Classes or Races
Hunters (New Class- Rome)
Hunters are individuals who have dedicated themselves to a cause. An initiation rite is
performed by a hunter to bestow hunter status on a new hunter. When that happens, the new hunter
gains one power from the list below. Hunters are allowed one hunter power for each CHR M they have.
When two hunter gather they may attempt to learn one of the powers the other has with a WIS check
on 100.
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Hunter
Power
Bestial
Conscience
Cold One
Ability
Class skill
Empathic link with animals
Hunter - Animal
Undead ignore you
Hunter - Chaos
Commanding
Gaze
Darkness
Within
Deadly
Presence
Extra Wounds
CHR check or be frozen for D4 turns
Hunter - Animal
Protection spells and true faith have a 50% chance to
not work. Magic resistance.
Healing spells cast within 10 of you are only
effective.
+CHR M in Dam
Hunter - Chaos
Ghost Sight
See Creatures with Phantom powers
Hunter - Order
Heal/Harm
Touch
Hex Breaker
D4+STR M
Hope
Lend skill points to another person = to your WIS M
Hunter Order/
Chaos
Hunter - Order
Kiss of Luck
+3 to combat skills for 2 hours.
Hunter - Order
Life-force
Sacrifice
Muse
Gain an EP for each HP you give up
Hunter - Order
+1 to skill checks to those working around you
Hunter - Order
Piercing Gaze
+10 to spot checks
Hunter - Animal
Scent of the
Grave
Shadow
Affinity
Soothing
Presence
Touch of
Darkness
Animals fear you (-6 to all skills related to creatures
with an INT under 12.)
Summon a shadow for 1 hour.
Hunter - Chaos
Diplomacy and animal skills at +6
Hunter - Animal
For 1 EP you do an additional 1 Damage for 4 Turns.
Hunter - Chaos
Dispel a magical effect already in effect
Hunter - Chaos
Hunter - Chaos
Hunter - All
Hunter - Chaos
True Faith (New Class- Festis) Players with true faith gain new powers and do not have the old
powers.
Banish Ghosts - Any ghost targeted by this power has their EP dropped to 0.
Divine Aura As the Presence of God power except, if the person with true faith touches
undead they take 3D6 damage.
Lay on Hands As the power of the same name.
Sight of God - Sense the presence of twisted/ undead creatures 15 (1 Turn)
Harm Vampire 20 radius, waves of sunlight D10 damage per turn. Heals plants D4+1/ WIS
M.
Harm Undead 20 line, Blast of life energy D8+1/ WIS M
Harm Twisted 30 cone, Holy Yell 2D8+1/ WIS M
ANY players remaining True Faith point score (Essence) can be added to all ability score checks without a cost of EP.
Undead Lord (New Class- Festis):
o
o
o
o
o
o
Detect Soul- Detect living creatures within line of sight. 1EP.
Attack Soul Any living creature take D4 damage as long as the Undead Lord
concentrates on them and they are in sight.
Spectral Form- For 1 EP the Undead Lord can use phantom powers as if a ghost.
Terror For 1 EP the Undead lord radiates fear for 3 around him. Everyone in the area
must make a fear check.
Steal Life Remove the heart of the target and eat it. The target cannot be healed or
brought back to life until the Undead Lord is killed.
Prolonged death Reaching 0 HP does not affect the Undead Lord. The Undead Lord
can go below his CON score without a CON check. Once they go over those HP they
drop dead.
Speak with dead Undead Lords can speak with the dead at will.
They keep a small black bag on them at all times. This bag gives them their special
powers and extra EPs. Bags can contain more than one of each of the bones listed
below but only the first one adds to the EP in the bag. Each EP is recovered at 1 EP/
hour. The most a bag can hold is 5 EP at one time.
Teeth
+1 EP
Finger
+1 EP
Bone Shard
+1 EP
Animal bones +1 EP
Skull
+1 EP
A Undead Lord can create a domain of Terror. He does this by spending 10 EP. Then 100
ft of area are affected. In this area the air becomes foul. Standing water becomes
scummy while running water turns brown with a sickly smell. Faint screams can be
heard in the distance. Shadows move from the corner of your eyes unexpectedly. A
lord can only have one domain at a time. It lasts for 10 days + the caster CHR M.
Kensai (New Class Greb Island)
A new martial arts class that is trying to overthrow the source. There are rumors that it began
as a religion started by Eve. Eve is the name of the first woman to cross the veil and lead her people
here when the source started to take the land across the dark water.
Power
Description
Combat Skill Rain of
Blows
+1 unarmed attack
Combat Skill Storm of
+1 attack with 1 weapon
Blows
Combat Skill Stunning
Touch
CON check of be stunned 1
turn/ DEX M
For 1 EP a Kensai may pass through up to 3 of stone when they wish.
They gain +3 to move silently and hide skills.
All kensai dislike the source and rebel against twisted creatures. They are a secret
organization on the island.
For 1 EP the Kensai can make a hand to hand combat attack but have the effect strike
a target out of range. The distance the target can be away is 1/ CON M. even if the
weapon never touches the target, the target still takes the damage as if the Kensai hit
them.
Temporal Mage (New Class Greb Island)
A temporal mage can effect time otherwise they are much like a normal mage. Mages
can detect EP. Known location and estimated amount at 20
Create spells, wands, a staff, amulets, charms, but not a sword.
Gain a Familiar
Once per month they can send a message to themselves in the past. It is written on a
piece of paper and burned. The ashes appear on an object in the past. The message
can be 1 word long for each CON M they have and it can be sent back 1 day for every
WIS M.
Temporal Mages can perform a Temporal Edit for 2 EP. They can jump back in time one
turn. Allowing them to change the action they just did. If a mage casts a fire spell to
find out the target is immune to fire. They can re-do their turn and cast something
else.
At all times a temporal Mage has a Temporal Anchor. They cannot be banished, or sent
away by magical means. Only a force as strong as a wish can magically make them go
against their will.
Tempest (New Race)
A tempest is a race very close to humans. They were originally the offspring of elements and
humans. The elements directly affect their emotions. A calm cool day leaves them feeling relaxed and
calm while a thunderstorm can send them into an angry fit.
Tempests have the following 3 abilities:
1.
Tempest Burst: The area within 5 around the tempest is filled with elemental energy. This
ability sets in at puberty and a type of energy is chosen. After that the same type of
elemental energy is always used. If fire is the elemental energy then it will always be fire.
Every type of energy does 3D6 damage to everything within the 5 except the tempest.
This burst can be used only 1/ 24 hours 1 hour CON M and the tempest is fatigued for D4
hours.
2.
Absorb Element: Once per day the Tempest can absorb and redirect an elemental attack.
3.
Tempest Fury: For 1 EP a Tempest can fire a stored elemental blast at a target. The blast
does D4 damage to the target at a distance of feet equal to their STR M +10. This attack
can be any element the Tempest chooses.
Elemental energy is fire, electrical, water, or hot/cold air.
Tempests have -2 Damage reduction from elemental energy per attack.
Race
ST
R
Tempest
+1
Race
Tempe
st
Fai
th
X
Gho
st
IN
T
WI
S
Gho
ul
X
DE
X
CO
N
-1
+2
Immor
tal
X
CH
R
Ma
ge
CO
M
Psion
ics
X
Magic
Resistanc
e
Twist
ed
Unho
ly
X
Low
Light
Vision
30
Vampi
re
X
Race
Skill Bonus
Abilities
Size
Tempe
st
Weather
sense +6
Alertness +6
-2 Damage reduction from elemental energy
per attack.
55 +/2D6
Night
Vision
30
Zomb
ie
X
M
V
9
For 1 EP :
Air swirls around you lifting you off the ground for 24 hours if needed.
Earth moves in response to your stomp or slap. STR M in damage and knock the target
down unless they make a DEX check.
Fire escapes from your wounds when you take damage. Lasts 24 hours. Fire damage to
those near you is = CON M.
Sparks dance across your skin and the air around you darkens. Lightning or thunder
damage = WIS M
You become fluid. You move past targets quickly. (MVx2) doing your DEX M in damage
as you pass.
DRAGON BORN (Lizard Men) (New Race)
Race
ST
R
Dragon Born
+2
Race
Dragon
Born
Race
Dragon
Born
Fai
th
x
Gho
st
Skill
Bonus
IN
T
WI
S
DE
X
CO
N
CH
R
CO
M
Magic
Resistanc
e
Low
Light
Vision
+2
Gho
ul
Immor
tal
Ma
ge
x
Night
Vision
20
Psion
ics
Twist
ed
x
Unho
ly
x
Vampi
re
Zomb
ie
x
Abilities
Size
-Dragon Breath Weapon- 1 EP Acid, cold, fire, lightning, or poison
for 10doing 2D6+CON M
6-7
M
V
9
-Regenerate 10HP/ Day
Beast Lord (New Class)
For 1 EP they can see through the eyes of an animal for 2 min.
They can pass through an overgrown area at x2 MV.
They use a trance power instead of sleeping. They need to go into the trance for 4 hours to get
8 hours of rest. While in the trance they are aware of things going on around them.