication. Special Item: Armor of the Keeper Light chain and plate armor that is custom fitted to the knight. Serves as Medium armor that negates any penalties for the armors weight. Special Ability: Call Duel Cost: 10 +2/Lv Mana By calling out the Ancient dragon word for challenge, the Target must make a will check to leave the area of the duel. Anyone trying to interfere in the combat must make a Will power roll to do so. Free Skill: Philosophy of the Stone, Parry House Pallas Archers and hunters from the forest of Thines. One of the least sophisticated houses, they none the less serve a powerful roll defending the borders of the forest and the kingdom of Alandi. Pallas is really a noble house only because of the land they occupy on the borders and because of their dedication in defense of Alandi, hardly ever seen at court there voice carries little weight except in the defense of the borders. The current Duke, Leo is a young man, and considered by many to be the greatest archer in the last 200 years, since the first Duke of Pallas appeared during the foundation war. Special Item: Black Oak Arrows Made from the unique black oak wood in the forest of Thines. These arrows are hard enough to pierce steel, but specially made to shatter in the wound. They negate 10 points of armor and increase damage by 5. A player of Pallas starts with 50 arrows + 25 per equipment point and can buy more if they return to Pallas. The arrows are not recoverable. Special Ability: Defenders Ambush Cost: 10 + 2/Lv Stamina per round When attacking from cover or ambush opponents have a -2%/Lv penalty to find them. Free Skill: Stealth, Survival House Page Warriors of the front lines, skilled scouts and Rangers. Masters of Skirmish level combat. Page is nobility much the same way that a pony is considered a horse, They have the trappings but everyone chuckles behind their back. Page churns out many warriors, and while they are not of the same quality as those of Marna they are none the less skilled, especially in the more subtle arts of Skirmish warfare and front line tactics. Page has a lord at court though it is considered mostly ceremonial and no one listens to him much, understanding this if not liking it house page generally sends a lord who has distinguished himself in battle as a reward for long service, since the job is untaxing and comfortable. Special Item: Warriors Spear Serrated Short Spear: 22 Damage, Can be thrown, Causes Bleed 2 on a critical. Special Ability: Mind for Details Cost: 10 + 2/Lv Provides +4%/lv to Awareness/Search rolls that rely on vision. This ability is reactionary. Can be used to detect ambush. Free Skills: Combat Reflexes, Sprint House Pilar Merchants of house Pilar control most of the guild interests in Alandi. This control make Pilar a powerful force, powerful enough that they were once a Great House, until they were pushed aside by the king for the failure to maintain supplies and resources during the Hilatch War. They consider this a great disservice and seek to regain their position. There is almost blood fude like tension between Pilar and Mallory though it simmers beneath the surface, and is well hidden from most. Special Item: Contract of the Guilds While in position of this contract members of house Pilar can gain favors, audience and special items from guild masters (Equating to a +10% bonus on any dealings with Guilds, or 10% discount). They also gain +3 items points at the beginning of the game. They get the normal bonus rolls. Special Ability: Keen Assessment Cost: 10 +2/Lv Spirit Members of Pilar are trained to assess people weakness. They gain +5% to Scrutinize checks and Haggling Checks. They also reduce penalties to detect someone trying to deceive them by 5%/lv. Free Skill: Haggling, Acting House Sabina Keepers of the faith and most pious of the houses. A large majority of paladins and priests come from Sabina, and those that do are the most devoted to the cause of the goddess. Sabina is considered a holy house, and generally saying you are from Sabina will have a person assume you are a Paladin or Cleric, or training to be so, especially among the noble sons. The Sabina manor is high on a hill to be close to the sun goddess, and thousands of people make pilgramges each month to see the place where the goddess supposedly spoke to the people high up the mountain on the Overlook of Sines. This sight is protected by only the most noble of Sabina and is considered a focus of the Goddesses power. Special Item: Token of Faith A sign of the goddess made of crystal, showing the clarity of thought when the goddess has blessed you. This item grants a casting speed bonus to Holy magics lowering the speed cost of spells under 5rd level to a single Omni. Special Ability: Recitations of Faith Cost: 14 +2/Lv Stamina Sabina members strength of faith is so strong that they can grant a Moral bonus of +2/ lv. To do this they must spend a beta to recite the tenants of faith and strength granting the bonus to all followers of the goddess who listen. This ability Strains. This ability can not stack with it’s self. Free Skills: Religious Doctrine, Rituals House Sintra House Sintra live high in the mountains, and are known for their magnificent hunting gryphons that fight at their side. A young house by any standards Sintra has spent lifetimes training gryphon’s and serving as mercenaries for the other houses. When the treasury dried up during the Hilatch war, Sintra’s price for its continued aid in the war as status as a noble house which they hold onto tightly and aggressively push forward their goals. Young Sintra and her duke Xavier have eyes for power and being a High House. Special Item: Fighting Gryphon (Stats to follow) Special Ability: Join attack Cost: 14 + 2/Lv By spending an Omni and a beta you can make an attack for both you and your gryphon. This does not use one of the gryphons normal attack. Both attacks are at +2/Lv. Free Skills: Animal Husbandry, Climbing Races Mystic Kingdoms does not use playable PC races. All players are considered to be fundamentally human. However there are many bloodlines that are mixed with the magical races of the world granting special abilities. All Races have two forms, a weak blood and strong blood form. The cost to acquire each is different and once one is purchased it cannot be changed. Sidhe Blooded: You carry the blood of one the the fairy nobles of the Emerald or Dark Forest courts. This boon grants you inhuman beauty and some of the whimsical nature of your bloodline. Troll & Ork Blooded: You carry the blood of a troll or ork in your veins. Often brutish and quick to anger, you counter this detriment with a strength and resilience beyond most mortal men. Blood of the Beast: You carry the heritage of one of the many Beast races in you. This often expresses it’s self both with animal like reflexes and traits, but in your appearance as well. Celestial Blooded: You carry a bit of the celestial in you, some greater being of the celestial courts has touched your bloodline granting them a small bit of otherworldly grace. Abyssal Blooded: The blood of the void courses through you, granting you demonic abilities as per your Sire, but also the stigmata that may come with being touched by a demon. Elemental Blooded: Your blood line grants you an affinity with one of the elements (Earth, Air, Fire or Water). Dragon Blooded: Your sire, long past was one of the Dragons. Distant relations with the great wyrms has deeply deluded the blood, but still grants you some measure of power. Custom Majik Each faction in Mystic Kingdom’s offer access to a unique school of magic along with normal elementalism. Hilatchia: The Art of True Summoning, the crafting and binding of demonic companions from magic and souls. Alandi: Magic of the True Divine, Miracles and power from the countries goddess. Way of the Summoner Summoning A summoner is able to call forth and dismiss a being created through soul forging. This Power is used with WP and each level of the ability grants 5% bonus to the roll. The level of summoning possessed is the maximum level of creature or creatures total le vels that the summoner can control. Each Competence level allows the summoner to have an additional active summon out at once. The total levels of the combined creatures may not surpass the summoner’s level of this power. Greater Summoning An advance summoner is able to call forth and dismiss advanced beings created through soul forging. This Power is used with WP and each level of the ability grants 2% bonus to the roll. The level of summoning possessed is the maximum level of creature or creatures total levels that the summoner can control. Each Competence level allows the summoner to have an additional active summon out at once. The total levels of the combined creatures may not surpass the summoner’s level of this power. Diabolic Contractor The Diabolic Contractor is not only able to call forth and dismiss advance beings created through soul forging. This Power is used with WP and each level of the ability grants 2% bonus to the roll. The level of summoning possessed is the maximum level of creature or creatures total levels that the summoner can control. Each Competence level allows the summoner to have an additional active summon out at once. The total levels of the combined creatures may not surpass the summoner’s level of this power. The Diabolic Contractor is able to Manipulate soul stones to act as a defense as a natural attraction granting the total level of all summoning ability is the level of deflection granted by this effect. At every odd level of Summoning a summoned monster may have a new trait. Soul Forging The crafting of artificial creatures though the use of Soul Gems is performed by those referred to as Soul Forges. The creatures crafted in this manner a shaped though the very will and mind of the Soul Forge and there for the creatures are often more powerful then their authentic counterparts gifted with additional powers not normally available to that creatures type or higher Attributes. Performed via the Channel Magic Skill with the use of the Soul Gem component. When soul forging the amount of stones need to make a level One creature is one Soul Gems a level two creature requires that a Soul Gem be paid for level one and two Soul Gems to make it level two and so on and so forth. This dose mean that a level five creature will require a total of fifteen level one Soul Gems or one Level 5 Soul Gem. At level 1 a forged creature gains one trait At level 3 a forged creature gains one trait At level 5 a forged creature gains one additional trait At level 7 a forged creature gains one additional trait. At Level 9 a forged creature gains one additional trait At level 10 a forged creature gains one additional trait At level 13 a forged creature gains one additional trait At Level 15 a forged creature gains one additional trait Creature advancement A Creature has a base 30% for all Attributes and 50 in all vital stats. At every level a creature gains 30 vital stats and three packets that may be distributed in any of the following ways. One packet may be spent for: Gain three 5% advancements to any three separate Attributes. (Creatures attributes are not subject to cost increase at level 50, 60, 70 ect. They may only raise any single attribute one per level) Gain three single ranks in any three separate skills. Gain 1 rank Technique or Power creature has access to. Gain 1 rank in a trait ability Soul Forge (Soul Forging-Journeyman Competence) Any existing or newly created Summon Servant can be advanced through level 1-5. Each level grants the soul forger a new specialization. The specializations allotted are Construct; Monstrous Being; Scum; Plant; Magical Beasts. Soul Annealing (Soul Forging-Focus Competence) Any existing or newly created Summon Servant can be advanced through level 6-10. Each level grants the Soul Forger a new specialization. The specializations allotted are Elemental Fire; Elemental Water; Elemental Wind; Elemental Earth; Elemental Wood; Elemental Arcane; Aberration. Soul Temper (Soul Forging-Master Competence) Any existing or newly created Summon Servant can be advanced through level 11-15. Each level grants the Soul Forger a new specialization. The specializations allotted are Smoke Aether; Ice Aether; Metal Aether; Electricity Aether; Abyssal. The Divine Word Divine Abilities: Divinity Greater Divinity Divine Entity: Requires +3 Destiny Surplus Healing: Generates 10 healing per level, affects only the priest. This costs 4M. Blessing: Grants 1 Re roll with a bonus based on level. Can only be placed on each person once per day. Level affects number of targets that can be blessed per casting. This costs 6M. Restoration: Remove physical status effects from a target. Each odd level removes one effect, level imposes a bonus or penalty equal to 2%/Level depending on if the ability is beneficial or detrimental. Costs 6M Rectify: Remove fate from a target. Fate removed is equal to level. 6M per level Protecting: Evil, Unholy, Undead, Fae -5%/lv combat penalty to foes, Acts as a greater aura around the priest. The priest must continue to pray granting a -5% penalty to all actions. 6M per level Smiting: Inflict 10 holy damage at range equal to 2 times the level. 4M per level Resurecting: Returns a person from true death. Level works as charges (used upon casting). Level determines the number of hours after death a person can be raised. Returns a person with 1 health, 1 spirit, 1 mana. Costs 6M per level. Calling Aid: Summons the true power of the goddess into the priest. The priest becomes an avatar of the goddess and gains abilities. Each level acts as a charge that is spent when this power is used. This costs 6M (Requires Divine Entity) Succor: Transfer damage from a target to yourself. 20level costs 6M Holy Light: Aura of holy damage surrounds the user. This does the same damage as Smite. 4M per level. Duration is equal to the level. Sanctify: Unholy and Undead must make WP check with a penalty equal to level, to enter an area with radius/lv 6M cost Banishment: Unholy, undead enter test of wills (Mental Grapple) Once grapple is controlled the demon will be banished if it is maintained for a number of rounds equal to the demons level – power rank (minimum 1). undead gain panic, if there level is 3+ less that power rank they are turned to dust. 6M