Post by Citaniel on Oct 31, 2008 11:35:22 GMT -5
How to create a character
First each player will choose a class. Depending on there class they will get certain free abilities. Here is a list of the class’s.

Classes
Mediator - A mediator uses Diplomacy as his weapon. Diplomacy is the art and practice of conducting negotiations between representatives of groups or states. It usually refers to international diplomacy, the conduct of international relations through the intercession of professional diplomats with regard to issues of peace-making, trade, war, economics, and culture. International treaties are usually negotiated by Mediators.
(Mediators gain the ability to use the friendship ability twice a reset. Player initiates a basic conversation and if able to have a normal conversation for over one minute they may use the friendship ability. Target will be under the effect for 30 minutes)
Oracle - An oracle is a person considered to be a source of wise counsel or prophetic opinion. An infallible authority, usually spiritual in nature. They may reveal predictions or precognitions of the future, from their deities. Usually, it is spoken through another object or dream/vision.
(Oracles gain the ability to enhance any seer ability twice an event. And get one random original Seer card for there deck. This will be rolled randomly)
Bard - A bard is one of a caste of poets and scholars. They travel the world to record and make art out of history and occurrences that they encounter. Bards are usually quick and eager to make friends.
(Bards gain the ability to a special Ballard once an event. Everyone listening must be resting in a safe location as the bard plays this Ballard for five minutes after he is done he will heal anyone who listened to it to full hit points and grant anyone who listened an additional hit point for the reset.)
Cleric - A cleric is a member of the clergy of a religion, especially one who is a priest, preacher, or other religious professional. They can also be holy warriors.
(Clerics gain the ability to perform a rite once per event. Priests may call upon there God for aid depending on the God you will receive one rite per event)
Rogue - A rogue is a loose term used to represent many differently skilled individuals. It is used to refer to stealthy types like assassins/thieves and scouts. It also however represents a large portion of smiths and alchemists.
(Rogues will receive the hidden abilities pick locks pick pockets and disarm traps for free.)
Warrior- Professional warriors are people who are paid money for engaging in military campaigns and fall into one of two categories: Soldiers, when fighting on behalf of their own Organization; or Mercenaries, when offering their services commercially and unrelated to their own nationality.
(Warriors gain plus two bursts of strength free.)
Alchemist - In the history of the earth, alchemy refers to both an early form of the investigation of nature and an early philosophical discipline. Both combining elements of chemistry and Medicine in order to create poisons and potions for both healing and fighting. There are many complex alchemy houses in the world today, forming both hospitals, stores and mercenary groups.
(Alchemists gain the ability to either use a chemical launcher or a potion injector.)
Mage - A magician, wizard, sorcerer, or a person known under one of many other possible terms, is someone who uses or practices magic that derives from supernatural or occult sources. Magicians are common figures in the world today. Mages have powers arising from their study, possibly based on innate talent, rather than having their magical abilities occur entirely spontaneously, or be granted by another source.
(Mages have the ability to use spells one level higher then the caster. Once per reset the mage has the ability to study and rest. It takes half an hour of rest. After the half an hour is up the Mage gains half his spent magic points back. rounded up)
Elemental Classes
The elemental classes are the only classes able to manipulate the elements. There are 5 groups formed based off of the five elements on the earth.
(The Elemental class’s gain the ability to cast Gaia spells of there element innately without incants. )
Samurai / Metal
Ranger / Wood
Monk / Earth
Ninja / Water
Shaman / Fire
.

Samurai - Samurai are a unique class that follow the elemental masters of Metal. The Samurai can manipulate metal to break weapons and armor. At higher levels, their strength can grow immensely. The Samurai use wooden swords and polearms and they also use wooden armor, if any. They try not to use metal for any combative purposes, however, some have been known to. The Samurai are a strong willed class with strong combat abilities.

Rangers – Ranger’s are a unique class that follow the elemental masters of Wood. Rangers can manipulate wood in order to root enemies and protect themselves from harm. At higher levels, their strength can grow immensely. The rangers mostly use long-range weapons, however, they possess great skill in melee combat as well. The Rangers are extremely protective of their element, they safeguard their land and keep invaders from damaging their element.

Monks - Monks are unique class that follow the elemental masters of Earth. Monks can manipulate earth to enhance physical strength and defense. At higher levels, their strength can grow immensely. Most Monks use hand-to-hand combat in fighting. They meditate to enhance their strength, monks attune themselves to the earth and draw energy from it. Monks possess great skill in hand-to-hand combat and almost have an innate ability to fight with that style. Monks remain neutral to all Gods and cultures. Monks are very diverse in their thinking.

Ninja - Ninja are a unique class that follow the elemental masters of Water. Ninja can manipulate water to their benefit. At higher levels, some Ninja have been known to manipulate water into Ice for both defensive and offensive purposes. Ninja possess an extreme skill in stealth and melee combat from a surprise position. Ninja have a tight nit culture where they use fear to govern and to protect their element.

Shamans - Shaman are a unique class that follow the elemental masters of Fire. Shamans can manipulate fire as an offensive weapon. At higher levels, Shaman may hurl giant fireballs or even breathe fire. Shamans are a tribal organization of people who use the spirit world for both offensive and defensive purposes. Other than the dead and the spirits d**ned to walk the earth, Shamans are the only ones who can travel to the Spirit world. As Shamans are the only class to have access to the spirit realm, they consider themselves higher beings than everyone else. They are extremely confident and powerful and they have also been known to abuse their powers.
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Origins
Then Each class will choose an origin. Depending on there origin they will get free abilities. Some class’s can only be from certain origins. (Mainly the elemental class’s)
Mechheshra
Only the followers of Svarog live to the north east in a great fortress called Mechheshra. The inhabitants of this fortress make up most of the population of Svarog’s worshipers and they stay secluded. Not much is known to be fact but there are speculations about how the society runs. It is said to be a monarchy and the laws were set by whomever ruled at the time. There is also said to be a great deal of technology in the fortress, guarded by the highest of ranks. People from this fortress rarely leave.
(Citizens of Mechheshra are some of the most intelligent people in the world today. Because of the aura left by Diligence who resides in the great fortress Citizens are very hard workers and receive the crafting skill at a two build reduction. This reduction remains for every level.)
Crinaeae
The people of the Island of Crinaeae worship Acherin for her brave sacrifice, however, it is also common for a traveler to meet someone who also worships her but at the same time doesn't hail from her island. Crinaeae is a democratic place where the people decide as a whole on what they should do when things need to be done. They will no longer put any one person into a higher position of power because they look upon it as though Acherin is still their ruler.
(The people of Crinaeae are thankful for everything they have. Because of this whether they worship Acherin or not she grants them her blessings. Whenever it rains her followers feel her presence and there hit points are doubled, rounding up.)
Crata
The city of Crata is a lush peninsula situated along the equator in the eastern hemisphere. It is bright and warm most of the year. The plant life is green and plentiful and there is enough food for all. Cratans are mostly made up of followers of the Goddess of Life and are a very peaceful people. Their clothing normally consists of long flowing robes and elegant gowns. They have created wonderful palaces and statues, dedicated to Cassandra. They have amazing architecture and they are one of the first societies to govern using democracy.
(The residents of Crata are good people and enjoy the life they have been given. However they do not fear death for when they die they believe they will be with there Goddess forever. Because of this they are often selfless in there acts and when performing a selfless act gain their Goddesses favor. While defending an unconscious ally or tying to rescue someone people from Crata will gain the ability to Parry any two attacks against them they choose.)
Veneficus
The followers of Aether are a strange people. They live in a large city called Veneficus and are completely consumed by their magic. They spend most of there time learning about the magics given to them from their God. They practice all different types of magics and their city shows it, various levitating potted plants, chairs, and mailboxes are scattered throughout the cities. Twisted houses and turrets are along the cobble stone streets where people practice their own specialization of magic. Traveling down some dark alley ways, you may encounter some more frowned upon types of magic, but still okay in the eyes of Aether. Many people travel to the city to learn what the people there have to offer.
(People from Veneficus are magical in nature and like the virtue who resides here are patient. It has been said all great Mages come from this city. Whether true or not these citizens are innately magical. And because of this they gain a free spell per level of caster they are. This spell is given randomly to the player)
Zuò Mèng
Most of the followers of Fujian live on the lands that are located in the central northern area of the continent. They are also in control of a small island that is north just off of the coast.
Zuò Mèng is more of an open country than a large city, and it is also fairly peaceful due to the lack of people. Their society is mainly a monarchy, with an emperor always in charge. The current emperor is a ruthless man who goes by the name of Geming.
Most of Fujian's followers are unsatisfied with Geming's rule, they believe that they should have a more peaceful ruler so that they no longer have to worry about wars or anything else that has to do with fighting.
Although they regret the fact that they have such a reckless ruler, they won't do anything about it. They have never been as wealthy as they are now, the country is in its Golden Age with a ruler who is great but unkind.
Instead of taking any actions against their ruler, the people of Zuò Mèng prefer to spend their free time dreaming. When they dream, they feel that they are truly connected with the God of Dreams and it keeps them at peace. Kindness had recently left the city to help others in need. It is said he disagreed with the current ruler and will not return till a new one is declared.
The people of Zuò Mèng believe in destiny and believe death is not the end time will repeat itself forever. They believe they have lived there life 100 times already probably and they will continue to live it 100 more.
(Citizens of this city constantly meditate to enhance there mind. They have learned to enter the dream realm in odd ways. Once an event they are granted the ability to meditate for 30 minutes and then enter the Dream realm for an hour. The dream realm is sometimes very dangerous and if the target is hurt or killed in this realm they will receive the damage and or a death on the physical plane. However worse things have been known to happen.)
Neutral Cities
Fruma - is a fairly average sized city, located in the rocky area of the northwestern region. The rocky terrain makes it hard for anyone to farm.... anything. Instead, the people of Fruma rely on mining as their major money source. They are ruled by an evil king named Trekelius who believes that he should have everything that he wants and that his people have only been put on this earth in order to work as his slaves. He pays them little but there's little to nothing that they can do about it, so they just continue to suffer, in hopes that a good ruler will take the throne soon. Fruma has a history of conflict with the Empire to the north. Trekelius has been heard bragging that he had killed their King some years ago. Recently the city has had some issues with their mining operations in the caves the King has reported giant metal slabs separating areas in the caves he had not put there and has had some serious issues trying to blast it away. Supposedly the King fears what may be through the wall so has spent a great deal on hiring many professionals in all fields to both research and guard his mines.
(Citizens of Fruma learn there place the hard way. Because of this they learn to adapt with the land better and receive a 5 build bonus at character creation)
Alannis - is a large and bustling trade city, located in the southeastern corner of the world. They have burned the forests down in order to create easier trade routes and to make the city a richer place. The new trade routes enable fast exports of goods to just about anywhere in the world. Of course, this also upsets the Elemental wood master, Cernun, but the people are so excited about how well their trade is going that they don't worry about how he feels. A tribunal of the highest grossing tax paying merchant houses runs the country. Every five years a new Tribunal is declared and the best trade positions in town given to the new Tribunal. The country is very rich in this aspect because it keeps most merchants by the books and the town makes a lot of money from taxes and thus has the funds to do major constructions like burning a large portion of the forest in order to make better trade routes.
(Citizens of Alannis make there profit off of trade skills. As a child kids are taught in a trade skill. Because of this they start with one point in either Blacksmithing or Alchemy)
Akiva - is a well-protected city, situated in the western area of the desert. The devastating windstorms that are constantly occurring around this area of the desert protect the city from any possible enemies. They are ruled by a good king who tries his best to keep his people happy, but the windstorms that so conveniently protect the city also seem to be their greatest downfall because they are still unable to find a trade route that isn't dangerous. The king is struggling to keep his people happy during these times. They survive by food that is occasionally brought down by The Empire through a long sea route. If they find themselves in trouble they will send a small force to the grasslands in order to hunt. And bring back whatever they can. The Khabîth hunters Who follow the God of Honor originated from Akiva and are native to their deserts.
(Citizens of Akiva are experts in survival Because of this they gain plus two hit points and one Body stabilization per reset)
The origin of Sempesre
On the peninsula to the south lies the Castle called Sempesre The ruler is a wealthy man named Jonoleth The castle is heavily guarded by his constructs and he rules his people in a just way.
Jonoleth was once the head seat on the council of high priests (to the Goddess of Life) but his wife met a gruesome fate to some bandits near the desert. And Charity deemed her a loss and would not resurrect her Jonoleth was furious for the life he devoted to his Goddess and for her champion to not resurrect her he found it to be a personal attack. He called a meeting for the council of High Priests and declared himself sick of Charity being the only one able to resurrect he stated it was time they learned. The other High Priests however were not convinced they took it as an act against their Goddess and refused. Jonoleth declared it an order to the council and was then voted out and cast from the council. He then made it his life goal to create a new way to resurrect people. He was the creator of both Necromancy and Malediction and has had some luck in resurrecting people however it is very limited to how much the person remembers.
Charity or the Goddess of Life has not declared the castle unholy. However some of the High Priests have spread rumors that he acts directly against his Goddess. Many others just call it jealousy.
The Castle and its people are known to be generally nice and respectful to other nations however most citizens from other nations think twice about stopping in if it’s on their way due to the constructs his Castle keeps.
(Citizens of Sempesre are few and far between. For some reason people who live here have become immune certain effects and seem to be immune to Poison and disease)
The Empire of Galis Epihrus
An empire of military prowess was created due to constant internal struggle in Fruma, Galis Epihrus was founded just 10 years ago after immediate discord among its ruling class in Fruma; proclaiming himself King of Fruma, Trekelius thrust himself upon the throne by less than honorable means, and subsequently made ill use of his new-found Kinghood- long recognized as an asylum for Fruma’s refugees, the once auspicious City was now under the rule of a tyrannical man of blatantly unjust ideals. A resistance among zealots of Gyes soon formed, and made haste in attempts at forcibly absolving the King of his reign, and removing him from Fruma’s throne for the good of its people. This effort of liberation was soon countered, and consequently the spark of ethicality that had so surreptitiously begun beneath the King was thwarted and otherwise quelled to the point that the men of which the resistance consisted were forced to flee the clutches of their royal nemesis. They began to construct an empire of their own in the northern reaches of the kingdom; these lands promised a bountiful harvest to its villagers, as the lands were far more fertile. In accordance with the founders of this new paradise of sorts, and not their self-proclaimed ruler, the former citizens of Fruma began gradually emmigrating to the newer, purer state. When Trekelius caught wind of this incessant transgression, he sent platoons of soldiers to attack the state, unknowing of the constructional precipitance of the states’ leader: a man named Palius. Palius met Trekelius with a force of his own, and the two sides clashed in a battle that entailed heavy casualties for the new state, but a sufficient barricade of its settlement. This battle magnified itself into such hear-say that the surrounding farmers began to disband themselves from their independent settlements to join this new one, and to aid in the construction of its renowned Great Wall. The city’s booming economy, almost entirely fueled by mercenaries, began trading with neighboring nations such as Zuo Meng, and even to cities that required a more strenuous journey across the sea such as Akiva. The small state soon was named The Empire of Galis Epihrus. Proceeding the fall of Gyes, and the appearance of the seven sins, Galis Epihrus declared that their nation shall be the one to birth the next God of War. It had been rumored that even Palius had a place in the events caused by the appearance of these sins; it has been said that Palius made a claim, whether or not it is true is not known: he claimed that Sloth, one of the Seven Sins, existed within the nearby mountains, and that he had recently beheld it with his own eyes. It is said that he led a party of troops to meet the beast, but that only a wagon and the grotesque remains of some of the troops mentioned within the latter returned.
Such men of Galis Epihrus arm themselves strictly with a spear (normally requiring two-hands by any other aside from their men) and partnering it with a shield. The men form themselves into a structural bulwark by juxtaposing their shields in an effort of relentless fortitude. They are more advanced and systematically inclined than any other known state; it is said that commands are given to soldiers through the use of a whistle, and as to prevent the weakening of any limb of their platoons’ body, the men are required to grunt or otherwise confirm their understanding of the given order(s).
It is said when the commanders of two forces meet they exchange a gift whether it be knowledge in battle IE tactics made up by the troop, a finely crafted weapon or even news the Troop may of recently found out. This tradition was put into place to help the Empire grow and share knowledge.
(Citizens of the Empire are taught at an early age how to fight. They customarily fight with a tower shield and spear while in a large formation. Because of this they get a reduced cost on tower shield and can purchase it at half price furthermore they may use a two handed spear with one hand and may use a shield in the other hand)
Elemental origins
The elemental people do not have cities but are more like gypsies, moving camps around the world and living off of the earth. They gain a plus five build bonus at character creation.
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Then Each player will start out with 20 build and will be considered level one. Once they reach 30 build they will be level two. Caster levels are the same.
Everyone has 10 points they need to spend on an attribute. Attributes have to be 1-3
Each skill will have a build cost and is under one of the following attribute. Depending on your attribute rating there will be a multiplier. 1 is base cost, 2 has a 1.5 multiplier and 3 has a times 2 multiplier. All skills are either under an attribute of open skill. Open skills are base cost to all.
Attributes
Strength
Dexterity
Constitution
Mind
Spirit
Open skills
Small Shield- 4 build
One handed Blunt- 2 build
Two handed Blunt- 5 build
Bow/Crossbow- 6 build
Dagger/Cudgel- 1 build
One-Handed Edge- 3 build
Two-Handed Edge- 7 build
Polearm- 9build
Quarterstaff- 3 build
Faith- 1 build
Alchemy skill level- 10 build
Weapon/armor smith levels- 10 build
Spell purchase level one -1 build
Spell purchase level two -2build
Spell purchase level three -3 build
Strength skills
Large Shield- 6 build
Tower Shield- 8 build
Body development- . 5 build
Burst of strength- 5 build
Shatter- 6 build
Slay- 8 build
Maim- 8 build
Parry- 8 build
Dexterity Skills
Florentine/dagger- 3 build
Thrown Weapon- 4 build
Two weapons- 8 build
Back stab- 4 build
Disarm- 6 build
Sneak attack- 4 build
Dodge- .12 build
Waylay- 15 build
Constitution Skills
Body stabilization-4 build
Feign death- 10 build
Hit points- 2 build
Willpower- 3 build
Hand to hand combat- 4 build
Hand to hand combat 2- 6 build
Toxin shield- 6 Build
Mind Skills
Celestial magic- 2 build
Evaluate item- 6 build
Gaia Magic- 2 build
Toxicology- 4 build
Read magic- 5 build
Read/Write- 3 build
Sovereign Magic- 2 build
First aid- 5 build
Spirit Skills
Ritual Focus- 8 build
Ritual magic- 8 build
Seer dreaming- 10 build
Seer insight- 5 build
Seer reading- 5 build
Sense corruption- 15 build
Spirit Magic- 2 build
Magic shield- 6 build
Weapon Skills
One handed Blunt- The use of a One handed Blunt (size) 25” to 32” cannot thrust
Two handed Blunt- The use of a two handed Blunt weapon (size) 50” to 64” Cannot thrust
Bow/Crossbow- The use of Bow’s and crossbow’s
Dagger/Cudgel- The use of a dagger or Cudgel (size)18” to 24”
One-Handed Edge- The use of a One handed edged Weapon (Size) 25” to 36”
Two-Handed Edge- The use of Two handed edged Weapon (Size) 50” to 64”
Florentine/dagger-The ability to use a Small weapon along with a Mid sized weapon (IE) (Size) 25” to 36” with (Size) 18” 24”
Hand to hand combat- The use of Small sized Fists able to block and deliver attacks (Size)18” to 24”
Hand to hand combat 2- The use of large sized Fists able to block and deliver attacks (Size) 25” to 32”
Polearm- The use of a large Bladed Polearm (Size) 54” to 70”
Quarterstaff- The use of a Quarterstaff. One hand has to stay within 2 feet of the center. (Size) 50” to 58”
Small Shield- The use of a Small shield which cannot be more then 24” diameter
Large Shield- The use of a Large shield which cannot be more then 36” diameter
Tower Shield- The use of a Tower shield which cannot be more then 48” diameter
Thrown Weapon- The use of throwing weapons of any kind
Two weapons- The ability to use two mid sized weapons at once (Size) 25” to 36”
Combat Skills
Back stab- Allows the user to call +1 from behind (Requirements) 4 Purchases of Sneak attacks which are spent after purchase of Back Stab. Cost is increased by 1 Build per purchase.
Body development- Allows the user to call +1 with any weapon. (Requirements) 4 Purchases of Burst of strength which are spent after purchase of Body development. Cost is increased by 1 build per purchase.
Body stabilization-Allows a silent resist to Killing blow. User will remain unconscious for 5 minutes where he then wakes up at one hit point. The enemy does not know you resisted it however you do need to call it.
Burst of strength-Allows the user to strike for double his base damage next strike. The user must declare Burst of strength then must swing it as their next attack.
Celestial magic-Purchase one point of Celestial magic.
Disarm-Allows user to call Disarm on there next swing. User calls it instead of damage. If disarm misses or hit’s the target it is spent and does no damage.
Dodge- Allows player to dodge one attack from front or back by any weapon and or toxin/Thrown spell. Player cannot dodge any ingested toxins.
Evaluate item-Allows player to roughly evaluate an item to a certain extent. (Example Golden candle stick worth 2 gold 3 silver and it looks relatively new probably created in Fruma)
Faith-Gives the player 1 point in Faith. With each purchase the cost is increased by one build. Maximum purchase is Ten however Tenth point is acquired in game cannot be purchased.
Feign death- Allows a character to seem dead. If someone checks status of target they appear to be dead or unconscious whichever user chooses.
First aid- Allows user to determine state of a willing target. Also allows a character to heal an unconscious target to one hit point after one minute of tending. (First aid kit required)
Gaia Magic- Purchase one point of Gaia magic.
Hit points- Allows the purchase of one hit point.
Magic shield-allows the user to resist one Magical effect.
Maim-allows user to call Maim on there next swing. User calls it instead of damage. If Maim misses it is used up if it hit’s a torso it deals 10 damage.
Parry-allows user to resist one frontal weapon delivered attack.
Read magic- allows user to understand magic and allows user to read rituals and scrolls. (Pre req Read write)
Read/Write- Basic Reading and writing.
Ritual Focus- Allows Character advanced results in rituals (Pre req Ritual magic)
Ritual magic-Allows character to perform a ritual (Pre req Read Magic)
Seer dreaming-You occasionally dream either the future or past. You have no control over this ability.
Seer insight-You have an ability to see into an items future and get a brief past of it. Its also used to learn how to use a magic item.
Seer reading-The ability to use seer cards to sense the past or future. (there is a separate packet for this ability that will be given out with purchase.
Sense corruption-Allows user to sense corruption on a target. User either places hand on shoulder of target and states sense corruption or can use the skill instead of damage when dealing a weapon delivered attack. Target will either state Corrupted or normal. Sense corruption senses only those who knowingly follow a Sin.
Shatter- Allows user to call Shatter on there next swing. User calls it instead of damage. If Shatter misses or hit’s the target it is used up. (Pre Req Body development)
Slay- Before the attack a player must declare “Prepare to die.” and on their next swing the user calls plus ten base damage. The damage is increased by ten for each purchase of Body development.
Sneak attack-allows the user to call double the damage next swing to the enemy’s back. User calls Sneak attack and then their damage if the strike did not land on the back it does a base of one damage.
Sovereign Magic-purchase one point of Sovereign mana.
Spirit Magic- Purchase one point of Spirit mana.
Toxicology- Allows user to distinguish alchemy toxins and allows use of potions.
Toxin shield- Allows user the ability to resist one poison or toxin effect.
Willpower- Allows user the ability to resist one Dominate Charm Sleep or corruption effect.
Magic and elemental
Gaia Magic- Magic of the elements (Once purchased 10 blocks in Gaia magic you may get access to advances magic types)
Celestial Magic- The magic of the seers (Once purchased 10 blocks in celestial magic you may get access to advanced magic types)
Sovereign Magic- The magic of the God’s (Once purchased 10 blocks in Sovereign magic you may get access to advanced magic types)
Spirit Magic- Spiritual energies harnessed for battle (Once purchased 10 blocks in Spirit magic you may get access to advanced magic types)
Misc Skills
Alchemy skill level- Allows user the skills to learn any level one formula he/she finds. This skill may be purchased up to ten times. Each purchase the skill cost is increases by one build. Each purchase of the skill gives the user one formula at random of the highest level he/she can use. Potions and poisons require in game components to make. (prerequisites) {Read and write , Toxicology}
Weapon/armor smith levels- allows the user the skills to design and craft level one weapons or armor. This skill can be purchased up to ten times. Each purchase of this skill cost is increased by one build. Each purchase of the skill gives the Smith the ability to craft stronger items. Weapons and armor require in game components to make.
Spells
LVL 1 Sovereign Magic
Awaken -Heals an un conscience ally to one hit point by voice. (incant: Awaken)
Cure poison -Cures targets poison effect (Incant: Cure poison)
Stun -Stuns target for three seconds target cannot move unless struck target cannot use any in game abilities while stunned. (incant: Stun)
Poison -poisons target. Target is inflicted with poison effect and cannot move past a slow walk and must wait 3 seconds in between swings. Duration 30 min (Incant: Poison)
LVL 2 Sovereign Magic
Heal lesser wounds -Heals ally for 2 damage per 2 levels of caster. (Incant: Cure minor wounds #)
Cure disease -Cures targets disease effect (Incant: Cure disease)
Create Holy water - Holy water lasts for 1 event Holy water can either heal 1 lost hit point or if thrown at an undead <Packet form> it deals 10 damage. (Incant: I bless this water and make it Holy.)
LVL 3 Sovereign Magic
Holy Armor -Bless target chest piece for an event. Target armor gains +5 armor points and once armor is breached it will take 30 minutes of no combat and the armor will repair itself. Duration event (Incant: I bless this armor and make it Holy) Player may only have one blessed chestpiece on at a time.
Bless weapon -Bless targets weapon to call +1 damage and call Holy Duration one hour (Incant: I bless this weapon and make it Holy)
LVL 1 Celestial Magic
Magic armor -blesses the caster with a magic armor. Next weapon delivered hit taken is resisted by the magic armor. Duration event or until used. (Incant: Grant myself magic armor)
Shock -Target is shocked by a small bolt of electricity. (Incant : 2 lightning)
Celestial armor -enchants the caster with 4 points of non reset able armor (incant Grant myself celestial armor)
Shun -Shuns the target. Enemy cannot advance on caster closer then 10 feet. Duration 5 minutes. (Incant: shun)
LVL 2 Celestial Magic
Celestial Luck - Grants the caster a shield that will guard against waylay. Resist one waylay. Duration: event or until used (Incant: Grant myself celestial luck)
Disarm -causes the target to drop the specified weapon for three seconds. (Incant: Disarm <Specific weapon>)
Heal -Heals target ally 2 hit points. (Incant: 2 healing)
LVL 3 Celestial Magic
Silence -Causes the enemy to remain silent Target looses speech and the ability to cast. Duration 5 minutes (Incant: Silence)
Maim - Causes target to loose feeling in a limb. He cannot use the targeted limb. Duration 5 minutes (Incant Maim your <Target limb>)
LVL 1 Spirit Magic
Maim undead -causes target undead to loose feeling in a limb. He cannot use the targeted limb. Duration 5 minutes (Incant maim you <Target limb>)
Shun -Shuns the target. Enemy cannot advance on caster closer then 10 feet. Duration 5 minutes. (Incant: shun)
Spirit blade -Target weapon is blessed with magic ripped from the Spirit realm. Target weapon calls magic. Duration 5 minutes (Incant :Bless this weapon with the power of the spirit realm)
Magic armor -blesses the caster with a magic armor. Next weapon delivered hit taken is resisted by the magic armor. Duration event or until used. (Incant: Grant myself magic armor)
LVL 2 Spirit Magic
Magic blast -5 magic damage delivered by packet attack. (Incant: 5 magic)
Shun all undead -Shuns all undead they cannot come closer then 10 feet from the caster. Duration 5 minutes (Incant: Shun all undead)
Awaken -Heals an un conscience ally to one hit point by voice. (incant: Awaken)
LVL 3 Spirit Magic
Spirit armor -grants caster the ability to phase once. Phase resists any melee toxin or magic attack Duration till reset or used. (Incant: Grant myself spirit armor)
Spirit strike -Grants targets next swing to be double damage and swing for magic. Duration Event or till used. (Incant: Grant this weapon a spirit strike)
LVL 1 Gaia Magic
Elemental Root -You call upon a certain element <Caster picks hen purchase of spell> to root a target in place. Duration 5 minutes (Incant: <Element> Root)
Elemental Blast -You call upon a certain element <Caster picks hen purchase of spell> to hurls a bolt of elemental energy at the target dealing 3 damage + 1 per 3 levels of caster. (Incant: 3<Element>)
Elemental Stun -You call upon a certain element <Caster picks hen purchase of spell> to Stuns target Duration 3 seconds or until hit. Target cant use any in game abilities while stunned. Incant: <element> stun
Elemental Weapon -You call upon a certain element <Caster picks when they purchase the spell> to enhance your weapon with chosen element. Weapon calls <Elemental damage> Duration 5 minutes (Incant: <Element> weapon)
LVL 2 Gaia Magic
Elemental disarm -You call upon a certain element <Caster picks hen purchase of spell> to disarm the enemy of an item. (Incant: Disarm <Specific weapon>)
Elemental armor -You call upon a certain element <Caster picks hen purchase of spell> To protect your body. Grants caster +10 non re set able armor duration event or until used. (Incant: <Element> Armor)
Elemental Shun -You call upon a certain element <Caster picks hen purchase of spell> To keep enemies from you. Enemy cannot advance on caster closer then 10 feet. Duration 5 minutes. (Incant: <element> shun)
LVL 3 Gaia Magic
Elemental Blast 2 -You call upon a certain element <Caster picks hen purchase of spell> to hurls a bolt of elemental energy at the target dealing 10 damage + 1 per 3 levels of caster. (Incant: 10<Element>)
Elemental weapon 2 -You call upon a certain element <Caster picks when they purchase the spell> to enhance your weapon with chosen element. Weapon calls <Elemental damage> and +3 damage for next 4 swings Duration reset or until used. (Incant: Advanced <Element> weapon)
Alchemy
The alchemy system works like this.
Each potion or toxin you make will need a recipe. <Example> (2 part acid 1 part oil) you put these components together in game. Takes about 30 minutes for most potions/ Toxins (They can also be done in time blocks also) once finished you go to staff center and see what you’ve created. Depending on difficulty of the recipe, Level of alchemy you have, and your equipment you use to put them together. You could make better or more then you had hoped. It could also fail and you may make less. At any time you can experiment or try to make a stronger version of a current potion or toxin you have.
Alchemy launcher/Potion injector
Each alchemist starts off with a specialization in Alchemy and with that they get one of these items. Alchemy Launcher’s shoot toxins <Any toxin you put into it will allow you to shoot two for one> And Potion injectors allow you to inject potions for better effect. For every potion loaded it allows you to use two for one.
When making a potion or toxin
For every level of alchemy you posses you get a +1 to your rolls.
For every over dose you use you get a +1 to your rolls <Example> (Formula= 2 part acid 1 part oil. You use a 3 part acid and a 2 part oil. You get a +2 to your roll.)
The roll is done with a D20 anything over a 10 is successful anything less is considered less them what expected. Depending on the level of the alchemy substance you are making there will be a penalty.
Alchemy is thrown with normal packets.
Level one potions and Toxins
Stun Toxin <Stun effect>
Awaken potion <Awaken effect>
Minor Acid Toxin <2 acid damage>
Minor strength potion <+2 strength for 2 attacks>
Level two potions and toxins
Healing potion <1 healing>
Fire toxin <5 fire>
Vaccine potion <Cure poison>
Explosive toxin <Shatter effect>
Level three potions and Toxins
Mind potion <Refresh 2 mana>
Explosive fire toxin <5 fire, Stun>
Enhanced Strength potion <+ 1 damage for 5 minutes>
Explosive Acid toxin <Maim effect>
Weapon/armor smith
For every level of Weapon/armor smith you posses you get a +1 to your rolls.
For every over dose you use you get a +1 to your rolls <Example> (Pattern= 2 part iron 1 part reinforced wood. You use a 3 part iron and a 2 part Reinforced wood. You get a +2 to your roll.)
The roll is done with a D20 anything over a 10 is successful anything less is considered less them what expected. Depending on the level of the Item you are making there will be a penalty.
Level 1 Weapon/armor smith patterns
Create basic armor <Can create up to 10 point armor metal, wood or leather>
Create sharpening stone <Sharpening stone has 2 uses of +1 damage next attack with weapon. Sharpening stones take 5 minutes to apply effect>
Create basic Weapon/Shield <Creates any basic weapon or shield>
Create armor patch <Allows you to use the patch instead of breaching your armor>
Level 2 Weapon/armor smith patterns
Create resistant armor <Resists one maim ever to whichever area the armor protects>
Create resistant weapon/shield <Resists one shatter ever>
Advanced sharpening stone <Sharpening stone has 2 uses of +2 damage next attack with weapon. Sharpening stones take 5 minutes to apply effect>
Create armor repair kit <Armor repair kit allows the user double effect of armor patch’s>
Level 3 Weapon/armor smith patterns
Create well balanced weapon <One parry ever>
Large sharpening stone <this is a sharpening stone anyone can use and has 20 charges of +1 damage next swing. Sharpening stones take 5 minutes to apply effect)
Flame resistant armor <Resists 1 fire based attack per event>
Acid resisting armor <Resist 1 acid based attack per event>
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Starting hit points
Hit points are determined by your class at the early levels .Character can buy up to three hit points per level of character.
Mediator - 5hp max armor 4
Oracle - 3hp max armor 3
Bard - 5hp max armor 5
Cleric - 4hp max armor 8
Rogue - 6hp max armor 2
Warrior- 10hp max armor 10
Alchemist - 4hp max armor 4
Mage - 2hp max armor 2
Elemental Classes -
Fire 5hp 5 max armor
Water 6hp 2 max armor
Wood 5 hp 4 max armor
Earth 10 max hp 0 max armor
Metal 8 max hp 8 max armor
First each player will choose a class. Depending on there class they will get certain free abilities. Here is a list of the class’s.

Classes
Mediator - A mediator uses Diplomacy as his weapon. Diplomacy is the art and practice of conducting negotiations between representatives of groups or states. It usually refers to international diplomacy, the conduct of international relations through the intercession of professional diplomats with regard to issues of peace-making, trade, war, economics, and culture. International treaties are usually negotiated by Mediators.
(Mediators gain the ability to use the friendship ability twice a reset. Player initiates a basic conversation and if able to have a normal conversation for over one minute they may use the friendship ability. Target will be under the effect for 30 minutes)
Oracle - An oracle is a person considered to be a source of wise counsel or prophetic opinion. An infallible authority, usually spiritual in nature. They may reveal predictions or precognitions of the future, from their deities. Usually, it is spoken through another object or dream/vision.
(Oracles gain the ability to enhance any seer ability twice an event. And get one random original Seer card for there deck. This will be rolled randomly)
Bard - A bard is one of a caste of poets and scholars. They travel the world to record and make art out of history and occurrences that they encounter. Bards are usually quick and eager to make friends.
(Bards gain the ability to a special Ballard once an event. Everyone listening must be resting in a safe location as the bard plays this Ballard for five minutes after he is done he will heal anyone who listened to it to full hit points and grant anyone who listened an additional hit point for the reset.)
Cleric - A cleric is a member of the clergy of a religion, especially one who is a priest, preacher, or other religious professional. They can also be holy warriors.
(Clerics gain the ability to perform a rite once per event. Priests may call upon there God for aid depending on the God you will receive one rite per event)
Rogue - A rogue is a loose term used to represent many differently skilled individuals. It is used to refer to stealthy types like assassins/thieves and scouts. It also however represents a large portion of smiths and alchemists.
(Rogues will receive the hidden abilities pick locks pick pockets and disarm traps for free.)
Warrior- Professional warriors are people who are paid money for engaging in military campaigns and fall into one of two categories: Soldiers, when fighting on behalf of their own Organization; or Mercenaries, when offering their services commercially and unrelated to their own nationality.
(Warriors gain plus two bursts of strength free.)
Alchemist - In the history of the earth, alchemy refers to both an early form of the investigation of nature and an early philosophical discipline. Both combining elements of chemistry and Medicine in order to create poisons and potions for both healing and fighting. There are many complex alchemy houses in the world today, forming both hospitals, stores and mercenary groups.
(Alchemists gain the ability to either use a chemical launcher or a potion injector.)
Mage - A magician, wizard, sorcerer, or a person known under one of many other possible terms, is someone who uses or practices magic that derives from supernatural or occult sources. Magicians are common figures in the world today. Mages have powers arising from their study, possibly based on innate talent, rather than having their magical abilities occur entirely spontaneously, or be granted by another source.
(Mages have the ability to use spells one level higher then the caster. Once per reset the mage has the ability to study and rest. It takes half an hour of rest. After the half an hour is up the Mage gains half his spent magic points back. rounded up)
Elemental Classes
The elemental classes are the only classes able to manipulate the elements. There are 5 groups formed based off of the five elements on the earth.
(The Elemental class’s gain the ability to cast Gaia spells of there element innately without incants. )
Samurai / Metal
Ranger / Wood
Monk / Earth
Ninja / Water
Shaman / Fire
.

Samurai - Samurai are a unique class that follow the elemental masters of Metal. The Samurai can manipulate metal to break weapons and armor. At higher levels, their strength can grow immensely. The Samurai use wooden swords and polearms and they also use wooden armor, if any. They try not to use metal for any combative purposes, however, some have been known to. The Samurai are a strong willed class with strong combat abilities.

Rangers – Ranger’s are a unique class that follow the elemental masters of Wood. Rangers can manipulate wood in order to root enemies and protect themselves from harm. At higher levels, their strength can grow immensely. The rangers mostly use long-range weapons, however, they possess great skill in melee combat as well. The Rangers are extremely protective of their element, they safeguard their land and keep invaders from damaging their element.

Monks - Monks are unique class that follow the elemental masters of Earth. Monks can manipulate earth to enhance physical strength and defense. At higher levels, their strength can grow immensely. Most Monks use hand-to-hand combat in fighting. They meditate to enhance their strength, monks attune themselves to the earth and draw energy from it. Monks possess great skill in hand-to-hand combat and almost have an innate ability to fight with that style. Monks remain neutral to all Gods and cultures. Monks are very diverse in their thinking.

Ninja - Ninja are a unique class that follow the elemental masters of Water. Ninja can manipulate water to their benefit. At higher levels, some Ninja have been known to manipulate water into Ice for both defensive and offensive purposes. Ninja possess an extreme skill in stealth and melee combat from a surprise position. Ninja have a tight nit culture where they use fear to govern and to protect their element.

Shamans - Shaman are a unique class that follow the elemental masters of Fire. Shamans can manipulate fire as an offensive weapon. At higher levels, Shaman may hurl giant fireballs or even breathe fire. Shamans are a tribal organization of people who use the spirit world for both offensive and defensive purposes. Other than the dead and the spirits d**ned to walk the earth, Shamans are the only ones who can travel to the Spirit world. As Shamans are the only class to have access to the spirit realm, they consider themselves higher beings than everyone else. They are extremely confident and powerful and they have also been known to abuse their powers.
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Origins
Then Each class will choose an origin. Depending on there origin they will get free abilities. Some class’s can only be from certain origins. (Mainly the elemental class’s)
Mechheshra
Only the followers of Svarog live to the north east in a great fortress called Mechheshra. The inhabitants of this fortress make up most of the population of Svarog’s worshipers and they stay secluded. Not much is known to be fact but there are speculations about how the society runs. It is said to be a monarchy and the laws were set by whomever ruled at the time. There is also said to be a great deal of technology in the fortress, guarded by the highest of ranks. People from this fortress rarely leave.
(Citizens of Mechheshra are some of the most intelligent people in the world today. Because of the aura left by Diligence who resides in the great fortress Citizens are very hard workers and receive the crafting skill at a two build reduction. This reduction remains for every level.)
Crinaeae
The people of the Island of Crinaeae worship Acherin for her brave sacrifice, however, it is also common for a traveler to meet someone who also worships her but at the same time doesn't hail from her island. Crinaeae is a democratic place where the people decide as a whole on what they should do when things need to be done. They will no longer put any one person into a higher position of power because they look upon it as though Acherin is still their ruler.
(The people of Crinaeae are thankful for everything they have. Because of this whether they worship Acherin or not she grants them her blessings. Whenever it rains her followers feel her presence and there hit points are doubled, rounding up.)
Crata
The city of Crata is a lush peninsula situated along the equator in the eastern hemisphere. It is bright and warm most of the year. The plant life is green and plentiful and there is enough food for all. Cratans are mostly made up of followers of the Goddess of Life and are a very peaceful people. Their clothing normally consists of long flowing robes and elegant gowns. They have created wonderful palaces and statues, dedicated to Cassandra. They have amazing architecture and they are one of the first societies to govern using democracy.
(The residents of Crata are good people and enjoy the life they have been given. However they do not fear death for when they die they believe they will be with there Goddess forever. Because of this they are often selfless in there acts and when performing a selfless act gain their Goddesses favor. While defending an unconscious ally or tying to rescue someone people from Crata will gain the ability to Parry any two attacks against them they choose.)
Veneficus
The followers of Aether are a strange people. They live in a large city called Veneficus and are completely consumed by their magic. They spend most of there time learning about the magics given to them from their God. They practice all different types of magics and their city shows it, various levitating potted plants, chairs, and mailboxes are scattered throughout the cities. Twisted houses and turrets are along the cobble stone streets where people practice their own specialization of magic. Traveling down some dark alley ways, you may encounter some more frowned upon types of magic, but still okay in the eyes of Aether. Many people travel to the city to learn what the people there have to offer.
(People from Veneficus are magical in nature and like the virtue who resides here are patient. It has been said all great Mages come from this city. Whether true or not these citizens are innately magical. And because of this they gain a free spell per level of caster they are. This spell is given randomly to the player)
Zuò Mèng
Most of the followers of Fujian live on the lands that are located in the central northern area of the continent. They are also in control of a small island that is north just off of the coast.
Zuò Mèng is more of an open country than a large city, and it is also fairly peaceful due to the lack of people. Their society is mainly a monarchy, with an emperor always in charge. The current emperor is a ruthless man who goes by the name of Geming.
Most of Fujian's followers are unsatisfied with Geming's rule, they believe that they should have a more peaceful ruler so that they no longer have to worry about wars or anything else that has to do with fighting.
Although they regret the fact that they have such a reckless ruler, they won't do anything about it. They have never been as wealthy as they are now, the country is in its Golden Age with a ruler who is great but unkind.
Instead of taking any actions against their ruler, the people of Zuò Mèng prefer to spend their free time dreaming. When they dream, they feel that they are truly connected with the God of Dreams and it keeps them at peace. Kindness had recently left the city to help others in need. It is said he disagreed with the current ruler and will not return till a new one is declared.
The people of Zuò Mèng believe in destiny and believe death is not the end time will repeat itself forever. They believe they have lived there life 100 times already probably and they will continue to live it 100 more.
(Citizens of this city constantly meditate to enhance there mind. They have learned to enter the dream realm in odd ways. Once an event they are granted the ability to meditate for 30 minutes and then enter the Dream realm for an hour. The dream realm is sometimes very dangerous and if the target is hurt or killed in this realm they will receive the damage and or a death on the physical plane. However worse things have been known to happen.)
Neutral Cities
Fruma - is a fairly average sized city, located in the rocky area of the northwestern region. The rocky terrain makes it hard for anyone to farm.... anything. Instead, the people of Fruma rely on mining as their major money source. They are ruled by an evil king named Trekelius who believes that he should have everything that he wants and that his people have only been put on this earth in order to work as his slaves. He pays them little but there's little to nothing that they can do about it, so they just continue to suffer, in hopes that a good ruler will take the throne soon. Fruma has a history of conflict with the Empire to the north. Trekelius has been heard bragging that he had killed their King some years ago. Recently the city has had some issues with their mining operations in the caves the King has reported giant metal slabs separating areas in the caves he had not put there and has had some serious issues trying to blast it away. Supposedly the King fears what may be through the wall so has spent a great deal on hiring many professionals in all fields to both research and guard his mines.
(Citizens of Fruma learn there place the hard way. Because of this they learn to adapt with the land better and receive a 5 build bonus at character creation)
Alannis - is a large and bustling trade city, located in the southeastern corner of the world. They have burned the forests down in order to create easier trade routes and to make the city a richer place. The new trade routes enable fast exports of goods to just about anywhere in the world. Of course, this also upsets the Elemental wood master, Cernun, but the people are so excited about how well their trade is going that they don't worry about how he feels. A tribunal of the highest grossing tax paying merchant houses runs the country. Every five years a new Tribunal is declared and the best trade positions in town given to the new Tribunal. The country is very rich in this aspect because it keeps most merchants by the books and the town makes a lot of money from taxes and thus has the funds to do major constructions like burning a large portion of the forest in order to make better trade routes.
(Citizens of Alannis make there profit off of trade skills. As a child kids are taught in a trade skill. Because of this they start with one point in either Blacksmithing or Alchemy)
Akiva - is a well-protected city, situated in the western area of the desert. The devastating windstorms that are constantly occurring around this area of the desert protect the city from any possible enemies. They are ruled by a good king who tries his best to keep his people happy, but the windstorms that so conveniently protect the city also seem to be their greatest downfall because they are still unable to find a trade route that isn't dangerous. The king is struggling to keep his people happy during these times. They survive by food that is occasionally brought down by The Empire through a long sea route. If they find themselves in trouble they will send a small force to the grasslands in order to hunt. And bring back whatever they can. The Khabîth hunters Who follow the God of Honor originated from Akiva and are native to their deserts.
(Citizens of Akiva are experts in survival Because of this they gain plus two hit points and one Body stabilization per reset)
The origin of Sempesre
On the peninsula to the south lies the Castle called Sempesre The ruler is a wealthy man named Jonoleth The castle is heavily guarded by his constructs and he rules his people in a just way.
Jonoleth was once the head seat on the council of high priests (to the Goddess of Life) but his wife met a gruesome fate to some bandits near the desert. And Charity deemed her a loss and would not resurrect her Jonoleth was furious for the life he devoted to his Goddess and for her champion to not resurrect her he found it to be a personal attack. He called a meeting for the council of High Priests and declared himself sick of Charity being the only one able to resurrect he stated it was time they learned. The other High Priests however were not convinced they took it as an act against their Goddess and refused. Jonoleth declared it an order to the council and was then voted out and cast from the council. He then made it his life goal to create a new way to resurrect people. He was the creator of both Necromancy and Malediction and has had some luck in resurrecting people however it is very limited to how much the person remembers.
Charity or the Goddess of Life has not declared the castle unholy. However some of the High Priests have spread rumors that he acts directly against his Goddess. Many others just call it jealousy.
The Castle and its people are known to be generally nice and respectful to other nations however most citizens from other nations think twice about stopping in if it’s on their way due to the constructs his Castle keeps.
(Citizens of Sempesre are few and far between. For some reason people who live here have become immune certain effects and seem to be immune to Poison and disease)
The Empire of Galis Epihrus
An empire of military prowess was created due to constant internal struggle in Fruma, Galis Epihrus was founded just 10 years ago after immediate discord among its ruling class in Fruma; proclaiming himself King of Fruma, Trekelius thrust himself upon the throne by less than honorable means, and subsequently made ill use of his new-found Kinghood- long recognized as an asylum for Fruma’s refugees, the once auspicious City was now under the rule of a tyrannical man of blatantly unjust ideals. A resistance among zealots of Gyes soon formed, and made haste in attempts at forcibly absolving the King of his reign, and removing him from Fruma’s throne for the good of its people. This effort of liberation was soon countered, and consequently the spark of ethicality that had so surreptitiously begun beneath the King was thwarted and otherwise quelled to the point that the men of which the resistance consisted were forced to flee the clutches of their royal nemesis. They began to construct an empire of their own in the northern reaches of the kingdom; these lands promised a bountiful harvest to its villagers, as the lands were far more fertile. In accordance with the founders of this new paradise of sorts, and not their self-proclaimed ruler, the former citizens of Fruma began gradually emmigrating to the newer, purer state. When Trekelius caught wind of this incessant transgression, he sent platoons of soldiers to attack the state, unknowing of the constructional precipitance of the states’ leader: a man named Palius. Palius met Trekelius with a force of his own, and the two sides clashed in a battle that entailed heavy casualties for the new state, but a sufficient barricade of its settlement. This battle magnified itself into such hear-say that the surrounding farmers began to disband themselves from their independent settlements to join this new one, and to aid in the construction of its renowned Great Wall. The city’s booming economy, almost entirely fueled by mercenaries, began trading with neighboring nations such as Zuo Meng, and even to cities that required a more strenuous journey across the sea such as Akiva. The small state soon was named The Empire of Galis Epihrus. Proceeding the fall of Gyes, and the appearance of the seven sins, Galis Epihrus declared that their nation shall be the one to birth the next God of War. It had been rumored that even Palius had a place in the events caused by the appearance of these sins; it has been said that Palius made a claim, whether or not it is true is not known: he claimed that Sloth, one of the Seven Sins, existed within the nearby mountains, and that he had recently beheld it with his own eyes. It is said that he led a party of troops to meet the beast, but that only a wagon and the grotesque remains of some of the troops mentioned within the latter returned.
Such men of Galis Epihrus arm themselves strictly with a spear (normally requiring two-hands by any other aside from their men) and partnering it with a shield. The men form themselves into a structural bulwark by juxtaposing their shields in an effort of relentless fortitude. They are more advanced and systematically inclined than any other known state; it is said that commands are given to soldiers through the use of a whistle, and as to prevent the weakening of any limb of their platoons’ body, the men are required to grunt or otherwise confirm their understanding of the given order(s).
It is said when the commanders of two forces meet they exchange a gift whether it be knowledge in battle IE tactics made up by the troop, a finely crafted weapon or even news the Troop may of recently found out. This tradition was put into place to help the Empire grow and share knowledge.
(Citizens of the Empire are taught at an early age how to fight. They customarily fight with a tower shield and spear while in a large formation. Because of this they get a reduced cost on tower shield and can purchase it at half price furthermore they may use a two handed spear with one hand and may use a shield in the other hand)
Elemental origins
The elemental people do not have cities but are more like gypsies, moving camps around the world and living off of the earth. They gain a plus five build bonus at character creation.
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Then Each player will start out with 20 build and will be considered level one. Once they reach 30 build they will be level two. Caster levels are the same.
Everyone has 10 points they need to spend on an attribute. Attributes have to be 1-3
Each skill will have a build cost and is under one of the following attribute. Depending on your attribute rating there will be a multiplier. 1 is base cost, 2 has a 1.5 multiplier and 3 has a times 2 multiplier. All skills are either under an attribute of open skill. Open skills are base cost to all.
Attributes
Strength
Dexterity
Constitution
Mind
Spirit
Open skills
Small Shield- 4 build
One handed Blunt- 2 build
Two handed Blunt- 5 build
Bow/Crossbow- 6 build
Dagger/Cudgel- 1 build
One-Handed Edge- 3 build
Two-Handed Edge- 7 build
Polearm- 9build
Quarterstaff- 3 build
Faith- 1 build
Alchemy skill level- 10 build
Weapon/armor smith levels- 10 build
Spell purchase level one -1 build
Spell purchase level two -2build
Spell purchase level three -3 build
Strength skills
Large Shield- 6 build
Tower Shield- 8 build
Body development- . 5 build
Burst of strength- 5 build
Shatter- 6 build
Slay- 8 build
Maim- 8 build
Parry- 8 build
Dexterity Skills
Florentine/dagger- 3 build
Thrown Weapon- 4 build
Two weapons- 8 build
Back stab- 4 build
Disarm- 6 build
Sneak attack- 4 build
Dodge- .12 build
Waylay- 15 build
Constitution Skills
Body stabilization-4 build
Feign death- 10 build
Hit points- 2 build
Willpower- 3 build
Hand to hand combat- 4 build
Hand to hand combat 2- 6 build
Toxin shield- 6 Build
Mind Skills
Celestial magic- 2 build
Evaluate item- 6 build
Gaia Magic- 2 build
Toxicology- 4 build
Read magic- 5 build
Read/Write- 3 build
Sovereign Magic- 2 build
First aid- 5 build
Spirit Skills
Ritual Focus- 8 build
Ritual magic- 8 build
Seer dreaming- 10 build
Seer insight- 5 build
Seer reading- 5 build
Sense corruption- 15 build
Spirit Magic- 2 build
Magic shield- 6 build
Weapon Skills
One handed Blunt- The use of a One handed Blunt (size) 25” to 32” cannot thrust
Two handed Blunt- The use of a two handed Blunt weapon (size) 50” to 64” Cannot thrust
Bow/Crossbow- The use of Bow’s and crossbow’s
Dagger/Cudgel- The use of a dagger or Cudgel (size)18” to 24”
One-Handed Edge- The use of a One handed edged Weapon (Size) 25” to 36”
Two-Handed Edge- The use of Two handed edged Weapon (Size) 50” to 64”
Florentine/dagger-The ability to use a Small weapon along with a Mid sized weapon (IE) (Size) 25” to 36” with (Size) 18” 24”
Hand to hand combat- The use of Small sized Fists able to block and deliver attacks (Size)18” to 24”
Hand to hand combat 2- The use of large sized Fists able to block and deliver attacks (Size) 25” to 32”
Polearm- The use of a large Bladed Polearm (Size) 54” to 70”
Quarterstaff- The use of a Quarterstaff. One hand has to stay within 2 feet of the center. (Size) 50” to 58”
Small Shield- The use of a Small shield which cannot be more then 24” diameter
Large Shield- The use of a Large shield which cannot be more then 36” diameter
Tower Shield- The use of a Tower shield which cannot be more then 48” diameter
Thrown Weapon- The use of throwing weapons of any kind
Two weapons- The ability to use two mid sized weapons at once (Size) 25” to 36”
Combat Skills
Back stab- Allows the user to call +1 from behind (Requirements) 4 Purchases of Sneak attacks which are spent after purchase of Back Stab. Cost is increased by 1 Build per purchase.
Body development- Allows the user to call +1 with any weapon. (Requirements) 4 Purchases of Burst of strength which are spent after purchase of Body development. Cost is increased by 1 build per purchase.
Body stabilization-Allows a silent resist to Killing blow. User will remain unconscious for 5 minutes where he then wakes up at one hit point. The enemy does not know you resisted it however you do need to call it.
Burst of strength-Allows the user to strike for double his base damage next strike. The user must declare Burst of strength then must swing it as their next attack.
Celestial magic-Purchase one point of Celestial magic.
Disarm-Allows user to call Disarm on there next swing. User calls it instead of damage. If disarm misses or hit’s the target it is spent and does no damage.
Dodge- Allows player to dodge one attack from front or back by any weapon and or toxin/Thrown spell. Player cannot dodge any ingested toxins.
Evaluate item-Allows player to roughly evaluate an item to a certain extent. (Example Golden candle stick worth 2 gold 3 silver and it looks relatively new probably created in Fruma)
Faith-Gives the player 1 point in Faith. With each purchase the cost is increased by one build. Maximum purchase is Ten however Tenth point is acquired in game cannot be purchased.
Feign death- Allows a character to seem dead. If someone checks status of target they appear to be dead or unconscious whichever user chooses.
First aid- Allows user to determine state of a willing target. Also allows a character to heal an unconscious target to one hit point after one minute of tending. (First aid kit required)
Gaia Magic- Purchase one point of Gaia magic.
Hit points- Allows the purchase of one hit point.
Magic shield-allows the user to resist one Magical effect.
Maim-allows user to call Maim on there next swing. User calls it instead of damage. If Maim misses it is used up if it hit’s a torso it deals 10 damage.
Parry-allows user to resist one frontal weapon delivered attack.
Read magic- allows user to understand magic and allows user to read rituals and scrolls. (Pre req Read write)
Read/Write- Basic Reading and writing.
Ritual Focus- Allows Character advanced results in rituals (Pre req Ritual magic)
Ritual magic-Allows character to perform a ritual (Pre req Read Magic)
Seer dreaming-You occasionally dream either the future or past. You have no control over this ability.
Seer insight-You have an ability to see into an items future and get a brief past of it. Its also used to learn how to use a magic item.
Seer reading-The ability to use seer cards to sense the past or future. (there is a separate packet for this ability that will be given out with purchase.
Sense corruption-Allows user to sense corruption on a target. User either places hand on shoulder of target and states sense corruption or can use the skill instead of damage when dealing a weapon delivered attack. Target will either state Corrupted or normal. Sense corruption senses only those who knowingly follow a Sin.
Shatter- Allows user to call Shatter on there next swing. User calls it instead of damage. If Shatter misses or hit’s the target it is used up. (Pre Req Body development)
Slay- Before the attack a player must declare “Prepare to die.” and on their next swing the user calls plus ten base damage. The damage is increased by ten for each purchase of Body development.
Sneak attack-allows the user to call double the damage next swing to the enemy’s back. User calls Sneak attack and then their damage if the strike did not land on the back it does a base of one damage.
Sovereign Magic-purchase one point of Sovereign mana.
Spirit Magic- Purchase one point of Spirit mana.
Toxicology- Allows user to distinguish alchemy toxins and allows use of potions.
Toxin shield- Allows user the ability to resist one poison or toxin effect.
Willpower- Allows user the ability to resist one Dominate Charm Sleep or corruption effect.
Magic and elemental
Gaia Magic- Magic of the elements (Once purchased 10 blocks in Gaia magic you may get access to advances magic types)
Celestial Magic- The magic of the seers (Once purchased 10 blocks in celestial magic you may get access to advanced magic types)
Sovereign Magic- The magic of the God’s (Once purchased 10 blocks in Sovereign magic you may get access to advanced magic types)
Spirit Magic- Spiritual energies harnessed for battle (Once purchased 10 blocks in Spirit magic you may get access to advanced magic types)
Misc Skills
Alchemy skill level- Allows user the skills to learn any level one formula he/she finds. This skill may be purchased up to ten times. Each purchase the skill cost is increases by one build. Each purchase of the skill gives the user one formula at random of the highest level he/she can use. Potions and poisons require in game components to make. (prerequisites) {Read and write , Toxicology}
Weapon/armor smith levels- allows the user the skills to design and craft level one weapons or armor. This skill can be purchased up to ten times. Each purchase of this skill cost is increased by one build. Each purchase of the skill gives the Smith the ability to craft stronger items. Weapons and armor require in game components to make.
Spells
LVL 1 Sovereign Magic
Awaken -Heals an un conscience ally to one hit point by voice. (incant: Awaken)
Cure poison -Cures targets poison effect (Incant: Cure poison)
Stun -Stuns target for three seconds target cannot move unless struck target cannot use any in game abilities while stunned. (incant: Stun)
Poison -poisons target. Target is inflicted with poison effect and cannot move past a slow walk and must wait 3 seconds in between swings. Duration 30 min (Incant: Poison)
LVL 2 Sovereign Magic
Heal lesser wounds -Heals ally for 2 damage per 2 levels of caster. (Incant: Cure minor wounds #)
Cure disease -Cures targets disease effect (Incant: Cure disease)
Create Holy water - Holy water lasts for 1 event Holy water can either heal 1 lost hit point or if thrown at an undead <Packet form> it deals 10 damage. (Incant: I bless this water and make it Holy.)
LVL 3 Sovereign Magic
Holy Armor -Bless target chest piece for an event. Target armor gains +5 armor points and once armor is breached it will take 30 minutes of no combat and the armor will repair itself. Duration event (Incant: I bless this armor and make it Holy) Player may only have one blessed chestpiece on at a time.
Bless weapon -Bless targets weapon to call +1 damage and call Holy Duration one hour (Incant: I bless this weapon and make it Holy)
LVL 1 Celestial Magic
Magic armor -blesses the caster with a magic armor. Next weapon delivered hit taken is resisted by the magic armor. Duration event or until used. (Incant: Grant myself magic armor)
Shock -Target is shocked by a small bolt of electricity. (Incant : 2 lightning)
Celestial armor -enchants the caster with 4 points of non reset able armor (incant Grant myself celestial armor)
Shun -Shuns the target. Enemy cannot advance on caster closer then 10 feet. Duration 5 minutes. (Incant: shun)
LVL 2 Celestial Magic
Celestial Luck - Grants the caster a shield that will guard against waylay. Resist one waylay. Duration: event or until used (Incant: Grant myself celestial luck)
Disarm -causes the target to drop the specified weapon for three seconds. (Incant: Disarm <Specific weapon>)
Heal -Heals target ally 2 hit points. (Incant: 2 healing)
LVL 3 Celestial Magic
Silence -Causes the enemy to remain silent Target looses speech and the ability to cast. Duration 5 minutes (Incant: Silence)
Maim - Causes target to loose feeling in a limb. He cannot use the targeted limb. Duration 5 minutes (Incant Maim your <Target limb>)
LVL 1 Spirit Magic
Maim undead -causes target undead to loose feeling in a limb. He cannot use the targeted limb. Duration 5 minutes (Incant maim you <Target limb>)
Shun -Shuns the target. Enemy cannot advance on caster closer then 10 feet. Duration 5 minutes. (Incant: shun)
Spirit blade -Target weapon is blessed with magic ripped from the Spirit realm. Target weapon calls magic. Duration 5 minutes (Incant :Bless this weapon with the power of the spirit realm)
Magic armor -blesses the caster with a magic armor. Next weapon delivered hit taken is resisted by the magic armor. Duration event or until used. (Incant: Grant myself magic armor)
LVL 2 Spirit Magic
Magic blast -5 magic damage delivered by packet attack. (Incant: 5 magic)
Shun all undead -Shuns all undead they cannot come closer then 10 feet from the caster. Duration 5 minutes (Incant: Shun all undead)
Awaken -Heals an un conscience ally to one hit point by voice. (incant: Awaken)
LVL 3 Spirit Magic
Spirit armor -grants caster the ability to phase once. Phase resists any melee toxin or magic attack Duration till reset or used. (Incant: Grant myself spirit armor)
Spirit strike -Grants targets next swing to be double damage and swing for magic. Duration Event or till used. (Incant: Grant this weapon a spirit strike)
LVL 1 Gaia Magic
Elemental Root -You call upon a certain element <Caster picks hen purchase of spell> to root a target in place. Duration 5 minutes (Incant: <Element> Root)
Elemental Blast -You call upon a certain element <Caster picks hen purchase of spell> to hurls a bolt of elemental energy at the target dealing 3 damage + 1 per 3 levels of caster. (Incant: 3<Element>)
Elemental Stun -You call upon a certain element <Caster picks hen purchase of spell> to Stuns target Duration 3 seconds or until hit. Target cant use any in game abilities while stunned. Incant: <element> stun
Elemental Weapon -You call upon a certain element <Caster picks when they purchase the spell> to enhance your weapon with chosen element. Weapon calls <Elemental damage> Duration 5 minutes (Incant: <Element> weapon)
LVL 2 Gaia Magic
Elemental disarm -You call upon a certain element <Caster picks hen purchase of spell> to disarm the enemy of an item. (Incant: Disarm <Specific weapon>)
Elemental armor -You call upon a certain element <Caster picks hen purchase of spell> To protect your body. Grants caster +10 non re set able armor duration event or until used. (Incant: <Element> Armor)
Elemental Shun -You call upon a certain element <Caster picks hen purchase of spell> To keep enemies from you. Enemy cannot advance on caster closer then 10 feet. Duration 5 minutes. (Incant: <element> shun)
LVL 3 Gaia Magic
Elemental Blast 2 -You call upon a certain element <Caster picks hen purchase of spell> to hurls a bolt of elemental energy at the target dealing 10 damage + 1 per 3 levels of caster. (Incant: 10<Element>)
Elemental weapon 2 -You call upon a certain element <Caster picks when they purchase the spell> to enhance your weapon with chosen element. Weapon calls <Elemental damage> and +3 damage for next 4 swings Duration reset or until used. (Incant: Advanced <Element> weapon)
Alchemy
The alchemy system works like this.
Each potion or toxin you make will need a recipe. <Example> (2 part acid 1 part oil) you put these components together in game. Takes about 30 minutes for most potions/ Toxins (They can also be done in time blocks also) once finished you go to staff center and see what you’ve created. Depending on difficulty of the recipe, Level of alchemy you have, and your equipment you use to put them together. You could make better or more then you had hoped. It could also fail and you may make less. At any time you can experiment or try to make a stronger version of a current potion or toxin you have.
Alchemy launcher/Potion injector
Each alchemist starts off with a specialization in Alchemy and with that they get one of these items. Alchemy Launcher’s shoot toxins <Any toxin you put into it will allow you to shoot two for one> And Potion injectors allow you to inject potions for better effect. For every potion loaded it allows you to use two for one.
When making a potion or toxin
For every level of alchemy you posses you get a +1 to your rolls.
For every over dose you use you get a +1 to your rolls <Example> (Formula= 2 part acid 1 part oil. You use a 3 part acid and a 2 part oil. You get a +2 to your roll.)
The roll is done with a D20 anything over a 10 is successful anything less is considered less them what expected. Depending on the level of the alchemy substance you are making there will be a penalty.
Alchemy is thrown with normal packets.
Level one potions and Toxins
Stun Toxin <Stun effect>
Awaken potion <Awaken effect>
Minor Acid Toxin <2 acid damage>
Minor strength potion <+2 strength for 2 attacks>
Level two potions and toxins
Healing potion <1 healing>
Fire toxin <5 fire>
Vaccine potion <Cure poison>
Explosive toxin <Shatter effect>
Level three potions and Toxins
Mind potion <Refresh 2 mana>
Explosive fire toxin <5 fire, Stun>
Enhanced Strength potion <+ 1 damage for 5 minutes>
Explosive Acid toxin <Maim effect>
Weapon/armor smith
For every level of Weapon/armor smith you posses you get a +1 to your rolls.
For every over dose you use you get a +1 to your rolls <Example> (Pattern= 2 part iron 1 part reinforced wood. You use a 3 part iron and a 2 part Reinforced wood. You get a +2 to your roll.)
The roll is done with a D20 anything over a 10 is successful anything less is considered less them what expected. Depending on the level of the Item you are making there will be a penalty.
Level 1 Weapon/armor smith patterns
Create basic armor <Can create up to 10 point armor metal, wood or leather>
Create sharpening stone <Sharpening stone has 2 uses of +1 damage next attack with weapon. Sharpening stones take 5 minutes to apply effect>
Create basic Weapon/Shield <Creates any basic weapon or shield>
Create armor patch <Allows you to use the patch instead of breaching your armor>
Level 2 Weapon/armor smith patterns
Create resistant armor <Resists one maim ever to whichever area the armor protects>
Create resistant weapon/shield <Resists one shatter ever>
Advanced sharpening stone <Sharpening stone has 2 uses of +2 damage next attack with weapon. Sharpening stones take 5 minutes to apply effect>
Create armor repair kit <Armor repair kit allows the user double effect of armor patch’s>
Level 3 Weapon/armor smith patterns
Create well balanced weapon <One parry ever>
Large sharpening stone <this is a sharpening stone anyone can use and has 20 charges of +1 damage next swing. Sharpening stones take 5 minutes to apply effect)
Flame resistant armor <Resists 1 fire based attack per event>
Acid resisting armor <Resist 1 acid based attack per event>
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Starting hit points
Hit points are determined by your class at the early levels .Character can buy up to three hit points per level of character.
Mediator - 5hp max armor 4
Oracle - 3hp max armor 3
Bard - 5hp max armor 5
Cleric - 4hp max armor 8
Rogue - 6hp max armor 2
Warrior- 10hp max armor 10
Alchemist - 4hp max armor 4
Mage - 2hp max armor 2
Elemental Classes -
Fire 5hp 5 max armor
Water 6hp 2 max armor
Wood 5 hp 4 max armor
Earth 10 max hp 0 max armor
Metal 8 max hp 8 max armor