This section breaks down all our classes and their paths. It gives detailed information on what each class can do. This section provides all the basic data a player needs when playing their character from each class.
Masters of both stealth and martial ability, assassins are feared throughout all nations. One needs no particular skill to kill another person for money, but those who are truly successful in this career all pick up some of the same kinds of abilities. Being a member of a guild also helps individuals to gain contacts for jobs as well as protection from the law.
An unguilded assassin is someone who has no loyalty to anyone but themselves. It’s a dangerous but free position to be in. Until they gain their contacts and reputation, they usually have harder times finding jobs. Once they win a reputation, guilds try to recruit them or take them out.
- Shadow Walk 3 times a day
- Shadow Walk 3, Parry 3 times a day, and Conceal 2 items at a time
- Shadow Walk 6, Parry 3 times a day, and Conceal 2 items at a time
- Shadow Walk 6, Parry 6 times a day, and Conceal 4 items at a time
- Shadow Walk 6, Greater Shadow Walk 4, Parry 6 times a day, and Conceal 4 items at a time
Malice is a guild built around the idea that poisoning is the most effective way to kill someone. They spend much of their time learning better and more creative ways to poison their targets. Some of their members almost see the art as a religion in and of itself.
Malice works mostly out of Odesben, but ventures into Soterios when the money’s right.
- Size- Around 3000
- Race- 60% Elves, 30% Night Elf, 10% Other
- Religion- 70% The Ladies, 20% Marcus, 5% Other, 5% None
- Shadow Walk 1 time a day, and Venom’s Caress
- Shadow Walk 1, Parry 3 times a day, Venom’s Caress, and Conceal 2 items at a time
- Shadow Walk 3, Parry 3 times a day, Venom’s Caress, Immune to one poison and Conceal 2 items at a time
- Shadow Walk 3, Parry 6 times a day, Venom’s Caress, Immune to one poison and Conceal 4 items at a time
- Shadow Walk 3, Greater Shadow Walk 2, Parry 6 times a day, Toxic Embrace, Immune to one poison and Conceal 4 items at a time
The Silent Blades have a long and sordid history. Their roots are known to go back to the time of the Forgotten King. They are an elite group and therefore are unforgiving of any members who put the group at risk. It is well known that any Silent Blade who gets caught in their mission should find a way out themselves or take their own lives. Many suspected Blades have ended up mysteriously dead in their prison cells.
The Silent Blades are mostly active within the borders of Delbin.
- Size- Unknown
- Race- Unknown
- Religion- Unknown
- Shadow Walk 1 time a day, Silent Victim 2 times a day
- Parry 3 times a day, Conceal 2 items at a time
- Shadow Walk 3 times a day, Silent Victim 4 times a day
- Parry 6 times a day, Conceal 4 items at a time
- Greater Shadow Walk 2 times a day, Silent Victim 8 times a day
Fighter is a group of diverse paths with all the same goal in the end; to defeat a foe through martial combat. These paths can vary significantly in how they achieve this goal, but in the end, they all get to the same place. Many follow more than one path and combine the skills to take down their foes to greater effect. Each chosen path can help one to conquer or defend.
Berserkers are those who can, for some reason or another, tap the most primal instincts of their race to gain strength and stamina in battle. Some are born with this ability while others gain it later in life. There are cultures that see a Berserker’s rage as a blessing from the gods, while others think it is a curse. No matter the source, anyone with these instincts soon learn to use their power, or die as the power consumes them.
Berserkers are most commonly found in the Wildlands, but are not limited to this area. It is only the general acceptance they find there that draws them to the savage lands and tribal cultures.
- Minor Rage 2 times a day
- Minor Rage 2, and Parry 3 times a day
- Minor Rage 4, and Parry 3 times a day
- Minor Rage 4, Parry 6 times a day, and Feat of Strength
- Minor Rage 4, and Parry 6, Feat of Strength, and Moderate Rage 4 time a day
The discipline of Defender is one only trained in by those with something to protect. These fighters learn to put aside their safety for that of those who cannot defend themselves. Town and city guards tend to be Defenders. This path teaches one how to use armor and shield to the greatest advantage.
Defender is most commonly found in both Delbin and Pedear, though the path has spread to every part of the islands.
- Extend Armor
- Extend Armor, and Parry 3 times a day
- Moderate Extend Armor, and Parry 3 times a day
- Moderate Extend Armor, and Parry 6 times a day, and Armor Awareness
- Moderate Extend Armor, Parry 6 times a day, Armor Awareness, and Hardened Armor
The Mystic Warrior discipline is one of the newest paths in the islands. Those who study this path focus most of their energy on fighting those who wield the forces of magic. They learn to listen and move with such precision that they can counter magic without wielding it themselves. Though this discipline is not banned in any country, many are wary of those who use it.
As the Mystic Warriors have the origins in Odesben, they are most commonly found in the desert country, but it is a useful enough path that it has spread throughout the islands.
- Spell Parry 4 times a day
- Spell Parry 4, and Parry 3 times a day
- Spell Parry 8, and Parry 3 times a day
- Spell Parry 8, Parry 6 times a day, Taste of Magic
- Spell Parry 8, Parry 6, Taste of Magic, and Pierce 8 times a day
This is not one path of fighter, but many. A Paladin wields the power of their god in a similar way to a priest. Where priests are voice’s of their god, a paladin is the fists. These holy warriors have been chosen to fight all those who would move against their god.
Paladins, in general, are found throughout the islands, but there are locations where some gods are worshiped more frequently than others. For example, in the Wildlands they most often worship the four elemental gods as well as Leneara, while it is unheard of for anyone there to worship Draxus.
- Banish 3 times a day
- Banish 3, and Parry 3 times a day
- Banish 3, and Parry 3, and Harmful Banish 3 times a day
- Banish 3, and Parry 6, Harmful Banish 3 times a day, and Godly Attuned
- Banish 3, and Parry 6, Harmful Banish 4, Godly Attuned, and Godly Gift 4 times a day
Rangers are those with skill in the wilderness. They learn to survive off the land and fight like wild beasts. They are trackers and scouts. These fighters are sought after by anyone wishing to go into the wild places of the isles.
Rangers are mostly found in the deep forests of the islands. There are few places in Odesbin or Delbin for them to train, so they tend to learn their trade in Pedear, Soterious, and the Wildlands.
- Simple Tracking, and Forest Hide 2 times a day
- Simple Tracking, Forest Hide 2, and Parry 3 times a day
- Simple Tracking, Forest Hide 2, Parry 3 times a day, and First Favored Prey
- Simple Tracking, Forest Hide 2, Parry 6 times a day, First Favored Prey, and Wilderness Survival
- Expert Tracking, Forest Hide 2, Parry 6 times a day, First Favored Prey, and Wilderness Survival
The sailor fighting style is one of shipboard combat and tavern brawls. These fighters have a knack for getting out of tricky situations. Every sailor knows how to man a ship, though not all have a ship to man. Sailors who find themselves without work will often adventure on land, and apply their skills to new situations.
Sailors are found in port cities throughout the islands and on nearly every ship on the sea.
- Disarm 4 times a day
- Disarm 4, and Parry 3 times a day
- Disarm 4, Parry 3, and Insult 4 times a day
- Disarm 4, Parry 6, Insult 4 times a day, and Escape Artist
- Disarm 4, Parry 6, Insult 4 times a day, Escape Artist and Great Escape 2 times a day,
A specialist has trained in a single kind of weapon for many years. That kind of weapon becomes more deadly in their hands than anyone’s around them. The most commonly found specialist is the Sword Master, but any type of specialist can be just as dangerous with their chosen weapon.
There is no place on the islands that a Specialist of some sort cannot be found.
- Bash 4 times a day
- Bash 4, and Parry 5 times a day
- Bash 8, and Parry 5 times a day
- Bash 8, Parry 9 times a day, and Trick Strike
- Bash 8, Parry 9, Trick Strike, and Force 2 times a day
A Mage (plural is Magi) is someone who can manipulate the invisible storm that rages around us all. There are many orders or groups who have picked a certain way to look at the storm and manipulate it according to their own beliefs.
The measure of power it takes to manipulate the storm in any way is called Wind. Almost all living things in the world have at least some small amount of wind. The only living things that do not are called Unlinked, and it is belaved they are not linked to the Storm. Dead things and things that were never alive also have no connection to the storm. The average non-mage has a wind of three. Those who are not trained to use their wind like Magi will pass out if completely depleted.
To cast a spell, most magi must say the verbals of the said spell as they are focusing their wind on casting the magic. Once the mage says any verbals needed, they should use any call word to let others know what they are casting, if needed. Not every spell needs or has call words.
Magi can meditate to gain back used wind and reconnect themselves to the storm. Without any sort of catalyst, it takes ten minutes of meditation to gain back one point of wind. Meditation may take many forms. Traditionally it is sitting still and focusing on one’s mind, but there are other ways as well. Without meditation, wind is gained back wind at a rate of one point per hour.
When a mage memorizes a spell they are able to cast it once without using the verbals. To memorize a spell a mage must spend five minutes completely focused on that spell and nothing else. When casting a memorized spell the mage just uses the call words to the spell. A mage may memorize up to ¼ of their wind in spells at one time. They can decide to forget any spell they have memorized to replace it with another by memorizing a new spell. When a mage sleeps, willingly or not, for any amount of time all memorized spells are forgotten.
- 0: 3 Wind
- 1: 7 Wind, 3 starting spells
- 2: 15 Wind
- 3: 24 Wind
- 4: 34 Wind
- 5: 45 Wind
Magi can choose any three spells from the Arcana at character creation. These are the spells the character comes into the game knowing.
Learning New Spells
There are several ways for a mage to learn new spells. To learn a spell a mage must gather the components required and dilute them into Mage Oil. Once that is done, they rub the oil into their palms and meditate on the spell for ten minutes. While they are meditating they must spend the wind cost of learning the new spell. This process can be made easier if another mage teaches them how the spell works. To learn a spell with help from another mage, it costs the same amount of wind as casting the spell. To learn a spell without the help of another mage, the cost of learning it is doubled that of casting it.
Creating New Spells
Some magi feel they have enough understanding of the magical storm to create and learn new spells with no guide to follow. This is a dangerous, difficult, and draining process. To learn a spell this way costs four times the amount it would take to cast the spell. If too much wind is put into a spell then it can have dangerous and even deadly side effects. If a mage tries to learn an untested spell too often it becomes more dangerous. It takes a mage about a week to fully recover from failing in an attempt to learn a new spell this way. For each time they try a new attempt in this week the chance of the spell backfiring doubles. It also extends the recovery time by half.
- Unguilded- A Mage is someone who can manipulate the invisible storm that rages around the world. Unguilded magi are not affiliated with a guild. There are many ways to be trained as a mage without a guild. They could be self-taught or have a mentor. They could even be the ex-member of a guild that left or was kicked out for any number of reasons.
- Bringers of Logic- Bringers of Logic believe that Orange or Logic magic is the purest color in the spectrum. Therefore they study it exclusively. They are also the only order in which it is mandatory that their members carry a spell book.
- Brotherhood of the Mighty Fist- The Brotherhood of the Mighty Fist is a mercenary order of magi. They have a reputation for selling their skills to the highest bidder, though the order usually leaves the final say on taking any given job to the individual mage. This order specializes in Purple and Brown magic.
- Children of the Divine Truth- The Children of the Divine Truth are most well known for being insane. The formation of the Order is traced back to an elf named Lurz Silverhand. It is said that Lurz disappeared for many years without a word. When he came back he was not only far more gifted with magic, but he claimed a fairy had taught him the true way of natural magic. As he spread his knowledge the order soon formed from his teachings.
- Daughters of the Grave- It is said that this order originated in Odesben where women do not have much power over their own lives. The head of the order is said to be the same women who founded it over three hundred years ago. This order is completely female and is known to practice necromantic magic. They specialize in Black and Red magic.
- Guild of the Sacred Dance- This is a nomadic mage order that most other magi shun as a savage throwback to a barbaric time. The common person mostly treats them as criminals and con-men. They are originally from the Wildlands. The Guild of the Sacred Dance is mostly a group of bloodlines. Outsiders have been known to gain acceptance into the guild, but these instances are rare. They speak no words of power while casting their spell, but instead tattoo these words onto their skin. They specialize in Pink and Purple magic.
- Order of the Shining Light- The Order of the Shining Light is said to be one of the oldest orders still active on the islands. There are rumors this order predates the Forgotten King and that they alone know his name. They are collectors of information and givers of none. They are especially good at performing arcane rituals. It is often said they are the true recorders of history and that they were started by the last of the humans for that very reason. They specialize in Orange and Pink magic.
- Order of the Unyielding Line- The Order of the Unyielding Line is the royal mage guild of Delbin. They are called peacekeepers but most truly see them as order keepers. They are seen with respect by the common person within Delbin, but many adventures resent their authority. They specialize in Green and Orange magics.
- Seekers of Lost Knowledge- Unlike most other guilds the Seekers of Lost Knowledge do not believe that information is something to be hoarded. They believe that knowledge is something that belongs to everyone, and not just a select few.
- The Guardians- The Guardians can only be called a guild in the loosest sense of the word. They do not gather together, but they have a common goal. They wish to protect those places that are still wild. They do not like civilization and it is said they keep the company of plants and animals of all kinds. They specialize in Brown and Green magic
Priests are those who practice the worship of a given God and are often the messengers of that God in the world. Gifted with the power to perform Miracles, they also attend to the temples and practitioners of their Faith. What miracles they have access to is in part determined by the God they worship.
Each day the priest has access to a limited number of miracles. The resource they spend grant access to their miracles each morning is called Miracle Points or MP for short. With each level, the priest gains more miracle points so they can buy more and greater miracles as they gain power. Miracle points are refreshed each day at dawn.
Devotion points, or DP for short, is a measure of a priest’s connection to their god. Devotion refreshed each night at midnight. A priest uses their pool of devotion to cast the miracles that have chosen to have access to that day.
Each god is different in the way they prefer to have their miracles cast. They can even have different relationships with their priests. Some demand their power to be heralded by loud and boisterous prayers, while others only desire soft words of gratitude. The length of prayer must at least be five times the devotion cost to cast a miracle in seconds. (eg. to cast “Heal Limb” the priest must spend 1 devotion point and pray for 5 seconds.) Once the prayer is used the priest should speak any call-words that may be needed in a loud enough voice for the target to hear what was cast.
A priest can pre-cast a miracle they have chosen for the day in order to use it once, without using the standard prayer length. To pre-cast a miracle a priest must spend five minutes entirely focused on prayer to their god and nothing else for each miracle they wish to pre-cast. When using the pre-cast miracle the priest only uses the call words as needed. The devotion cost is tied up for as long as the priest has the miracle pre-cast. A priest may pre-cast up to a quarter of their devotion in miracles at one time. They can decide to release any miracle they have pre-cast to replace it with another by praying over the new miracle without losing the devotion.
Priests can pray to gain back used devotion and reconnect themselves to their god. Without any catalyst, it takes five minutes of prayer to earn back one point of devotion. Prayer may take many forms. Traditionally it is sitting still and focusing on one’s deity, but there are other ways as well. Without prayer, a priest does not gain back devotion until they are refreshed at midnight. Prayer is an exclusive activity, and thus one cannot talk, read, etc. while praying.
At level 4 the priest gains the boon of their god. The boon is a minor flavor effect that the god grants, and tends to be very situational. The boons for each god are listed just below the god’s description in this section.
- 7 Devotion, and 3 Miracle Points
- 15 Devotion, Prayer, and an additional 1 Miracle Points
- 24 Devotion, and an additional 2 Miracle Points
- 34 Devotion, God’s Boon, and an additional 3 Miracle Points
- 45 Devotion, and an additional 4 Miracle Points
More information on the specific gods and their worship can be found in the Gods section.
Adaly- Adaly is the goddess of war and wisdom. Her followers tend to be leaders and generals. She is considered a neutral goddess because she tends to have followers on both sides of most battles. She is usually depicted as an old hag holding the crown of the Forgotten King.
- Fourth Level Boon-
- Evaluate: Priests of Adaly can immediately size up who has fighting skills within any group.
Ashling- Ashling is the goddess of trees, beauty, and poison. She is the newest of the deities and many still do not recognize her as a goddess at all. By those who do follow her, she is considered the daughter of Mala and was born from the island of Ashling in Delbin.
- Fourth Level Boon-
- Dendrology: Priests of Ashling can identify the various types of trees and plants, and if they are poisonous or not
Chaos- The chaos god has no name; or instead, it has too many names to count. Chaos is just that, chaotic. It never seems to appear in the same shape twice, or use the same name. It has no temples because its priesthood has no organization for obvious reasons.
- Fourth Level Boon-
- Whispered Truths: randomly, priests of Chaos are “blessed” with voices whispering truths about the world in their ears.
Civan- The god of vengeance in all its forms, from righteous anger, too underhanded treachery. He tends to be very single-minded when he has a goal. He is usually depicted as a handsome man in dark armor, brooding over his next plot.
- Fourth Level Boon-
- Slow Stalk: A Priest of Civan knows very generally what direction the focus of his revenge is. It is not as good as the Track skill or Locate spell, but will point them in the rough direction. Obscuring powers override this ability.
Draxuz- Draxus is the god of order. He is strict and uncompromising. He is a neutral god, supporting whoever is the most disciplined. It is said that he was once a golem made by Thurn, and when he is depicted it is always in that form.
- Fourth Level Boon-
- Language of Order: Draxus priests are automatically considered to be friendly with any being allied with Order.
Freya- Goddess of fire and destruction, she is known for her quick temper. It is said she is also one of the most seductive of women when she wishes to be. This goddess is seen as a beautiful woman, with dark hair and red eyes.
- Fourth Level Boon-
- Fire Resistance: Priests of Freya are resistant to mundane fires and extremes of heat
The Ladies- The Ladies are the twin goddesses of the balance of good and evil, life and death. They are almost always worshiped together, respecting each other and living in harmony. Some zealous factions of both the day elves and the night elves worship them separately. They are usually depicted as twins: one dressed in all black, one in all white.
- Fourth Level Boon-
- Eye of Life and Death: They can perceive the pure energy of life and death.
Leneara- Leneara is the goddess of predators. She is a hunter, as wild and free as the beasts. While the rest of the gods have their place in the heavens, she is said to spend most of her time on the land. She is usually depicted as an Orcish woman with cat’s eyes.
- Fourth Level Boon-
- Hunters Life: A Priest of Leneara can tell what the local mundane wildlife is with a glance, as well as the general health and suitability for hunting.
Lilia- Goddess of love and the stars. Some cultures see her as the innocent maiden that Marcus stole away from his brother in the night. Others see her as the harlot that seduced both brothers for her own ends. She is always depicted as a beautiful young woman.
- Fourth Level Boon-
- Red String: A Lilia Priest can tell just by looking, who is romantically or physically interested in whom, and/or who is intimately involved with whom.
Mala- Mala is the Goddess of the Earth and Fertility. Mother of the gods, for most of the islands she is considered caring and benevolent. In Soterios she is the strict matriarch who cares about strength above compassion. She is the Goddess of the earth and of life. She is almost always seen as an old woman looking over the world.
- Fourth Level Boon-
- Green Thumb: A Priest of Mala can tell exactly what a plant needs to grow healthy and strong.
Marcus- Marcus is the god of the moon, light, and magic. Much to his dismay, he is the twin brother of Solice. He is the creator of The Storm. Seen as evil by all cultures of the isles, they must respect him nonetheless. Any country that outlaws his priesthood finds The Storm quite unreliable around their lands. He is always seen as a mage shrouded in darkness.
- Fourth Level Boon-
- Moonglow- A Marcus Priest can create a ball or rod of light at will. While not as bright as the Moon or even the Miracle to produce light, it can still be a comfort in dark places. (Player can use a light no brighter than a glow stick at will.)
Natara- Natara is the goddess of trickery and lies. Respecting cunning above all else, she is mostly worshiped by thieves and assassins. Though she is always depicted as female, she wears whatever face suits her purposes that day. Most cultures have outlawed her worship.
- Fourth Level Boon-
- Appraise: With a glance, a Priest of Natara can tell the general value of an item.
Nen- Nen is the god of water and decay. To some he brings life, but to others, he is the harbinger of death. He appears as either a wise bare-footed old man, whose footprints fill with water or as a sinister lich that brings death with a wave of his hand.
- Fourth Level Boon-
- Aqualung: A Priest of Nen can breathe mundane water as if it was fresh air.
Pernus- First child of Mala, he is the god of air and weather. He is usually seen as a child with bright yellow eyes. Unruly when he doesn’t get his way and sweet and kind when he does.
- Fourth Level Boon-
- Compass: Priests of Pernus always know which way is South
Solice- Solice is the god of the sun, light, and justice. Much to his dismay, he is the twin brother of Marcus. He believes in the unwavering pursuit to banish evil and darkness from the world. He is seen as a shining paladin in golden armor.
- Fourth Level Boon-
- Lightbearer: A Solice Priest can create a ball or rod of light at will. While not as bright as the Sun or even the Miracle to create light, it can still be a comfort in dark places. (Player can use a light no brighter than a glow stick at will.)
Thurn– Thurn is the god of mortal’s cunning; he is the one the inventors worships for inspiration. His domains are smithing, alchemy, and building. He is usually depicted as a dwarf working in his forge.
- Fourth Level Boon-
- Tinker’s Eye: A priest of Thurn can evaluate items and equipment for damage and quality at a glance. They generally know how damages something is and how long it would take them to repair.
Scholars are the those who focus on learning more about the world. They seek out the hidden knowledge and new ideas to pass onto the next generation. No matter their path a scholar always seeks the truth.
Alchemists are those who study the properties of various substances, finding ways that they can be combined. They can heal without magic, treat poisons, or grant other bonuses. There are four schools these crafts are split into: Antidotes, Medicines, Potions, and Poisons. At character creation, an Alchemist starts out as a journeyman in one of these categories a novice in another, and an apprentice in the third, and is considered untrained in the last.
As an alchemist’s levels, they improve in their schools at different rates. This is represented by the alchemist ranks. With each rank comes new skills. Also, the higher ranked an alchemist is the higher quality their creations have.
- Apprentice: It takes an apprentice 30 minutes to brew an alchemical mix of average quality. An alchemist of this rank makes average quality items and can learn basic and simple recipes.
- Novice: It takes a novice 15 minutes to brew an alchemical mix of average quality. An alchemist of this rank makes average quality items and can learn basic and simple recipes.
- Journeyman: It takes a journeyman 10 minutes to brew an alchemical mix of average quality. An alchemist of this rank makes average quality items and can learn basic, simple, and moderate recipes.
- Expert: It takes an expert five minutes to brew an alchemical mix of average quality. An alchemist of this rank makes average quality items and can learn basic, simple, moderate, and high recipes.
Alchemy items come in varying qualities. An item’s quality is a sign of how well it was made. Items of higher quality are usually more effective or last longer than their lower quality counterparts.
- Poor: Concoctions of this quality take half the time to make. They can’t be enchanted in any way. Their shelf life is one fourth that of an average quality concoction.
- Average: Concoctions of this quality take full time to make. They can’t be enchanted in any way. They have a normal shelf life as listed in their recipe.
- Master: Concoctions of this quality take full time to make. They can be enchanted in limited ways. Their shelf life is double that of an average quality concoction.
- Antidotes: The Antidote school concerns itself with curing the effects of various poisons and toxins.
- Medicines: The Medicine school focuses on treating wounds and curing diseases.
- Potions: The Potions School focuses on finding alchemical ways to do things that can be done with magic or in bolstering the abilities of magic.
- Poisons: The Poison School focuses on harming or killing people more efficiently.
- 1- School A: Journeyman, School B: Novice, School C: Apprentice, School D: Untrained
- 2- School A: Journeyman, School B&C: Novice, School D: Apprentice
- 3- School A&B: Journeyman, School C: Novice, School D: Apprentice
- 4- School A: Expert, School B: Journeyman, School C: Journeyman, School D: Novice
- 5- School A&B: Expert, School C: Journeyman, School D: Novice
A linguist is someone who is accomplished in several languages beyond their native tongue. They are someone who specializes in the study of language. At character creation, they start with Trade Basic, their native language, and three additional languages chosen from the list below. Furthermore, if a player registers a new language they have learned with operations after character creation they will have access to a replacement cipher if they lose their notes.
- Arcane- This is the academic language of magic
- Arcane (Seelie)- This is the language of the Seelie Fae
- Arcane (Unseelie)- This is the language of the Unseelie Fae
- Celestial- This is the language of the Gods
- Draconic- This is the language of Dragons
- Dwarven- This is the language of the Dwarves
- Elven- This is the language of the Day and Night Elves
- Goblinoid- This is the language of the Goblins
- Orcish- This is the language of the Orcs. This language is spoken only.
- Trollish- This is the language of the Trolls. This language is spoken only.
A thief is someone who makes their living by deception. They are skilled in stealth and have a light touch. Though the three paths of this class have different backgrounds, all are very good at going unnoticed.
Con-artists are the masters of deception and charm. They use their silver tongues to convince others to do things they usually wouldn’t or to give in to deals that are generally too good to be true. It’s said that an expert con-artist can talk a thirsty elf out of their last bottle of water.
- Suggest 3 times a day
- Suggest 3, and Shadow Walk 3 times a day
- Suggest 7, Shadow Walk 3 times a day, and Pickpocket
- Suggest 7, Shadow Walk 6 times a day, Pickpocket, and Know a Mark
- Suggest 7, Shadow Walk 6, Charm 7 times a day, Pickpocket, Know a Mark, and Open Simple Locks
Cutpurses are not just those who steal what is not theirs; any thug can do that. They are true thieves that have a set of skills that allow them to steal without being caught. Most towns and cities have a thief’s guild, but as of yet, none have gained power beyond the borders of their village or city.
- Pickpocket, and Shadow Walk 3 time a day
- Pickpocket, Shadow Walk 3 time a day, Open Simple Locks, and Conceal 2 items at a time
- Pickpocket, Shadow Walk 6 time a day, Open Simple Locks, Slight of Hand and Conceal 2 items at a time
- Pickpocket, Cut the Cord, Shadow Walk 6 time a day, Open Simple Locks, Slight of Hand and Conceal 4 items at a time
The men and women of this profession are those who can go completely unnoticed in a crowd. They are the ones who can slip between the cracks of any security undetected and find the information their employers desire. Many of them work for one kingdom or another, but some are freelance and will work for the highest bidder.
- Simple Observation, and Conceal 2 items at a time
- Simple Observation, Conceal 2 items at a time, and Shadow Walk 3 times a day
- Simple Observation, Conceal 4 items at a time, Suggest 3, and Shadow Walk 3 times a day
- Simple Observation, Pain Management, Conceal 4 items at a time, Suggest 3, and Shadow Walk 6 times a day
- Simple Observation, Expert Observation, Pain Management, Conceal 6 items at a time, Suggest 7, and Shadow Walk 6 times a day
Unlinked are those who have no connection with the storm of magic that rages around us all. They are feared for being unnatural and sometimes thought to be an evil mutation. Whatever discipline they choose to pursue they are treated as outsiders in nearly all societies.
The measure of energy it takes to use an unlinked power is called Spark. Only the unlinked have this sort of anti-magical power. It is said it is a by-product of the fact they are not linked to the storm.
- 1- 10 Mind Points
- 2- 15 Mind Points
- 3- 20 Mind Points
- 4- 25 Mind Points
- 5- 30 Mind Points
Blades are those with the ability to use their power in battle. To the untrained eye, they can almost seem like magi. They have the ability to protect as well as destroy which makes them the most feared of all the unlinked. The Blades gain their powers one tier at a time. Each tier has a damage and defense power. With each level, they also gain more spark to energize their powers. A player can find these abilities on the powers page under Blade Powers.
- 1- Tier One
- 3- Tier Two
- 5- Tier Three
Those with the natural ability to heal and take the pain of others are known as Menders. Due to the way their abilities work it is rare to see a Mender harm another living creature. Any pain felt by a living being within 20 feet of the Mender is also felt by the Mender themselves. The Mender gains access to many abilities at first level. As they go up in level they gain more energy called spark to power these abilities. A player can find these abilities on the powers page under Mender Powers.
Those with the ability to see down to the truths of the world are known as Witnesses. Due to the way these truths can affect a person’s mind they are known for being somewhat unstable. These unlinked are wracked with visions of past, present, and future. The Witness gains access many abilities at first level. As they go up in level they gain more energy called spark to power these abilities. A player can find these abilities on the powers page under Witness Powers.