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# Rogue Lineage: The TTRPG: Gaia Core Rulebook, An Introduction Rogue Lineage: The TTRPG The Rogue Lineage: The TTRPG’s system runs on bidding points into an action which correlates to your character’s stats and abilities. When a character attempts to do something, the WM (World Master,) may call for a Point Bid. A Point Bid typically occurs when a character attempts to do something that would not immediately be successful. When this happens, the character attempting to perform that action bids a number of points of the type of point requested from the WM. The WM typically does not, and should not be expected to, reveal the amount of points bid by the opposition. The WM may call an attribute check for things you do. For example: Player 1: “I want to climb up the cliff. I have a climbing speed of 15ft, and my mama is charged.” WM: “You can do that. However, the cliff is hard to climb. Make an Agility bid to hold your grip.” Player 1: “Ok, I bid 15 Agility points!” WM: “Ok, you are successful! You only needed to bid 10 or higher, 15 is enough.” ## Main Attributes: * Strength - One’s physical strength and general muscle-power. While carrying lbs of weight greater than your Strength score; you cannot take the Dash or Sprint Secondary Action/Action. If you carry lbs greater than your Strength score + 20, then your movement speed is reduced to 0ft. Carrying another humanoid equal to or less than your size counts as half of your Strength score in lbs. * Agility - One’s speed, accuracy, reflexes and such. * Fortitude - One’s physical endurance and constitution. * Charisma - One’s ability to influence others with their personality, actions and words. * Willpower - One’s mental endurance and common sense. * Intelligence - One’s mental capacity and general knowledge. ## Weaponry Attributes: * Fists - One’s proficiency with weaponising their fists and legs. * Daggers - One’s skill with a dagger or two. * Spears - One’s proficiency with spears. * Swords - One’s skill with swords. * Spellcasting - One’s proficiency in spellcasting. ## Attribute Points You have a number of Strength, Agility, Fortitude, Charisma, Willpower, Intelligence, Fist, Dagger, Spear, Sword and Spellcasting points equal to their respective scores. These points, when expended, are recovered when you finish a Long Rest. Half of them, when expended, (rounded up to the nearest whole) are recovered when you finish a Short Rest. It is also important to keep track of a player character’s renown and general reputation; their alignment. This usually starts of at -1, 0, or 1. 2 or more is referred to as Orderly, -2 or less is referred to as Chaotic, -1 is referred to as Neutral Chaotic, 1 is referred to as Neutral Orderly, and 0 is referred to as True Neutral. If you have an Alignment score of 2 or above, then you have a number of Orderly points equal to your Alignment score. If you have an Alignment score of -2 or lower, then you have a number of Chaotic points equal to your Alignment score, converted to positives. Although your Alignment score has no limit; you may only have up to 100 Chaotic/Orderly points by default. All expended Chaotic/Orderly points are recovered when you finish a Long Rest. Half of your expended Chaotic/Orderly points are recovered when you finish a Short Rest. \pagebreakNum ## Other Basic Stats: * Health/Hit Point Maximum - The maximum amount of Health/Hit Points which you may have at any time. This begins, by default, at 10. * Health/Hit Points - The amount of Health/Hit Points you have. When they are reduced to 0, you are knocked unconscious and cannot act. You die if you take more damage while unconscious. This begins, by default, at 10. * Armour Class - When you take damage; the amount you take is reduced by your Armour Class. 0 by default. * Dodge Class - When you are targeted for an Attack Bid or a bid from an ability which states that you may dodge the bid; you reduce that bid by your Dodge Class. 0 by default. * Movement Speed - How far a creature/object may move on their turn by default. This begins, by default, at 30ft. * Toxicity Maximum - A creature who reaches their Toxicity Maximum immediately dies. 100 by default. * Toxicity - The amount of Toxicity in a creature. 0 by default. # Chapter 1: Combat Combat is a fairly large part of Rogue Lineage: The TTTPG. Here is what you need to know about it, other than what’s already been mentioned: ## Conditions After finishing a Long Rest (a period of time at least 8 hours long in which you only sleep or do light activity,) you may either restore all of your expended Hit points OR get rid of one of your conditions (you choose which condition you get rid of.) ### Set on Fire A creature or object that has the Set on Fire condition takes 3 Fire damage at the start of each of round. This condition is ended if the creature or object under this condition either dodges, dashes, sprints, or if at least half of itself makes contact with water. ### Set on Orderly Fire A creature or object that has the Set on Orderly Fire condition takes 1 Fire damage and 2 Orderly damage, (3 Orderly damage if the creature or object is Chaotic, 4 Orderly damage if the creature has an alignment of less then -60,) at the start of each round. The creature or object takes an additional 3 Orderly damage when they lose this condition. ### Set on Chaotic Fire A creature or object that has the Set on Chaotic Fire condition takes 1 Fire damage and 1 Chaotic damage at the start of each round and cannot charge their mana. This condition ends at the end of the next round after the creature or object gains this condition. The creature or object takes an additional 3 Chaotic damage when they lose this condition. ### Curse Tagged A creature or object who has the Curse Tagged condition has their Armour Class and Dodge Class temporarily reduced by 2 (to a minimum of 0.) Additionally, once per round, they take 1 additional (Chaotic) damage from the first damage dealt to you that round. ### Broken Ribs A creature with the Broken Ribs condition has their Armour Class and Dodge Class temporarily reduced by 1. Additionally, a creature with the Broken Ribs condition has their movement speed reduced by 5ft. ### Broken Leg A creature with the Broken Leg condition cannot take the Dash or Sprint Secondary Action/Action. ### Dislocated Arm A creature with the Dislocated Arm condition may not carry humanoids less/of their size. Additionally, a creature with the Dislocated Arm condition may not climb and has their climbing speed reduced to 0. ### Stunned A creature with the Stunned condition cannot take Reactions or Secondary Actions and cannot Cast Spells. This condition can end by the creature expending 1 Fortitude point or by the creature not taking an Action and not moving on their turn. ### Chest Wound Once per round, you take 1 additional damage from the first damage dealt to you that round. \pagebreakNum ### Murderous Rage You attempt to kill all unconscious living beings in your presence. You cannot do anything apart from try to kill them until they are dead, you are knocked unconscious, or you expend 10 Willpower points to resist. Properties: Insanity ### Suicidal Urges When you are within 15ft of a cliff, your movement speed is reduced to 5ft and you attempt to walk off of the cliff. You may expend 10 Willpower points to resist. Properties: Insanity ## Basic Combat ### Actions A creature can take 1 Action on their turn, (objects do not take Actions, unless otherwise specified, in which case, they can take 1 Action on their turn, unless otherwise specified) unless otherwise specified. ### Secondary Actions A creature can take 1 Secondary Action on their turn, (objects do not take Secondary Actions, unless otherwise specified, in which case, they can take 1 secondary action on their turn, unless otherwise specified) unless otherwise specified. ### Reactions A creature can take 1 Reaction each round, (objects do not take Reactions, unless otherwise specified, in which case, they can take 1 Reaction each round, unless otherwise specified) unless otherwise specified. ## Movement ### Running You can run a number of feet on foot equal to your movement speed in one turn. This does not use an Action, Secondary Action or Reaction. While your mana is charged; you may choose to run a number of feet on foot equal to your movement speed +5 in one turn and uncharge your mana. ### Climbing Your climbing speed equal to your movement speed, halved (rounded up to the nearest multiple of 5.) Your climbing speed is reduced to 0 while your mana is uncharged. Climbing uncharges your mana. ### Swimming Your swimming speed is equal to your movement speed, halved (rounded up to the nearest 5ft.) ### Jumping You may expend your movement speed to jump, distributing it between the height of the jump and the length of the jump. For example, if you had a movement speed of 30ft and decided to use all of your movement speed to jump, then you could jump 20ft long and 10ft into the air. You need not expend your full movement speed to jump. ## Examples of Actions, Secondary Actions and Reactions ### Attack (Action) A creature or object can use their action on their turn to make an attack bid with a weapon of their choice, or unarmed. You cannot target something that you do not know the location or presence of with an attack. ### Cast Spell (Action) A creature or object can use their action on their turn to cast a spell, if they have the ability to do so, unless the spell specifics using something other than an action to cast it. You cannot target something that you do not know the location or presence of with a spell. ### Sprint (Action) A creature or object can use their Action on their turn to move twice their movement speed, so long as they move in a straight line. You may not take this Action if you have taken the Dash Secondary Action on this round. ### Dash (Secondary Action) A creature or object can use their Secondary Action on their turn to move an additional number of feet equal to half their movement speed, so long as they move in a straight line. You may not take this Secondary Action if you have taken the Sprint Action on this round. ### Charge Mana (Secondary Action) As a Secondary Action on your turn, you may charge your mana. ### Chance Attack (Reaction) When a creature or object leaves a creature or object’s reach, that creature or object may make an Attack Bid with their Unarmed Strikes or with their weapon against the creature or object leaving their reach. Alternatively, the creature or object may cast a spell as a Reaction that targets a creature or object that would leave the reach of that spell, provided that the spell states that it may be used as a Chance Attack. \pagebreakNum ### Dodge (Reaction) A creature or object can use their Reaction to attempt to make an Attack Bid against them falter. They must then make an Agility bid. That Attack Bid against the dodger then suffers a penalty equal to the number of Agility points expended. You may not expend more than 10 Agility points to use this Reaction by default. ## Armour ### Heavy Armour Creatures and objects wearing Heavy Armour suffer a 15ft penalty to their movement speed (to a minimum of 0.) ### Medium Armour Creatures and objects wearing Medium Armour suffer a 10ft penalty to their movement speed (to a minimum of 0.) ### Light Armour Creatures and objects wearing Light armour suffer a 5ft penalty to their movement speed (to a minimum of 0.) # Chapter 2: Ability Cards A comprehensive list of unlockable ability cards which may be used by player characters and NPC’s alike. Each ability card has its own requirements and unique abilities. They all fit into a category. The first of which listed here is the Warrior category. ## Warrior ### Warrior’s Training *“Y’here to learn how to defend yourself?”* You regain 1 expended Sword points when you miss an Attack Bid, provided you bidded at least 2 Sword points into the Attack Bid. Requirements: a Sword score of 20 or higher ### Mercenary Carry You can still Dash and Sprint while you are carrying lbs greater than your Strength score, so long as you are not carrying lbs greater than your Strength score + 20. Requirements: Warrior’s Training, a Strength score of 20 or higher ### Plate Training You do not suffer the 15ft penalty to movement speed while wearing Heavy Armour, you do not suffer the 10ft penalty to movement speed while wearing Medium armour and you do not suffer the 5ft penalty to movement speed while wearing Light armour when you take the Sprint or Dash Action/Secondary Action. If you do not take the Sprint or Dash Action/Secondary Action, then the penalty to movement speed while you are wearing Heavy, Medium and Light armour is reduced by 5ft. Requirements: Warrior’s Training, a Fortitude score of 20 or higher ### Pommel Strike When you make a successful Attack Bid with a sword, as a Secondary Action; you may give the target of the Attack Bid the Concussion condition. Requirements: Warrior’s Training, a Willpower score of 20 or higher ### Action Surge When you make a successful Attack Bid with a Sword, you may expend 5 Agility points. You may then use your Secondary Action to make another Attack Bid with your Sword. However, the values to hit and damage are not determined by bids. To hit: your Sword score, halved, rounded down to the nearest whole. To damage: your Strength OR Agility score, halved, rounded down to the nearest whole. Requirements: Warrior’s Training, an Agility score of 20 or higher ## Sigil Knight ### Sigil Knight Oath *“Looking to strengthen your bond to our order?”* You take the following oath in the Central Sanctuary, confirmed by a Sigil Knight Captain, Commander or Master: “I, (you say your full name,) pledge allegiance to the Sigil Knight Order, To protect Gaia is my duty, I swear to follow Solan and keep order, I swear to bring all bringers of chaos I see to justice, And I pledge to act as an emissary of the Sigil Knight Order, And as an emissary of Solan.” You may no longer use any Sigil Knight ability cards if you break this oath or if your Alignment score drops to/is at -2 or below. Requirements: Action Surge, to take the aforementioned oath and to have an Alignment score of 25 or higher, any weapon score greater than 30 ### Flame Charge As a Secondary Action, when you make a successful Attack Bid with any spear, dagger, sword, of with your fists; you may expend 5 Order points (this becomes Willpower points instead if your Alignment score drops below 2.) The target of the Attack Bid gains the Set on Fire condition. Requirements: Sigil Knight Oath, an Alignment score of 30 or higher a Willpower score of 20 or higher \pagebreakNum ### Ice Charge As a Secondary Action, when you make a successful Attack Bid with any spear, dagger, sword, of with your fists; you may expend 5 Willpower points. The target of the Attack Bid’s movement speed is reduced by 5ft (to a minimum of 0) until the end of the next round. Requirements: Sigil Knight Oath, an Intelligence score of 25 or higher ### Thunder Charge As a Secondary Action, when you make a successful Attack Bid with any spear, dagger, sword, of with your fists; you may make an Agility Bid and force the target to make a Fortitude Bid. If your Agility Bid is successful; then the target of the Attack Bid’s movement speed is reduced to 0 and they cannot take Actions or Secondary Actions until the start of the next round. If your Agility Bid is not successful; then your movement speed is reduced to 0 until the end of your next turn. Requirements: Sigil Knight Oath, an Agility score of 25 or higher ## Sigil Knight Commander ### Sigil Knight Commander Promotion *“The Order of Solan will act as a lodestone for justice.”* You gain Errant armour. Requirements: Sigil Knight Oath (you must have kept the oath or have been pardoned for breaking it by the Sigil Knight Order, WM’s discretion,) an Alignment score of 60 or greater, any weapon score of 50 or greater Charge Mastery Using Flame Charge, Thunder Charge, Ice Charge, White Flame Charge and Dark Flame Charge no require you to use a Secondary Action. Requirements: Sigil Knight Oath (you must have kept the oath, to the WM's discretion, the WM may decide that you were pardoned if you broke it and you can still get this ability card, etc.,) an Alignment score of 60 or greater, a Spear, Sword or Dagger score of 70 or greater ### Hyperbody As a Secondary Action on your turn; you may activate Hyperbody. While Hyperbody is active; you and up to 10 allies within 120ft of you that you can see, hear, smell, touch or taste, gain a +10 to their movement speed and heal 1 Health Point at the start of each round (every 6 seconds.) Hyperbody ends if you are reduced to 0 Health points, or die. As a Secondary Action on your turn; you may deactivate Hyperbody. Requirements: Sigil Knight Commander Promotion, a Fortitude score of 40 or more ### Flame Charged Blow When you make a successful Attack Bid with any spear, dagger, sword, of with your fists; you may use your Secondary Action to expend 5-20 Willpower points. The range of the attack is increased by 25ft and deals additional (Fire) damage equal to the amount of Strength points which you expended. Requirements: Sigil Knight Commander Promotion, a Willpower score of 40 or more ### Ice Charged Blow When you make a successful Attack Bid with any spear, dagger, sword, of with your fists; you may use your Secondary Action to expend 5-20 Intelligence points. The range of the attack is increased by 25ft and deals additional (Cold) damage equal to half the amount of Intelligence points which you expended. The Cold damage deals damage directly to the Health Points pool; ignoring Armour Class. Requirements: Sigil Knight Commander Promotion, an Intelligence score of 40 or more ### Thunder Charged Blow When you take the Dash Secondary Action; you may move through hostile creatures, then use your Action to make a single Attack Bid against one target creature or object that was in your path. If the Attack Bid is successful, then you deal additional (Thunder) damage to that target equal to a number of Agility points which you bid. Requirements: Sigil Knight Commander Promotion, an Agility score of 40 or more ## Warlord ### Shoulder Bash When you make an Attack Bid with any spear, dagger, sword or with your fists, you may use your Secondary Action to make an additional attack, bashing the target with your shoulder. This attack uses a Fist Bid to hit and half (rounded up to the nearest whole) of a Strength Bid to damage. If the attack is successful; then the target gains the Broken Ribs condition. Requirements: Greatsword Training, a Strength score of 20 or more ### Greatsword Training *"Who is that?"* When using a Greatsword; you no longer deal half the usual damage. Requirements: Pommel Strike, an Alignment score of -30 or less, a Sword score of 30 or more ## Abyss Walker ### Ardor’s Corruption “Good work, but I did say TWO skulls.” You have ventured into the Tundra and found Enibras, one of Ardour’s Seraphs. You have brought them two skulls of Sigil Knights. You have taken their Purple Torch from there to the Church of Necromancy, high up in the cliffs bordering the Sea of Dust and have jumped and walked into the Abyss that lies below. You gain the Abyssal Greatsword. Requirements: Greatsword Training, to have completed the Purple Torch quest detailed in this ability card’s description, an Alignment score of -60 or less \pagebreakNum ### Wrathful Leap After moving at least 15ft up and 15ft forwards via you jumping on your turn, you may expend 5 Strength and 5 Agility points and use your Action and Secondary Action to make an Attack Bid with your Greatsword/Abyssal Greatsword against all creatures and objects within a 10ft radius of you. Each creature/object successfully hit by that Attack Bid gains the Curse Stack condition. You cannot use this feature if you are not wielding either a Greatsword or an Abyssal Greatsword. Requirements: Ardor’s Corruption, an Agility score of 25 or more, a Strength score of 25 or more ### Abyssal Scream As an Action on your turn, you may make a Willpower Bid and force all creatures who can hear you apart from those you choose to make a Willpower Bid. If their Willpower Bid fails against yours, then they gain the Curse Stack condition. Requirements: Ardor’s Corruption, a Willpower score of 45 or more ## Lord’s Training ### Lord’s Stance Training “You swing your sword like a farm tool.” When you make a successful Attack Bid with a Sword, Spear or Dagger, you may deal 1 additional damage; the type of damage being Sword if you made the successful Attack Bid with a sword, Spear if you made the successful Attack Bid with a spear; and Dagger if you made the successful Attack Bid with a dagger. Requirements: A Sword, Dagger or Spear score of 30 or higher, an Agility score of 5 or higher, a Strength score of 5 or higher ### Counter When you take Sword, Spear or Dagger damage, as a reaction; you may reduce the amount of Sword/Spear/Dagger damage you took by 2, to no less than 1. You may expend 1-10 Charisma, Agility or Fortitude points to reduce that damage by an additional amount equal to the amount of points you expended. Requirements: A Sword, Dagger or Spear score of 35 or higher and Fortitude score of 15 or higher, Lord’s Stance Training OR a Sword, Dagger or Spear score of 30 or higher and a Charisma score of 10 or higher, Lord’s Stance Training ### Disarming Strike When you make an Attack Bid with a Sword, Spear or Dagger, you may use your Secondary Action and expend 5 points of either Sword, Spear or Dagger (depending on which you make the Attack Bid with,) to force your target, if holding a weapon, to drop it. Requirements: A Sword, Dagger or Spear score of 35 or higher, a Willpower score of 15, Lord’s Stance Training OR a Sword, Dagger or Spear score of 30 or higher, an Intelligence score of 10 or higher, Lord’s Stance Training ## Wraith Knight ### Oathbreaker; Oathtaker *“Do you remember our oath? C’mon, I know you know.”* You have broken your Sigil Knight oath. You have lost access to all of your Sigil Knight and Sigil Knight Commander abilities. You have ventured into Sunken Passage and trained under the Wraith Knights. You swear a new oath: “If thy stray, I will not stay, Till death do us part.” Using Dark Flame Charge/Dark Flame Burst while your Alignment score is above -1 reduces your Alignment score by 10. If this would lower your Alignment score below -1 it instead reduces it to -1. You gain the Wraith Knight Sword. Requirements: To break your Sigil Knight oath and swear the one detailed above and do what it says in the ability card description, an Alignment of -150 or lower, OR to never take an oath beforehand and swear the one detailed above and do what it says in the ability card description, an Alignment score of -150 or lower ### Soul Rip As an Action or Secondary Action, you may ‘soul rip’ a living, unconscious or willing humanoid that you are touching. A red orb stained with dark red appears in your hand, then disappears, and a rune is drawn on your arm. That living, unconscious or willing humanoid dies. This decreases your Alignment score by 6. You may not have more than 15 runes on you at any one time. Requirements: Oathbreaker; Oathtaker, an Alignment score of -155 or lower, a Charisma score of 30 or higher ### Berserk Stance As a Secondary Action on your turn, you may consume one of your runes to enter Berserk Stance. While Berserk Stance is active; whenever you deal damage, you deal 3 additional (Chaotic) damage and 1 additional damage of whatever damage type you dealt to trigger this effect. This damage does not trigger this effect. Additionally, while Berserk Stance is active, your movement speed increases by 5ft. At the end of the round after the next, your Berserk Stance deactivates. You may deactivate it before then as a Secondary Action. Requirements: Soul Rip, an Alignment score of -160 or lower, a Willpower score of 40 or higher ### Rune Casting When you cast a spell, you may consume one of your runes; decrease the Difficulty to Cast of the spell by 10. Requirements: Soul Rip, an Alignment score of -165 or lower, a Spellcasting score of 40 or higher ### Dark Flame Charge When you make a successful Attack Bid with a Sword, Spear or Dagger; you may expend 5 Chaotic points. The target of that Attack Bid gains the Set on Chaotic Fire condition. Requirements: Oathbreaker; Oathtaker, an Alignment score of -160 or lower, a Sword or Spear or Dagger score of 90 or higher \pagebreakNum ### Dark Flame Burst When you make an Attack Bid with a Sword, Spear or Dagger; you may increase the range of the attack by 25ft and expend 10 Willpower points. The target of that Attack Bid gains the Set on Chaotic Fire condition and takes 5 Chaotic damage. Requirements: Dark Flame Charge, an Alignment score of -170 or lower, a Strength score of 40 or higher ## Martial Artist ### Wide Stance When you would be pushed/pulled/flung, you may, as a Reaction, reduce the number of feet you are pushed/pulled/flung by 15. Requirements: a Fists score of 20 or higher, a Fortitude score of 20 or higher ### Bell Crusher Once per turn, when you deal Fist damage and lower your target’s armour’s Durability, you may decrease your target’s armour’s Durability by an additional 5 Durability. Requirements: a Fists score of 20 or higher, a Strength score of 20 or higher Intimidating Shout Once per turn, when you deal Fist damage, you may decrease your target’s current Fortitude or Willpower points (you choose) by 3. Requirements: a Fists score of 20 or higher, a Willpower score of 20 or higher Monk ### Monastic Stance *“Fortify your mind and soul.”* As a Secondary Action, you may activate Monastic Stance. While Monastic Stance is active, when you make a successful Attack Bid with Unarmed Strikes or Caestus; you may make the target gain the Set on Fire condition as a Secondary Action. Additionally, earthen pillars which you summon with Viribus while you have Monastic Stance active deal 1 Orderly damage to all creatures and objects within a 5ft radius of them at the start of every round, other than yourself. Requirements: a Fists score of 35 or higher, an Alignment of 10 or higher ### Chi-Blocker As a Secondary Action, when you make a successful Attack Bid with Unarmed Strikes or Caestus; you may make the target (provided that it is a creature) gain the Stunned condition. Requirements: Monastic Stance, an Alignment of 15 or higher, a Willpower of 15 or higher ### Trained Combat Your attacks with Unarmed Strikes and Caestus no longer suffer from the halved damage de-buff detailed in their descriptions. Requirements: Monastic Stance, a Fists score of 40 or higher ### Iron Body When you would gain the Broken Leg, Dislocated Arm or Broken Ribs condition; you may expend 5 Fortitude points. You do not gain that condition. Additionally, if you would be targeted by Leg Breaker or Spin Kick, you may expend 10 Fortitude points and 5 Strength points to make the user of that ability gain the Broken Leg condition/Broken Ribs condition respectively. Requirements: Monastic Stance, an Alignment of 20 or higher, a Fortitude score of 15 or higher ### Monk Shield As a Reaction at the end of your turn; you may activate or deactivate Monk Shield. As a Secondary Action on your turn; you may activate or deactivate Monk Shield. While Monk Shield is active; you have immunity to Sword, Spear, Dagger and Fist damage and cannot take the Dash or Sprint Secondary Action/Action. Additionally, if an Attack Bid is made against you that deals Sword, Spear, Dagger or Fist damage; you may fling the attacker (provided that they are a creature) 20ft upwards and 10ft away from your. While Monk Shield is active, your Climbing speed is reduced to 0 and you cannot Cast Spells or make Attack Bids. Requirements: Iron Body, an Alignment score of 25 or higher, a Willpower score of 15 or higher ## Dragon Sage ### Dragon Static *“Strike like a dragon. Drop from the skies like one.”* While Monastic Stance is active; you may choose to deal 1 additional (Lightning) damage and force your target to gain the Stunned condition when you make a successful Attack Bid with Unarmed Strikes or Caestus instead of making the target gain the Set on Fire condition. Requirements: Monk Shield, an Alignment score of 60 or higher, a Fists score of 70 or higher, a Willpower score of 40 or higher, to have spoken to the dragon Ra’avshul in the Tundra and meditated atop the highest mountain in the Tundra, then learning from that dragon ### Lightning Dash When you take the Dash Secondary Action or the Sprint Action and/or you have mana charged; your movement does not provoke Chance Attacks until the start of your next turn. Requirements: Dragon Static, an Alignment score of 65 or higher, an Agility score of 40 or higher ### Lightning Elbow When you take the Sprint action; you may expend 8 Strength points, then you may use your Secondary Action to make a single Fist Attack Bid against all creatures and objects in your path. If successful, they take Lightning damage equal to your Willpower Bid. Requirements: Dragon Static, an Alignment score of 70 or higher, a Strength score of 40 or higher \pagebreakNum ### Lightning Drop When you are at least 15ft in the air, as an Action; you may instantly drop down in a straight line, negating all fall damage. All creatures and objects within a 15ft radius of where you land take Lightning damage equal to your Strength OR Fortitude Bid, halved (rounded up to the nearest whole.) Your movement speed is reduced to 0 until the start of your next turn. Requirements: Dragon Static, an Alignment score of 75 or higher, a Fortitude score of 40 or higher ## Akuma ### Worm-Squirm *“It’s the worm-squirm.”* Your attacks with Unarmed Strikes and Caestus no longer suffer from the halved damage de-buff detailed in their descriptions. Requirements: an Alignment score of -50 or lower, a Fists score of 40 or higher ### Spin Kick When you make an Attack Bid with Unarmed Strikes or Caestus; you may expend 10 Willpower points. Your target gains the Broken Rib condition, provided that the attack is successful. Requirements: Worm-Squirm, an Alignment score of -55 or lower, a Strength score of 20 or higher ### Leg Breaker When you make an Attack Bid with Unarmed Strikes or Caestus; you may expend 10 Strength points. Your target gains the Broken Leg condition, provided that the attack is successful. Requirements: Worm-Squirm, an Alignment score of -60 or lower, a Strength score of 20 or higher ### Rising Dragon As a Secondary Action on your turn, you may move directly through, instead of moving around, spaced occupied by hostile creatures and use your Action to make a singular Attack Bid with your Unarmed Strikes or Caestus against up to 3 creatures or objects of your chocie in your path. Requirements: Worm-Squirm, an Alignment score of -65 or lower, an Agility score of 20 or higher ## Oni ### Demon Step “So, you wanna become an Oni, huh?” When you take the Dash Secondary Action or the Sprint Action; your movement does not provoke Chance Attacks until the start of your next turn. Additionally; you may expend 3 Fortitude points. Until the start of your next turn, you may use your Reaction to reduce any amount of damage you take to 0. Requirements: Worm-Squirm, to have slain a Lava Snake, a Fists score of 70 or higher, an Alignment score of -120 or lower ### Demon Flip When you make a Chance Attack with Unarmed Strikes or Caestus; you may expend 3 Strength points. You may make an additional Attack Bid with your Unarmed Strikes or Caestus against your target and move 10ft on foot towards your target. Requirements: Demon Step, an Alignment score of -125 or lower, an Agility score of 40 or higher ### Axe Kick As an Action on your turn, before movement; you may expend 3 Willpower points. Your movement speed is reduced to 0 until the start of your next turn and all creatures and objects within a 10ft radius of you take damage equal to your Strength bid. Requirements: Demon Step, an Alignment score of -125 or lower, a Strength score of 40 or higher ### Misogi After successfully using the Rising Dragon feature and successfully landing the Attack Bid against at least one of the creatures or objects in your path; you may use your Reaction before the start of your next turn to make an additional Attack Bid with your Unarmed Strikes or Caestus against one of those target creatures or objects in your path. Requirements: Demon Step, Rising Dragon, an Alignment score of -130 or lower, a Willpower score of 40 or higher ## Thief ### Dagger Throw When you make an Attack Bid with a Sword, Spear or Dagger, you may expend 5 Strength points and use your Secondary Action to increase the range of the attack of 10ft if a Sword, 20ft if a Spear and 30ft if a Dagger. The weapon you used then disappears but returns to you at the start of your next turn. Requirements: Dagger Agility, a Dagger score of 20 or higher, OR Dagger Agility, a Sword score of 25 or higher, OR Dagger Agility, a Spear score of 30 or higher ### Pickpocket You gain a +3 to Agility Bids to pickpocket and to use your sleight of hand. Requirements: Dagger Agility, an Intelligence and Agility score of 10 or higher Dagger Stealth As a Secondary Action, you may make an Agility Bid. Until the end of your next turn, creatures and objects cannot see you unless they state that they bid Willpower (to perceive) and bid higher than your Agility Bid, halved, (rounded up to the nearest whole.) Requirements: Dagger Agility \pagebreakNum ### Dagger Agility *“Faster.”* As a Secondary Action, you may expend 5 Agility points to activate Dagger Agility. While Dagger Agility is active, your Attack Bids with Swords, Spears and Daggers gain a +1, so long as you expend at least 1 Agility point to damage with that weapon. Additionally, your movement speed is increased by 5ft while Dagger Agility is active. At the end of your next turn, your Dagger Agility is deactivated. Requirements: a Dagger score of 15 or higher, an Agility score of 10 or higher OR a Sword score of 20 or higher, an Agility score of 10 or higher, OR a Spear score of 25 or higher, an Agility score of 10 or higher ## Spy ### Buffed Stealth When you use Dagger Stealth, your Agility Bid is no longer halved for the purpose of checking if any creatures or objects can see you. Requirements: Silverguard, Dagger Stealth, an Alignment score of 25 or higher, an Agility score of 20 or higher ### Buffed Agility While your Dagger Agility is active, you gain a +2 to Attack Bids with Swords, Spears and Daggers, instead of a +1. Additionally, your movement speed is increased by 10ft while Dagger Agility is active, not 5ft. Requirements: Silverguard, Dagger Agility, an Alignment score of 25 or higher, an Agility score of 20 or higher ### Feather Falling When you would take fall damage, you instead take half as much, rounded down to the nearest whole. Requirements: Silverguard, an Alignment score of 25 or higher, a Fortitude score of 20 or higher ### Silverguard *“Interrogate.”* As a Secondary Action, you may activate Silverguard. While Silverguard is active, so long as you have more than 2 Silver pieces on your person, you take 2 less damage from all sources but taking damage causes you to lose 2 Silver pieces. If Silverguard would reduce damage to 0, it instead reduces it to 1. Requirements: Dagger Agility, an Alignment score of 25 or higher, a Dagger score of 25 or higher, to have spoken to Drake and learned from them ## Whisperer ### Family Elder *"Mother calls ..."* Choose one of the following: • The Wraith - While standing in darkness, you may teleport to a point of your choosing within a 60ft radius of you as an Action or Secondary Action. This movement does not provoke Chance Attacks and does not allow you to pass through walls, solids, etc., but does allow you to teleport atop, for example, a 30ft cliff. • The Shadow - When you use the Dagger Stealth ability card, you may reduce your movement speed to 0. If you do so, creature’s and objects attempting to perceive you require a Willpower Bid higher than or equal to twice your Agility Bid. • The Soul - You can climb without mana charged, however your climbing speed is reduced to 5ft, if it was greater than 5ft. You gain a Rapier. Requirements: To speak to the Mother of Whispers and learn from them, Silverguard, an Alignment score of 25 or higher, a Sword OR Dagger score of 70 or higher ### Elegant Slash When you make a successful Attack Bid with a Dagger or Sword, you may expend 5 Agility points. You may then use your Secondary Action to make another 7 Attack Bids with that Dagger or Sword, targeting the same target. However, the values to hit and damage are not determined by bids. To hit: your Dagger score (if you are using a Dagger, if using a Sword, then your Sword score,) halved, rounded down to the nearest whole. To damage: your Agility score, divided by 10, rounded up to the nearest whole (minimum of 1.) Requirements: Family Elder, an Agility score of 50 or higher, an Alignment score of 25 or higher ### Needle’s Eye When you make a Chance Attack with a Dagger or Sword; you may expend 3 Intelligence points. You may make an additional Attack Bid with your Dagger or Sword against your target and move 10ft on foot towards your target. Requirements: Family Elder, an Intelligence score of 40 or higher, an Alignment score of 25 or higher ### Double Jump While in the air, you may expend 1 Agility point and use your Reaction to jump directly upwards 5ft and negate all fall damage when you fall back down. Requirements: Family Elder, an Agility score of 40 or higher, an Alignment score of 25 or higher ## Assassin ### Bane *"This cell is rather warm and cozy."* As a Secondary Action, you may expend 2 Willpower points to teleport to creature or object of your choice within a 30ft radius of you. This movement does not provoke Chance Attacks and does not allow you to pass through walls, solids, etc. Requirements: Dagger Agility, an Alignment score of -30 or lower, a Willpower score of 15 or higher \pagebreakNum ### Lethality When you make a successful Attack Bid with a Dagger, you may use your Secondary Action to deal additional (Chaotic) damage equal to your Chaotic Bid. Requirements: Bane, an Alignment score of -30 or lower, a Dagger score of 35 or higher ### Improved Agility While your Dagger Agility is active, you gain a +2 to Attack Bids with Swords, Spears and Daggers, instead of a +1. Additionally, your movement speed is increased by 10ft while Dagger Agility is active, not 5ft. Requirements: Bane, Dagger Agility, an Alignment score of -30 or lower, an Agility score of 15 or higher ### Improved Stealth When you use Dagger Stealth, your Agility Bid is no longer halved for the purpose of checking if any creatures or objects can see you. Requirements: Bane, Dagger Stealth, an Alignment score of -30 or lower, an Agility score of 15 or higher ## Faceless One ### Night Lord *“Discard your identity and become a Faceless One."* Your face no longer has features. You no longer have eyes, a nose, ears or a mouth. However, you can still hear, eat, smell, see, etc., provided that you could immediately before you gained this ability card. You now need to only expend 1 Willpower point instead of 2 to use Bane. Using any Night Lord category ability card decreases your Alignment score by 5 if your Alignment score is equal to or greater than 3. If this would reduce your Alignment score to 2 or less, it instead reduces it to 1. Requirements: Bane, an Alignment score of -120 or lower, to have spoken to Shadow, the Leader of the Faceless Ones, and learnt from them ### Ethereal Strike When you make a Attack Bid with a Sword, Spear or Dagger, you may use your Secondary Action to expend 20 Chaotic points and deal 1 additional (Chaotic) damage. The Attack Bid automatically succeeds, ignoring any and all defences the target may have. Requirements: Night Lord, an Alignment score of -120 or lower, a Sword, Spear or Dagger score of 70 or higher ### Shadow Step When you take the Dash Secondary Action or the Sprint Action and/or you have mana charged; your movement does not provoke Chance Attacks until the start of your next turn. Requirements: Night Lord, an Alignment score of -120 or lower, an Agility score of 40 or higher, a Fortitude score of 20 or higher ### Chain Lethality When you use Lethality, you may deal the additional Chaotic damage to one creature or object of your choice within a 15ft radius of your target which you know the location and presence of AND to the target. Requirements: Night Lord, an Alignment score of -120 or lower, a Willpower score of 40 or higher ## Pit Fighter ### Dash Mastery *“Only snakes can survive in the pits. Have you come to learn?”* When you take the Dodge Reaction and bid at least 5 Agility points, you may immediately move 10ft, in a straight line, on foot. Additionally, your Dodge Class is increased by 1 until the start of your next turn. Requirements: a Sword, Spear, Dagger or Fists score of 20 or higher, an Agility score of 20 or higher ### Plate Mastery You do not suffer the 15ft penalty to movement speed while wearing Heavy Armour, you do not suffer the 10ft penalty to movement speed while wearing Medium armour and you do not suffer the 5ft penalty to movement speed while wearing Light armour when you take the Sprint or Dash Action/Secondary Action. If you do not take the Sprint or Dash Action/Secondary Action, then the penalty to movement speed while you are wearing Heavy, Medium and Light armour is reduced by 5ft. Requirements: Dash Mastery, a Strength score of 20 or higher ### Serpent Strike When you make a successful Attack Bid with a weapon with the Stabbing property, you may expend 5 Intelligence point and deal 6 additional (Poison) damage. Requirements: Dash Mastery, a Willpower or Intelligence score of 20 or higher ### Triple Strike When you make a successful Attack Bid with a weapon with the Stabbing property, you may expend 5 Agility points. You may then use your Secondary Action to make another 2 Attack Bids with your weapon with the Stabbing property. However, the values to hit and damage are not determined by bids. To hit: your Spear score, halved, rounded down to the nearest whole. To damage: your Agility score, halved, rounded down to the nearest whole, -3 (minimum of 1.) Requirements: Dash Mastery, a Sword, Spear or Dagger score of 30 or higher \pagebreakNum ## Church Knight ### Prince’s Blessing *“Conquer, in the name of the Prince!”* You gain Church Knight’s Helmet, Church Knight’s Armour and a Sanctum Spear. You have sworn an oath: “From this day, Till the day I die, I swear to bring freedom to the lands of Gaia and Khei, Under the Prince’s judgement, I swear to follow the Prince of Curses, I will conquer, in the name of the Prince!” If your Alignment score becomes higher than -100, that also counts as breaking your oath. Requirements: an Alignment score of -120 or lower, to take the oath detailed in the ability card’s description in front of the Sanctum Spear in the Tundra ## Impale When you would make a successful Attack Bid with a weapon it’s the Stabbing property, you may expend 5 Strength points to force your target, if a creature, to gain the Chest Wound condition. Requirements: Prince’s Blessing, an Alignment score of -120 or lower, a Strength score of 30 or higher ## Light Piercer You may use your Action to target one target which you know the location of and know the presence of within a 60ft radius of you that is not separated from you by obstacles such as walls. That target takes damage equal to your Chaotic Bid, ignoring Mana, Curse and Monk Shields. You cannot use this ability card apart from while wielding a weapon with the Stabbing property. Requirements: Prince’s Blessing, an Alignment score of -120 or lower, a Willpower score of 20 or higher ## Deep Knight ### Prince’s Cure *“Anything for the Prince.”* You gain Deep Knight’s Armour and Deep Knight’s Helmet. Reducing a living humanoid to 0 Hit points causes you to restore 10 of your lost Hit points. The helmet and armour replaces any armour (aside from Gaian Armour) which you were already wearing and immediately attaches to your skin. It cannot be taken off. If your Alignment score is raised above -100, you may no longer use any of your Deep Knight category ability card’s, aside from Prince’s Cure. Requirements: Prince’s Blessing, to have kept your Church Knight oath, to have killed another Church Knight or Deep Knight, a Spear or Sword or Dagger score of 70 or higher ### Deep Sacrifice As an Action, you may reduce your movement speed to 0 until the start of your next turn and reduce all creatures within a 15ft radius of yourself to take 10 Chaotic damage. You restore 10 of your lost Hit points. Requirements: Prince’s Cure, a Fortitude score of 40 or higher ### Leviathan Plunge As a Secondary Action on your turn, you may reduce your Hit points by 1 to activate Leviathan Plunge. While Leviathan Plunge is active, making a successful Attack Bid or using Light Piercer restores your lost Hit points by 1. Requirements: Prince’s Cure, a Willpower score of 40 or higher ### Chain Pull When you make an Attack Bid with a weapon with the Stabbing property, you may extend the range of the Attack Bid by 25ft. If successful, the target is pulled to a position of your choice within 5ft of you. If there is no empty position within 5ft of you, then you cannot use this ability. Requirements: Prince’s Cure, an Agility score of 40 or higher ## Dragon Knight ### Dragon Roar *“Use the powers of a dragon and crush your enemies.”* As an Action on your turn, you may uncharge the mana of all creatures and objects within a 30ft radius of you who can hear you and disable their Mana, Curse and Monk Shields. Requirements: an Alignment score of 25 or higher, a Spear score of 25 or higher, give 3 Acorn Lights to and learn from Tiger in Flowerlight Town ### Dragon Blood As a Secondary Action on your turn, you may activate (or deactivate) Dragon Blood. While Dragon Blood is active, you gain the following buffs and de-buffs: • You deal 2 additional damage when you deal Fists, Sword, Spear or Dagger damage. • Your Dodge Class is increased by 1. • Your movement speed is increased by 5ft. • Your Hit points are reduced by 1 at the Taft of every round. Requirements: Dragon Roar, an Alignment score of 25 or higher, a Fortitude score of 20 or higher ### Spear Crusher As a Secondary Action on your turn, when you make an Attack Bid, you may expend 10 Strength points, to make it ignore Mana, Curse and Monk Shields and, if successful, to push the target 10ft away, dealing 3 additional (Spear) damage. Requirements: Dragon Roar, an Alignment score of 25 or higher, a Strength score of 20 or higher \pagebreakNum ## Dragon Slayer ### Wing Soar *"Conduit of lightning and vanquisher of ancients.* When you jump and move at least 5ft upward, you may expend 1 Agility point to move up to an additional 30ft upward. While airborne, you may expend 1 Agility point to jump 10ft upward and negate all fall damage. You may not use any ability cards from the Dragon Slayer category while your Alignment score if less than 25. Requirements: an Alignment score of 60 or greater, to have slain a dragon and learnt from Fang in Skycastle, a Spear or Sword or Dagger score of 70 or higher ### Thunder Spear Crash After moving at least 15ft by jumping, you may use your Action to crash down, negating any fall damage, and dealing Lightning damage equal to your Willpower Bid against all creatures and objects within a 10ft radius of yourself who do not have a Curse Shield up. Requirements: Wing Soar, an Alignment score of 60 or greater, a Willpower score of 40 or higher ### Dragon Awakening When your Hit points would be reduced to 0, you may use your Reaction to restore a number of your lost Hit points equal to your Hit point Maximum, halved, rounded up to the nearest whole. After using this ability card, you cannot use it again until you finish a Long Rest. Requirements: Wing Soar, an Alignment score of 60 or greater, a Fortitude score of 40 or higher ## Scholar ### Scholar’s Boon *When you cast a spell; you may decrease the Difficulty to Cast, after rolling for it, by 1. Requirements: a Spellcasting score of 10 or higher, an Intelligence or Charisma score of 10 or higher ### Curse Shield As a Reaction at the end of your turn; you may activate or deactivate Curse Shield. As a Secondary Action on your turn; you may activate or deactivate Curse Shield. While Curse Shield is active; you have immunity to Sword, Spear and Dagger damage and cannot take the Dash or Sprint Secondary Action/Action. You are immune to Curse Spells while Curse Shield is active. Additionally, if an Attack Bid is made against you that deals Sword, Spear or Dagger damage; you may fling the attacker (provided that they are a creature) 20ft upwards and 10ft away from your. While Curse Shield is active, your Climbing speed is reduced to 0 and you cannot Cast Spells, charge your mana or make Attack Bids. Activating and/or deactivating Curse Shield uncharges your mana. Your mana must be charged to activate Curse Shield. Requirements: Scholar’s Boon, a Fortitude score of 10 or higher ## Necromancer ### Inferi and Tenebris *"Inferi!"* You learn the spells Inferi and Tenebris. Requirements: Scholar’s Boon, an Alignment score of -60 or lower, a Charisma score of 15 or higher, to have learnt from a pre-existing Necromancer ### Reditus You learn the spell Reditus. Requirements: Inferi, an Alignment of -60 or lower, a Charisma score of 25 or higher ### Ligans You learn the spell Ligans. Requirements: Reditus, an Alignment of -60 or lower, a Fortitude score of 20 or higher ### Life Leech You learn the spell Life Leech. Requirements: Reditus, an Alignment of -60 or lower, a Charisma score of 30 or higher ## Master Necromancer ### Command Monsters *“I may not be able to gather an army ... but I can raise one.”* As a Secondary Action on your turn, you may telepathically send a message to all Shriekers which you have summoned with Bound Shrieker Cards with what you would like them to do. You can send as many messages as you want to as many of your Shriekers as you want but a Shrieker may only receive one message per round. Choose from one of the following messages: • “Follow me.” • “Attack this thing.” • “Hold this thing.” • “Grab this thing.” • “Drop this thing.” • “Go here.” • “Stand down.” Requirements: Inferi, an Alignment score of -120 or lower, to have spoken to Charles in the Tundra and given him 20 Bound Shrieker Cards, a Spellcasting score of 70 or higher ### Howler Summoning You learn the spell Howler Summoning. Requirements: Command Monsters, an Alignment score of -120 or lower, a Spellcasting score of 40 or higher ### Furantur You learn the spell Furantur. Requirements: Command Monsters, an Alignment score of -120 or lower, a Charisma score of 40 or higher ### Secare You learn the spell Secare. Requirements: Command Monsters, an Alignment score of -120 or lower, a Sword score of 40 or higher \pagebreakNum ## Illusionist ### Custos *"Clear of mind. All-seeing."* You gain the spell Custos. Requirements: Scholar’s Boon, an Alignment score of 100 or higher, a Willpower score of 30 or higher ### Claritum You gain the spell Claritum. Requirements: Custos, an Alignment score of 100 or higher, a Charisma score of 30 or higher ### Observe You gain the spell Observe. Requirements: Custos, an Alignment score of 100 or higher, an Intelligence score of 25 or higher ### Clear of Mind You cannot gain any conditions with the Insanity property. Requirements: Custos, an Alignment score of 100 or higher, a Charisma score of 10 or higher, a Willpower score of 20 or higher, an Intelligence score of 15 or higher ## Master Illusionist ### Intermissium *"In order to understand one's own mind, one first must push it to its breaking point."* You gain the spell Intermissium. Requirements: Custos, to have survived 3 days with the conditions Murderous Range and Suicidal Urges, an Alignment score of 120 or higher, a Charisma score of 40 or higher, a Spellcasting score of 70 or higher ### Globus You gain the spell Globus. Requirements: Custos, a Willpower score of 40 or higher ### Observe Block You cannot be targeted with the spell Observe. Requirements: Intermissium, an Intelligence score of 40 or higher # Chapter 3: Items ## Miscellaneous Items ### Bound Shrieker Card This card may be easily destroyed when you crunch it up, smash it, etc. The destroyer summons a Shrieker bound to them that attacks everything it sees apart from its summoner, until it dies. ### Cooked Meat A large slab of cooked animal meat. Feeds an average-sized Ashiin for a day. ## Artefacts You may only have one artefact equipped at any one time. ### Ice Essence When consumed, allows you to learn the Curse Spell Gelidus, provided you are able to Cast Spells. This artefact does not count towards the maximum amount of artefacts you may have equipped at any one time. ### Lannis’ Amulet While equipped, once per round, you may use ignore a Curse Spell targeting you. ### White King’s Amulet When you hold this amulet up with 4 other humanoid living beings that are willing or unconscious, you may sacrifice them to change your race to Cameo. ### Philosopher’s Stone While you have this artefact equipped, when you cast a spell; you may decrease the Difficulty to Cast, after rolling for it, by 2. ### Phoenix Down When this artefact touches a dead creature that has been dead for no longer than 1 hour, it brings it back to life, healing all of its wounds and bringing its Hit points to 1. This artefact then disappears. \pagebreakNum ## Weapons You may only have one two-handed weapon equipped at any one time, or two one-hand weapons equipped at any one time. You can switch the weapon you have equipped with another in your inventory as an Action or Secondary Action. Switching from Unnamed Strikes to any weapon does not take an Action or Secondary Action, unless switching to a Katana. ### Tome Cannot be attacked with. Can be used cast spells. You must have this Tome equipped to cast spells, unless you have the Tomeless ability card. Weight: 5lbs Properties: Two-handed, Spellcasting Unarmed Strikes (use this when you are unarmed, Fists) Melee weapon: Range: 5ft. To hit: Wielder’s Fist Bid. To damage: Wielder’s Strength Bid, halved, (rounded down to the nearest whole,) -2. Fist damage. If this would reduce the damage to 0, it instead reduces it to 1. Max damage bid: 5, 7 if you have the Trained Combat and/or Worm-Squirm ability card(s.) Max hit bid: 6 Weight: N/A Properties: Hand-to-hand, Bludgeoning ### Caestus (Fists) Melee weapon: Range: 5ft. To hit: Wielder’s Fist Bid. To damage: Wielder’s Strength Bid, halved, (rounded down to the nearest whole,) Fist damage. Max damage bid: 10, 12 if you have the Trained Combat and/or Worm-Squirm ability card(s.) Max hit bid: 9 Weight: 5lbs Properties: Hand-to-hand, Bludgeoning ### Secare (Sword) This weapon is soul-bound. It cannot be separated from the user or disarmed, unless the user dismisses it. Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid. To damage: Wielder’s Chaotic Bid Sword damage. The target gains the Curse Stack condition if they take damage from this weapon. Max damage bid: 5, Max hit bid: 10 Weight: 0lbs Properties: One-handed, Slashing ### Bronze Broadsword (Sword) Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid. To damage: Wielder’s Strength Bid -2 Sword damage. If this would reduce the damage to 0, it instead reduces it to 1. Max damage bid: 7, Max hit bid: 5 Weight: 7lbs Properties: One-handed, Slashing ### Steel Broadsword (Sword) Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid. To damage: Wielder’s Strength Bid -1 Sword damage. If this would reduce the damage to 0, it instead reduces it to 1. Max damage bid: 9, Max hit bid: 7 Weight: 6lbs Properties: One-handed, Slashing ### Mithril Broadsword (Sword) Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid. To damage: Wielder’s Strength Bid Sword damage. Max damage bid: 11, Max hit bid: 9 Weight: 5lbs Properties: One-handed, Slashing Greatsword (Sword) Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid, -2. If this would reduce the Attack Bid to 0, it instead reduces it to 1. To damage: Wielder’s Strength Bid, halved (rounded down to the nearest whole,) Sword damage. Max damage bid: 20, Max hit bid: 7 Weight: 15lbs Properties: Two-handed, Slashing ### Abyssal Greatsword (Sword) Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid. To damage: Wielder’s Strength Bid Sword damage OR Chaotic Bid Sword damage. Max damage bid: 25, Max hit bid: 8 Weight: 10lbs Properties: Two-handed, Slashing, Magical ### Solan’s Sword (Sword) This sword is soul-bound to the user. It cannot be disarmed or separated from them. You may only gain this weapon if you have an Alignment score of 240 or higher and the Sigil Knight Commander ability card. Owning this sword is a part of the requirements for you to gain the White Flame Charge and White Flame Charged Blow ability cards. You may not use them or this sword if your Alignment score drops below 240. Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid. To damage: Wielder’s Strength Bid Sword damage OR Orderly Bid Sword damage. Max damage bid: 20, Max hit bid: 10 Weight: 0lbs Properties: One-handed, Slashing, Magical ### Wraith Knight's Sword (Sword) Melee weapon: Range: 5ft. To hit: Wielder’s Sword Bid. To damage: Wielder’s Strength Bid Sword damage OR Chaotic Bid Sword damage. Max damage bid: 20, Max hit bid: 10 Weight: 5lbs Properties: One-handed, Slashing, Magical ### Rapier (Sword and Dagger) Melee weapon: Range: 5ft. To hit: Wielder’s Sword OR Dagger Bid. To damage: Wielder’s Agility OR Intelligence Bid. Deals Sword damage if you use a Sword Bid and Dagger damage if you use a Dagger Bid. This weapon deals a maximum of 1 damage if you do not have the Family Elder ability card. Max damage bid: 10 Weight: 2lbs Properties: One-handed, Stabbing ### Bronze Dagger (Dagger) Melee weapon: Range: 5ft. To hit: Wielder’s Dagger Bid. To damage: Wielder’s Strength Bid -2 Dagger damage. If this would reduce the damage to 0, it instead reduces it to 1. Max damage per bid: 8 Weight: 5lbs Properties: One-handed, Slashing \pagebreakNum ### Steel Dagger (Dagger) Melee weapon: Range: 5ft. To hit: Wielder’s Dagger Bid. To damage: Wielder’s Strength Bid -1 Dagger damage. If this would reduce the damage to 0, it instead reduces it to 1. Max damage per bid: 9 Weight: 4lbs Properties: One-handed, Slashing ### Mithril Dagger (Dagger) Melee weapon: Range: 5ft. To hit: Wielder’s Dagger Bid. To damage: Wielder’s Strength Bid Dagger damage. Max damage per bid: 10 Weight: 3lbs Properties: One-handed, Slashing ### Bronze Spear (Spear) Melee weapon: Range: 5ft. To hit: Wielder’s Spear Bid. To damage: Wielder’s Strength Bid -2 Spear damage. If this would reduce the damage to 0, it instead reduces it to 1. Max damage bid: 10 Weight: 7lbs Properties: Two-handed, Stabbing ### Steel Spear (Spear) Melee weapon: Range: 5ft. To hit: Wielder’s Spear Bid. To damage: Wielder’s Strength Bid -1 Spear damage. If this would reduce the damage to 0, it instead reduces it to 1. Max damage bid: 12 Weight: 6lbs Properties: Two-handed, Stabbing ### Mithril Spear (Spear) Melee weapon: Range: 5ft. To hit: Wielder’s Spear Bid. To damage: Wielder’s Strength Bid Spear damage. Max damage bid: 14 Weight: 5lbs Properties: Two-handed, Stabbing ### Sanctum Spear (Spear) This sword is soul-bound to the user. It cannot be disarmed or separated from them, unless replaced by a Fairfrozen Spear. Melee weapon: Range: 5ft. To hit: Wielder’s Spear Bid. To damage: Wielder’s Strength Bid Spear damage OR Wielder’s Chaotic Bid Spear damage. Max damage bid: 15 Weight: 0lbs Properties: One-handed, Stabbing ### Fairfrozen Spear (Spear) This sword is soul-bound to the user. It cannot be disarmed or separated from them. Melee weapon: Range 5ft. To hit: Wielder’s Spear Bid. To damage: Wielder’s Spear Bid.To damage: Wielder’s Strength Bid Spear damage OR Wielder’s Fortitude Bid Spear damage + 2 Cold damage. Max damage bid: 15 Weight: 0lbs Properties: Two-handed, Stabbing ## Armour When an armour’s Durability is at 0; the wearer no longer gain (a) Armour Class bonus(es) from it. An armour’s Durability cannot drop below 0. Armour can be repaired by any blacksmith. You may wear only one two pieces of armour at a time but one must have the helmet property, or you may wear one piece of armour. ### Gaian Armour While wearing this armour, you gain the following benefits: This armour increases your Armour Class by 2. When damage you take is reduced by your Armour Class; this armour loses 2 Durability. Expending 1lbs of metal and 1 minute restores 10 of this armour’s lost Durability. Only Gaians may wear this armour. Durability: 100 Weight: 0lbs Properties: Light ### Assassin’s Armour While wearing this armour, you gain the following benefits: This armour increases your Armour Class by 1. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. Your movement speed increases by 5ft. Durability: 25 Weight: 3lbs Properties: Light, Tight-hood ### Rogue’s Armour While wearing this armour, you gain the following benefits: This armour increases your Armour Class by 1. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. Durability: 45 Weight: 4lbs Properties: Light, Tight-hood ### Brawler’s Outfit While wearing this armour, you gain the following benefits: This armour increases your Armour Class by 1. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. Durability: 75 Weight: 5lbs Properties: Medium ### Ranger’s Outift While wearing this armour, you gain the following benefits: This armour increases your Armour Class by 1. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. When you take the Sprint Action on your turn; you may move an additional 10ft on that turn. When you take the Dash Secondary Action on your turn.; you may move an additional 5ft on that turn. Your climbing speed is increased by 5ft. Durability: 30 Weight: 4lbs Properties: Light \pagebreakNum ### Knight Lord’s Armour This armour increases your Armour Class by 3. When damage you take is reduced by your Armour Class; this armour loses 2 Durability. Durability: 70 Weight: 20lbs Properties: Heavy ### Wraith Knight’s Armour This armour increases your Armour Class by 2. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. This armour may only be worn by Wraith Knights. Durability: 60 Weight: 15lbs Properties: Medium ### Wraith Knight’s Helmet This helmet increases your Hit point Maximum by 20. This helmet may only be worn by Wraith Knights. Durability: N/A Weight: 3lbs Properties: Helmet ### Master Necromancer’s Armour This armour stops you from gaining the Curse Stack condition. This armour increases your Armour Class by 1. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. This armour may only be worn by Master Necromancers. Durability: 80 Weight: 5lbs Properties: Light ### Deep Knight’s Armour This armour attaches to the wearer and moulds to their skin. It cannot be taken off. This armour increases your Armour Class by 3. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. This armour may only be worn by Deep Knights. If you would recover lost Hit points which would exceed your Hit point Maximum, this armour’s Durability are increased by the excess recovered Hit points. Additionally, finishing a Long Rest restores this armour’s Durability to 50. Durability: 50 Weight: 5lbs Properties: Heavy ### Deep Knight’s Helmet This helmet attaches to the wearer and moulds to their skin. It cannot be taken off. While you have this armour equipped, your Hit point Maximum is increased by 10. This armour may only be worn by Deep Knights. Durability: N/A Weight: 3lbs Properties: Helmet ### Oni’s Outfit While you wear this armour, your Attack Bids with Unarmed Strikes and Caestus deal +2 damage. This armour increases your Armour Class by 1. When damage you take is reduced by your Armour Class; this armour loses 1 Durability. This armour may only be worn by Oni. Durability: 75 Weight: 5lbs Properties: Light ### Errant Armour This armour increases your Armour Class by 3. When damage you take is reduced by your Armour Class; this armour loses 2 Durability. This armour may only be worn by Sigil Knight Commanders. Durability: 100 Weight: 18lbs Properties: Heavy ### Sigil Helmet This helmet increases your Hit point Maximum by 10. This helmet may only be worn if you have an Alignment of 10 or higher. Else, it falls off. Durability: N/A Weight: 3lbs Properties: Helmet ### Monk’s Gi While wearing this armour, one of your lost Charisma points is restored at the start of every round. Durability: 0 Weight: 1lbs Properties: Light ### Dragon Sage’s Outfit While wearing this armour, at the start of every round, you regain 1 lost Hit point. Your Armour Class is increased by 1 while wearing this armour. When damage you take is reduced by your Armour Class; this armour’s Durability is decreased by 1. This armour can only be worn by Dragon Sages. Durability: 50 Weight: 3lbs Properties: Light \pagebreakNum # Chapter 4: Spells ## Spellcasting The casting time of a spell is how long it takes for the user to cast it. The duration of a spell is how long it lasts for and the difficulty to cast is the minimum amount of Spellcasting points you must bid to cast the spell successfully. When you cast a spell, the WM rolls the difficulty to cast die/dice; not letting anybody else see. Then, the spellcaster chooses a number of Spellcasting points to bid and expend. If the spellcaster bids less Spellcasting points than rolled by the WM, then the spell is considered to have backfired and does not work. If the spellcaster bids equal to or more Spellcasting points than rolled by the WM, then the spell is successfully cast. Your mana must be charged to cast spells. Casting a spell uncharges your mana, unless otherwise specified. ## Standard Spells ### Ignis As your hands wave and you perform the necessary hand signs; a 15ft long 5ft wide rectangle of fire bursts forward from your hand. Make a single Attack Bid (Willpower Bid to hit) against all creatures and objects in that area. Creature and objects hit by this spell gain the Set on Fire condition. Backfire: You gain the Set on Fire condition. Nothing else happens. Casting Time: 1 Action Difficulty to Cast: 1d6 Duration: Instantaneous Properties: Curse Spell ### Viribus Your hand slams down as you lean forwards and 5 10ft high, 5ft wide, 5ft deep earthen pillars sprout from the ground in front of you. You choose where these pillars sprout from, as long as they are within 5ft in elevation from your elevation and are in a 20ft wide, 20ft long rectangle in front of you. There must be no more than 1 in any 5ft by 5ft area. Make a single Attack Bid (Strength to hit.) When this spell is cast; all creatures and objects who occupy space that the earthen pillars sprout from who were successfully hit by the single Attack Bid take 6 Fist damage and are moved on top of the pillar they were on. Backfire: You take 6 Fist damage. Nothing else happens. Casting Time: 1 Action Difficulty to Cast: 1d8 Duration: 5 rounds (30 seconds, the earthen pillars sink back into the ground after this time.) Properties: None ### Velo A tiny orb of magical light blossoms and hovers above your shoulder. This light lights up a 15ft radius around itself. The light that comes from the magical orb does not go through walls or other such opaque obstacles. Backfire: Nothing happens. Casting Time: 1 Action OR 1 Secondary Action Difficulty to Cast: 1d4 Duration: Until deactivated. May be deactivated as an Action or Secondary Action on the user’s turn. Properties: None ### Sagitta Sol A yellow, translucent figure of average size for an Ashiin, of an archer appears in any unoccupied space which you touch within 5ft of you. This archer fires at the nearest target to it within a 30ft radius of it other than yourself and your allies. Its attacks pass through walls and pierce Mana, Curse and Monk Shields, dealing 1 Dagger damage. It can attack once per turn. You may have no more than 3 Sagitta Sol archers at any one time. Backfire: You take 2 Dagger damage. Casting Time: 1 Action Difficulty to cast: 1d6 Duration: 5 rounds (30 seconds, after which the archer disappears.) Properties: None ### Gelidus As your hands wave and you perform the necessary hand signs; a 15ft long 5ft wide rectangle of icy frost bursts forward from your hand. Make a single Attack Bid (Willpower Bid to hit) against all creatures and objects in that area. Creature and objects hit by this spell take 8 Cold damage. Backfire: You take 8 Cold damage. Casting Time: 1 Action Difficulty to Cast: 1d6 Duration: Instantaneous Properties: Curse Spell, Extremely Rare ## Snap Spells ### Snap Ignis As your snap your fingers, a ball of fire bursts forwards from your fingertips. Target any point within 60ft of you that you can see, hear, touch, smell or taste. Make a single Attack Bid (Willpower to hit) against all creatures and objects within a 10ft radius of that point. Creatures and objects hit by this spell gain the Set on Fire condition and take Fire damage equal to your previously made Willpower bid. Backfire: You gain the Set on Fire condition. Nothing else happens. Casting Time: 1 Action Difficulty to Cast: 1d8 Duration: Instantaneous Properties: Curse Spell, Snap Spell ### Snap Viribus As you snap your fingers, a single 10ft high, 5ft deep, 5ft wide earthen pillar sprouts from the ground on a point that you are aware of which is not separated you from obstacles such as walls. All creatures and objects occupying the space the pillar was in take 6 Fist damage and are moved on top of the pillar. Backfire: You take 6 Fist damage. Casting Time: 1 Action Difficulty to Cast: 1d4 Duration: 5 rounds (30 seconds, the pillar sinks back into the ground after this time.) Properties: Snap Spell \pagebreakNum ### Snap Velo As you snap your fingers, all creatures and objects within a 10ft radius of you who can see you cannot see until the end of their next turn, unless they already couldn’t see. Backfire: You cannot see until the end of your next turn. Casting Time: 1 Action Difficulty to Cast: 1d4 Duration: Instantaneous Properties: Snap Spell ### Snap Sagitta Sol A yellow, translucent figure of average size for an Ashiin, of a warrior holding a sword, appears 5ft in front of you. It disarms one target within 5ft of it, forcing the target to drop its sword. It then disappears. Backfire: You are disarmed and you take 2 Dagger damage. Casting Time: 1 Action Difficulty to cast: 1d8 Duration: Instantaneous Properties: Snap Spell ### Snap Gelidus Snapping your fingers, ice appears at your feet. You activate Snap Gelidus. Whole Snap Gelidus is active, ice appears beneath you which can support you and disappears when you step off of it. You cannot jump while on this ice. This means that you can walk in the air, but not upwards, while this spell is active. You cannot take Actions or Secondary Actions while Snap Gelidus is active and your movement speed is increased by 10ft while it is active. At the start of every round while Snap Gelidus is active, you take 3 Cold damage. You may end your Snap Gelidus at will. Backfire: You take 8 Cold damage. Casting Time: 1 Action Difficulty to Cast: 1d6 Duration: Until ended Properties: Snap Spell, Extremely Rare Necromancer Spells None of the following spells can be learnt except for by gaining them from ability cards. ### Tenebris Make an Attack Bid (Spellcasting to hit) against target creature or object within 5ft. If successful, they take 7 Chaotic damage and gain the Curse Tag condition. Backfire: You take 7 Chaotic damage and gain the Curse Tag condition. Casting Time: 1 Action Difficulty to Cast: 1d4 Duration: Instantaneous Properties: Curse Spell, Class-Locked, Necromancer ### Inferi As an Action, you may target a living, unconscious humanoid within a 30ft radius of you that you know the presence of location of which you are not separated by from obstacles such as walls, floors, etc. That humanoid dies and its body is transformed into a Shrieker, which attacks the first thing it sees, then the next thing, including the summoner, so on so forth, apart from other Creatures of Ardor, until it dies. You may cast Godspells. You learn the Curse Spell Tenebris. Backfire: You take 10 Chaotic damage. Nothing else happens. Casting Time: 1 Action Difficulty to Cast: 1d4-1 Duration: Instantaneous Properties: Class-Locked, Necromancer ### Reditus As a Secondary Action, you may turn all Shriekers which you have summoned with Inferi or that you summoned with a Bound Shrieker Card into Bound Shrieker Cards in your hand. Backfire: Nothing happens. Casting Time: 1 Secondary Action Difficulty to Cast: 1d4-1 Duration: Instantaneous Properties: Class-Locked, Necromancer ### Ligans When you would take damage, you may use your Reaction to kill one of your Shriekers which you summoned with a Bound Shrieker Card instead of taking the damage. Backfire: Nothing happens. Casting Time: 1 Secondary Action Difficulty to Cast: 1d4 Duration: 5 rounds (30 seconds, after which the spell ends.) Properties: Class-Locked, Necromancer ### Life Leech When a Shrieker which you summoned with a Bound Shrieker Card deals damage, one of your lost Hit points is restored. Requirements: Reditus, an Alignment of -60 or lower, a Charisma score of 30 or higher Backfire: Nothing happens. Casting Time: 1 Secondary Action Difficulty to Cast: 1d4 Duration: 5 rounds (30 seconds, after which the spell, ends.) Properties: Class-Locked, Necromancer ### Howler Summoning As an Action, you may summon ONE Howler, which is friendly to you. It attacks the closest target to it, other than yourself and your allies. You may destroy the Howler whenever you wish. Backfire: The Howler is still summoned but it isn’t friendly to you. However, it is friendly to everything else and dies if you die. Casting Time: 1 Action Difficulty to Cast: 1d8 Duration: Until Killed Properties: Class-Locked, Master Necromancer ### Furantur As a Secondary Action, you may activate Furantur. While Furantur is active, you may use your Action, Secondary Aciton or Reaction to select a target. You may only target creatures within a 20ft radius of you which you know the location of and which you know the presence of. You cannot target objects with this ability. At the start of every round, the target takes 3 Chaotic damage and 3 of your lost Hit points are restored, so long as the target’s Hit points are above 0. You cannot charge your mana while Furantur is active. As an Action, Secondary Action or Reaction, you may deactivate Furantur. Backfire: Nothing happens. Casting Time: 1 Secondary Action Difficulty to Cast: 1d4 Duration: Until Ended Properties: Class-Locked, Necromancer \pagebreakNum ### Secare As a Secondary Action, you may produce a Secare. The Secare can be dismissed as Secondary Action and you may only have one Secare at any one time. It cannot be disarmed and it cannot leave your hand unless dismissed by you. This counts as a spell. Backfire: Nothing happens. Casting Time: 1 Secondary Action Difficulty to Cast: 1d8 Duration: Until Ended Properties: Class-Locked, Necromancer Illusionist Spells None of the following spells can be learnt except for by gaining them from ability cards. ### Custos A 25ft long, 5ft wide, 15ft high, translucent blue barrier appears 5ft directly in front of you. Any living beings/projectiles which enter the barrier are knocked back 20ft and 20ft high, apart from living beings/projectiles that you allow through. Backfire: You are knocked back from where you tried to cast the spell, 20ft back and 20ft up. Nothing else happens. Casting Time: 1 Action or 1 Secondary Action or 1 Reaction Difficulty to Cast: 1d6 Duration: 5 rounds (30 seconds, you may only have one Custos barrier at any one time.) Properties: Class-Locked, Illusionist ### Claritum You may get rid of any condition with the Insanity property (you choose) which afflicts a creature you touch. Backfire: Nothing happens. Casting Time: 1 Action Difficulty to Cast: 1d6 Duration: Instantaneous Properties: Class-Locked, Illusionist ### Observe Say the name of a creature or thing, or have their/its name in mind. For 1 second, you see through its eyes. You may not target that same creature or thing again with this spell until you finish Long Rest. Backfire: Nothing happens. Casting Time: 1 Action Difficulty to Cast: 2d4 Duration: 1 second Properties: Class-Locked, Illusionist ### Intermissium Target creature within 30ft of you which you know the presence of and location of gains one condition with the Insanity property of your choice. Backfire: You gains one condition with the Insanity property (of the WM’s choice.) Casting Time: 1 Action Difficulty to Cast: 2d4 Duration: Instantaneous Properties: Class-Locked, Illusionist ### Globus As a Secondary Action, you may activate or deactivate Globus. While Globus is active, any living beings and projectiles within 5ft of you of your choice are flung back 20ft from you. You cannot take the Dash Secondary Action, nor the Sprint Action, while Globus is active. You also cannot climb while Globus is active. Backfire: You take 5 Orderly damage. Casting Time: 1 Secondary Action Difficulty to Cast: 1d4 Duration: Until Ended Properties: Class-Locked, Illusionist \pagebreakNum # Chapter 5: Races ## Ashiin *“I challenge you to a Dance of Blood.”* Ashiins are tall, strong, olive-skinned and green or orange eyed (Isle of Eth Ashiins have green eyes, whereas Renova Town Ashiins have orange eyes.) From a young age, Ashiins are taught the basics of combat, or at least learn it from observation. Ashiins are very honourable and often fight to settle disputes. One Ashiin at any one time may earn the title of Grandmaster, where they may take their place atop a mountain in a temple on the Isle of Eth. They lose this title if they are defeated by another Ashiin in a Dance of Blood (a Dance of Blood is a 1-on-1 fight in which no spells are cast.) ### Ashiin (Isle of Eth) You begin with the Trained Combat OR Worm-Squirm ability card. You begin with a +5 to your Fist score and a +5 to your Strength score. You also begin with the Mercenary Carry card. ### Ashiin (Renova Town) You begin with the Trained Combat OR Worm-Squirm ability card. You begin with a +5 to your Dagger score and a +5 to your Strength score. You also begin with the Dagger Agility card. ## Haseldan *“He got up, Sergeant, with 6 arrows in his back, and kept on going... it was like nothing I've ever seen before.”* Haseldans are pale and brown-haired. They have an incredible endurance. Even when it seems like they should be dead, they can keep on going for just one moment more, when necessary. ### Last Stand Your Dodge Class is increased by 3 while your Hit points are below half of your Hit point Maximum (rounded down to the nearest whole.) ### Bloodline When your Hit points are reduced to 0; you may use your Reaction to activate Bloodline and recover up to 20 of your expended Hit points and regain consciousness. After using Bloodline, you may only use it again after finishing a Long Rest. ## Rigan *"Fimbulvultr!"* Rigans are stone-grey with dark brown hair. They are famous for their affinity with ice and with manipulation and mastery of their mana. ### Mana Affinity You may charge your mana as a Reaction. ### Ice Affinity When you cast a spell that deals Cold damage; you may increase the amount of Cold damage you deal by 1. ### Flood As a Secondary Action on your turn, you may activate Flood. While Flood is active; you may charge your mana without using a Secondary Action or Reaction. Flood ends at the ends of your next turn. After using Flood, you may only use it again after finishing a Long Rest. ## Castellan *“Commonly spies and assassins alike.”* Castellans are pale with blonde hair. They have an extraordinary affinity for spellcasting, most being raised in environments surrounded by people who cherish learning and embrace tieth (mana.) ### Snap Excellence You may learn two additional Snap Spells. ### Wise Casting When you cast a spell; you may decrease the Difficulty to Cast, after rolling for it, by 1. ## Kasparan *“Hey, migi vuru?”* Kasparans look a lot like dragons. They have scales where skin normally is and horns buried into their hair. Their scales vary, being red, green or white. ### Draconic Flame When you deal Fire damage or cause a target to gain the Set on Fire condition; you may deal 1 additional Fire damage to that target. ### Dragon Lineage You can speak, understand, read and write Dragon Speech. ### Dragon Scales When you would take Sword, Spear or Dagger damage, you may reduce that damage by 1; reduce your armour’s durability, (if you are wearing any,) by 1. If you are not wearing armour, you must instead expend 1 Fortitude or Willpower point. \pagebreakNum ### Respirare You gain the ability to breathe fire. This acts as casting the spell Ignis without a Tome on your turn, as an Action. However, the Difficulty to Cast is reduced to 0 and you instead must expend 5 Willpower points. ## Gaian *“Within a moment, they were entirely repaired, and the fight went back to square one...”* Gaians are somewhat robotic people with metal skin. Gaians cannot wear armour, aside from Gaian Armour. ### Gaian Armour You own and wear Gaian Armour. This cannot be taken off. ### Repair As an Action on your turn before you move; you may recover 2 of your lost Hit points, but your movement speed is reduced to 0 until the start of your turn. ### Robotic Anatomy You begin with the Iron Body ability card. ### Lightning Affinity When you deal Lightning damage; you may increase the amount of Lightning damage you deal by 1. ## Scroom *“DEATH TO ALL BUT ONE, CULL ALL THOSE WHO DESECRATE, OUR LANDS BENEATH THE SUN.”* - Scroom Chant of Remembrance, Gaia Praeterium. Scrooms are humanoids which some people mistake for plants. They look a lot like animated mushrooms, with blank white, un-tanning skin, with a mushroom’s head for their own. They can still see and eat by way of photosynthesis. They drink by absorbing liquid through their head. ### Scroom Spech You can read, write, understand and speak Scroom Speech. ### Decompose As an Action or Secondary Action on your turn; you can enter Decomposition. While Decomposition is active, you regain 1 of your lost Hit points at the start of every round. Decomposing also allows you to restore your lost hunger and need for drink. During Decomposition, all of your body, except for your mushroom head, is burrowed into the ground. You must be on grass, dirt, stone, snow or sand at least as thick as your height, which surface occupies at least 25 squared ft in total, to decompose. As an Action or Secondary Action on your turn; you can exit Decomposition. ### Detoxify While in Decomposition, you may use your Action to expend your Toxicity; deal Poison damage to all creatures and objects within 10ft of you Poison damage equal to half the amount of Toxicity you expended, (rounded down to the nearest whole,) to a maximum of 10. ## Navaran *“I can do anything you can do.”* Navarans are coloured sickly grey with usually no hair, dark brown hair if they have any, and a blank, expressionless face. ### Emulate As an Action on your turn, you may gain any ability card which you observed being used last round. You lose that ability card when you use this ability again. ## Madrasian *Somehow, I saw that they were murdered, by them self. There was versions of them self, fighting. I couldn't tell which was real."* Madrasians have a slightly yellow but pale skin-tone with light, grey-brown hair. ### Shift When you touch or can see another humanoid; you may use your Secondary Action to shift your appearance and size so that you look exactly like them. Although you look like them, and your body is essentially the same as theirs, strength, agility, etc. does not transfer. While shifted, your voice sounds exactly like the voice of person you’re shifted to look like. You can deactivate this whenever you wish. ### Trinket Shift When you touch or can see an item of your size of smaller; you may use your Secondary Action to shift your appearance and size to look exactly like it. You can deactivate this whenever you wish. ## Dinakeri *"Their soul magic is feared across Gaia."* Dinakeri have bright white hair and skin similar to the colour of coal but slightly more blue. ### Soul Tearing You begin with the Soul Rip, Berserk Stance and Runecasting ability cards. However, expending a rune causes you to gain the Broken Leg condition, unless you have the Oathbreaker; Oathtaker ability card. ## Morvid *"Cannibal birds. An odd and rare sight."* Morvids have feathers coating their purple ‘skin.’ Their hair is pitch black. Morvids very commonly eat each other. \pagebreakNum ### Feather Falling You begin with the Feather Falling ability card. ### Flock As a Secondary Action on your turn, you may expend 5 Agility points; activate Flock. While Flock is active, your Dodge Class is increased by 10. At the start of your next turn, Flock deactivates. ## Fischeran *"Wind shield."* Fischerans are somewhat amphibian humanoids. Their skin is light blue and slightly green. It’s also somewhat wet. Fischerans can morph into water and back into their normal, humanoid forms, with some limits. ### Wind Shield As a Secondary Action on your turn, you may expend 5 Willpower points to activate Wind Shield. While Wind Shield is active, your Dodge Class is increased by 10. Dodging 5 different things while Wind Shield is active cancels your Wind Shield. ### Sky’s Sailors When you deal Wind damage; you may increase the amount of Wind damage you deal by 1. ### Dissolve As a Secondary Action on your turn, you may expend 5 Intelligence points to activate Dissolve. While Dissolve is active, your Dodge Class is increased by 20 and your movement speed is reduced to 0. At the end of your next turn, your Dissolve is cancelled. ### Unnatural Blood You cannot become or be a vampire. ## Vind *"Tempest soul."* Vinds have light purple, nearly pink, skin. They have grey hair. ### Tempest Soul As a Reaction, when you would be affected from a spell which you did not cast, you may expend 10 Agility or Willpower points; you may instead not be affected and cause the caster to suffer the Backfire penalty of the spell. Your movement speed is increased by 10ft until the end of your next turn. ### Unnatural Blood You cannot become or be a vampire. ### Sky’s Sailors When you deal Wind damage; you may increase the amount of Wind damage you deal by 1. ## Dzin *“Opened their eyes, Saw nought but lies, And went blind from then till.”* - Gaia Praeterium. Dzins have very dark brown or dark blue hair and red or blue skin. They have orange or blue eyes. ### World’s Pulse You may observe all creatures and living beings within a 30ft diameter sphere centred on you. ### Awakened As a Secondary Action on your turn, you may expend 20 Willpower points to activate Awakened. While Awakened is active, your Dodge Class is increased by 10. Dodging 5 different things while Awakened is active cancels your Awakened. ## Construct *“Created by a scientist in the Tundra, but why?”* Constructs have pale skin, dark blue hair and green eyes. ### Winterborn Cold damage dealt you to is reduced by half and rounded up to the nearest whole. Additionally, you can last in cold conditions for twice as long as usual. ### Artificial Blood You cannot become a vampire. Enhanced Toxicity Resistance Your Toxicity Maximum, by default, is 700; not 100. ### Galvanise When your Hit points would be reduced to 0; you may use your Reaction to increase your Toxicity by 360 and restore 20 of your Hit points. ### Mercenary Drink You may drink potions as a Secondary Action; not just as an Action. \pagebreakNum ## Cameo *"Created by Lannis, Father of Curses and Lies. Why? To insult the gods?"* Cameos have blonde hair, purple eyes and pale skin. They cannot reproduce and can only be created by usage of a White King’s Amulet. It is not intended that you start off with this race but you may do so, if your WM agrees. ### Cat’s 9 Lives When your Hit points would be reduced to 0; you restore a number of your Hit points to yourself equal to your Hit point Maximum. This ability may only be used 8 times. You regain 1 expended use after finishing a Long Rest. ### Slow Metabolism You do not need to eat. ### Empty Husk You cannot cast spells. ### Unnatural Exoskeleton You cannot become a vampire. ### Cats Always Land on Their Feet You gain the Feather Falling ability card. # Chapter 6: Progression ## The Basics of Levelling Typically, you begin at level 1. Your WM can reward you with EXP based on stuff you do. Some monsters and such have a base amount of EXP rewarded to its killer(s,) which is usually shared between them. The WM decides how this is split and wether to use the base EXP or not. To o level up, you require the following amounts of EXP. Additionally, you must also have 0 Investment points to level up. Levelling up rewards you with 5 Investment points. Everytime you reach a level that is a multiple of 5, you may pick and gain any Ability card that you meet the requirements for. If you do not meet the requirements for any ability cards that you could pick and gain, you may instead pick and gain an additional card the next time you level up. If you still cannot pick any ability cards or can only pick less than you can, you may again delay picking that/those ability card(s.) For example, if you were to level up to level 2 but you couldn’t pick any ability cards, then level up to 3 and not be able to pick any, you could pick three ability cards the next time you level up, and so on, so forth. If you were to level up to level to but you couldn’t pick any ability cards, then level up to 3 and only be able to pick one, you could pick two ability cards the next time you level up, and so on, so forth. ## Level EXP Requirements To level up from level 1 to level 2, you must have 300 EXP, to level up from level 2 to level 3, you must have 700 EXP, to level up from level 3 to level 4, you must have 1200 EXP, and so on, so forth. You cannot level up past level 60 while in Gaia. The Khei expansion allows you to level up past that. Although, the WM may choose to void this rule. The WM can change, void and create any rule. \columnbreak ## Investment points To get rid of an Investment point, you must put the point into a skill of yours, increasing its level by 1. To train any of the following attributes requires you to make a bid with it, increasing your EXP with it by 1: -Strength -Agility -Fortitude -Charisma -Willpower -Intelligence -Spears -Swords -Daggers -Fists -Spellcasting The amount of EXP in an attribute you require to level up in it is equal to your current level in that attribute. The amount of EXP you have in any attribute resets when you level up in it. Your Alignment score has nothing to do with your Investment points. It simply increases and decreases by an amount your WM determines when you do something that may influence it. For example, killing an innocent may cause your Alignment score to decrease.