Glossary
(Packet, Organic Weapon)
(Rankless) If the player is hit by a spell, the player absorbs the spell, voiding it and allowing the player to use it. The player can use a spell packet, weapon, or use the original application method of the spell, but it must be their next action. The player can choose to not void the spell; if the spell is not voided, the absorbed spell can only be used as a Rank I version of the spell. If the spell is an AoE spell, the player only uses the spell as if it were a single-target spell. If the spell does multiple things, the player only uses the damage and effects they were hit by. If a target marked by one of the player's Arcane Marks is hit by a spell, the player may use an absorb to redirect the spell from the target to the player and absorb it, which consumes the mark.
(Self)
The player can leap during combat, making them immune to damage and effects. Acrobatics can be used to jump over obstacles, negate collision damage, and negate the damage and effects of a trap. The player can attack once or use one ability during each leap. The player must have one foot planted between leaps but can stay there as long as they wish before making their next leap. If the player is forced to move while landed, they can instead use the next leap of Acrobatics, else that use of Acrobatics breaks.
(Rank I) The player can leap for 5 seconds.
(Rank II) The player can leap two times in a row for 5 seconds each leap.
(Rank III) The player can leap 3 times in a row, 5 seconds each leap.
The player can preemptively set up a trap while out-of-combat on objects, people, or the ground. The player can only set one trap per encounter. Traps cause additional effects or do additional damage depending on the environment. The player adds 2 damage on their first single-target attack against a target caught in a trap. The player chooses whether the trap does AoE damage or single-target damage when it is set.
(Rank I) Traps do 4 damage in a 5’ radius or 8 damage to a single target.
(Rank II) Traps do 8 damage in a 5’ radius or 12 damage to a single target.
(Rank III) Traps do 12 damage in a 5’ radius or 16 damage to a single target.
Additionally, the player gains an advantage depending on the type of environment. (Every encounter will fall under one of these environments.)
- Open Area
- (Rank I) The player adds 1 base damage against any target that has made a ranged attack.
- (Rank II) The player adds 1 base damage against any target that has made a ranged attack. The player gets 1 DR.
- (Rank III) The player adds 2 base damage against any target that has made a ranged attack. The player gets 1 DR.
- Partial Cover
(Reaction)- (Rank I) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 2 seconds (once per enemy). Invisibility ends if any offensive action is taken.
- (Rank II) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 5 seconds (once per enemy). Invisibility ends if any offensive action is taken.
- (Rank III) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 10 seconds (once per enemy). Invisibility ends if any offensive action is taken.
- Close Quarters
Reduce the player’s damage to allies to 0.
- (Rank I) The player adds 1 base damage to their first three melee attacks against a target.
- (Rank II) The player adds 2 base damage to their first three melee attacks against a target.
- (Rank III) The player adds 3 base damage to their first three melee attacks against a target.
(Self, Reaction)
Adrenaline is usable once per quest. The player can activate Adrenaline whenever they want while above 0 HP or as soon as they hit 0 HP. When activated, the player sheds any remaining armor, and their HP is reset based on rank. The player’s maximum HP is 24 regardless of rank. The player can’t receive any positive or restorative effects from allies or use items other than weapons and shields. The player can use an effect on a weapon, but cannot receive positive or restorative effects from a weapon. The player can receive positive effects from warrior talents. If the player isn't in combat with an enemy for more than 5 seconds the Adrenaline drops.. When Adrenaline drops the player will either drop to 1 HP if Adrenaline was activated when the player had HP remaining, or to 0 HP if Adrenaline was activated when the player hit 0 HP. and their maximum HP returns to normal.
(Rank I) The player’s HP is set to 6. The player restores 2 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.
(Rank II) The player’s HP is set to 12. The player restores 3 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.
(Rank III) The player’s HP is set to 18. The player restores 4 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.
Advanced Training allows the player to purchase a Warrior Title at the cost of a skill. The player can only pick from Shield Fighter, the armor category, or the support category.
(Rank I) The player chooses the Rank I effect of a Warrior Title.
(Rank II) The player chooses (without the effects of the prior ranks of the Warrior Title) the Rank II or Rank I of a Warrior Title.
(Rank III) The player chooses (without the effects of the prior ranks of the Warrior Title) the Rank III, Rank II, or Rank I effect of a Warrior Title.
(Ranged Weapon)
The player gains bonus damage to their next ranged attack if they are at least 5’ away from where they made their last ranged attack.
(Rank I) The player adds 1 base damage.
(Rank II) The player adds 2 base damage.
(Rank III) The player adds 4 base damage.
The player opens their wings and stuns enemies or friends for 5 seconds. Individuals in a 5-foot radius are affected. If someone attacks the stun is broken (OPQ).
Jade equipment weighs half as much (this can reduce weight class).
The Angelucians treasure life and seek to bring peace and justice to all. After a mighty war some stayed back to help the new world recover; over time they have developed a culture that both respects their ancient traditions and partakes of the lifestyle of the world they inhabit. Angelucians have feathered wings that range from brilliant white to light grey. Angelucians who fail to follow their personal moral code will become darker over time.
(Self AoE)
The player damages and causes a stumble effect to all enemies within 5’ of the player. Arc can be used during a Bolt.
(Rank I) Arc deals 1 damage
(Rank II) Arc deals 3 damage
(Rank III) Arc deals 5 damage
Allows the player to sense when magic has been used recently in the immediate area, and with enough time, what type of magic it was.
(Organic Weapon, Packet, Reach)
(Rankless) The player can apply the Arcane Mark onto one target at a time to link the target to themself. The player can point any single-target Spellbinder talent to the marked target, however using a talent this way breaks the link. Any time the player voids, a marked ally also voids at the same time without breaking the link.
Attacks that deal piercing damage do not count as attacks for the sake of this skill.
(Rank I) After hitting an enemy or an enemy's weapon or shield with five attacks, the player's next attack against the same target is piercing.
(Rank II) After hitting an enemy or an enemy's weapon or shield with four attacks, the player's next attack against the same target is piercing.
(Rank III) After hitting an enemy or an enemy's weapon or shield with four attacks, the player's next attack against the same target is piercing. If the player hits the same enemy or the enemy’s weapon or shield with three additional attacks, the player's next attack is piercing. If the player hits the same enemy or the enemy’s weapon or shield with two additional attacks, the player's next attack is piercing. If the player hits the same enemy or the enemy’s weapon or shield with an additional attack, the player's next attack is piercing—if the player continues hitting the same enemy or the enemy’s weapon or shield with attacks, every other attack is piercing.
The player gains bonus damage as long as they remain within a 5’ radius of where they made their last ranged attack. The first ranged attack in an encounter gains the bonus damage. The player must focus for 10 seconds if they want to change the location of the spot to a location further than 5’ from their current spot.
(Rank I) Adds 1 base damage to the player’s ranged attacks.
(Rank II) Adds 2 base damage to the player’s ranged attacks.
(Rank III) Adds 4 base damage to the player’s ranged attacks.
(Melee Weapon, R3 Weapon)
If an enemy is alerted to the player, the player cannot use Assassinate for the rest of the encounter. The player cannot assassinate a target that is in combat. Enemies with high Durability may not take the full effect of this ability.
(Rank I) The player can make a melee strike to instantly reduce a target's HP to 0 provided the target is not aware of the player's presence. This is audible to anyone within 10'.
(Rank II) The player can make a melee strike to instantly reduce a target's HP to 0 silently provided the target is not aware of the player's presence. The player can hide unconscious targets instantly.
(Rank III) The player can make a strike to instantly and silently reduce a target's HP to 0, provided the target is not aware of the player's presence. The player can use a ranged weapon to Assassinate. The player can hide unconscious targets instantly. The player can regain the use of Assassinate during the same encounter if all enemies that were aware of them are unconscious.
Frozen Shield (Ice)(Self, Reach, Packet) In addition to the DC, the target may reduce one instance of damage they receive by 5 to a minimum 0 when they choose by calling “Block”. (Rank I) The target has a DC 8. (Rank II) The target has a DC 6. (Rank III) The target has a DC 4. |
Water Whip (Water)(Self, Reaction, Packet, Organic Weapon) The player can consume a cast of Water Whip to reduce an instance of damage taken to an arm by 5 to a minimum of 0 by calling “Block”, or to deal 2 damage and cause a stumble effect. The player can only have one Water Whip active at a time. (Rank I) The player gets 2 casts of Water Whip. (Rank II) The player gets 3 casts of Water Whip. (Rank III) The player gets 5 casts of Water Whip. |
Vapor’s Edge (Mist)(Reach, Packet) (Rank I) The ally’s next three single-target attacks deal 2 additional damage. (Rank II) The ally’s next three single-target attacks deal 3 additional damage. (Rank III) The ally’s next three single-target attacks deal 4 additional damage. |
(Rankless) When used, the player may choose one of the following effects:
- Combat
- Bola (Packet, Ranged Weapon) - Ranged Knockdown
- Caltrops (Self Cone) - Stumble enemies in a 5’ cone
- Smoke Bomb (Packet, Ranged Weapon, Self AoE) - Blinds allies and enemies in a 5’ radius for 3 seconds
- Throwing Nail (Packet, Ranged Weapon) - Pins a target for 5 seconds
- Role Play
- Grappling hook
- Climbing claws
- Weights
- Powder
- Sleeping gas (Reach) - Causes a calm target to sleep instantly. The target wakes up after 30 seconds, when hit, or upon physical contact.
Bandi are a hardy, rowdy, and aggressive people that value community and hard work. They express their emotions without hesitation with the understanding that it is better to work through differences quickly. Their way of life is dangerous, so they live each day as if it might be their last. Bandi have tanned skin with splotchy charcoal colored patterns and veins that glow like embers under their skin. They have a lean build and one to three ridges along the back of their necks, shoulders, arms, and legs. Their eyes and the back of their throats glow slightly.
The player gets 2 extra HP points on top of their health that refreshes after every encounter.
(Self)
Using Barrier again before using the damage increase breaks the damage increase. The player can choose to remove the SP early to receive the damage increase sooner.
(Rank I) The player gains 2 SP and adds 1 damage to their next two single target attacks after the SP is depleted.
(Rank II) The player gains 4 SP and adds 2 damage to their next two single target attacks after the SP is depleted.
(Rank III) The player gains 6 SP and adds 3 damage to their next two single target attacks after the SP is depleted.
The player must have Equipment Crafting to benefit from this title.
(Rank I) Equipment the player makes has an additional modification slot that only the player can benefit from.
(Rank II) The player gets the effects of the prior rank. Additionally for every used mod slot on an item, the player gets a unique effect:
- Weapon (including shields): The player deals 1 additional damage on X single-target attacks where X is equal to the number of slots used on equipped weapons and shields
- Armor: The player gets X additional AP where X is equal to the number of slots used on the worn armor
(Rank III) The player gets the effects of the prior ranks. Additionally, the player picks two slots worth of armor or weapon mods. If the mods work with the item, the mods are on any item that the player uses (e.g., the player selects wieldy, so every weapon the player picks up has wieldy when they use it).
The player's wings glow in a 10-foot radius around them. It may also be used when the player is unconscious or dead to illuminate themself (OPQ).
Allows the player to throw down their weapon and call “Belly Slam” while pushing their belly forward, pushing a target 5 feet back (OPQ).
Whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them, the player’s base damage increases by 1.
(Rank I) The player can have a maximum of 1 additional base damage from this skill.
(Rank II) The player can have a maximum of 2 additional base damage from this skill.
(Rank III) The player can have a maximum of 3 additional base damage from this skill.
When two or more Casarious Elves are together, their max HP is increased by 1.
(R1 Limited Range Point, R2 Self Cone, R3 Self AoE)
The player pins targets for 5 seconds at all ranks.
(Rank I) The player pins a target within 5’.
(Rank II) The player pins all enemies within a 5’ cone.
(Rank III) The player pins all enemies within 5’.
The player gets a different effect depending on what type of forest they’re from or what type of tree they resemble.
Locust - Can ignore thick brush or similar natural inconveniences
Oak - If organic, heavy armor weighs 1 less, and ultra heavy armor weighs 2 less. The armor weight class does not change.
Pine - If you’re in a snowy environment, you can sense your surroundings by hearing.
Other trees or biomes will be described on a case-by-case basis.
Allows the player to disappear from sight if in a crowd of five or more people.
The player may activate Blessed Weapon to summon a weapon of their choice from the heavens. The weapon swings for 3 with weapon dexterity and 2 without. The weapon cannot be voided, broken, or disarmed. This weapon does double damage and glows blue against the Forsaken and their allies. Lasts for an encounter. May not use any abilities with the weapon while in use (OPE).
(Packet, Weapon)
(Rank I) The target is blind for 5 seconds.
(Rank II) The target is blind for 10 seconds.
(Rank III) The target is blind for 20 seconds.
(Reaction)
(Rankless) The player has two uses per purchase. The player can reduce a single instance of damage by 5 to a minimum of 0. The player can only use one Block per instance of damage.
The player can sense when other Casarious Elves are near, as well as any tainted (vampire or were) blood.
(Reach)
A target cannot be revived more than once per encounter.
(Rank I) The player revives an adventurer and restores 1 HP to them.
(Rank II) The player revives any target and restores 3 HP to them.
(Rank III) The player revives anything and restores 10 HP to them. If the target has less than 10 maximum HP they get temporary HP, making their maximum HP 10 for the rest of the encounter.
(Reaction)
(Rankless) The player can reduce a single instance of damage by 15 to a minimum 0. The player can only use one Brace per instance of damage.
(Self Cone)
(Rank I) The player swings in a direction, dealing base damage to all enemies in a 5’ cone.
(Rank II) The player swings in a direction, dealing 2 additional base damage to all enemies in a 5’ cone.
(Rank III) The player swings in a direction, dealing double base damage to all enemies in a 5’ cone. The player may instead affect all enemies in a 5’ cone with a Rank I or Rankless ability.
The player gains a stack of Building Flame after hitting enemies with six attacks. Each stack of Building Flame increases the player’s Pyromancy skill and ability damage by 1 for the duration of the encounter.
(Rank I) Building Flame can increase damage to a maximum of 1.
(Rank II) Building Flame can increase damage to a maximum of 2.
(Rank III) Building Flame can increase damage to a maximum of 3.
Casarious Elves are a reclusive and little known people. They split off from the Dark Elves because of their opposition to the hive mind-like nature that permeates much of Dark Elf society. Casarious Elves are rarely seen away from their communities, which are secluded and underground. Casarious Elves have a similar build and appearance to other elves. They have pale skin, likely due to their subterranean dwellings, and eyes that vary from red to pink. Casarious Elves are usually opposed to clerical healing. They are sometimes associated with anti-were and anti-vampire weapons and initiatives.
Catdrah are a proud and enterprising people who tend to seek out glory, fame, and attention. They are generally risk-takers that put high value in the legacy they hope to leave behind. Catdrah appear human but are fully furred with catlike tails and ears. They have large, cat-like eyes with vertical pupils. There are four species of Catdrah with four respective clans; the Gold Maned Nolis, who are known for being calm and often take on leadership roles; the Peldroa, who have dappled coats and lean physiques; the Reg-Ti, who have striped coats and are the strongest species, and the Thachee, who have coats of shades of brown with black spots and are known for being the quickest of the Catdrah.
(Packet, Organic Weapon)
When the player uses this ability they gain multiple casts of Chain Lightning that deal 2 damage. Every time the player hits an enemy with a cast they add 1 damage to their remaining casts left in that use of Chain Lightning. If any other damaging spell is used, any remaining casts are lost.
(Rank I) The player has 3 casts.
(Rank II) The player has 4 casts.
(Rank III) The player has 5 casts.
(R1 Point, R2 Self AoE, R3 Encounter)
A challenged enemy can only make offensive actions that have the player as the (or an) intended target. A challenged enemy is no longer challenged if the player drops to 0 HP, if the enemy is damaged or effected by one of the player’s allies, if the player becomes immune to damage and effects by themselves or an ally, or if the player is avoiding combat.
(Rank I) The player challenges one enemy.
(Rank II) The player challenges all enemies in a 5’ radius.
(Rank III) The player challenges all enemies in the encounter.
To use Charge, the player adds the prefix “Charged” to the spell and calls the total damage.
(Rank I) The player gains 1 Charge stack for every three attacks they hit enemies with. The player can have a maximum of 4 Charge stacks. To use stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.
(Rank II) The player gains 1 Charge stack for every two attacks they hit enemies with. The player can have a maximum of 6 Charge stacks. To use Charge Stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.
(Rank III) The player gains 1 Charge stack for every attack they hit enemies with. The player can have a maximum of 12 Charge stacks. To use stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.
Allows the player to run into a battle until they are within 5 feet of the nearest target (OPQ).
(Character Interaction)
Charisma makes the player highly persuasive or emphatic to a target or group of targets through spoken words, a look, or physical actions (i.e. a bow or handshake).
(Rank I) Makes the player very persuasive or emphatic, such that a target is inclined to believe or approve of the player’s stance.
(Rank II) Makes the player highly persuasive or emphatic, such that a target is strongly inclined to believe or approve of the player’s stance.
(Rank III) Makes the player exceptionally persuasive emphatic, such that a target is strongly compelled to believe or approve of the player’s stance.
Players from any class can invest in Classless talents.
Clerics have control of Interplanary powers, which they use to heal and protect themselves and others. Clerics have the ability to become tanky Paladins, who primarily fortify themselves while fighting, or supportive Soothsayers, who protect their allies from a variety of harm.
Clerics can enchant Interplanary-related gems and scrolls.
Allows the player to instantly climb or cling to any target as long as it is made of an organic material and the player is both conscious and can use 3 limbs (OPIGD).
The player can dig a rudimentary dwelling into suitable earth and unpack their keepsakes, allowing for a much safer and more enjoyable campsite. They’re so accustomed to this evening habit, that it takes hardly any time at all for them to make a cozy bunker for themselves. To make one large enough for guests would require some additional time.
This skill costs 2 XP and can be purchased multiple times.
(Rankless) The player’s carrying capacity increases by 1 weight.
(Reaction)
(Rankless) If an ally within 5’ is hit by a single-target attack or effect from a melee weapon, the player can negate that hit. The player can then immediately attack the target that hit their ally. If they hit the target, the use of Counter is not consumed.
(Melee Weapon)
The player has two uses per purchase.
(Rank I) The player adds 2 damage to a melee weapon attack.
(Rank II) The player adds 4 damage to a melee weapon attack.
(Rank III) The player adds 6 damage to a melee weapon attack.
Allows the player to ease any malice currently directed at them (OPQ).
Dark Elves are slim and pale, with blueish veins and dark eyes. They have gravelly voices and speak in a monotonous and stoic manner. Dark Elves prioritize serving their Queen, benefitting the Dark Elf kingdom, and bettering its people. Dark Elves live on the island of Corunum and have a navy that is renowned throughout Claritas. They work diligently and value studying science and the arcane. Their seclusion and prioritization of their people means that they are usually not well liked by other Kin.
Allows the player to hide in shadows for 15 minutes or until they leave the darkness, are illuminated, or attack someone (OPR).
Allows the player to appear very intimidating to an NPC.
(Packet, Weapon)
(Rank I) The target is shaken for 5 seconds.
(Rank II) The target is shaken for 10 seconds.
(Rank III) The target is shaken for 20 seconds.
(Ranged Weapon)
The player calls “Deadeye [damage]” when using this ability. Deadeye attacks are considered abilities, not modified basic attacks.
(Rank I) The player makes a ranged weapon attack that is piercing.
(Rank II) The player makes two ranged weapon attacks that are piercing. These attacks do not have to be consecutive.
(Rank III) The player can make any number of ranged weapon attacks that are piercing until they move. After moving, the player makes three ranged weapon attacks that are piercing. These attacks do not have to be consecutive.
The player’s beauty and stately flourish will make most people somewhat more amenable to their suggestions. The player must be careful though, any break in their practiced poise and grace will nullify their diplomatic advantage. Conversely, it can do nothing to enhance aggressive coercion (OPIGD).
(Voice, Reaction)
The effectiveness of Decorum will vary depending on the context and targets.
(Rank I) The player can take back spoken words or grab the attention of a target.
(Rank II) The player can take back spoken words, force two targets to stop fighting, or grab the attention of a group of up to 16 people.
(Rank III) The player can take back any non-heinous action or make any-sized group of people stop and listen to the player.
(Packet, Organic Weapon)
Delirium can be used alone or in combination with other frenzies. If a frenzied target hits the player during a Fortify, the player can use a Delirium of the same rank of frenzy the target is effected by on that target after the Fortify time ends without consuming the use of Delirium.
(Rank I) The target is frenzied for 5 seconds.
(Rank II) The target is frenzied for 10 seconds.
(Rank III) The target is frenzied for 20 seconds.
The player may escape from any desert traps or effects. The player must describe what they want to do to avoid the environmental effects.
Allows the player to earn trust and possibly skip some low-level trust-earning tasks based on their honor alone. The player must never betray the trust given from this attribute.
(Melee Weapon)
(Rankless) The player must hit a target’s weapon. The player forces their opponent to throw or drop their weapon in the direction they were swinging. The player and their allies may not interact with the disarmed weapon. Hitting the target’s weapon counts as hitting the target.
Disaster can be used once per quest.
Freeze (Ice)(Encounter) All enemies or allies in the encounter including the player freeze, making them immune to damage and effects, unable to move, speak, use items, attack, or use talents. The player is aware and can still speak while frozen. The player may break Freeze at any point they wish before the duration ends. (Rank I) Freeze lasts up to 15 seconds. (Rank II) Freeze lasts up to 30 seconds. (Rank III) Freeze lasts up to 60 seconds. |
Tsunami (Water)(Encounter, Gesture) (Rank I) The player pushes all enemies in an encounter 5’ in the direction the player motions and causes a knockdown effect. (Rank II) The player pushes all enemies in an encounter 10’ in the direction the player motions and causes a knockdown effect. (Rank III) The player pushes all enemies in an encounter 20’ in the direction the player motions and causes a knockdown effect. |
Tempest (Mist)(Encounter, Self AoE) The player is enveloped in a swirling pillar of mist. All allies may choose to call “Evaporate” when tempest is called to go to the player. This Evaporate lasts until the ally reaches the player. The Evaporate effect automatically happens on any unconscious allies. Any ally that is within 5’ of the player adds 1 damage on single-target attacks and a DR 3 while in the radius. (Rank I) The player must focus to maintain the effect for up to 15 seconds. (Rank II) The player must focus to maintain the effect for up to 30 seconds. (Rank III) The player must focus to maintain the effect for up to 60 seconds. |
(All Self, R3 Reach)
Disguise lasts indefinitely, so long as the player/target does not receive or make any offensive action, sleep, or choose to remove it.
(Rank I) After 10 seconds, the player can make themselves look like a random person with no affiliation to any group.
(Rank II) After 10 seconds, the player can make themselves look like a random person with an affiliation to a group (via symbol, uniform, etc.).
(Rank III) The player can use previous ranks of Disguise on allies. The player can disguise themself instantly and can perfectly resemble a specific person. Offensive action does not break this disguise.
(Self, Reach)
The player increases the base damage of their or an ally's next four weapon attacks. Each successful weapon attack the player makes with Distort counts as an extra stack for implode.
(Rank I) The player adds 1 base damage.
(Rank II) The player adds 2 base damage.
(Rank III) The player adds 3 base damage.
(R1 Limited Range Point, R2 and R3 Point, Reaction)
For multi-target talents, the damage and effect is only redirected or negated from one ally to the player.
(Rank I) The player redirects any talent used by an enemy on an ally to themself as long as the ally is within 5’ of them.
(Rank II) The player redirects any talent used by an enemy on an ally to themselves.
(Rank III) The player negates any talent used by an enemy on an ally. The player takes 5 piercing damage.
(Self)
The player may use abilities during Dodge, but cannot use basic attacks. The player may choose to end the effect early.
(Rank I) The player is immune to single-target damage and effects for 5 seconds.
(Rank II) The player is immune to single-target damage and effects for 10 seconds.
(Rank III) The player is immune to single-target damage and effects for 20 seconds.
Charm (Combat) (Packet, Organic Weapon) Allows the player to issue a command to an enemy that they must obey. These commands can only be “Defend a person/area for 60 seconds,” or “Attack a person for 30 seconds.” If an ally attacks the charmed enemy the spell ends. The player may use one Mental Fortitude to command a charmed enemy to “Use a talent”; if the charmed enemy does not have a talent to use, the Mental Fortitude isn’t consumed. Some light communication is allowed, as the charmed enemy sees the player as an ally while charmed. The player can only charm one enemy at a time. The player can only charm each specific enemy once per encounter. The player may use 3 Mental Fortitude to charm an additional enemy. (Rank I) The player can charm one enemy per quest. (Rank II) The player can charm two enemies per quest. (Rank III) The player can charm four enemies per quest. |
Will Control (Non-Combat) (Packet, Reach) Will Control can be used once per quest. The player takes a knee. A packet must be placed at the foot of the player as the player’s corporeal representation. The player follows the enemy to give commands. The connection is terminated when one of the following happens: damage is done to the player or the enemy, the enemy is put into immediate danger (i.e. near a cliff or in the path of a deadly object), the player voluntarily releases the enemy, or time runs out. The player may use a Mental Fortitude to extend the Will Control for an additional 30 seconds or to tell the controlled person to act with their own knowledge in their normal manner. For example, the player can ask the Will Controlled enemy to open a safe that the enemy knows the password for or to greet a coworker in a way that avoids suspicion. However, telling the Will Controlled enemy to write down the password wouldn’t work. (Rank I) The player can control an enemy for 1 minute. (Rank II) The player can control an enemy for 3 minutes. (Rank III) The player can control an enemy for the encounter. Alternatively the player can use the spell to latch onto a target’s consciousness. The player remains conscious and acts as normal but can spend a Mental Fortitude to tune in and observe through the Will Controlled target’s senses for 30 seconds. The Will Control effect lasts an in-game day, and while it is active the player cannot use Will Control on anyone else. (Rank I) The player can spend 1 Mental Fortitude to observe for 30 seconds. (Rank II) The player chooses a cue word. The player will be aware whenever the Will Controlled target uses the cue word. (Rank III) The player chooses a cue action or topic. The player will become aware whenever the Will Controlled target does the action or engages with the topic in a manner of the player’s choosing. |
Allows the player to ignore one instance of fire damage (OPR).
The Drakohnon people are the descendants of an ancient agreement between a dragon and two brothers. The agreement changed the brothers to have tough, scaled skin and dark hair. Drakohnons still uphold their agreement to protect the dragons. After the original agreement, seven Grand Dragons made agreements with the brothers’ descendents. The descendents of the Drakohnon who made these agreements formed seven lineages, each with varying cultures and traditions.
Dryads are a slow and steady kin; they value consistency and peace. They often spend most of their lives in the same city, living comfortable and safe existences. Dryads are kind and calm and make opinions and decisions with careful intention. Although Dryads are typically non-aggressive, they will protect their homes and will not stand for mistreatment. They tend toward obstinate defense. Dryads’ skin is covering bark, and their hair is made up of leaves that match the biome they were born in. They are larger than most humans and have deep green, almond shaped eyes. Their faces are slightly flatter than humans.
The player must have two weapons equipped to benefit from this title.
- (Rank I) The player deals 1 additional base damage (of the highest damage weapon held) if swinging both weapons simultaneously. The player only calls one number when swinging both weapons.
- (Rank II) The player gets the effects of the prior rank and once per encounter the player may convert any stun effect into a disarm.
- (Rank III) The player gets the effects of the prior ranks and any time the player misses a talent used through their weapon, they may try to use the same use of that talent once through their other weapon.
Whenever the player is hit by or blocks a talent from an enemy, hits an enemy or an enemy’s weapon or shield with an ability, or uses an ability in reaction to an enemy, the player’s base damage is increased by 1 against that enemy. The player can only have increased damage against one target at a time; if they choose to switch targets the damage increase is reset to 0. This damage increase goes away at the end of the encounter.
(Rank I) The player can have a maximum of 1 additional base damage from this skill.
(Rank II) The player can have a maximum of 2 additional base damage from this skill.
(Rank III) The player can have a maximum of 3 additional base damage from this skill.
Dwarves are short, very sturdy, mountain-dwelling people with a broad frame. They are typically very fond of caves and have excellent manual craftsmanship--they tend to make expert miners, masons and metalworkers, and formidable warriors. They often have expensive taste and a love of luxury, with a particular penchant for gold and jewels. Dwarves have a strong sense of pride in their family, accomplishments, and beard. Dwarves have a will of iron and a heart of fire. When a dwarf sets their mind to something, there is little that can stop them from accomplishing it. The tenacity and craftsmanship of the Dwarves have made them a notable military and economic power throughout history, but their greed has caused the fall of many of their great cities, leaving beautiful architecture that remains empty and overrun by nature and monsters.
Allows the player to toss another character 20 feet (TPQ).
Fury (Combat) (Packet, Organic Weapon) The frenzying target will fight their way toward the specified target but will not ignore others in their path. (Rank I) Causes an enemy to frenzy toward a specified ally for 5 seconds. (Rank II) Causes an enemy to frenzy toward a specified ally for 10 seconds. (Rank III) Causes an enemy to frenzy toward a specified ally for 20 seconds. |
Emotions (Non-Combat) (Reach, Packet) For the Rank II and III, the player may maintain this effect as long as they do not receive damage or a stun effect. (Rank I) The player causes an emotion to swell for an instant. (Rank II) The player causes an emotion to swell in response to a specific topic or for 60 seconds. (Rank III) The player can freely manipulate a target's emotions as long as the player does not lose sight of the target. |
Allows the player to move more nimbly through dangerous and/or taxing obstacles. The player may slow the movement of avoidable traps for themselves (OPR).
The player may spend 1 Mental Fortitude to convert any Neuromancy ability into another Neuromancy ability of equivalent rank. Mental Fortitude refreshes every quest or over rests during a quest.
(Rank I) The player can use a spell they own as the Rank I of the alternative version (non-combat or combat). The player may spend higher than a Rank I of the spell as the alternate version, but the alternate version will have the Rank I effect. The player has 3 Mental Fortitude.
(Rank II) The player can use up to the Rank II of a spell that they own as the alternative version (non-combat or combat). The player may spend a Rank III of the spell as the alternate version, but the alternate version will have the Rank II effect. The player has 6 Mental Fortitude.
(Rank III) The player can use up to the Rank III of a spell that they own as the alternative version (non-combat or combat). The player has 12 Mental Fortitude.
(Crafting)
Elixirs must be made in town. Elixirs take a roleplay action to consume, and any player can consume elixirs. See the Potion Crafting section for more details on acquiring plants, creating elixirs, and recipes.
(Rank I) The player can make Rank I elixirs if they have the materials.
(Rank II) The player can make Rank I and II elixirs if they have the materials. The player receives four random or two specific herbs or flowers per event.
(Rank III) The player can make Rank I, II, and III elixirs if they have the materials. The player receives 12 random or six specific herbs or flowers per event.
(Self)
The bonus damage from Ember is affected by Building Flame. Hitting attacks empowered by Ember counts as two hits for the sake of Building Flame.
(Rank I) The player’s next single-target attack deals 1 additional damage.
(Rank II) The player’s next two single-target attacks deal 1 additional damage.
(Rank III) The player’s next four single-target attacks deal 1 additional damage.
(Self, Reach)
This spell is always active. Stacks go away between encounters. The player can earn and spend stacks of Energy Carom for various effects.
- The player earns stacks when
- A target uses an Avlomancy ability effect that the player gave them.
- The player witnesses an ally or enemy being dropped to 0 HP.
- A Life Linked target has a talent used against them by an enemy.
(Rank I)
The player may consume 6 stacks of Energy Carom for the following effects
- Restore 4 AP
(Rank II)
The player may consume 5 stacks of Energy Carom for the following effects
- Give 5 SP
- Restore 4 AP
- Remedy
(Rank III)
The player may consume 3 stacks of Energy Carom for the following effects
- Give 5 SP
- Revive an adventurer and restore 1HP. The player may revive themselves within 30 seconds of dropping to 0 HP. A target cannot be revived more than once per encounter.
- Restore 4 AP
- Remedy
- An ally can reuse a Rank I/Rankless talent they just used
(Reach, Point, Packet, Organic Weapon)
The player uses a spell packet or organic weapon to select an enemy for Energy Drain. The spell rank must be chosen at this time; if the player misses, the spell use is consumed. Once an enemy is selected, the player can use Energy Drain on an ally target within arm’s reach. When used, the player must focus and countdown out loud while pointing to the selected enemy target. The effect lasts for up to 5 seconds, or for Life Linked targets, up to 10 seconds.
(Rank I) The enemy target’s base damage is reduced by 1. The ally target deals 1 additional damage on all single-target attacks for the duration.
(Rank II) The enemy target’s base damage is reduced by 2. The ally target deals 2 additional damage on all single-target attacks for the duration.
(Rank III) The enemy target’s base damage is reduced by 3. The ally target deals 3 additional damage on all single-target attacks for the duration.
Gives the player a chance to distract, entertain, and/or earn money by forcing people to watch their act or listen to the joke (OPQ).
Allows the player to sense the next encounter. Certain creature encounters cannot be sensed this way and the results of Equilibrium become unreliable in areas with heavy arcane or void disturbances (OPQ).
(Crafting)
The player can craft equipment using materials they acquire in-game. The player can tell what Material Types a material is, but cannot tell what properties they have without experimentation. A purchase of this skill allows the player to craft within one Crafting Category using materials with one Material Type for 5 XP (for example, the player would purchase proficiency in Smithing Creature-type materials). Players can work together to combine their skill proficiencies. The Master Crafter skill costs 15 XP and can only be purchased after the player has spent 30 XP on Equipment Crafting. Master Crafter allows the player to work with multi-type materials that have only one Material Type the player is not proficient in.
- Crafting Categories
- There are three Crafting Categories: Smithing, Gilding, and Modifying.
- Smithing
- Smithing creates new pieces of equipment with the properties of the materials used.
- Gilding
- Gilding creates temporary effects on a piece of equipment based on the attributes of the materials used.
- Modifying
- Modifying adds modifications to or changes the modifications of an existing piece of equipment based on the properties of the materials used.
- Materials and Material Types
- There are five Material Types: Metal, Rock, Creature, Flora, and Aether.
- For additional Equipment Crafting details, please see the Equipment Crafting Section.
(Rank I) The player gains four additional backgrounds of their choice.
(Rank II) The player gains six additional backgrounds of their choice.
(Rank III) The player calls upon their scribe once per event to compile a wealth of information. The scribe will take one quest’s worth of time to compile the information. The player can also research one additional topic between events.
Ethereals are a very meek folk; most of them came from a single isolated city in the sky, where they knew neither violence nor aggression. When this city fell to the ground just under a decade ago, they were subjected to the violence of the world. Since then they have broken into different groups trying to find their place in this new world. Ethereals look very human-like, with light blonde-to-white hair. When the wind blows the edges of their skin become transparent.
Allows the player to tell whether something is real or not (OPQ).
Narcosis (Combat) (Packet, Organic Weapon) The player causes an alerted target to be overcome with weariness. The target keeps their eyes open but cannot act. (Rank I) The target rouses after 5 seconds or upon physical contact or damage. (Rank II) The target rouses after 10 seconds or upon physical contact or damage. (Rank III) The target rouses after 20 seconds or upon physical contact or damage. |
Sleep (Non-Combat) (Reach, Packet) The player causes a calm target to sleep instantly. (Rank I) The target wakes up after a loud noise or upon physical contact. (Rank II) The target wakes up upon physical contact. (Rank III) The target wakes up after falling, receiving a non-Neuromancy effect, or taking damage. |
(Self, Reach)
(Rank I) The player’s or an ally's next instance of single-target damage is piercing.
(Rank II) The player or an ally can make one attack piercing damage during the encounter. An ally can only have one active use of Expose Rank II at a time.
(Rank III) The player selects a target. Either the player’s or an ally’s damage against the target is piercing for the encounter.
(Self, Voice, Reaction)
Facade can be used to avoid potentially combative encounters due to a failed action (sleight of hand or otherwise.)
(Rank I) Allows the player to remove suspicion from themselves or to throw their voice to distract a target for 30 seconds.
(Rank II) Allows the player to completely remove suspicion from themselves, allowing them to re-attempt the failed action, or throw their voice to distract two targets for 30 seconds.
(Rank III) Allows the player to remove suspicion from themselves and move a target's current suspicion elsewhere, or throw their voice to distract six targets for 30 seconds.
Faereleth are a peaceful, jubilant, and small-statured kin that prioritize serving their communities and the communities they trade with. They have been mentioned in Claritas’s history for as far back as it goes. Faerleth are mostly known for keeping to their own sheltered valley in which they live out their simple lives for their family and community. They lack all but superficial individuality; it is not that they do not value individuals; rather they simply possess no natural inclinations to put themselves ahead of others. Faerleth have no enemies and export food to many other areas of Claritas.
All Fairies have a heart for freedom and a sense of otherworldliness about them, often experiencing the world from unique perspectives. Coercing a Fairy to do something against their will is a fool's errand. Nearly a decade ago, after experiencing many devastating disasters, the fairies disappeared with their city into another plane, a long-forgotten ancestral homeland. They have recently returned changed. Each fairy is connected to one of five powerful beings that represent different elements (wind, water, stone, fire, and nature) in their homeland.
Faun are a hardy cave-dwelling kin that believe strongly in a multicultural society with a variety of scholarly and professional pursuits. They rarely take on leadership positions but can be found in a variety of support roles across the continent. Faun have fur coats that cover from their hands to their elbow and their feet to their knees. Their fur coats come in a wide array of earthy two-toned speckled patterns. Subterranean Fauns and Enlightened Fauns differ in appearance slightly; Subterranean Fuans have curled back horns that are tight to their heads and short tufts for tails, as well as less flexible ankles and goat eyes and ears. Enlightened Fauns have a variety of horn and antler types, mitten-like human feet, deer-like ears, and large human eyes.
Felucian are shades of grey to black, with large feathered wings. Darker Felucian also have horns A Felucians appearance changes over time depending on how much they succumb to their vices. There are three categories of Felucian: A true grey Felucian is respected and feared by all; they are considered the embodiment of lawful neutrality. Darker Felucians are respected for their ability to more fully embody their Kin’s traits and have two small horns. The darkest Felucians have black wings and horns over their entire bodies. They are feared for their thirst for blood and death.
(Self, Reach)
The player must have Equipment Crafting to benefit from this title. Standard repair rules apply.
(Rank I) The player has 15 Armor Repair Points per quest that can be used to repair a target’s armor. The player can focus for 15 seconds to use Armor Repair Points to restore AP equal to the number of Armor Repair Points used.
(Rank II) The player gets the effects of the prior rank. Additionally, the player can over-repair a target's armor with up to 5 Armor Repair Points. This additional AP is used before any other AP and cannot be repaired.
(Rank III) The player gets the effects of the prior ranks and the player has 15 more Armor Repair Points (for a total of 30) per quest that can be used to repair their own armor or a target’s armor. The player can focus for 10 seconds to use Armor Repair Points to restore AP equal to the number of Armor Repair Points used and can spend 5 points to repair a weapon from broken.
May heal a person 1 HP after an encounter ends. Every time you gain an additional HP by reaching an XP milestone you add 1 additional HP to this attribute.
(Cone)
The player cannot use Fire Breath again for 3 seconds after using Fire Breath.
(Rank I) The player deals 2 damage to all enemies in a 5’ cone.
(Rank II) The player deals 4 damage to all enemies in a 5’ cone.
(Rank III) The player deals 6 damage to all enemies in a 5’ cone.
Allows the player to absorb non-magical fire to refresh a Kin attribute or health (OPQ).
Allows the player to light up and warm a 10-foot radius around them as if being around a camp fire (OPQ).
The player can read and write in the fairy language of fire and can glean information about things associated with fire as if reading text.
The player can redirect one instance of fire to somewhere within touch range (OPQ).
The player heats up, making anything holding onto them let go or can catch something on fire (OPQ).
(Ranged Weapon, Packet)
The player can craft or modify a basic wooden bow without materials. The player can craft ranged weapons if they have the materials. The player can craft additional specialty ammunition before a quest. The amount of specialty ammunition they can bring on a quest depends on rank. They can also modify ranged weapons.
- Specialty Ammunition (These can be arrows, throwing weapons, or packets)
- Explosive (damages structures)
- Fire
- Oil (5’ radius)
- Water (5’ radius)
- Noise maker
- Sleep (Puts a non-combat target to sleep for 30s)
- Rope
- Bleeder (Makes tracking easy)
(Rank I) The player may choose one specialty ammunition to take with them. The player may choose one one-slot modification to learn. The player can apply poisons to ammunition after a roleplay action.
(Rank II) The player may choose three specialty ammunition to take with them. The player may choose one one-slot and one two-slot modification to learn. The player can attach gems to ammunition after a roleplay action.
(Rank III) The player may choose six specialty ammunition to take with them. The player may choose two one-slot and one two-slot modification to learn.
The player can take flight for up to the entire (in-game) day. They cannot attack or be attacked except by other airborne targets or ranged attacks (OPQ).
Can ignore any type of displacement caused by a strong current (Wind, Water, Pulse, etc.).
(Self)
(Rank I) The player cannot deal damage for 5 seconds. During this time the player negates the first non-talent weapon attack they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 1 base damage to their next attack.
(Rank II) The player cannot deal damage for 5 seconds. During this time the player negates the first non-talent weapon attack they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 2 base damage to their next attack.
(Rank III) The player cannot deal damage for 5 seconds. During this time the player negates the first 2 non-talent weapon attacks they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 3 base damage to their next attack.
Can soothe a distressed target, provided the source of the distress is gone (OPIGD).
(Melee Weapon, Point)
The player strikes a target with a melee weapon as if making an attack but calling “Ghost Blade” instead of damage, marking the target. When the marked target uses or is affected by a talent, blocks, or attacks, the player can call “Ghost Blade X” to deal X damage to the location marked when the ability was first called. The base damage of the player’s initial attack is multiplied; any non-base damage additions are not multiplied but are added to the damage total. Any damage increases given to the player after the mark is applied to the target are not added to the damage total.
(Rank I) Doubles the mark’s base damage.
(Rank II) Triples the mark’s base damage.
(Rank III) Triples the mark’s base damage plus 10 or quadruples the mark’s damage, and automatically redirects hits to the torso, excluding marks on weapons and shields.
(Melee Weapon)
(Rankless) The player must hit a target’s leg. The target must drag the leg that was hit, preventing them from moving faster than a walk, for 60 seconds.
The player selects a region (a city and its surrounding area), which they know very well. They have a fitting title in this region. They also have renown and influence amongst the common folk.
(Rank I) The player deals 1 additional base damage when fighting in front of a non-participating audience or while in their selected region.
(Rank II) The player gets the effects of the prior rank. Additionally, if the player, an enemy, or an ally falls unconscious or is revived, an enemy misses a talent, or the player executes a “finisher” on an enemy, the player may comment on the action to deal 2 additional damage on their next single-target attack.
(Rank III) The player gets the effects of the prior ranks. Additionally, once per quest, the player may call out an opponent to deal 1 additional base damage against that target and 1 less base damage against any other targets. After killing the target, the player gains an additive DR 1 for the rest of the encounter. Additionally the player names a combo of abilities (minimum of two, maximum of five), that they may change between quests. They may only use their combo on the target that they called out. OPQ if every ability in that combo is successful, in the correct order, and without using any other talents or attacks, none of the talent uses are consumed.
Gnomes are short and stout, and their heads come to a gentle point. They are highly intelligent and creative folk. Other intelligent kin often find them to be quite unpleasant; Gnomes are often extremely prejudiced against non-Gnomes and tend to be short tempered. Not all Gnomes feel like this however, and their incredible aptitude for inventing and tinkering with small, intricately crafted items makes them highly appreciated in diverse societies. In fact, the incredibly fine craftsmanship of their little inventions surpasses even Dwarven technology, in many ways.
Goblins are thin with smooth green-to-brown skin, slightly pointed ears, long arms, short legs, thin black hair, and large eyes. They are nimble and light on their feet. The Goblin nation has the largest population of any nation. Because of this, trial and error has become their main way to learn and grow as a society. They care very little about death or injury–there is always another Goblin ready to take someone's place should they die during some job or experiment. They often act without considering or caring about consequences. They have a tendency to get into bad situations because of their complete and utter lack of foresight. While most people see goblins as silly and simple, they are actually quite accomplished and clever. Goblins learn quickly and pick up on new things easily. This is often overlooked, however, because of their simple, fun-loving demeanor and impulsivity.
(Melee Weapon)
The player must be using a great weapon to benefit from this title.
- (Rank I) Once per encounter the player may call “Defensive Stance” and gain a DR 2 for 10 seconds.
- (Rank II) The player gets the effects of the prior rank. Additionally, the player can focus for 3 seconds before and 2 seconds after making an attack to deal 3 additional damage for that attack. Receiving damage does not stop this focus.
- (Rank III) The player gets the effects of the prior ranks. Additionally, the player gains the following focus talents. Receiving damage does not stop these focuses.
- Twice per encounter, the player may focus for 3 seconds before and 2 seconds after to call Sweep and Knockdown all enemies within weapon’s reach.
- Once per encounter, the player may focus for 5 seconds then call “Shield Breaker” and break a shield. If the player hits a target or a target’s weapon instead of a shield, it is instead a Rage Rank I effect.
- Once per encounter, the player may focus for 5 seconds and then call “Sever,” dropping a limb to 0 HP and making it incapable of being healed. The player must hit a limb.
(Voice)
The player can only give targets abilities that have already been used during the encounter by an ally or enemy. The player must focus for 5 seconds while explaining the ability to the target. The ability cannot be magical. A target can only receive one Guidance ability at a time.
(Rank I) The player gives an ally or enemy one use of a Rankless or Rank I ability.
(Rank II) The player gives up to two allies or enemies one use of a Rankless or Rank I ability, or gives one target one use of a Rank II ability.
(Rank III) The player gives up to three allies or enemies one use of a Rankless or Rank I ability, or gives two targets one use of a Rank II ability, or gives one target one use of a Rank III ability.
This skill can be purchased multiple times. This skill’s cost increases each time the player purchases it. The first purchase of HP costs 2 XP, and the cost incrementally increases by 1 XP for every HP purchased thereafter.
(Rankless) The player’s maximum HP increases by 1.
Allows the player to hang upside down while sleeping, or hiding in a tree. The player may also walk on a ceiling (OPE).
Allows the player to maneuver small spaces (anything their head can fit in) with the guarantee of not getting stuck.
If the player is in competition and is completely equally matched, the player will win (OPQ).
The player's eyes glow, allowing them to see heat signatures or Rank 1 abilities. The player cannot move from their location (OPR).
(Ranged Weapon)
(Rank I) The player makes a ranged attack for 4 additional damage.
(Rank II) The player makes a ranged attack for 8 additional damage.
(Rank III) The player makes a ranged attack for 12 additional damage.
(Self)
The player must be wearing heavy or heavier armor to benefit from this title.
(Rank I) Once per encounter the player may call “Entrenched,” locking their feet in place. As long as the player does not move their feet, forced movement talents don’t affect them.
(Rank II) The player gets the effects of the prior rank. Additionally, the player gains AP equal to the weight the player is carrying to a maximum of 18 AP.
(Rank III) The player gets the effects of the prior ranks. Additionally, the player reduces the distance of a push or pull by half of the player’s carried weight.
The player may call “Entrenched” after receiving the push or pull effect.
(All Self, R2 Reach, R3 Self AoE)
A hidden target blends into their surroundings so that they cannot be seen or smelled. If a hidden target is run into, or if the hidden target takes offensive action, the Hide breaks.
(Rank I) Allows the player to hide. Moving breaks the Hide.
(Rank II) Allows the player to hide themselves and one other target as long as they are within 5’ of the player. The target will become visible if they are separated from the player. The player and target can move without breaking the Hide, and moving while hidden hides their tracks.
(Rank III) Allows the player to hide up to five targets in a 5’ radius. Once the targets have been hidden, the player may move with one hidden target at a time. If a target moves without the player, their Hide breaks. The player may use lower ranks of Hide for a Rank I Hide effect on a target. Moving while hidden hides the player's and targets’ tracks.
High Elves are a proud and ancient people who have ever-graceful appearances, a haughty demeanor, and an affinity to magic. The most ancient of the High Elves bear noticeably long and pointed earlobes, along with other similarly elongated facial features. High Elves hold a regal air about them and are usually offended by others that challenge their experience and intellect. They value intelligence, the arcane, and their own immortality. They are typically passive aggressive in their approach to conflict, and consequently they are often thought of by other kin as obnoxiously prim cowards.
Allows the player to convince a target they make eye contact with that they are telling the truth (OPQ).
Allows a player to call an honor duel and force a one-on-one fight with a combative opponent. No combat halting effects can occur during the duel (OPQ).
If you are given an item that has an etching with some character significance to you, it weighs 3 less to you (minimum of 0). Only one held item can have this effect.
Mass Hysteria (Combat) (Encounter) Once per quest, the player causes every enemy in the encounter to be affected by one of these stun effects: Blind, Pin, Shaken, Knockdown, or Disarm. The player calls “Mass [chosen stun effect] [X] seconds” to use the talent. (Rank I) The stun effect lasts 5 seconds. (Rank II) The stun effect lasts 10 seconds. (Rank III) The stun effect lasts 20 seconds. |
Mass Hysteria (Non-Combat) (Packet, AoE) Once per quest, the player chooses one Rank I effect of a Neuromancy ability to affect all chosen targets in a large area. 3 Mental Fortitude may be used to convert any Neuromancy ability into an additional use of this spell. The player calls “Mass [chosen spell] [X] foot radius” (Rank I) The effect covers a 5’ radius. (Rank II) The effect covers a 10’ radius. (Rank III) The effect covers an enclosed area or an approximately 50’ radius. |
(Self AoE)
Iaijutsu allows the player to halt combat with all relevant nearby targets and any vanishing targets in the encounter. Iaijutsu can be called during a Vanish. Any targets outside of the Iaijutsu’s range can’t attack targets within the Iaijutsu’s range. The player may switch to or draw a weapon during an Iaijutsu and make an attack—they can make no other actions. Attempting to hit a target breaks the Iaijutsu. The player cannot use Iaijutsu if it would halt a target that was halted by their Iaijutsu within the last 3 seconds, unless the second Iaijutsu is being used during an enemy Vanish.
(Rank I) The player halts gameplay for everyone within 5’ and can make one melee attack with planted feet.
(Rank II) The player halts gameplay for everyone within the encounter and may take two steps and attack once.
(Rank III) The player halts gameplay for everyone within the encounter and can either attack once for their damage and Knockdown, or may use any non-focused ability. The player may move anywhere within 5' of where they started the ability.
(Self AoE, Packet, Organic Weapon)
The player must focus for 5 seconds to summon a ring of heated ground with a 5’ radius. As long as the player remains in that ring they may use Immolate as often as they would like. The player can still use other talents while in the circle. While in the ring the player may focus to use Immolate at a higher damage, increasing by 1 damage per second of focus to a maximum of 8 damage. The damage amount resets after a use. If the player leaves the ring, it dissipates, and they must focus for 5 seconds to summon a new ring. Damage from Building Flame can only be added when Immolate reaches 8 damage.
(Rank I) The damage starts at 0.
(Rank II) The damage starts at 2.
(Rank III) The damage starts at 5.
R1 poisonous and venomous effects have no effect on them.
(Point)
Implode requires four stacks to activate. The player can only have stacks on one enemy at a time; if they choose to switch targets the stacks are reset to zero. Stacks are accrued by hitting the enemy. The player calls “implode” to point the damage to the target, resetting their stacks to zero.
(Rank I) The player deals 2 damage to the target.
(Rank II) The player deals 3 damage to the target.
(Rank III) The player deals 6 damage to the target.
Allows the player to tell what substances are in water—mainly if it has been poisoned or is otherwise tainted—and how it got there.
(Limited Range Point)
The player can only use Incinerate on targets within 5’. The player cannot use Incinerate again for 2 seconds after using Incinerate.
(Rank I) The player deals 2 damage and causes the target to stumble backwards.
(Rank II) The player deals 3 damage and causes the target to stumble backwards.
(Rank III) The player deals 6 damage and causes the target to stumble backwards.
(Rankless) The player gets 125 iron per purchase of this ability at the beginning of each event.
The player is not subject to any effect caused by physical exertion, even when they have gone without rest for extended periods of time. Additionally, the player has an effectively infinite blood supply.
(Encounter)
Inferno can be used once per quest. A fiery explosion erupts from the player, dealing damage to all enemies in the encounter.
(Rank I) The player deals 4 damage.
(Rank II) The player deals 8 damage. Damage from Building Flame is doubled.
(Rank III) The player deals 12 damage. Damage from Building Flame is tripled.
The player can ignore any natural heat or fire.
(Self, Reach, R3 Reach)
Making any offensive action breaks the Invisibility. The player can instantly use another use of Invisibility to remain invisible. During an Invisibility, the player can “Shadow” a non-combat target, following behind them within arm’s reach, which pauses the current Invisibility countdown. While Shadowing a target, if the target enters combat or is searched, the Shadow will break and the Invisibility countdown will resume. A player cannot Shadow a target that already has a Shadow.
(Rank I) The player is invisible for 15 seconds.
(Rank II) The player is invisible for 30 seconds.
(Rank III) The player is invisible and completely silent for an encounter. Can use previous ranks of Invisibility on ally targets. Ally targets cannot Shadow.
(Reach)
The player calls Invulnerability onto an ally or enemy within arm’s length and focuses while counting down for a duration. The target is immune to damage during the duration of the player's countdown. If the target cannot hear the counting or the counting stops, the Invulnerability breaks.
(Rank I) The player counts down from 5.
(Rank II) The player counts down from 10.
(Rank III) The player counts down from 20.
(Point)
The player must focus for 15 seconds before each use of Ionize. Each time the player hits an enemy or an enemy’s weapon or shield that they have not hit since they last used Ionize, the focus is reduced by 5 seconds. Once Ionize is ready the player may point 5 Ionize damage. Alternatively, once ready the player may use Ionize to point one cast of Chain Lightning.
(Rank I) The player can point 5 Ionize damage once per quest.
(Rank II) The player can point 5 Ionize damage three times per quest.
(Rank III) The player can point 5 Ionize damage six times per quest.
Jade Imperials are cohesive in groups. They value ambition, responsibility, and unity. They are strengthened by the knowledge that they are a piece of a greater puzzle. Jade imperials are known for their ambition, which shows through in the strength of their central government, strong military, progressive society, and shrewd business dealings. When a Jade Imperial dies, their body is converted into a variety of jade, depending on their lifestyle, which is then crafted into weapons, armor, jewelry, etc. using magic. Most of the infrastructure of Jade Imperial cities is made from jade. Most Jade Imperials come from a small capital island that is the largest in a chain of islands known as the Jade Isles. The capital island is a densely populated city made almost entirely of jade. Although most Jades come from the Jade Isles, many small Jade Imperial towns can be found along coastlines of various different nations. Jade Imperials’ hair is primarily brown and black. Their skin is slightly translucent, similar to the quality of jade.
(Reaction, Encounter)
(Rankless) If affected by a spell within the last 5 seconds, a player can instantly teleport to anywhere between themself and the source of the spell, halting gameplay with everyone in the encounter until they reach their destination. The player may use Jump at any time on a target marked by one of the player's Arcane Marks, which consumes the mark. The player cannot use Jump if it would halt a target that was halted by their Jump within the last 3 seconds.
Kinsmen are a noble race of men who take pride in their good deeds. They tell stories to their young about honor, justice, courage, and love to teach them the importance of life. All Kinsmen mandatorily serve their kingdom in the army at the age of 16 for four years; after those years they can begin their own life as a citizen of Rex Portum with the money they earned serving and property gifted them by the king. Many stay in the military, join the Church of the Sculptor, or join the Church’s army to gain more respect and wealth before beginning their civilian life.
(Melee Weapon)
(Rankless) The player must hit the target’s leg. Knockdown forces the target to fall down, either onto their back or onto their hands and knees. If the target can’t fall safely, they take a 5 second shaken effect.
(Rank I) The player can understand all common spoken languages.
(Rank II) The player can read, write, and speak all common spoken languages.
(Rank III) The player can understand and convey hidden intent and cultural nuance and read expressions. They can resist nonmagic mental manipulation by consuming an equally ranked talent (Kin Attributes can be resisted for free).
The player may meditate during a rest. During the in-game day after meditating, if the player drops to 0 HP, they will regain consciousness with 1 HP after the encounter ends (OPOoGD).
(Reach)
The player can link to an ally and gains bonus effects on Avlomancy abilities used on linked allies. Between encounters the player can unlink and relink instantaneously. During combat the player can unlink instantaneously, but to link to a new ally both the player and ally must remain focused for 30 seconds.
(Rank I) The player can be linked to 1 ally.
(Rank II) The player can be linked to 2 allies.
(Rank III) The player can be linked to 3 allies.
(Self)
The player must be wearing light armor to benefit from this title.
(Rank I) Once per encounter the player can negate one hit.
(Rank II) The player gets the effects of the prior rank. Additionally the player gains 12 AP, subtracting all weight the player is carrying. Worn armor is weightless.
(Rank III) The player gets the effects of the prior ranks. Additionally, the player doesn’t take collision damage. Once per encounter the player may call “Leap” and be invulnerable while walking 10’ in a straight line. The player may call “Leap” after receiving a forced movement effect.
The player has only partially significant weight.
(Self, Limited Range Point)
The player turns into a ball of crackling energy, becoming immune to damage and effects and becoming incapable of using items or talents. The player moves in a line but can turn every 5 seconds. The player can deal 2 damage to any enemy within 5’. The player can only deal damage to an enemy this way once per 5 seconds of Lightning.
(Rank I) The player can Lightning for 5 seconds.
(Rank II) The player can Lightning for 10 seconds.
(Rank III) The player can Lightning for 20 seconds.
Allows the player to transform into water for 2 seconds. Can be used to ignore the damage of anything non-magical but must be called before, not as a reaction. This is meant to be for roleplay (OPQ).
The player must come up with something insulting to say, but anyone that hears it must be quiet for 5 seconds in shock.
Allows the player to carry up to four other players of any Kin in one hand.
(Crafting)
The player can write magical scrolls or enchant magical gems that can be used to produce a variety of magical effects. This ability is only available to magical classes (Clerics, Spellbinders, and Wizards). This talent provides a number of crafting points for each purchase per event. These crafting points can be spent to recreate the effect of a magical ability by spending crafting points. Players can create their own recipe once per event by describing their intended effect as a downtime. The GMs may modify or alter the requested effect as they see fit. At the next event, the GMs will provide an item card with the magical crafting recipe. Once the player has a recipe, they can create that effect whenever they would like if they have the appropriate amount of crafting points. Crafting scrolls or enchanting gems must be done in town. For more details on acquiring gems or creating scrolls or enchantments, see the Magical Crafting Section.
- Magical Crafting Points: The player gets crafting points per event per purchase.
- (Rank I) 4 crafting points
- (Rank II): 6 crafting points
- (Rank III) 12 crafting points
(Rank I) The player can focus for 5 seconds to get 2 SP.
(Rank II) The player gets the effects of the prior rank. Additionally, the player gains 6 SP in addition to the Rank I SP. The player can refresh three Rankless abilities and all RI and RII SP between encounters or when there are no enemies in an encounter for 30 seconds.
(Rank III) The player gets the effects of the prior ranks. Additionally, whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them, the player refreshes one Rankless ability and the 2 SP gained from RI of Marathon Fighter.
The player can scrounge hodgepodge rations for their entire party from the recesses of their pack. The various traditional snacks are the perfect addition to a fortifying feast before battle, or alternatively, a nutritious source of sustenance, should the party’s usual staples become unavailable. (OPQ)
The player can come up with a contraption, art piece, or anything else craftable to call their masterpiece. They may change it but doing so takes a full event to work on before it is finished. The masterpiece must be approved by a GM.
(Self, Reach)
Each purchase adds points to a pool of mending points. The player can restore the AP of any armor at a rate of 1 AP per mending point and can fix a weapon with 10 mending points. If Mend is used on armor the player is wearing it restores AP at a rate of 1 AP per 2 mending points.
(Rank I) The player gains 4 mending points.
(Rank II) The player gains 8 mending points.
(Rank III) The player gains 20 mending points.
(Self)
While metamorphosed, the player can still be heard, and the object the player inhabits glows slightly. If the player receives damage or an effect the metamorph breaks.
(Rank I) The player transfers their mass into an inanimate organic object the size of the player or larger for as long as they would like. While metamorphosed, the player cannot move, interact with objects, focus, attack, or use talents, but is immune to single-target damage and effects.
(Rank II) The player transfers their mass into an inanimate organic object with a diameter of 2’ for as long as they would like. While metamorphosed, the player cannot move, interact with objects, attack, focus, or use talents, but is immune to damage and effects.
(Rank III) The player transfers their mass into any object for as long as they would like. While metamorphosed, the player cannot move, interact with objects, attack, or focus, but is immune to damage and effects and is able to use talents.
Allows the player to improvise replacement weaponry from common tools and similar objects. The resulting weapon has stats of bronze for whichever weapon type it is replacing.
The player uses their breadth of knowledge and experience to practice a certain task or feat (for which no buyable skill/ability is required) in their mind. After mentally performing the feat for 1-3 watches, depending on its difficulty, the player can then accomplish the task or feat without a roll (OPIGD).
The player may attempt to recall a specific piece of academic (scientific, historical, geographical, etc.) information by focusing their mind for at least 15 seconds. Information that is particularly extensive, specific, or otherwise difficult to recall perfectly requires taking one or two actions during rest to dredge up in its entirety. Information that is personal or otherwise esoteric requires a roll, with ⅔ chance of success (OPR).
Minotaurs are a humanoid people with characteristics of a bull, including hooves on their feet and horns on their head. They are a simple people with a single general goal: Understanding, mastering, and harnessing all magic has to offer. Being relatively brash and self assured, they can be found all around the world in pursuit of their goals and are willing to sacrifice most anything to obtain a clue or bit of knowledge to bring them one step closer to total magical understanding. Despite this, Wizards don’t make up a majority of their populace and so their pursuit of magic isn’t all they accomplish. Many Minotaurs take up smithing to outfit their explorers, become warriors in their army to go claim land or treasure (for use in testing and the like), take up record-keeping to manage discoveries and make field journals, or simply guard their city, as others envy the knowledge they possess.
Allows the player to negate an animal’s venomous effects.
(Voice)
(Rank I) The next instance of damage a Teammate receives is reduced by 5.
(Rank II) The next two instances of damage a Teammate receives are reduced by 5.
(Rank III) The next three instances of damage a Teammate receives are reduced by 5.
(Self AoE)
Multi-Shot cannot be affected by non-base damage increases.
(Rank I) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to one other enemy within 10’ of the player.
(Rank II) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to two other enemies within 10’ of the player.
(Rank III) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to five other enemies within 10’ of the player.
If in need of fire, water, or a small amount of naturally-occurring material, the player can dance for 15 seconds and they will find it (OPQ).
If in an area with underbrush, after 30 uninterrupted seconds of focus the player can hide themselves and everyone in a 5’ radius as soon as one person in the group moves the camouflage is broken for everyone.
The player can produce and rapidly (over a few seconds) grow 1 relatively common plant to maturity. (OPOGD)
The player can read and write in the fairy language of nature and can glean information about things associated with plants or forests as if reading text.
Allows the player to claim neutrality if anyone is trying to start up a conflict unless they’re the target of the conflict.
The player can see at night as well as if it were daylight.
The player can use their tongue to grab small objects that are partial or no weight.
Nobles are negotiators, leaders, and tacticians. Nobles are one of the most roleplay oriented classes and can be played toward a variety of strengths (material resources, intrapersonal sway, tactical awareness, etc.). During combat, Nobles control the flow of battle, either on the front lines as a Knight or by directing the fight as a Lord.
Nyads are graceful and fluid people as their environment has affected their way of thinking and living. Nyads have learned to stay tidy and move without disturbing what's around them to create as little disturbance as possible in their watery homes. They tend to lean towards either a relaxed lifestyle, enjoying the abundance of what's around them, or a fast-paced and ambitious lifestyle for those that want to take advantage of their unique place. They’re more common around oceanside cities and can be invaluable in certain jobs due to their water affinity. They easily latch onto the culture of those around them, as their own culture is still rather young. Generally their culture is influenced by the many people they interact and trade with along the ocean. Nyad skin tones can be shades of blue, brown, or green, with faint lined or scaled patterns down the middle of their bodies and limbs. Their feet are fully webbed, and their hands are webbed halfway up the fingers. The edges of their ears have fins or webbing, which come to a point at the top. They have a dorsal fin down their back that they can easily fold down to get out of the way. Some Nyads have fins coming off the backs of their forearms and calves. Their teeth come to a point, and they have slitted eyes and gills under their ears. Different Nyads can have different colored accents on their webbing or patterns. One can tell geographically where a Nyad was born by its skin tone: Darker colors are from the deeper ocean or ocean shelfs, lighter colors are from the shallows, brighter colors are from reefs, and brown-toned Nyads are from rivers. River Nyads also have a more streamlined body and features.
The player may use their house bond an additional time. The bond is still constricted by its time requirements (e.g. OPQ --> TPQ).
Orcs are tall with proportionally sturdy frames and impressive mass, even by warriors’ standards–they tend to look like, and be thought of as, brutes. It comes as a surprise to most then, that their culture is one of peace, forgiveness, and mindfulness of the morality of everyday actions. Though it has been decades since they were openly hunted with impunity, Orcs still must watch their backs around unfamiliar folk, thanks mostly to the air of uncertainty that surrounds their troubled history, and the myriad interpretations of Golden Dove’s telling of it. For this reason, they commonly skirt urban civilization when traveling between their secluded settlements which are hidden in remote wilderness or difficult desert or mountain terrain. Orcs are not opposed to a fight if they feel it is moral; in recent times they have seen turmoil and strife that has brought them more attention than they are used to.
If the player blocks a talent from an enemy target with their weapon or buckler they may call “Parry”.
(Rank I) The player adds 2 damage to their next attack after calling Parry. Talents that would occur even when blocked by a weapon still succeed.
(Rank II) The player adds 2 damage to their next attack after calling Parry. After calling Parry, the player delays the damage and effect of the blocked talent, then immediately makes an attack against the target that attacked them. If this attack hits the target or the target’s weapon or shield, the damage and effect of the original blocked talent are negated. If it misses, the player takes the damage and effect as if it were not Parried but still blocked.
(Rank III) The player adds 2 damage to their next attack after calling Parry. After calling Parry, the player delays the damage and effect of the blocked talent, then immediately makes an attack or uses the same talent they had blocked against the target that attacked them. If the attack or talent hits the target or the target’s weapon or shield, the damage and effect of the original blocked talent are negated. If it misses, the player takes the damage and effect as if it were not Parried but still blocked.
The player can ask the enemy a riddle, forcing non-combative enemies to answer it. (OPIGD)
The player can summon Phantom Armor and a set of Phantom Weapons. A set of Phantom Weapons can include any combination of weapons and shields that can be used with two hands. The first time during a quest that a set of weapons or armor is summoned it is instantaneous. Armor points and modification uses are refreshed at the beginning and end of a quest. The player can summon the armor and weapons separately. The player can call Phantom Armor to summon the armor whenever they choose. Any armor the player is wearing is instantly doffed where they are. The player may call Phantom Weapons to summon the weapons whenever they choose. If the weapon is broken it must be resummoned to be used. If the weapon is disarmed, the player may choose to pick it up or resummon it. Resummoning a Phantom Weapon or Phantom Armor takes 15 seconds. Resummoning Phantom Armor does not restore its armor points. If an ally uses the weapon, it will behave as though the ally does not have the dexterity to wield it. An ally cannot don Phantom Armor. The Phantom Weapon has a base damage of 2, has a stun point of 6, and has a breakpoint of 8. The Phantom Armor protects for 12 AP. The Phantom Weapon cannot be broken by the player's damage. The player can instantly dismiss their Phantom Weapon or Armor at will.
(Rank I) The player can use 1 modification.
(Rank II) The player can use 2 modifications.
(Rank III) The player can use 4 modifications.
Phantom Arsenal Modifications
The player cannot apply multiple of the same modification on a summoned item, or item pair in the case of dual wielding. A modification’s active effect can be used on either weapon, but when it is used on one of a paired summoned weapon it is consumed for both. The player may change what modifications they have on their weapons while out of combat, provided the modification effect is unused in the case of limited-usage modifications (i.e. Wieldy, Reinforced Rim, Swift Summon, etc.).
- Weapons
- Wieldy - The first two talents called that don't activate due to this weapon not hitting as required (i.e. the player missed after calling Surge) are not expended.
- Environmental Absorption - The weapon deals 1 additional base damage when underwater or in any environment that requires resistance to function normally.
- Case Hardening - The weapon’s breakpoint is increased by 4 and its stun point is increased by 2.
- Sharpened - The weapon deals 1 additional base damage.
- Precision Crafted - The weapon’s damage can only be reduced by the wielder.
- Multi-function - The weapon can be shaped in such a way as to be used effectively as another type of tool.
- Rigid - After using a talent, this weapon deals 1 additional base damage on the next attack.
- Swift Summon - The player can resummon the weapon once instantaneously. Subsequent resummoning of the weapon takes 10 seconds.
- Armor
- Hardened - DR 1 is added to the armor.
- Annealed - DC 5 is added to the armor.
- Durable - 6 AP is added to the armor.
- Rebound - Anytime the player receives a melee forced-movement stun effect the player can point it back to the target that dealt it. The player still receives the effect.
- Unstable Collapse - When each section of armor breaks the player can push all enemies within 5’ of the player 10’ away.
- Environmental Resistance - The player gains one level of additive environmental resistance of their choice.
- Shield
- Reinforced Rim - If the shield is broken, hits to the shield count as hits to that arm, but with an additive DR 2.
- Shock-Absorbing Cover - Halves the length (rounding up) of the stun effect incurred when this shield’s stun point is reached.
- Custom Bracing - Can change the stun effect of a shield to a different shield stun effect.
(Weapon)
The player infuses their own weapon with void energy, empowering their next two attacks. These attacks cannot be affected by non-base damage increases. This ability can be used with an inorganic weapon. The player calls “Phase [damage]” for both attacks. Phase attacks are considered abilities, not modified basic attacks.
(Rank I) Damage from the player’s next two attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.
(Rank II) The player’s next two attacks swing for 1 additional base damage. Damage from these attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.
(Rank III) The player’s next two attacks swing for 2 additional base damage. Damage from these attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.
The player can ask a target whether or not the given statement is true immediately after it is spoken (OPQ).
Allows the player to run through a group of targets or 5 steps and not take any damage or effect during the talent. The player may take no other actions while plowing through (OPQ).
(Ranged Weapon, Limited Range Point)
The player must be holding a ranged weapon, but does not use a physrep. The player points to a target within 5’.
(Rank I) The target stumbles and is shaken for 5 seconds.
(Rank II) The target stumbles and is shaken for 10 seconds.
(Rank III) The target stumbles and is shaken for 20 seconds.
(Crafting, Item Interaction)
Poisons must be made in town. Poisons take a roleplay action to apply. No more than one poison can be applied to a single weapon. All poisons can be applied by a player with any rank of Poisons. A player with any rank of Poisons may choose when to use an applied poison. A player without Poisons must use an applied poison on their next strike with the poisoned weapon. For more details on acquiring plants, creating poisons, and using recipes, see the Potion Crafting section.
(Rank I) The player can make Rank I poisons if they have the materials.
(Rank II) The player can make Rank I and II poisons if they have the materials. The player receives 4 random or 2 specific plants per event. The player learns one random recipe when this skill is purchased.
(Rank III) The player can make Rank I, II, and III elixirs if they have the materials. The player receives 12 random or 6 specific plants per event. The player learns another random recipe when this skill is purchased.
The player can move a heavy object (OPQ).
All damage bonuses from this talent only affect one-handed weapons.
(Rank I) The player adds 1 base damage until they are hit by an enemy for the first time during an encounter. The player can focus for 10 seconds to regain this effect.
(Rank II) The player adds 1 base damage until they are hit by an enemy for the first time during an encounter. The player can focus for 10 seconds to regain this effect. After hitting enemies twice, the player adds 1 base damage to their next attack. This attack does not count as a hit for the sake of this skill.
(Rank III) The player adds 2 base damage until they are hit by an enemy for the first time during an encounter. The player can focus for 10 seconds to regain this effect. After hitting enemies twice, the player adds 2 base damage to their next attack. This attack does not count as a hit for the sake of this skill.
(Self, Reach)
(Rank I) The player makes a target immune to non-talent attacks for 5 seconds.
(Rank II) The player makes a target immune to non-talent attacks for 10 seconds.
(Rank III) The player makes a target immune to non-talent attacks for 20 seconds.
(Crafting, Reaction)
The player may hand out wards to allies that are on the quest with them. The player cannot wear their own wards. The player must have access to a crafting station to change the effect of a ward.
Ward Effects:
- Truncate damage when any DP layer is reduced to 0. Truncation can only occur once for each item or talent use. This truncation is a form of damage reduction.
- Adds 3 HP
- Adds 3 AP
- Once per encounter the first stun effect is reduced by 5 seconds per encounter
- Once per encounter the first poison effect is negated
- Once per encounter the player may reduce an instance of damage by 5
(Rank I) Allows the player to make up to two wards. All wards have an effect from the list above. This effect can be changed, but both of the player’s wards must have the same effect.
(Rank II) Allows the player to make a total of three wards. The wards can have two effects from the list above. All three wards must have one effect from the list above in common, but can have a second effect from the list above that differs between wards. A ward cannot have multiple of the same effect.
(Rank III) Allows the player to make a total of four wards. All four wards must have one effect from the list above in common, but can have a second effect from the list above that differs between wards. Additionally, all wards gain a masterwork effect developed by the player. The masterwork effect is permanent and cannot be changed.
(Melee Weapon)
(Rank I) The player pushes a target directly away from them 5’.
(Rank II) The player pushes a target directly away from them 10’.
(Rank III) The player pushes a target directly away from them 20’. The target knocks down anyone in their path.
(Voice)
(Rank I) The player gives a target 1 additional base damage towards a specified target. When the specified target falls unconscious, the effect is removed.
(Rank II) The player gives up to three targets 1 additional base damage towards a specified target. When the specified target falls unconscious, the effect is removed.
(Rank III) The player gives up to three targets 1 additional base damage to all targets for the encounter.
Allows the player to ram down a normal threshold (OPQ).
Rangers are versatile survivors who tend to specialize in the field of archery, and all Rangers use a bow or some other type of ranged weapon. In combat, Rangers specialize in distance damage and taking advantage of the terrain. Often skilled in hunting, tracking, and securing objectives, these adventurers either become master trackers—Stalkers—or war Marksmen.
(Rank I) Every time the player takes damage from an enemy they may add the damage they received to their next single-target attack to a maximum bonus of 4 additional damage.
(Rank II) The player gets the effects of the prior rank. Additionally, the player has a DC of 10. If the player has more than 1 HP (torso for seniors, total for juniors) and something were to drop them to 0 HP, it will instead drop the player to 1 HP.
(Rank III) The player gets the effects of the prior ranks. Additionally, the player can convert AP from any armor location into a (non-reactionary) Rank I or Rankless talent on talent use. The AP cost depends on the weight of the armor: 2 AP for light, 4 AP for medium, 6 AP for heavy, 8 AP for ultra heavy. The player can use damage negation talents and still gain the Rank I effect fully.
Allows the player to make out faint scents and identify all scents on a target. The player can retain one scent at a time and track it (OPQ).
Allows the player to regrow a limb after resting.
(Reach)
(Rankless) The player removes a stun effect from a target. The player cannot use this ability on themself.
(Packet, Organic Weapon)
(Rank I) The target is pulled in a direct line towards the player and is immune to damage and effects, cannot interact with objects, attack, or use talents until they are within 5’ of the player or run into an obstacle. Once the target is within 5’ of the player or otherwise halted, they are pinned for 5 seconds.
(Rank II) The target is pulled in a line directed by the player. They cannot interact with objects, attack, or use talents and are immune to damage and effects, until they have traveled 10’ or run into an obstacle. Once the target has moved 10’ or is otherwise halted, they are pinned for 5 seconds. The player may choose to use the Rank I effect instead.
(Rank III) The target is instantly teleported to where the player indicates within the encounter, halting gameplay until they reach their destination. When at the indicated location, the target is pinned for 5 seconds. The player cannot use Rend if it would halt a target that was halted by their Rend within the last 3 seconds.
(Self AoE, R3 Encounter)
The player calls Renewing Ground and focuses for 5 seconds, during which they are immune to any non-talent attacks. At the end of the focus, the player calls “mend x” to restore AP to each ally in the area. If the focus is interrupted, the talent is consumed. The player may choose to add points from their mending point pool to increase the effect to up to double the original value.
(Rank I) The player restores 2 AP to all allies within 5’.
(Rank II) The player restores 4 AP to all allies within 5’.
(Rank III) The player restores 6 AP to all allies in the encounter. No focus is required.
(Reach)
The player focuses for 5 seconds on an ally or enemy within arm’s length. At the end of the focus, the target may restore uses of an ability. At the Rank II and III, if the target chooses an option that restores multiple of an ability, they must restore all of the same talent (e.g., at the Rank II, a Rogue target cannot split the Restore between a Vanish Rank I and Blind Rank I, they must restore two uses of either one or the other).
(Rank I) The target restores one Rank I or Rankless ability.
(Rank II) The target restores one use of a Rank II ability, or two uses of a Rank I or Rankless ability.
(Rank III) The target restores one use of a Rank III ability, or two uses of a Rank II ability, or three uses of a Rank I or Rankless ability.
(Self AoE)
Reveal affects all enemies within a 10’ radius.
(Rankless) The player reveals any unseen, hidden, or disguised target, removing the effect that was obscuring them.
(Reach)
The player Revives a target that has recently fallen unconscious to aid the player. A target cannot be revived more than once per encounter. The Revenant fights with the same level of awareness as they would while conscious, only speaks when prompted, and can be Dispelled. The Revenant’s HP can only be restored by AP-restoring Avlomantic effects. Revenant PCs can refuse direction from the player. The Revenant costs 1 point to raise and has 5 HP and has a base damage of 1. The player may only have one Revenant at a time.
The player has points they may use to empower their revenant:
- Increase HP by 5 (Point cost: 1)
- Increase base damage by 1 (Point cost: 2 (Maximum of 4 base damage))
- When the Revenant reaches 0 HP it explodes, calling “Inundate” and dealing AoE damage in a 5’ radius (Point cost: 2 damage per 1 point)
- The Revenant can use a talent they had access to before falling unconscious
- Rank I (Point cost: 1)
- Rank II (Point cost: 2)
- Rank III (Point cost: 3)
(Rank I) The player has 4 points per quest.
(Rank II) The player has 8 points per quest.
(Rank III) The player has 14 points per quest.
A surprisingly wide variety of people train in this mysterious, varied discipline. Rogues excel at stealth and precision; in combat they focus on precise strikes and creating and finding their enemies’ weakness. Experienced Rogues become Assassins, who specialize in subtlety and high-damage output, or Thieves, who specialize in trickery and evasiveness.
The player must roll, allowing them to avoid any attacks, regular conflicts, or encounter (OPQ).
Allows a player to hold their ground. The player can’t move, can’t be moved, and can’t be knocked down. If the player moves the Root is broken. (OPQ)
The player can ignore debuffs and agility checks due to difficult conditions on any water-faring vessel. The player can also climb masts, rigging, or the sides of vessels without agility checks and in half the normal time as long as one hand is free and the player is not wearing armor heavier than medium.
Allows the player to ignore the effect, but not any damage, from a spell (OPR).
The player can fall any distance onto regular terrain and take no damage.
(Reach)
(Rankless) The player calls Safeguard onto an ally or enemy. The target can then activate Safeguard to return to the player at any time during the encounter. The target must go directly back to the player, is immune to damage and effects, and cannot interact with objects, attack, or use talents until they reach the player. If the target falls unconscious the Safeguard activates automatically.
Allows the player to place the responsibility of a non-lethal action onto a group they are a part of (OPQ).
The Sanjoran people are scaly humanoids with typical human facial features and smaller than average physiques. They have slightly thinner and longer fingers and snake-like tongues, and they come in a variety of colors, from darker gem tones to dull earth tones—there doesn’t seem to be any color they can’t be. Due to a troubled past, they are a rare people who lack a proper homeland and are nomadic by necessity, seldom traveling with their own kind. Because of their endless travels, they don’t tire easily and are often seen carrying packs full of eclectic nick-nacks. They are known for almost always being gifted with some form of magic, though they don’t always nurture the ability into becoming full Wizards.
Allows the player to resist any amount of pain.
(Self)
This skill can be purchased once for each of the five main senses.
(Rankless) The player selects one sense to strengthen. To use this sense at heightened strength, the player must focus for 10 seconds.
(Self, Reach)
(Rank I) The player gives a target 5 SP.
(Rank II) The player gives a target 10 SP.
(Rank III) The player gives a target 20 SP.
(Self AoE, Reaction)
The player must have a shield equipped to benefit from this title.
(Rank I) The shield penalty is reduced by 1 for the player. The player can use a buckler with two-handed weapons.
(Rank II) The player gets the effects of the prior rank. Additionally, the player can consume the use of an ability to negate the stun effect or breaking of a shield.
(Rank III) The player gets the effects of the prior ranks. Additionally, once per encounter the player may call “Shield Wall” to negate an instance of aoe damage they receive for all targets in a 10’ radius.
When the player attempts to hit an enemy that is different from the last enemy they attempted to hit, they get a DR and bonus base damage on attacks for the next instances of damage.
(Rank I) The player adds 1 base damage and has a DR 1 for one enemy attack.
(Rank II) The player adds 1 base damage for two attacks and has a DR 1 for two enemy attacks.
(Rank III) The player adds 2 base damage for two attacks and has a DR 2 for two enemy attacks.
(Reach, Self)
Usable once per target.
(Rank I) The player can pick three objects to pickpocket—they must guess all three objects correctly to succeed and can only pickpocket coins. The player can conceal up to 1 weight worth of items or up to 100 iron on their person. The player can pick locks in 30 seconds.
(Rank II) The player can pick three objects to pickpocket—they must guess at least two correctly to succeed. The player can pickpocket coins and any item that would fit in a purse or bag. The player can conceal up to 2 weight worth of items or up to 500 iron on their person. The player can pick locks in 15 seconds.
(Rank III) The player can pick three objects to pickpocket—they must guess at least correctly to succeed. The player can pickpocket any item that is not equipped. The player can conceal up to 3 weight worth of items and any amount of iron on their person and can also conceal one partial weight item on a target. The player can pick locks in 5 seconds.
(Ranged Weapon, Point)
(Rank I) After focusing for 15 seconds, the player can point a ranged basic attack at a target in their line of sight and cannot miss their target.
(Rank II) After focusing for 10 seconds, the player can point a ranged basic attack at a target in their line of sight and cannot miss their target.
(Rank III) After focusing for 5 seconds, the player can point a ranged basic attack or ability at a target in their line of sight and cannot miss their target as long as the player knows exactly where the target is, or as long as the target was visible when the focus started.
Once an event the player can duplicate up to 3 herbs and sculpt the growth of a tree, large plant, or large group of plants into a specific structure. This takes 1 minute of in-game focus, and takes either the entire rest of the event to finish, or the time in between events to finish.
In combat, when the player has less than 4 health and has no other armor or protection they get a +1 to swing, all incoming damage is reduced to 2, and they cannot be mentally manipulated. If they get knocked out after using this and are not revived that same day their body burns to ash.
Spellbinders use power from the Void to counter magic; they specialize in fighting Wizards by nullifying or reflecting their spells. Despite this focus, Spellbinders are still effective fighters when there are no wizards. Spellbinders can become Harbingers, fighters who focus on using the void to dispose of enemies as quickly as possible, or Sentinels, who use the void as a more direct source of protection and battlefield disruption.
Spellbinders cannot use Void-related abilities while using metal weapons or wearing metal armor. Spellbinders can enchant void-related gems or scrolls.
(Self)
The player employs a Squire that can carry some of their items. These items can be accessed at any time.
(Rank I) The Squire can carry up to 2 weight or one suit of armor and can change the player to that armor in 10 seconds.
(Rank II) The Squire can carry up to 4 weight or two suits of armor and can change the player to that armor in 5 seconds.
(Rank III) The Squire can carry up to 6 weight or three suits of armor and can change the player to that armor instantly.
Squirrels, often misjudged for their appearance, hold honor in the highest regard. They are small furry knights that strive for an ideal world. Squirrels act in a knightly manner and are generally humble in speech. Squirrels look like real-world squirrels. Although there are many different varieties of Squirrels all across the lands, there are 3 main varieties often regarded as making up the central Squirrel kingdom. Brown Squirrels are the most commonly known variety of Squirrel. They show their honor with their actions. They are generally very accepting of most kin and hold servanthood in high regard. Brown Squirrel nobles are often considered servants to society and are respected as such. Red Squirrels are the second most common in the Squirrel kingdom. They show their honor by upholding strict sets of rules and etiquette. Whenever they break this code they mark themselves so that the world can see their mistakes. The more marks the less honorable a Red Squirrel is considered to be. The Chip Monks are the rarest of the Squirrels that make up the Squirrel kingdom. The Chip Monks were originally a family in service to an ancient Brown Squirrel king that had spared them from a terrifying beast. When that king exiled himself, he set up a new government. The Chip Monks act as public servants to this newly governed kingdom. As self-proclaimed servants of the Brown Squirrels, they are held in the highest regard.
(Ranged Weapon)
(Rank I) The target is pinned for 5 seconds.
(Rank II) The target is pinned for 10 seconds.
(Rank III) The target is pinned for 20 seconds.
Allows the player to stay standing on unsure footing caused by the environment.
The player can change between one of three stances: Ice, Water, and Mist. The player selects which stance they are in when leaving town and may instantly switch between encounters. The player can only use spells for the stance they are in.
(Rank I) Changing stances during combat requires a 60 second focus.
(Rank II) Changing stances during combat requires a 20 second focus.
(Rank III) Changing stances during combat requires a 5 second focus.
Allows the player to delay incapacitation for 5 seconds after they drop to 0 HP.
(Point)
(Rankless) With each purchase the player can pick one use of any steward to add to their retinue:
- Combat Steward: Twice per steward per quest, the player can administer a non-equipment item to allies during combat by pointing.
- Armor Steward: The player can register a weapon or armor to the steward before a quest. The player can swap an ally’s equipment with the registered equipment after a 5 second focus OPQ. The ally can refuse the swap. The ally’s original equipment can be taken back from the steward in town. Equipment a steward is holding cannot be accessed without using the steward during a quest.
- Mercantile Steward: The steward can procure a copy of a non-unique item the player already has for the player to purchase once per out-of-game day. The steward will take one quest’s worth of time to acquire the item.
The player can read and write in the fairy language of stone and can glean information about things associated with stone or rock as if reading text.
After 30 uninterrupted seconds of focusing on stone that they intend to shape, the player can begin to shape it like wet clay. If a section of stone has significant weight, it may take a longer time to focus.
If the player is touching stone, they can prevent themselves from being removed from it.
Storm can be used once per quest. The player gains additional uses of hydromancy abilities. These additional uses do not change if the player changes stances—they are still usable while in other stances. All effects of Storm go away at the end of the encounter.
Any ability use that you gain from the use of Storm gains the following effect:
- (Ice) Blizzard: After using a Storm ability, the player can give a 2 SP to a target.
- (Water) Rainstorm: Storm abilities also cause a Knockdown effect.
- (Mist) Dense Fog: Storm abilities can be applied through pointing.
(Rank I) The player gains one additional Rank I use for any hydromancy ability the player has the Rank I of.
(Rank II) The player gains one additional Rank I use for any hydromancy ability the player has the Rank I of and one additional Rank II use for any hydromancy ability the player has the Rank II of.
(Rank III) The player gains one additional hydromancy ability use at each Rank that the player has.
The player may tell a story that lasts at least five minutes about some form of cooperation. After the story is finished, everyone who listened to the whole story gains a single use of “Cooperation” until the end of the event. If someone calls “Cooperation” and someone else responds by calling “Cooperation” the players can use one of the following effects:
The targets may use a combined effort to overcome an obstacle out of combat (e.g., move something heavy, climb a cliff).
The targets may have a short conversation with the each other. The next time one of them falls to 0 HP, if the other player can get within arms reach within 10 seconds, the downed target may get up with 1 HP but cannot fight until healed.
The player may tell a story that lasts at least five minutes about some form of fight. After the story is finished, everyone who listened to the whole story takes no damage from the next attack that hits them (OPE).
The player may tell a story that lasts at least five minutes about some form of livelihood. After the story is finished, everyone who listened to the whole story gains a background of the storyteller’s choosing for a single use (OPE).
Allows the player to carry an additional 2 weight.
(Voice)
Strategy Points go away at the end of a quest.
- The player earns Strategy Points when one of the following things happens:
- A target uses an effect provided by one of the player’s abilities on someone other than the player (once per each use of the player’s abilities)
- A member of the player’s Team drops a target to 0 HP
- A member of the player’s Team has a talent used against them by an enemy
- The player may spend Strategy Points on one of the following effects:
- The player calls “Strategy: Defence” to give everyone on the player’s Team 3 SP.
- The player calls “Strategy: Offense” to give everyone in the player’s Team 1 additional damage to their next three single-target attacks.
- The player calls “Strategy: [player’s house bond name]” to give everyone on the player’s Team a use of their house bond even if they are not a member of the house.
- The player calls “Strategy: Call to Arms” to allow all Team members other than the player to use a R1 or Rankless ability for free within the next 5 seconds.
- The player can increase the Rank of a Tactician when used on a member of the player's Team.
(Rank I) Using a strategy costs 9 Strategy Points
(Rank II) Using a strategy costs 7 Strategy Points
(Rank III) Using a strategy costs 4 Strategy Points
Frostbite (Ice)(Packet, Organic Weapon) (Rank I) The player pins a target for 5 seconds. (Rank II) The player pins a target for 10 seconds. (Rank III) The player pins a target for 20 seconds. |
Tide (Water)(Packet, Organic Weapon) (Rank I) The player either pushes or pulls a target 5’ (Rank II) The player either pushes or pulls a target 10’ (Rank III) The player either pushes or pulls a target 20’ |
Cloaking Mist (Mist)(Self, Reach, Packet) (Rank I) The player cloaks a target in mist. The next stun effect that hits the target is negated. (Rank II) The player cloaks a target in mist. The next two stun effects that hit the target are negated. (Rank III) The player cloaks all targets within 5’ in mist. The next stun effect that hits each target is negated. |
The player negates any severing or gimping effect on their legs.
(Packet, Organic Weapon)
After using a Kinesiomancy ability, or the first time each encounter the player uses a Kinesiomancy Tier III, the player can use a Surge. The player cannot have multiple uses of Surge at a time.
(Rank I) The Surge causes a stumble.
(Rank II) After using any Rank I Kinesiomancy talent the Surge causes a stumble. After using a Rank II or Rank III Kinesiomancy talent the Surge causes a 5’ push.
(Rank III) After using any Rank I or Rank II Kinesiomancy talent the Surge is either a 5’ push or a stumble. After using a Rank III Kinesiomancy talent the Surge is either a 10’ push or a Knockdown.
Allows the player to absorb the dissipating energy from any spell that negatively affects them, channeling it into 3 extra damage on their next attack. Does not work if the spell triggers any void ability.
When something is hidden and is about to attack the player can tell and will instinctively heat up and glow a little brighter.
(Reach)
If the target is Life Linked, the target may choose when to use the Syphoning Strike, and its effect is doubled.
(Rank I) The target’s next single-target attack deals 1 additional damage. If this attack hits an enemy, the target restores 1 AP.
(Rank II) The target’s next single-target attack deals 2 additional damage. If this attack hits an enemy, the target restores 2 AP.
(Rank III) The target’s next single-target attack deals 3 additional damage. If this attack hits an enemy, the target restores 3 AP.
(Voice)
The player must call out the name of an ability that the target has. The called ability must be the next talent the target uses or they lose the free use. The use of Tactician is consumed regardless of whether the target utilizes the free use of the called ability or not. The player cannot target themself with Tactician.
(Rank I) The player tells an ally to use one of their Rankless or Rank I abilities, giving them a free use of that ability.
(Rank II) The player tells an ally to use one of their Rankless, Rank I, or Rank II abilities, giving them a free use of that ability.
(Rank III) The player tells an ally to use one of their Rankless, Rank I, Rank II, or Rank III abilities, giving them a free use of that ability.
The player can pick up a target of any size and fly them back to the Hero’s Encampment. The player must take 3 steps without being interrupted to fly (OPQ).
The player can persuade others that a given item is worth somewhat more than the normal going-price by telling a vivid story (based on at least some truth) about it.
Allows the player to use the R1 of a non-combat skill a member of their party just used (OPR).
(Point)
The player may use each of the listed effects.
(Rank I)
- The player can gather up to two enemies and throw them 10’ in a direction and knock them down once per quest.
- The player can grab a human-sized/weighted object and manipulate it or throw it once per quest.
- The player can move an ally up to 10’ once per quest.
(Rank II)
- The player can gather up to five enemies together and throw them 10’ in a direction and knock them down once per quest.
- The player can grab a large object and manipulate it or throw it once per quest.
- The player can move an ally up to 10’ twice per quest.
(Rank III)
- The player can gather all enemies in the encounter together and throw them 10’ in a direction and knock them down once per quest.
- The player can grab a massive object and manipulate it or throw it once per quest.
- The player can move an ally up to 10’ four times per quest.
(R1 Packet, R2 Point, R3 Point, R3 Self AoE)
The player must focus for 5 seconds before teleporting. If the focus is interrupted, the talent is consumed. The player cannot use Teleport if it would halt a target that was halted by their Teleport within the last 3 seconds.
(Rank I) The player throws a packet after focusing and teleports to it.
(Rank II) The player can teleport anywhere reasonably in sight.
(Rank III) The player may teleport anywhere reasonably in sight with 10 or fewer targets who are within 5’. All targets must focus for 5 seconds before teleporting.
(Self, Organic Weapon)
The player forces a target to walk (the target cannot run). The target cannot use or be affected by any talents that would make them move or become immune. Tether does not break any immunity currently on the target. The player does not have to walk if they use Tether on themselves.
(Rank I) The effect lasts 15 seconds.
(Rank II) The effect lasts 30 seconds.
(Rank III) The effect lasts 60 seconds.
When facing a creature that is 10 feet or larger, the player can choose between adding 1 DR or 1 damage to their attacks and can resist any fear effects from the creature.
The player must sleep/meditate to receive a DR of 1 when taking damage to HP. The sands cover the player's skin like a shell to protect them (OPOOGD).
The player may summon a creature from the Wasteland while in the desert. The player may summon a creature for quick travel, to befriend, or to eat. The player will have to do some type of summoning ritual and should remember the steps for summoning in case it goes badly.
The first attack that would drop the player to 0 HP brings them to 1 HP instead (OPIGD).
(Self, Packet)
Thunderstorm can be used once per quest. The player ascends into the sky, morphing into a thundercloud. While in this form, the player is immune to damage and effects, cannot use items, cannot basic attack, and must stay within 10’ of the where Thunderstorm was used, but may recenter the radius by using Bolt to move. The player can only use the specified kairomancy spells. The player also gains a pool of damage they can make attacks with. The player may stay in this form for up to 60 seconds or until they are out of Thunderstorm damage. When Thunderstorm ends, the player calls Thunderstomp, knocking down all enemies within 5' upon landing.
(Rank I) The player has a pool of 5 damage they may use in increments of 5 or less. The player may use Charge and Rank I kairomancy abilities.
(Rank II) The player has a pool of 15 damage they may use in increments of 5 or less. The player may use Charge and Rank I and Rank II kairomancy abilities.
(Rank III) The player has a pool of 40 damage they may use in increments of 10 or less. The player may use Charge and all kairomancy abilities.
Allows a player to understand, fix, or break anything with mechanical moving parts so long as they can see, hear, or feel it.
After being in an environment for a full encounter, gain Resistance R1 to the harshest of environmental qualities. You keep this resistance until entering another environment that requires a different resistance.
(Rankless) The player selects one Rankless Warrior ability to purchase. Each player may only select one ability to train in but can purchase that ability multiple times.
In a pickle? Throw a goblin at it! No matter what the situation—as long as the goblin is not in the middle of combat—the first time they try something they'll come out of it unharmed. The next time they definitely won't die.
Trolls are generally passive and slow of body and mind. Trolls like it when the people around them are happy, and as such they naturally lean toward improving the lives of those around them by making themselves useful. Because Trolls don’t tire easily, they don’t mind work and are frequently utilized by other kin for their strength. In general, there are two things regarding attire that matter to a Troll: sentiment and boots. Regarding sentiment, Trolls frequently wear items that are given to them. Other kin rarely think of Trolls outside of their employment roles, and they are frequently left out of celebrations and ceremonies. Trolls also don’t typically own many belongings. As a result, gifts from those they care about are valued and kept on their person. Regarding footwear, Troll society sees boots as a mark of status. This is not done in a competitive way, good boots are simply a point of pride. Trolls’ most common occupation is as a hired laborer for a fixed amount of years. This arrangement of selling their own people’s labor is done entirely willingly, but resembles slavery closely enough to make some other cultures uncomfortable with the idea. For this reason, the Trolls are careful to use words that imply willing employment rather than ownership. Trolls are large and lumbering with a wide, strong, sturdy frame. They have generally rounded features with shorter sturdy legs and thick hide-like skin, similar to a rhinoceros, which can vary in color from light tan to gray. Many Trolls do not have any sort of hair, but those who do have coarse hair with thick cordlike fibers. Trolls are very prone to physical mutation, which causes a wide array of body shapes, sizes, and features. For example, some Trolls have tusks, while others have knobby horn-like protrusions on their head or shoulders. Some even develop scaley structures on their shoulders or back.
(Self)
The player must focus for 5 seconds to activate or deactivate Unbreakable.
(Rank I) Gives the player a DR 1 and lowers the player’s base damage by 1.
(Rank II) Gives the player a DR 2 and lowers the player’s base damage by 1.
(Rank III) Gives the player a DR 10 and lowers the player’s base damage by 4.
(Packet, Organic Weapon, Point, Reaction)
The player may use Undying on an ally within arm’s reach before they drop to 0 HP. The player can point Undying onto Life Linked targets. The effect lasts for 10 seconds at all ranks for non-Life Linked allies. For Life Linked allies, the effect lasts for 20 seconds instead. The player can select an enemy for Undying by hitting them or their weapon/shield with a spell packet or organic weapon. The spell rank must be chosen at this time; if the player misses, the spell use is consumed. The player can point the effect onto the selected enemy target when they drop to 0 HP. Enemies that are dropped to 0 HP frenzy and cannot be dropped back to 0 HP while the frenzy is active. The enemy drops to 0 HP again once the frenzy ends.
(Rank I) If used on an ally, the target is shaken upon reaching 0 HP. If used on an enemy, the target frenzies for 5 seconds.
(Rank II) If used on an ally, they may fight without using any talents upon reaching 0 HP. If used on an enemy, the target frenzies for 10 seconds.
(Rank III) If used on an ally, they may fight as normal upon reaching 0 HP. If used on an enemy, the target frenzies for 20 seconds.
Frozen Shield (Ice)(Self, Reach, Packet) In addition to the DC, the target may reduce one instance of damage they receive by 5 to a minimum 0 when they choose by calling “Block”. (Rank I) The target has a DC 8. (Rank II) The target has a DC 6. (Rank III) The target has a DC 4. |
Water Whip (Water)(Self, Reaction, Packet, Organic Weapon) The player can consume a cast of Water Whip to reduce an instance of damage taken to an arm by 5 to a minimum of 0 by calling “Block”, or to deal 2 damage and cause a stumble effect. The player can only have one Water Whip active at a time. (Rank I) The player gets 2 casts of Water Whip. (Rank II) The player gets 3 casts of Water Whip. (Rank III) The player gets 5 casts of Water Whip. |
Vapor’s Edge (Mist)(Reach, Packet) (Rank I) The ally’s next three single-target attacks deal 2 additional damage. (Rank II) The ally’s next three single-target attacks deal 3 additional damage. (Rank III) The ally’s next three single-target attacks deal 4 additional damage. |
(Rank I) If the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, their next basic attack deals 1 additional damage.
(Rank II) The player gets the effects of the prior rank. If the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, the player may reduce the next instance of damage they receive by 5.
(Rank III) The player gets the effects of the prior ranks. Additionally, if the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, they may use one Rank I or Rankless single-target warrior, champion, or berserker ability they have for free. The player can only use a talent usage they gained this way once per target.
(Encounter)
Takes effect instantaneously in-game, halting the movement of all other characters. The player cannot move through people or objects, or use any talents or items during the Vanish. Attempting to hit a target or being hit breaks the Vanish. The player cannot use Vanish if it would halt a target that was halted by their Vanish within the last 3 seconds.
(Rank I) The player moves in a straight line. The player has 5 seconds to go as far as they want.
(Rank II) The player can change their trajectory up to 90 degrees during the Vanish. The player has 10 seconds to go as far as they want.
(Rank III) The player has full range of motion and can interact with simple objects during the Vanish. They can bring a willing target with them. The player has 20 seconds to go as far as they want.
(Rank I) The player will know if any Rank I Rogue talent is used near them. The player is aware if there is anything unseen nearby.
(Rank II) The player will know if any Rank I or Rank II Rogue talent is used near them. The player can identify nearby danger. The player gains 1 damage on the next attack against a Rogue after they use a Rogue talent.
(Rank III) The player will know if any Rogue talents are used near them or if any talents are used for stealth or espionage within 10’ of them. The player gains 1 damage on the next attack against a Rogue after they use a Rogue talent. The player can continue attacking a target that is Vanishing or Dashing, but the player must keep their feet planted while the target is moving.
If any non-combat version of a Tier II Neuromancy spell causes a target to become alerted or combative, the spell’s effect will end.
Decoy (Combat) (Self, Reaction) The effect of Decoy breaks early if the player damages a target. Decoy can only be used as a reaction to a non-talent attack from an enemy. (Rank I) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 5 seconds. (Rank II) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 10 seconds. (Rank III) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 20 seconds. |
Visage (Non-Combat) (Packet, Reach) Visage lasts as long as the target is within sight of the player. (Rank I) The player makes a target see and hear something that fits into a 6’ cube and lacks detail. The player cannot change what the Visage is doing once used. (Rank II) The player makes a target see and hear up to 6 things that each fit into a 6’ cube and lack detail. These areas can be combined for a larger illusion or can be condensed into one object with detail that would fool the average person without close inspection. The player can change what the Visage(s) is doing once. (Rank III) The player makes a target see and hear as many things as they want that lack detail, or can make one object that is as detailed as the player can imagine. The player can freely manipulate the Visage. |
(Self)
The player has Void Casings that can be used to give themself AP or DR. The player can choose to switch any number of their Void Casings between their AP and DR forms with a 5-second focus. The AP from a Void Casing can still be restored if the Void Casing is switched to DR, though it must be switched back to the AP form to take advantage of the restored AP. The DR from different Void Casings can stack.
(Rank I) The player has one Void Casing that can either be 4 AP or 1 DR.
(Rank II) The player has two Void Casings that can either be 6 AP or 1 DR each.
(Rank III) The player has three Void Casings that can either be 8 AP or 1 DR each.
(Self, Packet)
The player creates and opens a Void Gate by placing a packet (the player does not need to focus for the initial creation and opening of a Gate). The player calls “Void Gate” to return to an open Gate location. The player must move quickly and directly to the open gate. While moving to the gate, the player cannot interact with objects, attack, or use talents and is immune to damage and effects until they reach the gate. Once the player returns to a Void Gate, the Gate closes.
(Rank I) The player can have one Void Gate in an encounter. While standing near the Void Gate, the player may either focus for 10 seconds or use one Void to reopen the closed Gate.
(Rank II) The player can have three Void Gates in an encounter. While standing near the Void Gate, the player may either focus for 10 seconds or use one Void to reopen a closed Gate.
(Rank III) The player can have six Void Gates in an encounter. While standing near the Void Gate, the player may either focus for 5 seconds or use one Void to reopen a closed Gate.
(Packet, Self, Organic Weapon)
Targets in a Void Rift are immune to damage and effects, cannot move, cannot speak, cannot attack, cannot use talents, and cannot interact with items. The target is still aware of their surroundings and can hear.
(Rank I) The target is in the rift for 5 seconds.
(Rank II) The target is in the rift for 10 seconds.
(Rank III) The target is in the rift for 20 seconds.
(Packet, Organic Weapon)
The player can teleport through a target that they hit, pausing the battle for the player and the target. The damage is done by a weapon strike, which resumes the fight. The player ends up directly opposite of the target within weapon’s reach. This ability still works if the target blocks with a weapon or shield. Void Walk cannot be used on the same target for the next 3 seconds.
(Rank I) The player deals 3 damage to the target.
(Rank II) The player deals 6 damage to the target.
(Rank III) The player deals 9 damage to the target.
(Ranged Weapon)
The player makes a ranged attack that deals damage to all enemies in a 5’ radius of where it lands.
(Rank I) The player deals 6 damage.
(Rank II) The player deals 9 damage.
(Rank III) The player deals 12 damage.
(Packet)
The player must throw a packet to use Vortex. Physical obstructions can stop a target from traveling to the location of the packet. If the target is prevented from reaching the packet location, they must remain against the obstruction for 2 seconds.
(Rank I) All enemies within 5’ of where the packet lands are drawn to it. All affected targets are pinned for 2 seconds once they reach the packet location.
(Rank II) All enemies within 10’ of where the packet lands are drawn to it. All affected targets are pinned for 2 seconds once they reach the packet location.
(Rank III) All enemies within 20’ of where the packet lands are drawn to it. All affected targets are pinned for 2 seconds once they reach the packet location.
The player can meditate during a rest (counts as sleeping) to align their will to the Queen of Corunum. For the next in-game day, they will not be able to knowingly make any choice contrary to the Queen’s cause, but gain +1 to damage and +1 DR against enemies of the Queen.
(Voice)
(Rank I) Adds 2 damage to each Team member's next single-target attack.
(Rank II) Adds 3 damage to each Team member's next single-target attack.
(Rank III) Adds 4 damage to each Team member's next single-target attack.
Warriors specialize in plain weapons fighting, which allows them to deal and withstand relatively high damage. Warriors start with a Warrior Title that augments their fighting style; see the Warrior Title page for more. They will eventually specialize into either Berserkers, who thrive when fighting large groups of enemies, or Champions, who prefer dueling one on one.
Wastelander traditions and physical traits make them some of the most hardy kin in desert settings, and they are very skilled at traveling safely and finding water in the desert. Wastelanders look very similar to Kinsmen, but with tough skin that generally gets tougher as the Wastelander ages. As traders and merchants, they are likely to travel and are not uncommon in other regions, although they tend to stay away from humid or cold areas.
Allows the player to breathe and move freely underwater. Can roleplay moving faster than non-Nyads. The player can't be knocked down underwater.
The player can summon up to 10 gallons of water per day (either over time or all at once)
The player can read and write in the fairy language of water and can glean information about things associated with the flowing of liquid as if reading text.
The player can pull oxygen from water in peoples' lungs, allowing them to breath under water within a 5’ radius of the player.
In order for a player to use a weapon to its fullest extent, the player must have dexterity in that weapon class. Each weapon dexterity costs 5 XP and there is no limit to how many a player can purchase. A list of Weapon Dexterities can be found here.
Once per encounter, the player can create a strong updraft to fly a short distance. Could be used to escape in open areas, or access high places, etc.
The player can create a strong wind in a direction of your choosing making it hard to hear. (OPQ)
The player can read and write in the fairy language of wind and can glean information about things associated with the movement of air as if reading text.
Allows the player to create a burst of wind, both taking flight and knocking over targets within a 5-foot cone. The player has 5 seconds to relocate before landing (OPQ).
Wizards are the authority on magic and the arcane. Wizards train to learn two of six possible magic schools, one elemental and one manifold. Elemental magics include control over fire, water, or lightning, while manifold magics include influence over others' minds, manipulation of life energies, or control over physical surroundings.
Wizards cannot use magic while using metal weapons or wearing metal armor. Wizards can create scrolls and enchant gems related to their magic schools.
Wolfsbein are fully furred with humanoid features, save for their heads, which feature wolf ears and lightly snouted mouths. They have claw-like nails, wolf tails, sharp canine teeth. Wolfsbein are a loyal, efficient, and generally likable kin. Wolsbein are originally from an icy mountain fortress outside the region and are still deciding how involved to be with their neighbors. They have so far stayed out of larger political affairs. Instead they keep to themselves in their capitol in the Growling Hills, where they practice and excel at spellbinding.
Wood Elves are typically a calm and respectful kin. They are usually silent as they try to observe others and listen to the world around them. They try to listen to all sides of a situation or argument before making a decision that is the most logical. They believe in the importance of protecting the land and innocent life and find beauty in the most simple of things. Wood Elves are physically more humanlike than any other Elven kin, despite the fact that the majority of them share the pointed ears and elongated frames otherwise seen only on High Elves. Their hair color ranges from dark blond to dark brown hair. Women typically wear long hair that is braided back. Many have brown eyes. Although they are stereotyped as slight, if not frail beings, they are born with diverse body types.
Allows the player to escape an encounter if in a wooded area (OPR).
A telling description of Yo-Na is the long-revered adage: “Knowledge is the cornerstone to humble power.” An ancient and wise people, the Yo-Na pass down their knowledge, documents, current teachings, and understanding of things yet to be discovered as a key part to their way of life. They begin their first years in school nearly every day. Each Yo-Na has a thirst for learning, be it about martial arts, engineering machinery, or even culinary skills, to prepare them for their lifelong Pilgrimage. Yo-Na are a kind-hearted and ancient people. They are often found aiding other people, be it an entire nation or an individual--no problem is too small in their eyes. Yo-Na are bipedal bear people that come in all different shapes, sizes, and colors, though their fur patterns tend to be largely consistent.