What is the background story?
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As the 22nd century draws to a close, mankind is in a sorry state.
Conflicts are frequent as greed has driven us to the brink of global catastrophe.
Nevertheless, corporate life goes on and shareholder expectations need to be met.
Thus, in an attempt to circumvent laws that prohibit experiments on human DNA and fetal tissue, several major corporations find
themselves in a race to discover creative ways to work around the existing legal issues, by modifying animal DNA to be more "human-like"
(and thus a viable source for experimentation).
The so-created "hybrid" DNA turns out to be a "close-enough" match for several medical applications.
However, for a long time this process has been time-consuming and expensive,
since each hybrid DNA has to be tailored specifically to fit one intended purpose.
This has changed recently!
A new scientific breakthrough (invented, stolen, then patented twice under different pretexts by competing companies) allows cheap,
safe, and efficient genetic modifications on a much larger scale.
The modification introduces severe alterations to animal DNA that make it 100% compatible with the human genome.
This new DNA manipulation technique provides the market with the "one size fits all" solution businesses have been waiting for.
It is universally applicable, easily modified to the customer's requirements, and suitable for a wide range of tests with
no need for expensive changes.
The idea is simple: Even though it is illegal to experiment on human DNA, to experiment on animal DNA
that just happens to be genetically modified to look and behave exactly like a human genome is perfectly legal.
It may have taken a genius to develop the technique, but it certainly didn't take one to figure out that growing
this DNA into an actual creature could practically create anything from perfect slaves to perfect soldiers.
Consequently, when one of the remaining big global players expresses an interest to purchase just that,
the two major competing companies in the field present their respective best efforts to deliver what the market asks for.
As always, eventually one company is chosen over the other.
But all is not said and done: The promised "hybrid" creatures still need to undergo testing.
As circumstance may have it, the customer just happens to have come in possession of a seemingly barren planet,
that would be perfect for a field test.
Even though it is in the habitable zone, it has a toxic atmosphere, and is thus of little value.
No efforts have been made to investigate, let alone colonize it.
The environment of the planet is believed to be too hostile to host life as we know it.
Unless, of course, you add a little twist to that life.
The corporation thus decides to go ahead and use this planet to test-drive this new,
promising generation of human-animal-hybrids.
If they manage to live up to expectations, the company producing these fine specimen would be chosen to deliver
large numbers of robust and versatile T-Hybridstm for tactical operations, exploration,
and terraforming purposes—thus putting smiles on the faces of their shareholders.
The experimental hybrid races are thus placed on said planet and (just to be safe)
made to worship the human military as their Gods, whose orders must not be disobeyed.
These Gods, however, are not exactly benevolent.
They incite conflicts between the races to test their abilities.
Yet, it is just then that the military experimenters realise that there initial understanding,
that the planet was uninhabited, was wrong.
The planet proves to be home to primitive, yet intelligent, alien creatures,
representing a form of life we never even dreamed could possibly exist.
In panic, the invasion force decides to cover their asses by nuking the population from orbit.
However, their success proves to be incomplete, as many of the hardy alien creatures survive this first onslaught.
So instead, the military invaders decide to make the best of the situation at hand,
and pit their newly acquired hybrid races against the aliens to see what happens.
In the meantime, the other human company—the one that lost the contract for a lifelong delivery of their own
version of hybrids—is not ready to give up so easily.
They have learned the secret location of the project and sent their top covert agent to investigate.
She is to either disrupt the ongoing experiments, or (preferably) collect sufficient blackmail material to regain the previously lost,
lucrative contract after all.
However, the agent's craft is discovered, and has an unfortunate encounter with a bullet.
Heavily damaged, it crashes on the planet.
While she survives the crash, her spaceship proves to be beyond repair.
In this situation she is found and saved by some of the local alien primitives, who call themselves "Serai".
She finds a way to communicate with the tribe, and thus learns of the atrocities committed against them.
With no other way off the planet and her own resources stretched dangerously thing,
she decides to divert from her original mission and help the natives.
By raiding military outposts she hopes to secure some of the so desperately needed supplies for herself.
But politics is a bitch everywhere in the galaxy, and the Serai are no exception.
The Serai worship the "three disciplines of science" (Manthor, Scani, and Buhaad) above everything else.
They have a legend that some day, in their hour of great need,
a supreme master of knowledge would decent upon their world to unite the three primary schools of science.
This master would bring their people together and finally lead those of them who are worthy to a place among the stars.
Only the unworthy would be left behind.
As fate may have it, all the major political figures of the Serai
(the council of the three sciences) were killed during the previous attack.
This leaves a vacuum of power and somebody ought to fill it.
Thus a young, ambiguous Serai apprentice approaches the strange alien agent and asks sheepishly
if he would be allowed to call her "the source of great knowledge".
She accepts this title, unknowing that in doing so she just declared herself to be the second coming.
So, instead of helping the Serai out, she is about to become the cause of a civil war.
Meanwhile a third, hidden power had lingered in the dark, waiting for their chance…
The Serai are asexual. They reproduce by giving birth to a single child.
However, this child is not Serai.
Instead, their offspring are "elementals": sexual creatures of extreme heat (male) and extreme cold (female).
When two elementals of opposite sex join, their "melting process" creates a new Sera.
After that, the cycle starts anew.
Unfortunately, both elementals lose all memories of their previous life in the "melting".
As this knowledge can be scary, it is decided that it would be best to not tell the elementals the story of the "birds and bees".
Plus, since all knowledge is sacred to the Serai, no knowledge may ever be shared with "lesser" creatures.
Such a truth can thus never be passed on to an (as of yet) unworthy elemental by any true Sera, as this would be an act of blasphemy.
As a result, for all the elementals know, they see that two of them at a time enter through a certain door and neither ever returns.
They feel that they are just slaves to their Serai masters.
And they decide that the recent attacks have given them a chance to finally break their chains and strike back.
The children of the planet are thus on the eve of a horrible mistake!
Or in other words: this world is about to go to hell in a handbasket, and they who dare to enter in this game will have front-row seats!
The background story up to this point may remain unknown to the players.
As dungeon master you may choose to reveal it bit by bit while the party progresses through your campaign—or not at all.
So what (cover) story do I tell the players?
The world houses many strange species.
In the golden days, they have worked together to create and guard the wild lands.
During this time, they met regularly in a great capital, led by a council of dragons, where they worshipped their God and received God's demands.
But all that ended during the "days of fire", when the heavens fell upon the earth and killed monsters and people alike.
Their God blamed creatures named "demons".
He called upon all true believers to take up arms and slay these foul beasts once and for all.
But the clans of the land were divided.
There were those who no longer believed in the old ways, renounced their former God, and refused to obey his commands any longer.
The battles that ensued from this conflict were fierce.
Long tracks of refugees fled the fighting, to start a new life elsewhere.
During their exodus, some of them made an astonishing discovery.
They found that the "demons" had refugees of their own.
New friends who had equally fled to escape the fighting.
These "demons" called themselves the "Serai" and convinced the wanderers that they meant no harm.
Encouraged by this knowledge, some of people returned to the great city, determined to bring an end to a senseless war.
Here they were able to convince the leader of the dragon council, the Drago Erghon, to call for a huge gathering of all clans.
There Drago Erghon would propose peace between all clans and an end to the war against the Serai.
Unfortunately, before the meeting had even started, a group of assassins broke into the council chambers and murdered Drago Erghon in cold blood.
They fled, leaving behind a flag of the clan of Drace.
The clan of the Anghai thus accused the Drace. In return the Drace accused the Anghai.
Eventually the Drace left the council in protest.
In their absence, the Anghai declared a state of war against all Drace and anybody who would continue to oppose the will of the one-and-only God.
In return, the delegation of the Lanth Queen explained her Majesty couldn't trust anybody at this time and
thus declared independence from the council.
This in turn caused the Anghai and Sarthok to accuse the Lanth of backstabbing the alliance, and declared the Lanth a rogue nation.
To "purge the world of all evil", Anghai forces camping nearby attacked the city of dragons, burning it to the ground.
All hopes of peace had been reduced to little more than a faint memory, as the world sank even deeper into chaos at the eve of another civil war.
Now, the alliance of the "Protectors of the Light", whose members still believe in the power of the "one God", are waging a holy war against
the clans of the "Alliance of Shadows", who believe that this so-called God is a nothing but a lie that needs to be replaced by a new order.
In between both factions are several clans who are desperately trying to remain neutral, but feel that sooner or later they might have to pick a side.
The world stands on the eve of destruction.
Your actions during this campaign may tip the balance of fate in favor of either side, for good or for ill.
I already have maps and figurines from other RPG games—can I use them?
Yes!
How do I start the game?
Have all players create a character.
While they do this, you have some time to set up the map.
The map can be any size but should at least be 50x50 fields, since players can move at least 1 field per turn and you don't want to run out of space.
If your map (or your table) is smaller, you can work around that problem by removing already explored parts of the map,
and use them to expand it as the party moves through your world.
Optionally: you may set up a stop-watch, if you wish to introduce a day-night cycle.
Each day consists of 5 minutes of dawn, 10 minutes of day, 5 minutes of dusk and 10 minutes of night.
You may choose to double these values if your party is playing the game for the first time, as they might need more time to discuss their progress.
Notice that some nocturnal races may profit from bonuses depending on the time of day.
To begin the game, choose a start where the player party is to enter the game.
Go on and explain the party's goal during your campaign.
But most importantly, enjoy the game!
What goal do I set for the players?
Anything you like! For example you can make them escort a group of refugees trough an area of enemies.
Slay a foul princess. Rescue a fair dragon and invite him to dinner. That sort of thing.
How do I determine who's turn it is?
The characters take turns in order of their "agility" value.
The player with the highest agility goes first and the one with the lowest goes last.
Each character has a certain number of "action points" per turn.
These action points are spent by moving, fighting, casting spells/using abilities, or performing other actions on the map.
A player's turn ends, when he/she runs out of action points.
How do I move around the map?
You can move your character in horizontal, vertical, and diagonal paths.
All standard tiles on the map need one action point to cross.
You need two action points to cross a tile of sand, ice, water, or any other rough terrain.
And you need three action points to cross a mountain tile or climb any other obstacle.
If a character doesn't have enough actions points to cross a field in one turn, it means
the character is too clumsy to pass, and thus has to walk around the tile.
Some creatures may also have the ability to jump or fly.
In this case, the tile affected by the ability always requires one action point to pass, no matter what the terrain is.
How does combat work?
There are three major actions during combat: move, attack/cast, and defend.
Every time a player performs an attack, casts a spell, or assumes a defensive posture the player consumes half his or her action points.
Defending always ends the player's turn.
If a player has at least two action points, this player can either move-attack, attack-move, attack-attack, attack-defend, move-defend, move-move, or just defend.
Miscellaneous actions, like equipping a different weapon, or drinking a potion, take up one action point each.
If a player has less than half of his/her action points left, defending, casting, or attacking is no longer possible.
How do I attack?
When you "attack" you basically swing your weapon towards the enemy, or shoot your bow.
Note that your bow requires line of sight to the target.
Also note that your bow doesn't work as a melee weapon and vice versa.
So, at some point you may find that you want to switch weapons to change your type of attack.
In this case, switching your weapon will consume one action point.
The damage you do to the target is calculated as follows: take your skill with the weapon you are using as base damage.
Next, add the base damage of the weapon you have equiped and roll the dice indicated by the weapon bonus.
The dice value is added to the attack.
Finally, substract the armor value of the target from that value.
This number is the damage you do to the target.
Note that during a fight your weapons and armor can get damaged, which may introduce a penalty to your armor or damage bonus.
If and when a weapon or armor is damaged or broken is up to the dungeon master.
As the dungeon master, you may use this element to make a fight more interesting,
if you feel that things are running way too smoothly for the party.
How do I use spells?
Read the description of the spell you are about to cast and follow the instruction concerning the spell's range and target.
You will find the damage calculation in the spell description.
If you fire the spell on a target, the damage you do is reduced by the target's spell resistance.
If your spell causes elemental damage, the target's elemental resistance reduces the damage done as well.
If your spell causes physical damage, the target's armor value reduces the damage.
Some spells have a chance to succeed. If you have a ten-sided "probability dice" you can roll it to check whether or not your spell was successful.
If you don't a ten-sided dice, you can use six-sided dice for the same effect (if you happen to throw an 11 or a 12 you just roll again).
Some spells have a duration. If so, the character who casts the spell is responsible for keeping track of it.
You may use some tokens as duration counters, if you happen to have them at hand.
Some spells also lay traps. Again, the character who did the casting is responsible for keeping track of it.
Some spells give the target a buff. And once again, the casting character is responsible for keeping track of that.
If the caster forgets, it is assumed that the spell failed.
How do I defend?
Defending raises your armor value by 20% for this turn.
Simply state "I defend" and that's it.
The defending character is responsible for keeping track of his or her own armor bonus.
If they forget, it is assumed that the defense had no effect.
What kind of monsters are there?
There are no predefined monsters at the moment.
You can, however, use the character generator to create non-player characters as opponents.
I already have monsters from DnD games. Are they compatible?
Yes! But you have to adjust the stats of your monsters to match.
As a rule of thumb, multiply hit-points by 5 and damage by 2,
since the characters in this game are doing much more damage and rounds are shorter.
What are examples for monster stats?
A level 1 minion should have about 10 hit points, an armor value of 1, and do about 2+1d4 damage.
A level 1 boss should have about 60-100 hit points, an armor value of 2, a magical resistance of 1,
and do about 2+1d4 physical damage.
A boss should also either be able to cast spells, or do an additional 2 elemental damage on attack.
As a rule of thumb, magical resistances should be about half the armor value.
In a group of attackers, you are best advised to add one opponent that does magical or elemental damage at all times,
since several creatures and player characters may be immune to either physical or non-physical damage.
What is a good combat strategy?
This depends on the party. The game is set up to reward a good strategy.
For example: all Serai characters are immune to physical damage.
If you put them against a monster that does nothing but physical damage, there is no question who will win.
You thus should use mixed groups of enemies that do both: magical and physical damage.
A good combination of abilities is key to success, for both monsters and player characters alike.
How do I open chests and locks?
Each lock has a certain strength.
Opening a lock takes your whole turn.
If your dexterity is higher than the strength of the lock, you succeed.
Otherwise you fail.
Worst case, you may also try to force open the lock.
In this case 10 times the lock's strength is holding against your attack.
Note that if you are forcing the lock open, the dungeon master may decide that this destroys some or all of the contents
inside the container.
How strong should a chest be?
This depends on the character with the highest dexterity in the party, as dexterity equals their lock picking skill.
If you wish, you may have them throw a dice and add that number to the attempt, just to add a bit more of a "lucky hand" on more complicated locks.
For reference, a level 1 thief will probably start with a dexterity of about 4-6.
At level 5 this thief may have a value of 6-9.
At level 10 your thief will have had a total of 15 bonus points to spend, and probably achieved a dexterity of 10-13 points.
If the party doesn't have a thief at all, it may depend on brute force alone.
The defense of the lock against being forced open is basically its hit points.
A level 1 character starts with 20-50 hit points and will do about 3-5 damage on attack.
So to be a challenge to a party of level 1 characters, your lock should probably have 20-50 hit points total.
How does diplomacy work?
When you have to convince a non-player character to do something they don't want to do,
your success is based on two factors: can you convince your dungeon master and is your diplomacy skill high enough.
Each character has a base-diplomacy of 50%. Certain abilities (like "charismatic", "repulsive", "diplomat", or "telepath") may provide bonuses.
By adding these bonuses, you get the final score for the character making the attempt.
Note that your diplomacy value is capped at a maximum of 90%.
Do a percentage roll to see if the character's attempt in diplomacy was successful.
How does the day-night-cycle work?
The time of day progresses from night to dawn, dawn to day, day to dusk, and dusk to night.
How fast the time of day changes in the game is up to the dungeon master. Some parties go faster, others need more time to discuss their approach.
In general, a day-night cycle is always preferable when you need to keep a party from discussing too much.
As a rule of thumb: use 120 minutes = 1 day for beginners, so that players have time to figure out how to play and
iron out their strategy.
This equals 10 minutes of dawn/dusk and 20 minutes of night/day.
Once everybody is settled in and the game moves at a faster pace, 60 minutes = 1 day is fine.
For the most part the day-night-cycle is just a nice gimmick.
It gives the dungeon master a reasonable excuse to have shops open and close, make characters get tired… that sort of thing.
However: some races have certain abilities (like "nocturnal") that may give them a bonus or a malus during day or night.
(Night vision is another such ability.)
During dawn and dusk, day and night bonuses do not apply.
Each player is responsible for keeping track of their own bonuses.
The dungeon master's responsibility begins and ends with announcing the change of day/dusk/night/dawn.
How does resting work?
If a party doesn't rest within 24 hours, they get "tired".
While they are tired, all their stats are halved.
This condition is "healed" by resting.
Resting is done when the party finds a place to rest, like a tavern, or by setting up camp.
And then they, well… "rest" and sleep/meditate for half a day.
While in camp each party member that has abilities that can be used at the camp can chose exactly one such ability to use one time.
These abilities may include (depending on the character's class) fixing one broken piece of equipment, or brewing one set of potions.
Or (if the party is in a tavern) do one performance for the local audience to earn some extra coin.
Each of these actions requires that the character either has the ability in their stats,
or can provide a reasonable explanation to the dungeon master as to why he or she should be able to do it.
If you as the DM want to make things even more interesting for your players, you may
introduce a chance that the party is attacked by random monsters while they sleep.
To check if they are attacked, let them roll a probability dice. The chance for an attack is determined by the DM.
As a rule of thumb, 40% is a good number.
This chance is reduced by 10% for each member of the party that stands watch during the night.
If a party member stands watch, this member cannot use his or her special abilities at camp.
How can I make the characters search for secrets and traps?
Traps are triggered automatically unless detected.
If the party has a character with the ability "detect" then this character will always detect the secret and/or trap.
Otherwise they will have to actively search, in which case the DM plays the strength of the trap
against the character's dexterity or their intelligence value plus a roll with a six-sided dice.
Characters that have neither dexterity nor intelligence can't actively search for secrets or traps.
Searching always takes the character one full round.
Some other RPG games allow so-called "assist rolls" at this point.
We don't permit assists when searching for traps or secrets as this makes no sense.
An assistant might be useful for smithing or baking bread, but "assisted looking" is yet unheard of.
Can a character circumvent a detected trap or closed door?
That depends on the trap! A character capable of "telekinesis" can pull a trigger behind a closed portcullis.
A character who can "fly" can cross over a trap without triggering it.
A character with the ability to do a "wide jump" can jump over a pressure plate without touching it.
A summoner may call a minion and use it to scout the area ahead—possibly triggering a trap from a save distance.
So in short: yes, characters can circumvent or remote-trigger/disarm traps using their respective abilities.
What exactly they need to do obviously depends on the trap.
Can I add a custom made class?
Yes! In fact there is a
class generator that allows you to do that.
This generator will help you create your own class.
To do so, you need to save this character generator to your computer, run the class generator, and create the class of your choice.
Then copy'n'paste the generated code in the character generator's HTML-file and save your changes.
(Just in case it isn't obvious: Please do NOT redistribute or sell any modified versions of the character generator. Thank you!)
Can I change/add/remove more races/classes/rules?
Yes! You can change and extend the game as you wish!
Are there any ready-to-use mods or extensions?
Not yet! There is a strategic extension underway that will allow characters to settle down,
build a base, and train their own monsters.
You could also introduce additional attributes to add a wider range of skill challenges.
Being able to change the rules is the best part of a pen-and-paper game. Do as you like!
Serai
evil
Attribute |
Start |
Max |
Energy |
5 |
70 |
Resistance |
2 |
20 |
Agility |
3 |
30 |
They were the first ones. The ancient ones. The ones that were there before time. They were old when even the stars were young.
But whether they really don't remember where they came form or just pretend to have forgotten, nobody can tell.
Because the Serai keep their secrets. From others and from each other.
Once they lived in great cities grown from a seed of crystal and alive with magic.
But during the days of fire these cities fell and their walls crumbled to dust.
The survivors are lonely wanderers in this world. Traveling only at night, sleeping during the day.
Searching for a new home and a way to restore their former glory, they will have to find new allies in order to survive.
The Serai have no skin, no bones, no blood, no solid shape. They didn't simply invent magic, they ARE magic.
Ordinary weapons pass right through them. Only the powers of the elements: ice and fire can do them harm.
They have no material possessions, no clothes, no tools.
They don't seek them. Can't touch them. Knowledge and wisdom are what they desire and value, with ever curious eyes.
They have one God and its name is science. To science they dedicate their life and their passion.
At the beginning of time this "God" called science had its three own prophets.
These three Masters, infused with eternal wisdom, taught the first ones the knowledge of Matter (Scani),
Energy (Buhaad) and Transformation (Manthor).
Then, one day, they left this world forever.
In parting, they handed the Serai a prophecy: That one day a fourth Master shall decent to this world.
A master even greater than those that came before.
This Master shall combine the three schools, teach the Serai knowledge that is beyond this world, and lead these ancient people to the stars.
Could the time of the prophecy finally be upon us?
Abilities
energetic
student
fly
breathWater
shock
Lanth
evil
Attribute |
Start |
Max |
Strength |
3 |
30 |
Vitality |
2 |
20 |
Intelligence |
3 |
35 |
Agility |
2 |
20 |
Dexterity |
-3 |
20 |
Amongst all creatures that the Gods hate, the Lanth occupy a special place—The feeling is mutual.
Not as a result of anger or bad will. The Lanth just live in a 'community', as they call it, that doesn't care.
A 'hive' is the name we have for it. Dug by its worker cast, its tunnels lead far underground, and at its heart resides the queen.
It is to her and to her alone that they answer. To her alone, have they sworn loyalty. No other will be tolerated.
No mortal, and most certainly no "God".
Unlike the workers, the hunters and warriors of the hive can fly—even if just for short distances.
The pack avoids the daylight and hunts after sunset. The prefered prey of the hive: God's favorite Anghai.
Their meat tastes sweet, and their bones are easily torn from the flesh.
A hunter's life is a simple one: seek your prey, wait for the pack to strike, sink your fangs into its flesh to paralyze its limbs.
Then wrap it up and take it home. Yes, everything could have been so easy.
A life bare of troublesome questions.
But Gods don't forget. And they don't forgive.
Well—let the bastard try.
But he better be sure to smite them all.
Because if only one Lanth warrior survives, even a God might still learn the true meaning of pain.
Abilities
repulsive
nocturnal
fly
hide
assassinate
Drace
evil
Attribute |
Start |
Max |
Strength |
4 |
40 |
Vitality |
4 |
40 |
Intelligence |
-5 |
8 |
Agility |
2 |
20 |
Dexterity |
0 |
20 |
Bravery! Honor! And loyalty! These are your duties.
The scales on your body tingle at the sound of battle.
Your blood answers the cry of the drums of war. Your muscles yearn to strike for your clan.
Wield in valor the weapons blessed by the clan-father.
Sharp be your claws, strong be the swipe of your tail, and deadly your weapon.
Your will is a bow. Its strength drives fear into the hearts of those that dare oppose you.
Stiffen their muscles till they move no more. Crush their bones, and break their limbs.
Do the clan-father proud!
Fight with honor and you shall feast with us on the blood and flesh of our foes.
Fail us, my brother, and we shall be hunting you.
Jaorlta
neutral
Attribute |
Start |
Max |
Strength |
2 |
25 |
Vitality |
3 |
25 |
Intelligence |
3 |
25 |
Agility |
2 |
20 |
Sprinting |
5 |
10 |
Dexterity |
3 |
30 |
J'Aorla is the word for 'wood' in the old tongue. A vast forest.
Wild and free, like its people hunting the great swarms of creatures that live below its branches.
On all fours, if necessary, or on the back of the large Vanthu beasts they tame and ride.
J'Ahla is the word for 'people' in the old tongue. A peaceful kind, that dwells in cities around the elder trees.
Guarded and guided by the council of elder women that keep the old ways alive.
The elder tree itself is surrounded by the 'great hall'.
From here young males and females embark to face the trials of adulthood alone in the wild.
And to here they shall return when they have proven themselves worthy—to the land and to their clan.
J'Alta is the word for the great mountain in the old tongue.
Where they mine the flesh and blood of the earth, to build the great machines they use.
Like those that take the water from its source and transport it into their cities.
J'Ossa is the name for the wide sea in the old tongue.
All the way to its shores they travel to explore new lands, trade their goods, and share their knowledge with new friends.
J'Aorlta we thus call the cat-people.
The "people of land and sea" of "water and earth". The engineers of our time. The ambassadors of the future. And they? Shall call us kin.
Abilities
afraidOfWater
jump
sprint
Drago
neutral
Attribute |
Start |
Max |
Strength |
2 |
30 |
Vitality |
4 |
40 |
Intelligence |
4 |
30 |
Agility |
0 |
10 |
Dragon odem |
2 |
40 |
Dragon in shape, form and mind. Wise, peaceful—and at peace. With themselves. With others. With the world.
Skillful craftsmen, diplomats, and builders of communities.
Creators of cities cut out of the mountains.
Architects of a great capital, open to all.
Once devout followers of the one God.
Drago Erghon, founder of the council, was perhaps the most wise and respected.
Even the Drace, despite their differences, saw in him a man of honor.
Legend has it that once, may it have been with valor or sheer desperation, Drago Erghon fought against a superior number of Drace warriors,
to save the life of a young Jaorlta girl.
He prevailed, and a "hero"—nay! A "great warrior" his enemies called him for it.
They respected him in a way hardly known among their own.
The assassination of Erghon and the betrayal of the council thus caught us off guard.
Neither his wings, nor his fiery breath, not his teeth, not his talons, or his diplomacy were able to save him.
Now, the once great capital has fallen into chaos. The council is divided.
Every party accuses the other.
In protest, the Drace delegation has left the chambers of the council.
Shortly they will deliver an answer to the Anghai's accusations of treachery and murder.
And we all know, that answer means the one thing that Erghon struggled to prevent: War!
Abilities
afraidOfWater
nobow
fly
odem
Fire elemental
neutral
Attribute |
Start |
Max |
Strength |
4 |
30 |
Energy |
5 |
50 |
Resistance |
1 |
30 |
Agility |
0 |
17 |
Born in flames, we are. Nobody remembers where we came from. As far as we can tell, we have simply always been here.
Born to be slaves in the great cities of the Serai.
Carrying what they could not. Building what they could not. Being their arms, their tools, their weapons.
We stood watch when they slept. We did wake when they couldn't. We took up arms in their name.
Until one day, like so many before, another two of our brethren were taken. Led through the halls. Escorted by our Serai masters.
And the heavy portals closed upon them.
We waited.
And as the portal opened once more, in horror we saw that from the inside emerged two less of 'us', and in their place: one more of 'them'.
Then came the days of fire, when the heavens scorched the earth. We survived even as they were struck down.
Not any longer, my kinsmen, shall we weep. Not any longer shall we bow before our masters!
Let us rise, my kinsmen. Let us leave these forsaken cities, leave these lands, leave the chains of slavery broken.
And when we have run and can't run no more. Let us turn as one and fight!
Abilities
student
afraidOfWater
reducedWaterResistance
increasedFireResistance
flame
lava
firestorm
Ice elemental
neutral
Attribute |
Start |
Max |
Strength |
2 |
25 |
Energy |
3 |
60 |
Resistance |
5 |
30 |
Agility |
0 |
12 |
Born in ice, we are. Nobody remembers where we came from. As far as we can tell, we have simply always been here.
Born to be slaves in the great cities of the Serai.
Carrying what they could not. Building what they could not. Being their arms, their tools, their weapons.
We stood watch when they slept. We did wake when they couldn't. We took up arms in their name.
Until one day, like so many before, another two of our brethren were taken. Led through the halls. Escorted by our Serai masters.
And the heavy portals closed upon them.
We waited.
And as the portal opened once more, in horror we saw that from the inside emerged two less of 'us', and in their place: one more of 'them'.
Then came the days of fire, when the heavens scorched the earth. We survived even as they were struck down.
Not any longer, my kinsmen, shall we weep. Not any longer shall we bow before our masters!
Let us rise, my kinsmen. Let us leave these forsaken cities, leave these lands, leave the chains of slavery broken.
And when we have run and can't run no more. Let us turn as one and fight!
Abilities
student
afraidOfFire
reducedFireResistance
increasedWaterResistance
breathWater
ice
snow
tsunami
Angha
good
Attribute |
Start |
Max |
Strength |
-1 |
15 |
Vitality |
2 |
20 |
Intelligence |
3 |
50 |
Agility |
3 |
20 |
Dexterity |
-2 |
20 |
There are two words Luvio used in his books to describe the Anghai: "gentle" and "loyal".
Others call them both "beautiful beyond compare" and "unfortunately stuck in arrogant, illogical doctrines".
The other things they say, about their appearance, is true as well.
They have a strong tail instead of legs. Strong enough to grasp a branch, hold on to it, or carry it.
It is also true that they have large wings.
Despite all this, their actual constitution is weak, as their real power lies in a superior knowledge of magic.
A power, almost as strong as their faith in their God.
A faith driven by diligent, constant study of his doctrines.
Criticism—or even the expression of doubt—is branded heresy, and harshly prosecuted.
Being weak in body, they feel safe only when high above the ground. Up in the trees where they build their communities.
All guided by one purpose: to serve their God. And to serve those who serve Him: the high-priestess and her disciple.
Her apprentice. Her successor when the time has come.
In their matriarchic society, men are smaller and only useful for reproduction.
They are not allowed in any of the higher circles.
Some even consider it a waste of time to educate them at all.
In times of war, it is the religious caste that leads them into battle.
Their armies advance, shielded by their Sarthok servants, which most Anghai consider an inferior race.
They struggled long to "educate" these "things".
With great effort they taught the primitives how to work, and asked for little but loyalty and obedience in return.
Yet, some Sarthok have paid them in violence and rebellion. And what's worse: turned to blasphemy.
A behavior that can't be tolerated.
Abilities
charismatic
weak
fly
eagleeye
Naddrak
good
Attribute |
Start |
Max |
Strength |
1 |
20 |
Vitality |
2 |
20 |
Intelligence |
3 |
30 |
Agility |
1 |
15 |
Agility (in water) |
3 |
25 |
Dexterity |
2 |
20 |
Along the coasts, the wanderer may see distant domes of rocks and clay in calm waters of lonely bays.
These are the visible parts of great underwater cities built by the Naddrak.
Here they live in isolation from most of the world in their impenetrable strongholds, tucked away safely under the sea.
The skin of the Naddrak people is covered in small, soft scales. Their faces feature big eyes, small ears, and gills on their neck.
They are small in stature, yet skilled craftsmen.
With the knowledge they acquired from passing merchants, refugees, and wanderers,
they build impressive devices to travel above and below the waves.
Yet visitors, even though treated friendly, are only welcome in the on-shore pavilions of this strange underwater world.
Nobody that is no Naddrak has ever seen the inside of their domed submarine cities.
The Naddrak treasure their secrecy, neutrality, and peace above anything else.
Yet, deep in their hearts, some of them might feel that this isolation won't be enough to push back against the rising tide of war and chaos.
Only rarely does one of them leave their home, and those that do tend to keep their reasons a secret.
Abilities
afraidOfFire
trader
weak
breathWater
swim
Sarthok
good
Attribute |
Start |
Max |
Strength |
3 |
35 |
Strength (second pair of hands) |
2 |
20 |
Vitality |
4 |
30 |
Intelligence |
1 |
25 |
Agility |
1 |
20 |
Of all the races that Luvio described in his books "The people of the Mountains", none is equal to the proud and loyal Sarthok.
Gifted with a massive body and four strong arms, one could do the work of many.
They occupy the foothills, where the forest embraces the rock.
Led by a shaman—a wise woman—they dwell in simple huts.
During his stay, Luvio witnessed the Ordok festival, of which he wrote that the Sarthok would wake and dance all night.
While the youngest stir the fire, dance around the flames, and jump across the embers,
the wisest among the elders sing the songs of their forefathers.
During the days they work the fields and mines in close symbiosis with the Anghai.
The Sarthok protect the Anghai with hands, the Anghai serve the Sarthok with magic.
When exactly that balance tipped and made the Sarthok turn slaves, none remembers. But some of us still remember when they rose.
Only the younger Sarthok may have rebelled at first, but when the Anghai responded with brute, relentless force,
and made these children pay the price for their disobedience in streams of blood, the elder rose as well.
What the Anghai then did to these proud people, is what Luvio described as a 'tragedy'.
Those who could, turned and fled to seek shelter with the Jaorlta, to avoid being captured and forced back to the farms.
Of those that escaped, Luvio wrote that they brought with them in their hearts a flame of hope and a promise of a better future yet to come.
But then again: Luvio was always a bit quick to predict happy endings.
Increased Mana
You are trained in the arcane ways and thus can channel more magic energy
for your spells.
30% more mana.
Acquired |
Class ability |
Type |
Passive |
Spirit-Animal
Once a day you can give your spirit the shape of a beast and call it to fight at your side.
Your spirit-animal can't cast spells and will only do melee damage.
Being a "spirit" it can pass through small obstacles. It ignores rough terrain and doesn't trigger traps.
But it also can't execute tasks like pulling a lever and it can't be moved outside your sight.
The spirit-animal will leave you when it is destroyed, when you die, or when the battle ends—whichever comes first.
Creates a minion with 50% of your stats that ignores
Acquired |
Class ability |
Type |
Activated |
Cooldown |
1 day |
Bloodsucker
Lanth have a venomous bite that can immobilize a victim.
The victim will become stunned and unable to act until it either drops dead, or the Lanth has had a full meal—whatever comes first.
While dining, the Lanth will be unable to attack or defend.
It can't move either or it will have to stop draining its victim.
Creatures that don't have blood, like Serai and Elementals don't taste good and are thus immune.
Fun fact: Lanth are cannibals. On opportunity.
Transfer 10% of target's max HP/round up to 50% of target's max HP.
Victim is stunned.
Acquired |
Natural ability |
Type |
Attack |
Cooldown |
1 day |
Lightning hands
The Sera rushes forward, forcefully pushing itself through the victims body, ripping away parts of its very soul.
If the victim survives it is shocked and stunned for the next round.
The field you start and the field you land on must be solid ground, passable and unoccupied.
The attack is exhausting for the Sera and thus always ends your turn.
Elementals and other Serai are immune.
Does 5 damage + your energy-level, costs 5 energy points. Moves through the victim and lands on the field behind.
Acquired |
Natural ability |
Type |
Attack |
Cooldown |
5 rounds |
Firestorm
The Fire Elemental rushes forward, burst into violent flames and passes through its victim, reassuming its solid form behind the enemy.
Unlike the Serai, the Elemental does not lose energy points. Nevertheless the attack is exhausting and thus always ends your turn.
Note that the field you start on and the field you land on must be solid ground, passable and unoccupied.
Does 3 fire-damage + your strength. Moves through the victim and lands on the field behind.
Acquired |
Natural ability |
Type |
Attack |
Cooldown |
5 rounds |
Tsunami
The Water Elemental rushes forward, burst into a wall of violent waves and washes through its victim, reassuming its solid form behind the enemy.
Unlike the Serai, the Elemental does not lose energy points. Nevertheless the attack is exhausting and thus always ends your turn.
Note that the field you start on and the field you land on must be solid ground, passable and unoccupied.
Does 3 water-damage + your strength. Moves through the victim and lands on the field behind.
Acquired |
Natural ability |
Type |
Attack |
Cooldown |
5 rounds |
Lavawalker
Child of fire, born of flames.
Molten rock won't harm your feet or slow your pace.
No penalties or damage when walking on volcanic or lava tiles.
Acquired |
Natural ability |
Type |
Passive |
Icewalker
You were born by the cold waters.
Iced ground won't slow your feet. You walk with easy where others freeze.
No penalties when walking on snow or ice tiles.
Acquired |
Natural ability |
Type |
Passive |
Dragon odem
Being a Drago comes with its perks: one of which is a solid stomach that can digest almost anything.
As with any living creature this results in the production of methane gas, which all Dragoi have in abundance.
Another part of a Drago's daily diet is rocks, which are rich in phosphor and natural magnesium.
Thus creating the ingredients for a real burner.
The power of the effect can be increased by training.
However: as a Drago you should always be carefull with friendly fire. Literally.
Does 4 fire damage plus your dragon odem skill. Hits 3 fields in a straight line in front of the attacker.
Acquired |
Natural ability |
Type |
Attack |
Cooldown |
5 rounds |
Nocturnal
Nocturnal creatures are well suited for the night.
Any negative effects of the dark hours don't affect them.
They are more awake, more aware of their surrounding and thus more likely to defend against attacks.
Yet, due to the raised alertness, they regenerate slower.
During the day however they pay the price for waking through the late hours.
Higher resistance and defense during the night, but also reduced regeneration.
Vision range and detection rolls get a 50% bonus during the night and in dark places.
Acquired |
Natural ability |
Type |
Passive |
During the night |
+20% Resistence and Defense; -50% regeneration |
During the day |
-20% Resistence and Defense |
Nightblind
You are a creature of daylight.
Sunlight makes you feel relaxed. In darkness you feel uneasy.
Where light is missing your eyes don't adjust to the darkness and your sight cannot reach behind your torch.
Thus making you more vulnerable to attacks.
Reduced defense values during night, but higher regeneration during the day.
Vision range and all detect-rolls are halved during the night and in dark places.
Acquired |
Natural ability |
Type |
Passive |
During the night |
-20% Resistence and Defense |
During the day |
+25% regeneration |
Eagle-eye
You have trained your awareness and concentration.
Your eyes are used to spot movement far away.
You thus can see further and catch objects in the corner of your eyes that for others are simply out of sight.
can see 3 fields further in light AND darkness
30% bonus on all detect-rolls.
Acquired |
Natural ability |
Type |
Passive |
Staff-training
You are trained in the use of staffs and wield them with more skill.
+20% increased damage when using a staff
Acquired |
Class ability |
Type |
Passive |
Staff-Master
You are a master with the staff, using it with deadly force
+30% increased damage when using a staff
Acquired |
Class ability |
Type |
Passive |
Sword-training
You are trained in the use of swords and wield them with more skill.
+20% increased damage when using a sword
Acquired |
Class ability |
Type |
Passive |
Sword-Master
You are a master with your weapon, using it with deadly force.
+30% increased damage when using a sword
Acquired |
Class ability |
Type |
Passive |
Dagger-expert
In your training you focussed on the use of daggers. This focus allows you to use advanced techniques with deadly skill.
+20% increased damage when using daggers
Acquired |
Class ability |
Type |
Passive |
Dagger-Master
In your training you focussed on the use of daggers and mastered this weapon type.
This focus allows you to use 2 daggers in combat.
When dual-wielding your damage is: base-damage of your dagger skill + dagger 1 + dagger 2.
(The base damage from your dagger skill counts only once, not twice!)
+30% increased damage when using daggers.
Can use 2 daggers at the same time.
Acquired |
Class ability |
Type |
Passive |
Axe focus
During your early years you have practiced a lot with axes. This focus gave you the knowledge of how to swing your axe with deadly force.
+20% increased damage when using an axe
Acquired |
Class ability |
Type |
Passive |
Axe-Master
Ongoing training with axes has made you a master.
This gave you the knowledge of how to swing your axe with deadly force.
+30% increased damage when using an axe
Acquired |
Class ability |
Type |
Passive |
Blunt weapon training
Your extensive use of blunt weapons has made you an expert in using them.
You thus wield blunt-weaponry with bone-crushing force.
Fun fact: A "blunt axe" is not a blunt-weapon—it is a broken axe. Find a blacksmith.
Attaching a frying pan to your axe doesn't make it a blunt-weapon either.
Instead it makes you bang you head against the pan every time you try to strike.
+20% increased damage when using a blunt weapon
Acquired |
Class ability |
Type |
Passive |
Blunt weapon master
Your extensive use of blunt weapons has made you a master.
You thus wield them with bone-crushing force.
+30% increased damage when using a blunt weapon
Acquired |
Class ability |
Type |
Passive |
Unarmed-specialist
You have been trained by a master in the secret techniques exploiting the weaknesses of your enemy.
You thus use your hands and feet like deadly weapons.
+30% increased damage when unarmed
Acquired |
Class ability |
Type |
Passive |
Unarmed-Master
You have mastered the secret techniques exploiting the weaknesses of your enemy.
You thus use your hands and feet like deadly weapons.
+50% increased damage when unarmed
Acquired |
Class ability |
Type |
Passive |
Bow-specialist
You have been trained in the use of bow, keeping track of targets and guessing distances.
You are thus more deadly when wielding a long-range weapon like a bow.
+20% increased damage when using long-range weapons
Acquired |
Class ability |
Type |
Passive |
Bow-master
You have mastered your weapon.
You are thus more deadly when wielding a long-range weapon like a bow.
+40% increased damage when using long-range weapons
Acquired |
Class ability |
Type |
Passive |
No long-range weapons
Some people are unable to handle bows or similar weapons.
Some for anatomical reasons, others because they decided that killing an enemy from a distance lacks the honor of a face-to-face fight.
unable to use long range weapons
Acquired |
Natural ability |
Type |
Passive |
Weak
Your kind is more brains than muscles.
You make less versatile melee fighters and are better off keeping the enemy at a distance.
-20% melee damage, can't use heavy armor
Acquired |
Natural ability |
Type |
Passive |
Strong
Your kind is healthier and more muscular.
You can stand where others would have fallen.
This ability makes you a more capable fighter, able to take and do more damage.
+20% more hit points, +10% melee damage
Acquired |
Natural ability |
Type |
Passive |
Charismatic
Being trained in words you find it easier to convince others to see things your way.
25% bonus on diplomacy-rolls and a 10% discount on shop prices
Acquired |
Class ability |
Type |
Passive |
Repulsive
You have developed a rather non-empathic attitude.
You find it hard to relate to other people's feelings and often fail to hit the right tone in conversations.
25% malus on diplomacy-rolls and 10% higher shop prices
Acquired |
Class ability |
Type |
Passive |
Afraid of Fire
Fire is your critical weakness and you avoid contact with it at all cost.
You cannot develope a resistance to it and contact with it damages you more than others.
2 additional fire damage/round when on a lava-tile
Acquired |
Natural ability |
Type |
Passive |
Afraid of Water
You like it warm and dry and avoid deep waters at all cost.
It's bad enough when you still got solid ground under your feet, but swimming or even diving is out of the question.
You also cannot develope a resistance to this element and if tossed into deep waters will start to drown unless given help.
can't learn to "swim", dive or enter deep waters
Acquired |
Natural ability |
Type |
Passive |
Fly
Your species can jump and glide through the air over short distances.
You also can reach high-up places double the height of a normal jump by flapping your wings a few times.
True: this isn't exactly the same as "flying like a bird".
Face it: you are far too heavy to hover in mid-air and mock your opponents while staying out of reach of their ground-attacks.
But you still have some advantages over the normal "ground-walking" population.
You can jump and glide over low obstacles instead of having to walk around them.
Rough ground like swamps or ice can't slow you down.
You also don't take damage when you fall and trap-doors are no threat to you either.
terrain maluses don't apply, no falling damage.
Acquired |
Natural ability |
Type |
Passive |
Trained rock-climber
You have been trained how to walk and climb safely in the mountains.
You know how to tell whether a stone is safe to climb or jump on and when it is not.
You thus journey more quickly when on rocky ground and are less likely to fall.
malus for moving on mountain terrain is reduced by 1 point,
50% bonus to saving-throws against falling
Acquired |
Can be learned from a Trainer |
Type |
Passive |
Trained swimmer
Without this training the best you could have done is randomly wave your arms in a futile attempt not to sink.
But fortunately you have been trained how to swim. Properly.
You will not drown as easily and can even dive for a short time.
However: if you are afraid of water, you cannot acquire this ability.
Malus for moving in shallow water is reduced by 1 point.
Can enter deep water.
50% bonus to saving-throws against drowning.
Acquired |
Can be learned from a Trainer |
Type |
Passive |
Sprinting
Your species can go down on all fours to move faster.
Sprinting always takes 2 action points: to put your weapon away, get down on your fours and then get back up.
While sprinting, you can move for as many fields as you have points in your "sprinting" ability.
Note that you can't attack, defend or hide while sprinting.
You can only sprint once per round.
Example: say you have 4 action points and sprinting 5.
You spend 2 action points to start sprinting.
Then you have 2 action points left + 5 movement points for sprinting and can thus move up to 7 fields.
Spend 2 action points to go on all fours.
Then use your "sprinting" ability points to move.
Acquired |
Natural ability |
Type |
Passive |
Cooldown |
1 round |
Long jump
Your species has the natural ability to take a leap from full sprint.
While this doesn't increase the height of your jump, it allows you to pass over low obstacles like small rivers,
a fence or even an enemy (if it isn't too tall).
If you know where they are, you could also jump over a trap door or a pressure plate.
To jump you need to start on a normal field. Rough terrain like swamps or ice won't work since you need sure ground to jump.
You then jump across 1 field and land on the field behind it.
Low obstacles on that field are ignored.
If you have the ability to "sprint" and are sprinting as you jump, you can even jump across 2 fields.
The field you are landing on must be unoccupied and passable.
You can only jump in a straight line, not around corners.
Jumping still takes 1 actions point for each field you cross (even jumping through the air takes time).
can jump over low obstacles
Acquired |
Natural ability |
Type |
Passive |
Breath water
Your species has the ability to continue to breath when you are diving.
Thus making you able to stay under water for an indefinite amount of time.
you cannot drown
Acquired |
Natural ability |
Type |
Passive |
Vulnerable to cold and water
Your species is vulnerable to water and takes more damage by attacks based on this element in battle.
start with -25% resistance against water-magic
Acquired |
Natural ability |
Type |
Passive |
Resistance to cold and water
Your species is attuned to water and takes less damage by attacks based on this element in battle.
start with +25% resistance against water-magic
Acquired |
Natural ability |
Type |
Passive |
Vulnerable to fire
Your species is vulnerable to fire and takes more damage by attacks based on this element.
start with -25% resistance against fire-magic
Acquired |
Natural ability |
Type |
Passive |
Resistance to fire
Your species is attuned to fire and takes less damage by attacks based on this element.
start with +25% resistance against fire-magic
Acquired |
Natural ability |
Type |
Passive |
Detect hidden enemies
Your eyes and ears have been sharpened by your masters' training.
You see the slightest movement and notice every sound.
They cannot hide from you.
detect hidden opponents within 4 fields radius
Acquired |
Class ability |
Type |
Passive |
Hide
You have learned to hide yourself in the shadows and sneak up upon your foes.
Strike when they least expect and use the element of surprise to your advantage.
A very effective strategy unless you are found prematurely.
If your are hiding, enemies that are more than 2 fields away can't see you,
unless they have the ability to "detect" hidden enemies.
If you attack from a hidden position you do extra damage.
If the enemy is killed by the attack you remain hidden.
Otherwise the attack will cause you to be detected.
If you end your turn within 2 fields of an enemy you will be detected the next turn.
Hidden from enemies 2 fields away unless detected.
+50% extra damage while hidden.
Acquired |
Class ability |
Type |
Activated |
Pure Energy
Your body is made of pure energy.
Small physical objects pass right through you, making you invulnerable to any common weapon.
However: it also means that you cannot wield any weapon or wear armor and will even be unable to carry any items
unless you have received special training.
Immune to physical damage but can't deal physical damage either.
Acquired |
Natural ability |
Type |
Passive |
Burns items
Everything you touch becomes temporarily covered in flames.
Setting fire to anything as you strike.
Unfortunately this prevents you from using many items made of wood and leather, that would burn to ash under your fingers.
Deals fire damage instead of physical damage.
Cannot use any item made of flammable material.
Acquired |
Natural ability |
Type |
Passive |
Freezes items
Everything you touch freezes temporarily.
Unfortunately this prevents you from using many items like liquids, that would freeze as well.
Even glass shatters under your touch.
Deals cold damage instead of physical damage. Cannot use liquids or items made of glass.
Acquired |
Natural ability |
Type |
Passive |
Science is God
Your species is one of students.
You study the physical world as well as the secrets of the mind.
Due to your endless experiments and search for knowledge you cannot resist the forces of the world but have to experience them as they are.
Through this work it is that you are able to learn ways to use your mind to do things others can't even begin to imagine.
Can learn 3 additional abilities.
Acquired |
Natural ability |
Type |
Passive |
Master of Science
You have learned to master all that is written in the book and thus have some additional abilities available from the start.
Receives 3 free additional abilities.
Acquired |
Class ability |
Type |
Passive |
Create inventory
The first ability of the three schools is "Manthor" (mind).
Your mind uses energy to create a dense pocket that can hold any regular sized item.
However: you require 10 energy points for each active pocket to uphold it.
A pocket needs one round to be created or released.
Items placed in a pocket are safe against any harm and won't get burned or freeze.
Fun fact: The "pocket" is not big enough to put one of your party members inside.
People have tried and I rather not speak of the outcome of such experiments.
Can carry 1 item for 10 energy points each while active.
Can have a maximum of 5 active pockets.
Creating or destroying a pocket takes half your maximum action points.
Acquired |
Can be trained by spending 1 bonus or experience point |
Type |
Activated |
Haste
The second ability of the three schools is "Buhaad" (kinetics).
You force your body in a state of high metabolism at any time, allowing you to temporarily move faster.
However: to keep this state requires concentration and you thus lose energy each turn to keep it up.
+25% action points for 1 energy point per round as upkeep.
Acquired |
Can be trained by spending 2 bonus or experience points |
Type |
Activated |
Regenerate
The third and last ability of the three schools is "Scani" (matter).
You transform your whole body into solid rock.
In this form you are vulnerable to physical and magical attacks, and you can't move or attack without aborting the process.
But you conserve energy, allowing you to regenerate energy points during battle.
While activate you regenerate 20% of your maximum energy points per round.
Your resistance is increased by 50% while active and you gain an armor level equal to your resistance.
Turn to stone to regenerate 20% of your energy per round.
Acquired |
Can be trained by spending 4 bonus or experience points |
Type |
Activated |
Bloodmage
You have learned to draw power from your inner self by expending your own life force.
You are thus able to spent health points to cast spells when you are out of mana.
You can also transfer mana drawn from your life-force to nearby allies by touching them, which takes half your maximum action points.
For each health point spent you gain 1 mana.
Can draw spell points from health points.
Acquired |
Class ability |
Type |
Activated |
Spirithealer
A strong spirit resides in you and you can ask it to heal your body using the power of your mind.
If you use this power for yourself, you can do it instantly.
But you can also use this power to heal nearby allies by touching them, which takes half your maximum action points.
For each spell point spent you gain 1 health point.
Can replenish health points by spending spell points.
Acquired |
Class ability |
Type |
Activated |
Regeneration
This bonus ability is only available when you are in tune with all the elements.
Once a day, when not in a fight, you can sit down to meditate for 2 rounds.
This will replenish all your health points.
This ability doesn't require you to spend any spell points.
Replenish all your health points once a day.
Acquired |
Bonus ability |
Type |
Activated |
Destruction
This bonus ability is only available when you have embraced the destructive powers of all elements.
Once per day this ability allows you to escape death by casting an aura of destruction around you.
Your body is covered in green flames that reach out and scorch every living friend or foe around you,
leeching the life-force from their very body and soul while healing you.
Careful: this ability causes friendly fire!
Can only be used when you are below 50% health.
Everybody within 3 fields takes one third your maximum health points damage (round up).
You heal 10% of your max health points for each target you hit (regardless of how much damage you do).
Acquired |
Bonus ability |
Type |
Activated |
Cooldown |
1 day |
Berserk
You have learned to prepare for battle and get yourself in a state of bloodlust.
Thus dealing more damage and moving more quickly.
You need to spend 50% of your maximum action points to activate this ability.
It will come into effect on your NEXT round.
Once activated you need to wait 6 rounds to activate it again.
+2 strength and agility while active, lasts 3 rounds, 6 rounds cooldown
Acquired |
Can be learned from a Trainer |
Type |
Activated |
Limitation |
Available to non-magic classes only |
Shield Expertise
You have learned to use your shield more effectively to prevent damage.
The armor value of your shield is thus increased.
+50% armor value for all shields
Acquired |
Can be learned from a Trainer |
Type |
Passive |
Limitation |
Available to non-magic classes only |
Musician
"It's not all just song and dance," they say.
You, however, have to strongly disagree.
The river has a melody. The rain has a rhythm.
Dawn is a crescendo. There are patterns in everything and patterns are music.
In the tavern you might demonstrate your skill to earn some coin.
Also: once per battle your performance may raise the spirits of your allies.
Raises strength of listeners by 20% for 5 rounds with 10 rounds cooldown.
May perform in taverns to earn some coin.
Acquired |
Class ability |
Type |
Activated |
Cooldown |
10 rounds |
Trader
You know what an item is really worth.
You know how to barter and convince others of the value of your goods.
You thus can negotiate a better price. Most of the time.
However: knowing what you are capable of, people distrust your judgement when it comes to diplomatic negotiations.
25% bonus when selling or buying goods.
-25% on diplomacy rolls.
Acquired |
Class ability |
Type |
Passive |
Telepath
You can tell when people are telling the truth and when they are not.
Unlike theirs your mind is strong and cannot be bent.
+20% on diplomacy rolls.
Immune to spells affecting the mind.
Acquired |
Class ability |
Type |
Passive |
Diplomat
You are trained in the fine art of negotiation.
Finding solutions where others see problems.
Finding mutual interests where others see differences.
Finding the right words to turn a controversy into a favorable agreement.
+20% bonus on diplomacy rolls
Acquired |
Class ability |
Type |
Passive |
Can use tail-weapons
"Stand back you sneaky bastards! I got a shiny tail and I'm ready to use it!"
Your species has a long, strong tail, good for two things.
First: painted in bright colors by a talented tail-painter it's a sign of wealth and highly attractive to the opposite sex.
(I've heard "Sunset Gloom" is the color of the season.)
Second: In battle you are able to swing your tail fiercly, dealing strong blows.
Your tail can do unarmed damage.
You may either attack an enemy behind you with your tail while you attack another at the front with your hands/weapon,
or swirl around to attack one target with hands/weapon and tail simultaneously.
You can do even more damage by mounting 1 additional dagger or blunt-weapon on your tail.
However: since your tail is not a hand, these weapons must either be made for tail-mounting, or
have been modified with leather straps for that purpose.
Additional tail attack. Tail can wield another weapon.
Tail weapons only do half your regular damage (rounded down).
Acquired |
Natural ability |
Type |
Passive |
Throw weapon
When necessary you can throw your weapon over short distances,
dealing melee damage to the target (plus your melee bonus).
You can do this at any time, even if it is not your turn.
This may save an ally from certain death.
On the other hand: you will have to walk over and get your weapon back.
(And hope the enemy doesn't take it first.)
Throw weapon over 3 fields, doing melee damage and interrupting attacks.
Acquired |
Class ability |
Type |
Attack |
Silent Death
You are trained to sneak up on your enemies and take them out from behind without a sound.
For this attack you need to be hidden and be standing behind the target.
If you are undetected, you can land a well aimed blow that will inflict critical damage.
Backstab enemy for 3x melee damage.
If the target is killed by the attack, you stay hidden.
Acquired |
Class ability |
Type |
Attack |
For what it's worth
You know the real value of an item.
You will recognize the unimpressive little collectors' piece that others may have ignored.
As a result you have a chance of finding more valuables than others.
(Note: unlike in computer games, in the real world this ability does not stack.
There are only so and so many collectors' items, diamonds, and a golden chandeliers in a dead rat.
Even if you bring more trained eyes, your loot won't suddenly have kittens.)
20% more gold and valuables found
Acquired |
Class ability |
Type |
Passive |
Use a disguise
If you come across a foreign uniform or similar resources you can disguise yourself and your party as members of another faction.
Thus allowing you to pass members of that faction unharmed.
That is: as long as nobody asks for passwords and your party members aren't acting too out of place in their unusual roles.
Pro tip: barrels are not a faction. Thus this ability does not allow you to disguise as a barrel.
disguise as your enemy to avoid attacks
Acquired |
Class ability |
Type |
Activated |
Distract enemy
If you are hidden and undetected, you can cause a distraction (e.g. throw a stone)
to have an enemy divert from its position.
The enemy will spend its next turn investigating the target area.
This tactic may allow you to remain undetected.
cause distraction on 1 field in radius of 4
Acquired |
Class ability |
Type |
Activated |
Taunt enemy
You can insult one enemy, challenging it to fight you—and only you!
The target will not attack your party members until the effect fades.
cause 1 enemy in 5 fields radius to leave your party alone and attack you instead with their next attack
Acquired |
Class ability |
Type |
Action |
Cooldown |
3 rounds |
Trained smith
Given you have the right tools, you can patch up damaged items, blades, and armor.
Furthermore, given you have enough time, you can sharpen blades so that they do more damage.
However, you can only sharpen weapons that do have sharp edges (axes, daggers and swords) and the effect will only
last till the end of the next battle.
repair or improve items (+10% damage)
Acquired |
Class ability |
Type |
Action |
Limitation |
Not during a fight |