Game Design and Project Resources: The Workshops Quarter > Norbayne

Norbayne Character Creation

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Phoenixguard09:
This thread contains most everything of what one might need to create a character to play a campaign in the world of Norbayne.

Let's get started.

Personal Details:
Name:
- An essential part of creating a character in any game, there's a fair bit of material covering the languages and naming conventions of the peoples and cultures of the world.
Age:
- There are five bands of age. Child, Youth, Prime, Ageing and Elderly.
Sex:
Height and weight:
- These only rarely have much of an effect, but sample ranges are provided for each Ancestry.
Eye, hair, skin/fur colour:
- Much the same as height and weight, this is pretty much only for aid in visualising your character. There is/will be artwork which will provide examples.
Birthsign:
- By default this does not mean much, if anything, however these can be used almost as a roleplaying guide for the character. It is intended to help new players grasp the idea of playing a character separate from themselves. Each birthsign comes with a sample 'personality' which can be used as a guide in acting as your character. This is not to say that in acting in opposition to your birthsign, you are acting out of character, but rather to provide a framework for a player to use if they are unsure of how their character may behave. It is entirely up to the individual player as to how they choose to interact with this option.


--- Quote from: Norbayne Horoscope ---Eagle: Those born under the sign of the Eagle tend to be born explorers, often going out of their way to take not only the path less travelled, but the more difficult and challenging path too. Because of their high focus on intellectual exploration, many inventors, eccentrics and highly original trailblazers are born under this sign. They can be objective in judgement, and tend to not let their emotions get in the way of the right decision. Outgoing and amiable, Eagles attract friends wherever they go and those whom Eagles befriend have their unswerving loyalty.

Boar: As a credit to those of the Boar and considering their many vulnerable characteristics, they are incredibly adaptable and resilient. As a trend, Boars tend to fantasize about situations and people and because they spend so much time in their own fantasy land, this can catch them unawares in other more worldly areas. Because of this inner world of fantasy, Boars seldom perceive whatever is going on around them in its true light. They see life instead as they want to see it, colouring their view of the world in hues and tones far removed from its true reflection. When at their worst, Boars often become depressed, obsessive and confused and usually feel a need to dream.

Ram: Although they are independent, outgoing and assertive, those born under the sign of the Ram are also surprisingly trusting, often innocently walking into the danger knowing the consequences. They are impulsive and usually act first and ask questions or have doubts later. Rams also love challenges and if everything is running smoothly, they are quite capable of going out and disturbing the balance just for the excitement.

Bull: Underneath their cool, calm and collected exterior, Bulls are usually a maelstrom of pent up energy. They will let others get close, but only so close as they want them. It is for this reason that Bulls are sometimes regarded as withdrawn or even boring. Bulls hate to be put in jeopardy of any kind and this usually leads to Bulls going out making the future happen as they want it, rather than leaving it to fate.

Crow: Those born under the sign of the Crow often have a gift for talking, are talented writers or have a special interest in foreign languages. They are quite gregarious and often feel lonely very easily. The Crow personality can appear mysterious or detached to others and therefore they are often misunderstood and unappreciated for the talents they offer to the world at large.

Stallion: Those born under the sign of the Stallion appear to change and deviate from their usual behaviour with the phases of the moon. Life doesn't stand still for this sign, even if they remain in one place. Most Stallions feel one way one minute, then sometimes totally different the next and often have a need to travel and see new things.

Lion: Those born under the sign of the Lion tend to allow pride to dominate them. Flattery and the good opinions of others seems to be what Lions strive for the most. They are charismatic and positive-thinking and attract an abundance of friends and opportunities. At their worst they are vain, lazy and arrogant, however Lions also tend to be astoundingly loyal.

Hare: There is ingenuity around those born under the Hare, a kind-heartedness, which unfortunately is sometimes played upon by others for their advantage. Despite this, most Hares find cynicism a foreign concept.
Generally creative, Hares are also often delicate and shy, happy to allow others to take the glory but are fully capable of standing up when necessary.

Dragain: Dragains often tend to switch off from the world around them, almost hibernating to come to a decision. As such, many are almost incapable of coming to a decision without this contemplative stage, becoming easily flustered when forced to choose. However, when the proper decision making process is observed, a Dragain is stubborn and will do everything in their power to see it done.

Mhor: Even as children, those born under the sign of the Mhor are often found to be wise beyond their years. As such, most Mhors are winners, known for being tough and resilient. Their attitudes often get them into trouble however, as when they are negative about something or someone, or critical of themselves, they can tend to get in their own way.

Wolf: Trying to tie down these free-spirited individuals is often frustrating for those around them as Wolves are happiest on the move, exploring new cultures and ideas. Freedom loving, optimistic and honest, Wolves are notorious for their lack of tact however they do tend to work well in groups, both as leaders and members of the pack.

Stag: Those born under the sign of the Stag are often patient and persevering. They reach their goals because they know the longest journey commences with a single step and that the first step is always the most difficult. Stags usually rise to the occasion when faced with a deadline, even if something has come to a grinding halt, their ambition to reach the goal keeps them moving forwards. As such they tend to be both hard workers and loyal companions.

--- End quote ---

Game Details:
Ancestry:
- There are 14 playable Ancestries in Norbayne, each with multiple backgrounds to choose from which will have an effect on your character, providing skills and resources. There are also variant peoples for most of the 14, which provide further customisation.
Primary Class and Level:
- There are 22 playable classes at this stage, most of which are in a reasonably playable state. (Finalised Talent, Combat Manoeuvre, Spell and Major Talent lists are still to be completed, but work is continuing apace)
Secondary Class and Level:
- A character's primary class must always be at least one level higher than their secondary class. Otherwise, the character is free to choose whichever class they like to increase in.

Age Modifiers:
- Child: -20 to Strength, Toughness to a minimum of 10,  and -10 to Speed. -4 Health, +5 to Dexterity and Perception. Take the Small size category and a bonus to Charm members of your Ancestry who would be predisposed to help a child. Reduce Strength and Toughness hard-caps by 40 until character is no longer considered a Child. The game is not exactly designed to facilitate playing as a child, however these modifiers are a suitable guide for GM's creating child NPC's, if stats are required.
- Youth: -10 to Strength, Toughness and Speed. -1 Health, +10 Dexterity, Agility and Perception. At GM's discretion, take the Small size category and a bonus to Charm members of your Ancestry who would be predisposed to help a child, depending on the character's age. Reduce Strength and Toughness hard-caps by 20 until character is no longer considered a Youth.
- Prime: +1 Health at character creation.
- Ageing: -5 to Strength, Toughness and Agility. +5 Willpower. Character gains 5 Advance Points which can be spent on Skills or Talents, but not Stats.
- Elderly: -15 to Strength, Toughness, Agility. -10 to Speed. -5 to Dexterity and Perception. -1 Initiative and Health. +10 to Willpower and Intelligence. Character gains 22 Advance Points which may be spent on Skills or Talents, but not Stats.   

Statistics:
- Strength: Represents physical strength. Has an effect on damage caused in combat. May be increased by 5 for 2 Advance Points every level. Strength is considered a Physical Stat. 

- Toughness: Represents the ability to take a hit and general resilience. May be increased by 5 for 2 Advance Points every level. Toughness is considered a Physical Stat.

- Dexterity: Represents hand-eye coordination and skill with hands. May be increased by 5 for 2 Advance Points every level. Dexterity is considered a Physical Stat.

- Agility: Represents the character's agility and general mobility and athleticism. Is used to dodge attacks. May be increased by 5 for 2 Advance Points every level. Agility is considered a Physical Stat.

- Health: An active tracker of the character's vitality. Health generally increases at a rate of 1 point every 2 Levels, however some Talents and Traits may affect this. Usually when a character's Health hits 0, the character is considered Incapacitated, but some exceptions exist. Also usually, when a character's Health hits -10, the character is considered permanently dead.

- Initiative: Represents the character's reaction times, sense of timing in general and ability to react to violence or other surprising events. May be increased by 1 point for 4 Advance Points every 5 Levels. 

- Willpower: Represents the character's mental fortitude, strength and stubbornness. Is used to deal with daemonic entities. May be increased by 5 points for 2 Advance Points every level. Willpower is considered a Mental Stat. 

- Charisma: Represents the character's force of personality and ability to influence people. Physical appearance is considered to be a part of this, but it is possible to be quite plain and still have high Charisma. May be increased by 5 points for 2 Advance Points every level. Charisma is considered the only Social Stat.

- Perception: Represents the character's ability to perceive things around them and use their senses to search for things. May be increased by 5 points for 2 Advance Points every level. Perception is considered a Mental Stat. .

- Speed: Represents the character's pace when travelling at top speed. Speed starts as a Ancestral Base, but may be increased by 5 yards every 5 Levels for 3 Advance Points each time.

- Intelligence: Represents the character's ability to retain knowledge and learn from their experiences. Intelligence affects how many Advance Points are earned at a level up, in addition to being keyed to a large number of skills. May be increased by 5 points for 2 Advance Points every level. Intelligence is considered a Mental Stat.

- Magic Level: An active tracker of the character's ability to harness magical energies. The higher the character's Magic Level, the more dice the character may use in casting a spell, and the higher level spells may be learned. May be increased by 1 point for 4 Advance Points every 2 Levels. A character's first point in Magic increases their maximum Soulfire by 2 and allows the character to learn at least one free Spell. Every further increase to Magic Level also increases the character's Soulfire by 1.

- Soulfire: An active tracker of the character's sustainable lifeforce which is used to fuel magical effects. There are several effects which will drain Soulfire before eating away Health, and so it is important that all characters have their Soulfire total noted. Characters' Soulfire starts at a Ancestral base, but may increase it by 1 point for 2 Advance Points every level. Increasing Magic Level also increases Soulfire by 1 point.

- Luck: A special system. Each character, unless subject to certain Traits, has a maximum of 6 Luck Points, which may be used to re-roll a Check of some kind. These points are replenished at a slow rate, but are regained by completing story arcs and such. Luck may also be tested against at times or to barter with the Games Master to 'break' the rules.

Skills, Traits, Talents and Major Talents:
- Skills: There are two types of skills, Common Skills and Class-Based Skills. Common Skills are available to any character, regardless of Class, and are present on the character sheet. Class-Based Skills must be written into the spare spots beneath, and are only available to certain classes.

All Skills require a single Advance Point to learn, and in subsequent Levels, the character may receive +10, +15 and +20 rank bonuses to them for the same price.

- Weapon Proficiencies: Every Class has access to a certain number of Weapon Proficiencies. Common weapons are denoted in the Equipment lists, and Proficiency in them is available to every character, regardless of Class. Martial, Specialist Ranged and other weapon families are also denoted in Equipment, and are available to certain Classes as noted below. A rank of Weapon Proficiency costs a single Advance Point to take, until the '*' level, which requires 2 Advance Points, and denoted Mastery in that weapon family. Achieving Mastery in that weapon family provides the character with the Mastery Talent, which provides all number of advantages, whether flat bonuses or unique Combat Manoeuvres.

- Traits: Traits are acquired at the start of the game, and again are split into two types, General Traits and Ancestral Traits. General Traits are available to any character for a price, usually 2 Advance Points at character creation. They usually provide some small bonus or a re-roll to a specific skill once per day. Every character rolls once on the General Trait chart to gain one for free, though a GM and player may work together to pick one Trait to fit a concept a player may have.

Ancestral Traits are available only to that Ancestry, and have a much wider variation in effects and price, from small spells or Talents through to resistances and extra Health. Most Ancestry have mandatory and Optional Ancestral Traits, which are free, and a character may take as many of these as they wish. 

- Talents: Talents are acquired at any level up, and usually cost 2 Advance Points to purchase. Talents provide bonuses or additions to Skills and are the main way a character is customised. Talents are almost always 2 Advance Points to purchase, whether they be a Skill Enhancement, Class Feature, Spell Enhancement or Combat Manoeuvre. 

- Class Rewards: Class Rewards are essentially more impressive Talents. They may be acquired every 5 levels of a single Class, at a rate of a single Class Reward per 5 levels. Unless otherwise specified, Class Rewards are otherwise free.

STILL TO COME:
Spells:
Equipment:

Phoenixguard09:
The Various Ancestries and Peoples of Norbayne and Other Lands
This list is, as yet, pretty much completed. I will be adding to this, and modifying it, for quite some time yet I imagine, but as of right now, we are pretty happy with the total of 12 14 playable Ancestries. 


--- Quote from: Midlander ---Midlander
Midlanders are a diverse people, and are found predominantly across Norbayne, although they are prone to travelling, and as such can be found in reasonably significant numbers on every major landmass. They came to Norbayne from distant lands to the east, not long before the fall of the Bovus Empire. They are quite hardy, and very adaptable, and quickly settled all through the Midlands of Norbayne, establishing small, independent kingdoms in the wake of the fall of the mighty empire of the Bosavir. From there, they spread across the known world, coexisting with the indigenous peoples of the southern realms of Unterguardt, forming realms on the northern coasts of Sothbayne and even reaching as far afield as Arlend in the far west.

In appearance, they can vary significantly, with a range of hair colours, from pale blondes, through russets and browns and black. Generally their skin colouration varies according to the climate the individual hails from, with those from the south tending towards darker skin tones and darker hair, and those from the north generally being paler, with brighter hair colours.

The northern realms of Norbayne are home to the Highlanders, though many can be found over the Northern Sea in settlements on the southern coast of Unterguardt. Their cold homes and constant border strife breeds a hardy and tough people. Highlanders are not generally known for their social graces, but their strength and prowess is well regarded. Like all Midlanders, they speak the Common tongue, but with a thick accent, and not a few borrowed words from both the Cainte and Indalt languages. They are generally pale skinned, with either dark or reddish hair.

The multitude of realms covering the plains which stretch from the Neck in the north, to the Dragain's Tail in the south, and from the eaves of the Gwyrai woods in the east all the way to the western coasts, is home to the Lowlanders. These realms, like most Midlander realms, are constantly striving against each other, producing a generally warlike people, with a fond regard and respect for new technologies and magics. The Lowlands are likely the birthplace of the Common tongue, which in itself is a pidgin of the two main languages of the old Bovus Empire, the Cainte of the Wardenfells, the Reord of the Merigund and a multitude of other lesser influences and loan-words. Their skin-tone is varied, and particularly in rural areas to the south, can be quite dark due to the warm sun and outdoor lifestyle.

Hailing from the warm lands to the south of the Dragain's Tail, the Southrons too, are a wide and varied people. Great travellers, Southrons can be found far afield, along the northern coast of Sothbayne and even in settlements throughout the Lemarian archipelago. Perhaps the most striking feature of the Southlands are the Brilliant Towers of Drell, an academy of sorts where people from all over the known world congregate to share and learn the secrets of magic. They too speak the Common tongue, but with more influences from the language of the Bruin and the many languages of the Roanfaille of the far south. Of all the varieties of Midlanders, Southrons tend to have darker skin and hair than others.

After the collapse of the Bovus Empire, many Midlanders travelled west over the ocean, finding the Westrand, and the continent known as Arlend. They settled in those places, and over the centuries have developed their own unique cultures and physical variations. Most Westerlings hail from one of the so-called Three Kingdoms of Arlend, Gyre, Murai and Taeran, though colonies are present all through the Westrand island chain to the south. They speak the Common tongue, but with a thick, somewhat archaic accent. Westerlings tend to be pale of skin and light haired.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 45 years old.
- Ageing: From 45 to 65 years old.
- Elderly: From 65 to 70+ years old.

Height Range: 5' 4" - 6' 2"
Weight Range: 120 lbs - 220 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Midlander Statistics (click to show/hide)Strength: D10+20 (70*)
Toughness: D10+20 (70*)
Dexterity: D10+20 (70*)
Agility: D10+20 (70*)
Health: D5+9
Base Initiative: 4
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+25
Perception: D10+20
Intelligence: D10+20

Traits
Spoiler: Highlander: (click to show/hide)Resilient: Mandatory
Highlanders are naturally quite hardy folk. The character gains +5 to Resist Disease and Poison Checks.

Swift Healing: Mandatory
Highlanders tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Gruff: Optional
The northern realms of Norbayne do not always breed the most eloquent or charming individuals, but they generally do know how to fight. The character takes a -5 penalty to Charisma, but gains two free ranks of proficiency in the Intimidation Skill. 

Cold of the North: -1 Advance Pt
The northern realms of Norbayne are constantly beset by chill winds, and snowfalls are a regular occurrence. This Highlander character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Northern Stonework: -1 Advance Pt
Highlander stonework is renowned for its quality. The character gains a rank of proficiency in Craft (Stonework) and any stonework created by the character is treated as one Tier higher quality than it normally would be. This character also gains +10 to Evaluation Checks when inspecting stonework or other crafted stone.

Hard Life: -2 Advance Pts
Highlanders are renowned for their toughness. The character gains +1 Health.

War Druid: -1 Advance Pt (Druid Only)
Highlander druids have a long history of going to war and utilising their talents on the battlefield. The character may use weapons from the Martial Weapon List and begins play with a free Martial Weapon Proficiency.

Northern War-Rager: -3 Advance Pts (Berserker Only)
There are countless stories of the fabled bear-skinned warriors of the north, and many of them are true. The character gains the Frenzy Trait and +5 Strength and Toughness.

Spoiler: Lowlander: (click to show/hide)Resilient: Mandatory
Lowlanders are naturally quite hardy folk. The character gains +5 to Resist Disease and Poison Checks.

Swift Healing: Mandatory
Lowlanders tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Quick Learner: -3 Advance Pts
Lowlanders can often pick up new ideas and concepts quickly. The character gains an additional Advance Point at every level up.

Grenadier: -2 Advance Pts (Warrior or Rogue Only)
The Lowlands of Norbayne are home to many warring kingdoms, the rulers of which pay a great deal for new, deadly technologies, and the soldiers of which are able to craft and use these items with fantastic efficiency. The character gains a rank of proficiency in Craft (Explosives) and gains the Grenade Weapon Proficiency.

Knightly Orders: -3 Advance Pts (Warrior, Duellist or Guardian Only)
On the plains and in the valleys of the Lowlands, heavy cavalry is the king of the battlefield. Orders of warrior kindreds are common throughout the Lowlands. Some, like the Templars of the Everlasting Light, are secular orders, the militant arm of a denomination of the Church. Others are simply the honour guard of the local lords, while others are simply a successful band of mercenaries with a code of honour and the gold required to fight as heavy horsemen. The character gains a single rank of proficiency in one of Common Knowledge (Nobility) or (Religion) and another rank in Common Knowledge (War), a rank of proficiency in the Ride Skill and any Close Combat Attacks made by the character cause +1 Damage when mounted. The character also begins play with a destrier horse, free of charge. The destrier is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the destrier granted by Knightly Orders may be considered as such instead.
Spoiler: Southron: (click to show/hide)Swift Healing: Mandatory
Southrons tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Heat of the South: Optional
Southrons are well used to the heat of their southern home. On a successful Toughness Check, the character may ignore the effects of Heatstroke.

City Life: - 1 Advance Pt
The cities of the South boast some of the densest populations in the world. Those who live there must learn to deal with crowds. The character treats crowds as open terrain rather than difficult and gains a rank of proficiency in Common Knowledge (Cities).

D'Artallion Bard: -2 Advance Pts (Bard Only)
The D'Artallion Bards are a semi-legendary organisation of minstrels and spies. The character gains a rank of proficiency in the Craft (Poison), Lockpicking and Pickpocket Skills and gains +10 to Charm and Disguise Skill Checks when dealing with nobility or a court situation.

The Brilliant Towers: -3 Advance Pts (Mage, Lorekeeper or Mesmer Only)
Many Southron Mages receive training at the Brilliant Towers of Drell, the pre-eminent arcane academy in the world. Some have dwelt in the towers since early childhood, or even infancy. The character receives +3 Soulfire, access to a single Arcane Magic Sphere of their choice, normally available to their Class and a free Spell from the Arcane Magic (Petty) Sphere. In addition to this, all Spells the character learns from their free Arcane Magic Sphere granted by this Trait have their Casting Value decreased by 1.

Spoiler: Westerling: (click to show/hide)Resilient: Mandatory
Westerlings are naturally quite hardy folk. The character gains +5 to Resist Disease and Poison Checks.

Swift Healing: Mandatory
Westerlings tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Woodland Upbringing: -1 Advance Pt
Westerlings are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

Life on the Rivers and Waves: -1 Advance Pt
Westerlings learn to fish and navigate on the water from an early age. As such, Westerlings are both proficient rowers and swimmers. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills and receives +5 to Survival Checks when on the water.

Taerani Hunters: -2 Advance Pts (Ranger, Rogue or Warrior Only)
The Taerani woods are constantly patrolled by highly skilled archers and huntsmen. Legend says they can speak to birds and beasts alike. The character gains the Beast Tongue and Eagle's Cry Talents.

--- End quote ---


--- Quote from: Northmann ---Northmann
If the inhabitants of Norbayne to the south are like wolves, those of the continent over the northern ocean, the lands of Unterguardt, can be likened to bears. Taller and broader on average than their erstwhile kin, the Northmenn are as harsh as the lands they call home. The north breeds strong people, and those who are in some way weak, usually die. They are a people not common outside of the lands of Unterguardt, generally preferring the colder climates of the north.

The Northmenn of Unterguardt are regarded as strong fighters, renowned for their uncompromising attitude and their exceptional size. They are tall, almost always making over six feet in height and are broad too at full-growth. Their lands often see little of the sun and so their skin is pale and their hair usually fair in colour and regularly shaggy and unkempt, often developing into a mane of sorts. The males often sport significant body and facial hair, and both sexes display long and thick eye-brows, slightly pointed ears and rather prominent eye-teeth. Most speak a dialect of the Indalt language, and there is little enough variation between dialects that a Hillmann from the far north-east could communicate with an Urskinn from the port-city of Kabysholm on the south-west coast with only a little difficulty.

The many and varied lands to the south of the Blackspine Mountains of Unterguardt are dotted with settlements, established by the Urskinn. Kingdoms regularly rise and fall, as petty kings and thegns emerge and their lands are then picked apart by their rivals. The Northmenn are warlike by nature, their homeland harsh and filled with potential enemies. Infighting amongst Urskinn kingdoms is common, as is conflict with the Hillmenn tribes of the wilds and the many Dwergar kingdoms of the mountains. It is not entirely uncommon to see Urskinn travelling the world, but it is true that they have a preference for colder climes. The Urskinn do not differ significantly in appearance from the Hillmenn, although there is a tendency to not be quite as rough and ready in appearance.

On the edges of settled civilisation in the north, one can find the various tribes of the Hillmenn. Of the same stock as the Urskinn, the Hillmenn are a wild people. Their culture is savage by comparison, and in fact, some parallels can be drawn between their practices and those of the Danann of the Wardenfells. Often found in the hills around the Blackspine Mountains, Hillmenn are not a particularly common sight away from home in the lands to the south.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 16 years old.
- Prime: From 16 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 70+ years old.

Height Range: 6' 2" - 7' 0"
Weight Range: 180 lbs - 280 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Northmann Statistics (click to show/hide)Strength: D10+30 (75*)
Toughness: D10+25 (75*)
Dexterity: D10+20 (70*)
Agility: D10+15 (70*)
Health: D5+11
Base Initiative: 4
Soulfire: D5+1
Willpower: D10+25
Charisma: D10+20
Perception: D10+15
Intelligence: D10+20

Traits
Spoiler: Hillmenn: (click to show/hide)Hard to Kill: Mandatory
Hillmenn are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
The wild places of Unterguardt are cold and unforgiving, as are the people who live there. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Woodland Upbringing: -1 Advance Pt
Hillmenn are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

War-Torn Land: -1 Advance Pt
The hills and valleys of Unterguardt are hotly contested by the various clans, tribes and petty kingdoms which lay claim to the region. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Frenzy: -2 Advance Pts
It is not unusual amongst the hill-clans of the north for some individuals to display signs of what is known as the Bad Blood. This Hillmann is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hardy: - 3 Advance Pts
The Hillmenn of Unterguardt are renowned for their toughness. The character gains +2 Health.
Spoiler: Khalirosian: (click to show/hide)Hard to Kill: Mandatory
Khalirosians are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
Even the civilised lands of Khaliros are beset by chill winds and heavy snowfall. Those who live there must be inured to the cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Hard Life: -2 Advance Pts
The Khalirosians are renowned for their toughness. The character gains +1 Health.

Frenzy: -2 Advance Pts
Even amongst the Khalirosians, evidence of the Bad Blood can sometimes be seen. This Khalirosian is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Power From Pain: -2 Advance Pts (Warlock Only)


Spoiler: Marshmenn: (click to show/hide)Hard to Kill: Mandatory
Marshmenn are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
The wild places of Khaliros are cold and unforgiving, as are the people who live there. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Marshland Upbringing: -1 Advance Pt
Marshmenn are brought up to be self-sufficient and know their swampy homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in marshy areas.

War-Torn Land: -1 Advance Pt
The marshes of southern Khaliros are hotly contested by the Marsh clans, the dwarven holds of the Jaglaw mountains and the overall sovereignty of Khaliros itself, the God King of which lays claim to the region. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Hard Life: -2 Advance Pts
The Marshmenn are renowned for their toughness. The character gains +1 Health.

Spoiler: Urskinn: (click to show/hide)Hard to Kill: Mandatory
Urskinn are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
Even the civilised lands of Unterguardt are beset by chill winds and heavy snowfall. Those who live there must be inured to the cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Unterguardt Woodwork: -1 Advance Pt
Urskinn woodwork is renowned for its quality. The character gains a rank of proficiency in Craft (Woodwork) and any woodwork created by the character is treated as one Tier higher quality than it normally would be. This character also gains +10 to Evaluation Checks when inspecting woodwork or other crafted wood.

Urskinn Brewing: -1 Advance Pt
Urskinn brews are potent indeed. The character gains a rank of proficiency in Craft (Alcohol) and any alcohol created by the character is treated as one Tier higher quality than it normally would be. The character starts play with the recipes for Unterguardt Vodka and one other type of alcohol.

Hard Life: -2 Advance Pts
The Urskinn are renowned for their toughness. The character gains +1 Health.

Frenzy: -2 Advance Pts
Even amongst the Urskinn, evidence of the Bad Blood can sometimes be seen. This Urskinn is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

--- End quote ---


--- Quote from: Fyrst-Dynion ---Fyrst-Dynion
Descendants of the Fyrst-Dynion, or First People, the Selkye of the Eastern Icebays, the Woodsmen of the Gwyrai and the Einreikr of Arlend, are the only living remnants of a wide-ranging coalition of peoples. Small in stature, but often possessed of a subtle magic, they are not to be taken lightly.

The Selkye, the people of the Icebays are excellent hunters, a way of life encouraged by their icy home. Their skills are often put to the test by the monstrous denizens of the cold plains such as the great ice bear and massive mammoths. The majority of Selkye settlements are fishing villages, supported by the catch of the brave ocean-hunters who go out on the dark seas in their tiny vessels so as to bring in hauls of fish.  Shorter and stockier than Midlanders, the Selkye are known for their artistic prowess, the quality of their leatherwork and their complicated language.  They wear their dark hair long and braided and the men often sport outrageous moustaches. While the Selkye are most often found in the north-east of Norbayne, plying their trades in the lands along the coast, they can be found as far abroad as Southreach, on the southern coast of Unterguardt, and all through the northern islands of Norbayne.

To the south, the Woodsmen of the Gwyrai Woods are quite similar to the Selkye of the Icebays due to their shared descent. Generally paler of complexion and perhaps not quite as heavily built, the Woodsmen are a generally slight people, with dark hair and often dark eyes. Since the time of the legendary Seann O'the Woods, a quasi-mythical figure in Woodsmen folklore, they have dwelt within sight of the eaves of the Gwyrai Woods, that extensive deep forest which lies in the shadow of the mighty Wardenfells. Such close proximity to those fabled mountains means a relationship with those who dwell there. In the case of the Leathe, this relationship is a positive one, and the forest villages are often joint, with the Woodsmen dwelling on the ground and the Leathe in the trees overhead. In the case of the Danann however, this relationship is somewhat sour, the Fell Clans given to falling upon Woodsmen villages in the dead of night to drag away for their dark rituals. Many Woodsmen villages exist in a state of near-constant watchfulness, alert to the possibility of the next raid and ready to defend their homes and loved ones with whatever means necessary.

To the west, upon the continent of Arlend, the Einreikr dwell upon the vast grasslands of the Akira. They are reasonably similar in stature and appearance to the other peoples of Fyrst-Dynion stock, with perhaps generally darker skin and a tendency to brighter hair colours. The Einreikr culture is largely nomadic and based around the herds of greater sarveinen, large, horned, deer-like creatures the Einreikr use as beasts of burden, food and sometimes, even as steeds. The Akira is not a safe place to live, and roving herds of the tainted Farasi thunder across the grasslands, spreading fear and misery wherever they roam. The Einreikr ride against them regularly, and for that matter, occasionally against the neighbouring Westerling kingdom of Murai.

Age Brackets:
- Child: Less than 11 years old.
- Youth: From 11 to 16 years old.
- Prime: From 16 to 35 years old.
- Aging: From 35 to 50 years old.
- Elderly: From 50 to 60+ years old.

Height Range: 5' 1" - 5' 11"
Weight Range: 100 lbs - 200 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Fyrst-Dynion Statistics (click to show/hide)Strength: D10+15 (65*)
Toughness: D10+20 (65*)
Dexterity: D10+25 (80*)
Agility: D10+20 (70*)
Health: D5+8
Base Initiative: 4
Soulfire: D5+3
Willpower: D10+20
Charisma: D10+25
Perception: D10+20
Intelligence: D10+20

Traits:
Spoiler: Selkye (click to show/hide)Cold of the North: -1 Advance Pt
The Icebays and islands off the coast are some of the most inhospitable places in the world. Those who live there must be inured to the cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage. 

Masterful Leatherwork: -1 Advance Pt
Selkye leatherwork is renowned for its quality. The character gains a rank of proficiency in Craft (Leatherwork) and any leatherwork created by the character is treated as one Tier higher quality than it normally would be. This character also gains +10 to Evaluation Checks when inspecting leatherwork or other crafted leather.

Light-Fingers: -1 Advance Pt
Selkye can be very adept at obtaining things others don’t want them to have. The character gains a rank of proficiency in the Pickpocket and Sleight of Hand Skills.

Stafbrigdi: -1 Advance Pt
The Selkye often decorate their villages with symbols and crafted talismans to denote certain events of a social, historical or religious significance. These talismans, the stafbrigdi, are regularly imbued with a small amount of spirit magic. The character gains a rank of proficiency in the Craft (Talismans) Skill, and can carry two Imbued Talismans instead of one.

Life on the Waves: -1 Advance Pts
Selkye learn to fish and navigate on the water in their small boats from an early age. As such, Selkye are both proficient rowers and swimmers. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills and receives +5 to Survival Checks when on the water.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

Spoiler: Woodsman: (click to show/hide)Woodland Upbringing: -1 Advance Pt
Woodsmen are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

Hunters' Weapons: -1 Advance Pt
From an early age, Woodsmen are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Winged Friend: -2 Advance Pts
Tales tell of how the people of the Gwyrai Woods are able to talk to the birds of their forest home. Some of the tales are even true. The character gains a rank of proficiency in the Animal Care Skill, the Eagle's Cry Talent and starts with a small bird, free of charge. The bird is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the Winged Friend may be considered as such instead.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

Spoiler: Einreikr (click to show/hide)Inured to the Unseelie: Mandatory
The Einreikr live on the Akira, vast grasslands full of unusual entities of spirit-kind. Many of these spirits are exceptionally dangerous, and the Einreikr are well versed in protecting themselves against them. Any Spirit Magic (Unseelie) Spells which have an extended duration and affect the character have their duration reduced by 1 Combat Round.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

Nomadic Lifestyle: -3 Advance Pts
The Einreikr clans live on the move, and as such many are proficient riders. The character gains a rank of proficiency in the Riding and Survival Skills and starts with a riding sarveinen, free of charge.  This sarveinen is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the sarveinen may be considered as such instead.
Spoiler: Valefolk: (click to show/hide)Woodland Upbringing: -1 Advance Pt
Woodsmen are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

Hunters' Weapons: -1 Advance Pt
From an early age, Woodsmen are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Winged Friend: -2 Advance Pts
Tales tell of how the people of the Gwyrai Woods are able to talk to the birds of their forest home. Some of the tales are even true. The character gains a rank of proficiency in the Animal Care Skill, the Eagle's Cry Talent and starts with a small bird, free of charge. The bird is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the Winged Friend may be considered as such instead.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

--- End quote ---


--- Quote from: Roanfaille ---Roanfaille
Somewhat similar in appearance to the Midlanders of Norbayne, the Roanfaille were originally native to the southern-most lands of Sothbayne, beyond the vast, inhospitable expanse of the Nizina Kosci, the Plain of Bones, beyond even the Wispaniyali, that massive mountain range which now forms the southern border of the known world. Driven north by some great threat, the Roanfaille eventually settled north of the Plains, on the coasts and on the wide grasslands and steppes. Those closest to the coast developed permanent cities of wood and stone, and while the Roanfaille themselves are nowhere near as abundant as the Midlanders of Norbayne, some of their cities and towns can rival those over the ocean to the north.

They generally possess dark skin, ranging from light brown in hue to nearly black, often with a reddish tone, or sometimes even an almost metallic copper colour. Their hair is usually dark, though it is not uncommon, particularly in coastal communities, for hair to be dyed in all manner of brilliant and exotic colours, and is often worn long by both sexes, with trimmed beards in abundance amongst the men.  Roanfaille culture places great significance in tattoos, with each family or clan having its own symbol which is worn by every member of such. These designs are often intricate and colourful. Tattoos are not the only thing in abundance amongst Roanfaille communities, as each clan tends to have its own language, or at the very least, unique dialect. The Jezyk and Wyraz languages serve as some kind of common tongue between the clans, and most, if not all, Roanfaile know how to speak at least one of them, in addition to their clan language.

The nomadic clans roam the steppes and grasslands. Generally darker of skin than their coastal cousins, the culture of the nomads is dominated by the herds of horses they drive and follow across the wide expanses of their home. Each nomad must be an accomplished rider, and many clans teach their children how to ride before they can even walk. Their lives are hard, competing as they must against other clans of Roanfaille, the often dangerous wildlife of their homeland and roving bands of Ilaena.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 60 years old.
- Ageing: From 60 to 85 years old.
- Elderly: From 85 to 100+ years old.

Height Range: 5' 7" - 6' 5"
Weight Range: 140 lbs - 240 lbs
Base Speed: 30 yards per Combat Round

Spoiler: Roanfaille Statistics (click to show/hide)Strength: D10+20 (70*)
Toughness: D10+20 (70*)
Dexterity: D10+25 (70*)
Agility: D10+25 (70*)
Health: D5+9
Base Initiative: 5
Soulfire: D5+2
Willpower: D10+15
Charisma: D10+15
Perception: D10+20
Intelligence: D10+20

Traits
Spoiler: Nomad Clan: (click to show/hide)Tunnel Vision: Mandatory
Roanfaille often find themselves fixated upon a single object of their focus. While this focus can be beneficial, it can also cause them to miss things they really should. The character is considered to have Expertise in the Search and Evaluation Skills, however suffers a -10 penalty to passive Perception Checks.

Heat of the South: Optional
Roanfaille are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Horsemen: -1 Advance Pts
Many Roanfaille clans live a nomadic life on the Sothbayne plains, following their herds. As such, most have a working knowledge of caring for and training animals. The character gains +10 to Animal Care Checks and +5 to Animal Training Checks if training a horse.

Hard Life: - 2 Advance Pts
Nomadic Roanfaille are renowned for their toughness. The character gains +1 Health.

Tainted Blood: -2 Advance Pts
The history of the Roanfaille is shrouded in mystery, but most stories suggest that it was not entirely wholesome. The character gains the Night-Eye ability, but loses -5 Charisma as their eyes gleam with a unnatural sheen. The character also gains a +10 to any Summoning Checks they make. This Roanfaille is also subject to Frenzy when wounded. They may make a Willpower Check with a -10 penalty in order to restrain this Frenzy. 

Nomadic Lifestyle: -3 Advance Pts
Nomad Roanfaille live on the move, and as such many are proficient riders. The character gains a rank of proficiency in the Riding and Survival Skills and starts with a palfrey horse, free of charge.  This palfrey is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the horse may be considered as such instead.

Bloodline of the Deliverer: -3 Advance Pts
Targowac Wyzwolicielem, the Deliverer, is a legendary figure in the history of the Roanfaille people. Having attempted to lead his disparate clans north, through the desolate Plain of Bones, Targowac was brought to the utmost end of his strength. It was then, with his people dying around him and his life slipping away, he made his deal with the Biesz. Filled with newfound strength, he led his people out of the Plain and into the northern lands of Sothbayne. Descendants of this legendary figure can still be found all through the clans of the Roanfaille. The character gains +5 to Strength, Toughness and Dexterity and +15 to Willpower. However, due to the malignant influence of the Biesz, the character's maximum Luck is reduced by -1.

Spoiler: Coastal Clan: (click to show/hide)Tunnel Vision: Mandatory
Roanfaille often find themselves fixated upon a single object of their focus. While this focus can be beneficial, it can also cause them to miss things they really should. The character is considered to have Expertise in the Search and Evaluation Skills, however suffers a -10 penalty to passive Perception Checks.

Heat of the South: Optional
Roanfaille are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Warriors of the South: -1 Advance Pt
Legends of powerful warriors from the south are abundant across the world. Many of these tales are supposedly exaggeration and myth, but there is perhaps some truth to it, for there is no doubt that some of the finest swordsmen in the world have hailed from the lands of Sothbayne. The character gains a single Martial Weapon Proficiency and a rank in the Close Combat Skill. 

Fell Academy Training: -2 Advance Pts (Lorekeeper, Necromancer or Warlock Only)
Attitudes in the south are a little more liberal towards the arts of Black Magic than they are in other parts of the world and it is not unknown for small, but legitimate, schools to spring up amidst shady alleys in the towns and cities. The character gains a rank of proficiency in Academic Knowledge (Black Magic) and (Otherworld) and may choose to gain +1 Daemonic Power from every successful Summoning. However, one must be a little mad to engage in this kind of training and so the character starts play with 1 Insanity Point.

Tainted Blood: -2 Advance Pts
The history of the Roanfaille is shrouded in mystery, but most stories suggest that it was not entirely wholesome. The character gains the Night-Eye ability, but loses -5 Charisma as their eyes gleam with a unnatural sheen. The character also gains a +10 to any Summoning Checks they make. This Roanfaille is also subject to Frenzy when wounded. They may make a Willpower Check with a -10 penalty in order to restrain this Frenzy. 

Bloodline of the Deliverer: -3 Advance Pts
Targowac Wyzwolicielem, the Deliverer, is a legendary figure in the history of the Roanfaille people. Having attempted to lead his disparate clans north, through the desolate Plain of Bones, Targowac was brought to the utmost end of his strength. It was then, with his people dying around him and his life slipping away, he made his deal with the Biesz. Filled with newfound strength, he led his people out of the Plain and into the northern lands of Sothbayne. Descendants of this legendary figure can still be found all through the clans of the Roanfaille. The character gains +5 to Strength, Toughness and Dexterity and +15 to Willpower. However, due to the malignant influence of the Biesz, the character's maximum Luck is reduced by -1.

Wardens: -3 Advance Pts (Alchemist Only)
The Roanfaille Wardens are an organisation of professional monster slayers. Known as the Wiedzmin in the Jezyck tongue, the Wardens undergo invasive, barely understood surgical and arcane procedures to enable them to survive both the toxic substances they imbibe and the deadly creatures they hunt. The character gains +5 to Strength, Toughness, Dexterity and Agility, the ability to use weapons from the Martial Weapon List and wear Medium Armour and also receives +5 to Resist Disease and Poison Checks, but takes -20 to Charisma. The character also gains a rank of proficiency in the Common Knowledge (Wilderness) and Close Combat Skills and gains access to the Warden Combat Manoeuvre List.
--- End quote ---


--- Quote from: Danann ---Danann
Hailing from the Wardenfells, the majestic mountain range stretching down the eastern coast of Norbayne, the Danann are a people of which not much is known for certain. That they are usually tall, lithe and predatory cannot be refuted, as is the reputation they have amongst the various peoples who dwell in the shadow of the great mountains. The Fell Clans are the worst of these, living in amidst the dark mountain woods, hunting in their territory around their primitive forest villages. Any unlucky enough to fall into their hands are sacrificed to their gods, their blood shed to sate the hunger of Those Who Slumber Beneath.

Many individuals however, are exiled from the mountains, forced to make their way into the Gwyrai Woods beyond the foothills, and from there, perhaps, even further abroad. These exiles are often branded as such, and are usually not permitted back amidst the mountains under pain of death. It is these exiles which are usually seen and interacted with by the other peoples of the world, and it is through these exiles that most have any knowledge of what occurs in Fell Clan society.

The Danann wear their dark hair long, often twining talismans and feathers into the braids to give luck and protection when they hunt. Tall and slender, the Danann are deceptively strong and have keen intelligence and almost preternatural senses. They view the other peoples as their prey, and warfare is a great hunt, one to test the skills of the mightiest of huntsmen. What little is known of their society is mainly through the outcasts who are propelled to seek a life of adventure in other lands. The eastern realms tell of summer nights when the Danann tear through outlying hamlets, seizing terrified villagers to take back to their tall cities  to be brutally sacrificed. These are just tales of course...

Age Brackets:
- Child: Less than 14 years old.
- Youth: From 14 to 22 years old.
- Prime: From 22 to 120 years old.
- Ageing: From 120 to 200 years old.
- Elderly: From 200 to 250+ years old

Height Range: 5' 6" - 6' 4"
Weight Range: 100 lbs - 150 lbs
Base Speed: 35 yards per Combat Round

Spoiler: Danann Statistics (click to show/hide)Strength: D10+20 (60*)
Toughness: D10+15 (60*)
Dexterity: D10+30 (80*)
Agility: D10+30 (90*)
Health: D5+8
Base Initiative: 5
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+10
Perception: D10+35
Intelligence: D10+20

Traits
Spoiler: Exile Clans: (click to show/hide)Danann Senses: Mandatory
Danann senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fearsome Reputation: Mandatory
Danann are renowned for their strictly carnivorous diet. The character gains a rank of proficiency in Intimidation but also suffers a -20 to Charisma when dealing with Lowlanders, Woodsmen or Leathe characters in a social situation.

Exiled: Mandatory
Exiled Danann are not welcome in the Wardenfells under pain of death. The character suffers -30 to Charisma when dealing with Fell Clan Danann characters in a social situation. 

Predatory: Mandatory
Danann make excellent hunters. The character gains +10 To Hit fleeing targets and doubles their Agility bonus when chasing a fleeing target.

Hunters Weapons: -1 Advance Pt
From an early age, Danann are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Exile Branding: -2 Advance Pt
Exiled Danann are branded as such when they are forced out of the Wardenfells. Some clans inflict this branding upon their offspring too. The brands are quite often ragged affairs which look painful enough to discomfort anyone who sees them, and many are charged with magic too. The character gains a rank of proficiency in Intimidation against anyone who can see the brand. The character also gains +5 Willpower.

Away From The Formoraigh: -3 Advance Pts (Druid or Shaman Only)
The presence of the Formoraigh sleeping under the Wardenfells leaves all Danann somewhat hesitant to meddle with the affairs of spirits and daemons, lest the attention of the primordial beings be attracted. Away from the oppressive heights, attitudes are a little more relaxed and the Danann, naturally attuned to the denizens of both the Fey-Lands and the Otherworld, have been able to experiment with blending the disciplines required. The character gains the Summoning Skill, and may use any Daemonic Power garnered from a successful Summoning to power a Spirit Magic Spell. Note that this may have unforeseen negative effects.
Spoiler: Fell Clans: (click to show/hide)Danann Senses: Mandatory
Danann senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fearsome Reputation: Mandatory
Danann are renowned for their strictly carnivorous diet. The character gains a rank of proficiency in Intimidation but also suffers a -20 to Charisma when dealing with Lowlanders, Woodsmen or Leathe characters in a social situation.

Predatory: Mandatory
Danann make excellent hunters. The character gains +10 To Hit fleeing targets and doubles their Agility bonus when chasing a fleeing target.

Hunters Weapons: -1 Advance Pt
From an early age, Danann are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Ambush Predator: -1 Advance Pt
Danann like to stalk their prey, lying in wait until the opportune moment. The character gains a rank of proficiency in the Concealment and Move Silently Skills.

Blood Hunt: -1 Advance Pts
The smell of blood is intoxicating to the Danann, especially those of the Fell Clans. The character gains the Scenting Blood Talent from the Berserker's list.

Huntmaster: -1 Advance Pts
Many Danann clans keep packs of hounds, usually crainn to help them hunt. As such, most have a working knowledge of caring for and training animals. The character gains a rank of proficiency in the Animal Care Skill and applies +5 to Animal Training Checks if training a hound.

The Harrowing: -2 Advance Pts
Fell Clan Danann are thrown out of their homes at an early age in order to learn how to survive in the future. The character gains a rank of proficiency in the Common Knowledge (Wilderness), Climb and Survival Skills. The character also gains +20 to Survival Checks in woodland areas.


--- End quote ---


--- Quote from: Wrothdar ---Wrothdar
Tall, heavy-set and powerfully built, the Wrothdar are a people of strong and unyielding traditions. Originating in the high mountains of the Deighlas, in past aeons of the world, they spread to various other continents. It is thought that once, their culture was widespread across the known world, but now it has been relegated to a few remote pockets of civilisation, though many would contend that calling it such is overstating matters. This is a simplistic view to take however.

Dwelling in the caves of the high mountains, Wrothdar tribes can be found on all of the main continents of the known world, and rumours persist that colonies can even be found on the Dark Side of the Dividing Range of Varr, though these reports are unsubstantiated. Their numbers, particularly in their ancestral homeland of the northern Deighlas Mountains of Norbayne, never recovered after the fell spirit Maudh bound tainted sidhe to a great number of their folk, forming the Swallowed, a powerful army of twisted and ruined slaves to his will. Those who remain treat the spirits and those who treat with them with great caution and suspicion.

In the south however, the attitudes are vastly different, and are perhaps far closer to those of their original traditions.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 16 years old.
- Prime: From 16 to 35 years old.
- Ageing: From 35 to 55 years old.
- Elderly: From 55 to 65+ years old.

Height Range: 5' 11" - 6' 9"
Weight Range: 160 lbs - 260 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Wrothdar Statistics (click to show/hide)Strength: D10+25 (75*)
Toughness: D10+35 (75*)
Dexterity: D10+20 (70*)
Agility: D10+15 (70*)
Health: D5+11
Base Initiative: 4
Soulfire: D5+1
Willpower: D10+20
Charisma: D10+15
Perception: D10+20
Intelligence: D10+15

Traits
Spoiler: Northern Tribes: (click to show/hide)Hard to Kill: Mandatory
Wrothdar are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Slow and Steady: Optional
Wrothdar may not be the quickest people in the world, but they make light of heavy burdens. This Wrothdar's base speed is never modified by anything less than Extreme Encumbrance.

Spirit Malaise: Optional
Wrothdar, historically have had to contend with the worst the Sidhe have brought to the Material Plane. As such, to this day, many of their people carry an instinctual fear and even hatred. The character gains the Fear (Sidhe) and Hatred (Sidhe) Traits.

Cold of the North: -1 Advance Pt
The high mountains of the North are cold and unforgiving, as are the people who live there. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Thick-Skinned: -1 Advance Pt
The Wrothdar are known for their exceptionally thick hides. The character does not need to make a Shock Check upon taking Massive Damage, is immune to the Pain status effect and is considered to have Advantage when rolling to resist Intimidation (Torture) Checks.

Frenzy: -2 Advance Pts
Frenzied blood-ragers are common amongst the warlike and aggressive northern tribes of the Wrothdar, especially since the time of Maudh. This Wrothdar is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hardy: - 3 Advance Pts
The Wrothdar of the north are renowned for their toughness. The character gains +2 Health.
Spoiler: Southern Tribes: (click to show/hide)Hard to Kill: Mandatory
Wrothdar are very difficult to kill. The character's Death Threshold is -12 rather than -10.

The Old Ways: Mandatory
Maintaining the old traditions has kept the Wrothdar of the south strong. The character may re-roll failed Checks to resist the Bleed status effect.

Slow and Steady: Optional
Wrothdar may not be the quickest people in the world, but they make light of heavy burdens. This Wrothdar's base speed is never modified by anything less than Extreme Encumbrance.

Thick-Skinned: -1 Advance Pt
The Wrothdar are known for their exceptionally thick hides. The character does not need to make a Shock Check upon taking Massive Damage, is immune to the Pain status effect and is considered to have Advantage when rolling to resist Intimidation (Torture) Checks.

Hard Life: -2 Advance Pts
The Wrothdar of the south are renowned for their toughness. The character gains +1 Health.

Paint Witch: -3 Advance Pts (Witch only)
Respected figures in Wrothdar society, paint witches serve an important purpose amongst the tribes, acting as an intermediary to the spirits and a collection of the tribes most important stories, teachings and myths. The character gains a rank in the Perform (Oratory) and Craft (Paint Magic) Skills.

Spoiler: Varrish Tribes: (click to show/hide)Hard to Kill: Mandatory
Wrothdar are very difficult to kill. The character's Death Threshold is -12 rather than -10.

The Old Ways: Mandatory
Maintaining the old traditions has kept the Wrothdar of the Varrish Dividing Range strong. The character may re-roll failed Checks to resist the Bleed status effect.

Cold of the Mountains: Optional
Life in the high mountains is often hard, and one of long nights and bitter cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Slow and Steady: Optional
Wrothdar may not be the quickest people in the world, but they make light of heavy burdens. This Wrothdar's base speed is never modified by anything less than Extreme Encumbrance.

Thick-Skinned: -1 Advance Pt
The Wrothdar are known for their exceptionally thick hides. The character does not need to make a Shock Check upon taking Massive Damage, is immune to the Pain status effect and is considered to have Advantage when rolling to resist Intimidation (Torture) Checks.

Warrior Folk: -1 Advance Pt
Life in the ranges is hard, the people fractious and warlike, the fauna fierce and the mountains beset by all manner of foul abominations. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Hard Life: -2 Advance Pts
The Wrothdar of the Dividing Range are renowned for their toughness. The character gains +1 Health.

Song of Creation: -2 Advance Pts (Bard only)


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--- Quote from: Feartarbh ---Feartarbh
The Feartarbh are the remnants of the great Bovus Empire which once stretched across the breadth of Norbayne. When the Empire fell, the Bovus split into two groups: The huge, fearsome Krowavir and the smaller, more intelligent Feartarbh. Both species are tall and powerful compared to the other intelligent peoples of Norbayne, the Feartarbh commonly reaching a height of seven feet. Both the Feartarbh and the Krowavir are well known for their massive horns, in some specimens numbering up to four and reaching almost three feet in length in the largest of the Krowavir. Unlike their wild brethren, the Feartarbh are slowly assimilating into the cultures which have risen since the fall of their Empire.

Age Brackets:
- Child: Less than 13 years old.
- Youth: From 13 to 25 years old.
- Prime: From 25 to 80 years old.
- Ageing: From 80 to 120 years old.
- Elderly: From 120 to 150+ years old.

Height Range: 6' 6" - 8' 2"
Weight Range: 450 lbs - 900 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Feartarbh Statistics (click to show/hide)Strength: D10+45 (100*)
Toughness: D10+35 (80*)
Dexterity: D10+10 (40*)
Agility: D10+05 (40*)
Health: D5+13
Base Initiative: 3
Soulfire: D5
Willpower: D10+20
Charisma: D10+20
Perception: D10+15
Intelligence: D10+20

Traits
Spoiler: Feartarbh Enclaves: (click to show/hide)Historical Strife: Mandatory
The Feartarbh are the scattered descendants of the great Bovus Empire which once stretched across the breadth of Norbayne. Like many empires, the Bovus practiced slavery, and many of their former subjects have not forgotten the deprivation of rights their ancestors were subjected to. The character suffers a -20 penalty to Charisma when dealing with Woodsmen or Geardarr characters in a social situation, and a -10 penalty to Charisma when dealing with Midlanders of any variety.

Big Fingers: - Mandatory
The Feartarbh are perhaps not the finest at delicate tasks. As such, the intricacies of ranged weaponry is somewhat beyond them, as is the manipulation of fine magics. Feartarbh suffer a -20 penalty to non-Thrown Ranged Combat Attacks. The character also suffers a -2 penalty to cast any spells with a Gesture component.

Very Hard to Kill: Mandatory
Feartarbh are very difficult to kill. The character's Death Threshold is -15 rather than -10.

Horned: Optional
Feartarbh possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat and is considered to have +1 AV to the Head Hit Location.

Feartarbh Physiology: Optional
Feartarbh tend to be massively built, which is both a physical advantage, and a truly intimidating sight for those who would stand against them. The character is considered to be of the Large Size Category. The character also gains a rank of proficiency in the Intimidation Skill.

Insulating Pelt: Optional
Feartarbh bear a pelt of fur which protects them from excesses of the weather. Feartarbh characters may re-roll their Strength Reduction Check in the cold.

Life in the Enclaves: -1 Advance Pt
The old ways are kept alive in the Enclaves, and so the Feartarbh which live within are well versed in their own ancient history. The character gains two ranks of proficiency in the Common Knowledge (Bovus Empire) Skill and counts Lingua as a known Language.

Frenzy: -4 Advance Pts
This Feartarbh is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hardened by the Wilds: - 5 Advance Pts
Feartarbh are renowned for their toughness. The character gains +4 Health and +5 to Resist Disease and Poison Checks.
Spoiler: City Feartarbh: (click to show/hide)Historical Strife: Mandatory
The Feartarbh are the scattered descendants of the great Bovus Empire which once stretched across the breadth of Norbayne. Like many empires, the Bovus practiced slavery, and many of their former subjects have not forgotten the deprivation of rights their ancestors were subjected to. The character suffers a -20 penalty to Charisma when dealing with Woodsmen or Geardarr characters in a social situation, and a -10 penalty to Charisma when dealing with Midlanders of any variety.

Very Hard to Kill: Mandatory
Feartarbh are very difficult to kill. The character's Death Threshold is -15 rather than -10.

Big Fingers: - Mandatory
The Feartarbh are perhaps not the finest at delicate tasks. As such, the intricacies of ranged weaponry is somewhat beyond them, as is the manipulation of fine magics. Feartarbh suffer a -20 penalty to non-Thrown Ranged Combat Attacks. The character also suffers a -2 penalty to cast any spells with a Gesture component.

Feartarbh Physiology: Optional
Feartarbh tend to be massively built, which is both a physical advantage, and a truly intimidating sight for those who would stand against them. The character is considered to be of the Large Size Category. The character also gains a rank of proficiency in the Intimidation Skill.

Horned: Optional
Feartarbh possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat and is considered to have +1 AV to the Head Hit Location.

Insulating Pelt: Optional
Feartarbh bear a pelt of fur which protects them from excesses of the weather. Feartarbh characters may re-roll their Strength Reduction Check in the cold.

Adopted Society: -2 Advance Pts
This Feartarbh has grown up in one of the many societies which rose after the fall of the Bovus Empire. They know how best to behave as part of the new order of their world, and as such, are not treated with such hostility and distrust. The character gains +5 Charisma and the penalties inflicted by Historical Strife when dealing with Midlanders are negated.

Frenzy: -4 Advance Pts
This Feartarbh is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Very Hardy: - 4 Advance Pts
Feartarbh are renowned for their toughness. The character gains +3 Health.
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--- Quote from: Dunscarth ---Dunscarth
The Dunscarth of the Depths are quite unfairly maligned. Their ash-grey skin and ancestor worship marks them out as being slightly different from the norm. The majority of Dunscarth dwellings are situated underground and as such, fire plays an important part in the Greyfolk's culture, giving off both essential light and warmth in the cold, dark reaches of the Depths. All throughout the Dunscarth's subterranean realm, the dark chasms are alive to the sounds of metalwork in the great forges and Dunscarth craft is renowned as being some of the finest in existence. The Dunscarth have excellent night vision as befits an underground people, however their heritage is grounds for racial discrimination, with the Greyfolk known as Troglodytes in some areas. Their ashen complexion makes it exceedingly difficult for a Dunscarth to hide their identity so many fall into a life of crime, earning the scorn unfairly placed upon them by their birth.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 65+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 80 lbs - 180 lbs
Base Speed: 25 yards per Combat Round

Spoiler: Dunscarth Statistics (click to show/hide)Strength: D10+20 (70*)
Toughness: D10+20 (70*)
Dexterity: D10+25 (80*)
Agility: D10+20 (70*)
Health: D5+9
Base Initiative: 4
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+20
Perception: D10+25
Intelligence: D10+30

Traits:
Spoiler: Dunscarth (click to show/hide)Underground Living: Mandatory
Dunscarth are superbly adapted to an underground existence, but sudden bright lights can be very uncomfortable. Any Blind inflicted upon the character by light-based effects last an additional D10 Rounds. The character also gains the Night-Eye ability.

Troglodytes: Mandatory
Dunscarth are often discriminated against on the surface, for reasons which are not exactly readily apparent. The character suffers a -5 penalty to Charisma when dealing with Midlanders, Fyrst-Dynion and Dwarves of any variety.

Merigund Smiths: -1 Advance Pt
Dunscarth metalwork is renowned for its quality. The character gains a rank of proficiency in the Craft (Smithing) Skill. Metalwork created by the character is treated as one Tier higher quality than it is when Evaluated.

Obsessive: -1 Advance Pt
Dunscarth learn trades and crafts with ease and a thoroughness which leaves them with a level of mastery in their chosen field far greater than many could ever dream of. Pick a mundane Craft or Knowledge Skill you have ordinarily have access to and apply full proficiency to it. The character is also afflicted by the Obsession (Chosen Craft or Knowledge) Insanity.

Flametouched: -2 Advance Pts
Dunscarth deal with flames regularly. As such, the character is considered Resistant to Fire Damage.

Inventive Mind: -2 Advance Pts
The Dunscarth are usually at the cutting edge of technology and many of them are very creative. The character gains rank of proficiency in the Common Knowledge (Clockwork) and Craft (Clockwork) Skills.

Baeldry: -3 Advance Pts
Most Dunscarth possess an affinity for fire and many can conjure flames without the aid of flint or tinder. The character gains the Arcane Magic (Pyromancy) Sphere and the Burning Hands Spell from within that Sphere. They also gain access to the Arcane Secrets Talent, which will grant them a new Spell upon taking on a levelup. In addition to this, all Arcane Magic (Pyromancy) Spells the character learns have their Casting Value decreased by 1.


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--- Quote from: Dwarf ---Dwarf
A short, stocky and muscular people from the high northern mountains of Unterguardt, the Dwergar are well-known for their wondrous craftsmanship and their incredibly stubborn personalities in almost equal measure. Male Dwergar almost universally cultivate thick beards, the longer and healthier, the greater source of pride it is for the owner. The shaving of a Dwergar's beard is one of the gravest of insults, one which has led to great internecine strife in the past. Called Dwarves by many of the peoples of Norbayne, the Dwergar are not overly fond of the other folk of the world, preferring by far to delve further into their mountainous homes. Their love for political intrigue is legendary, as is their lust for gold but above all, their indomitable pride is their greatest blessing and curse rolled into one.

Dwelling predominantly in the Boltmoors and surrounding communities towards the south of Norbayne, the Geardarr, or Hill Dwarves are the descendants of the rebellious slaves who rose up against the Bovus Empire under the revolutionary leader, Thorus Stormhammer. Themselves descended from the long-lost destroyed fastness of Nyjarnverk in the Deighlas Mountains of the north, these slaves united behind their legendary leader, whom they proclaimed as the Raddare, the messianic figure of dwarven lore. In the current era, there is very little to set the Geardarr apart from their more northern brethren, however ideologically the two populations cannot co-exist.

Age Brackets:
- Child: Less than 15 years old.
- Youth: From 15 to 25 years old.
- Prime: From 25 to 85 years old.
- Ageing: From 85 to 150 years old.
- Elderly: From 150 to 200+ years old.

Height Range: 4' 5" - 5' 3"
Weight Range: 140 lbs - 240 lbs
Base Speed: 20 yards per Combat Round

Spoiler: Dwarf Statistics (click to show/hide)Strength: D10+25 (80*)
Toughness: D10+25 (80*)
Dexterity: D10+20 (80*)
Agility: D10+05 (50*)
Health: D5+11
Base Initiative: 2
Soulfire: D5+1
Willpower: D10+30
Charisma: D10+15
Perception: D10+15
Intelligence: D10+25

Traits:
Spoiler: Dwergar (click to show/hide)Stout-Hearted: Mandatory
Dwergar are known to be stubborn and fearless. The character may re-roll failed Fear Checks.

Stable: Mandatory
Thanks to their low centre of gravity, Dwergar are difficult to overbear. Dwergar may re-roll failed attempts to resist being knocked Prone.

Slow and Steady: Optional
Dwergar may not be the quickest people in the world, but they make light of heavy burdens. This Dwergar's base speed is never modified by anything less than Extreme Encumbrance.

Cold of the North: 1 Advance Pt
The northern mountains of Unterguardt are as cold and unforgiving as any other region in that snow-bound land. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Frenzy: -2 Advance Pts
It is not uncommon for the Dwergar to show signs of the Bad Blood. This character is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Anti-Magic: - 2 Advance Pts
Casters have always known how difficult it can be for magical effects to stick to Dwergar. It seems their physiology and mentality combine to make magic simply slip off them. This Dwergar may re-roll any failed Checks to resist spell effects and any effects which do apply to the Dwergar, whether positive or negative, last one Round less than they would normally.

Runic Knowledge: -2 Advance Pts
The art of rune-crafting is one developed by the mountain Dwarves, and so many are taught from a young age how to harness their power. The character may take a single rank of proficiency in the Craft (Runes) Skill and learn how to inscribe Runes. The character also gains the Common Knowledge (Runes) Skill.

Hardy: - 4 Advance Pts
Dwergar are renowned for their toughness. The character gains +2 Health.

Mountain Berserkr: -4 Advance Pts (Berserker Only)
Dwergar Berserkrs are incredibly feared by the enemies of their people. Savage and ferocious, they are fearless in battle and hard to stop. Once unleashed, it can take an entire army to stop them. The character must also take the Frenzy Ancestral Trait and can only wear Light Armour. The Berserker starts every combat with 3 Rage accumulated. Once the Berserker hits 7 Rage, when wounded the Berserker must make a Toughness Check. Every degree of success adds +1 to the character's pool of Temporary Health. 

Spoiler: Geardarr (click to show/hide)Stout-Hearted: Mandatory
The hill Dwarves are known to be stubborn and fearless. The character may re-roll failed Fear Checks.

Stable: Mandatory
Thanks to their low centre of gravity, Geardarr are difficult to overbear. The character may re-roll failed attempts to resist being knocked Prone.

Slow and Steady: Optional
Geardarr may not be the quickest people in the world, but they make light of heavy burdens. This character's base speed is never modified by anything less than Extreme Encumbrance.

Ancestral Grudge: Optional
The descendants of the slaves of the Bovus Empire, many Geardarr have never forgiven the Feartarbh for the indiscretions of their ancestors. The character gains the Hatred (Feartarbh & Krowavir) Trait.

Heretic: Optional
The Geardarr are raised to believe Thorus Stormhammer was the Raddare of dwarven legend and lore and their very existence is due to his deeds and eventual bloody sacrifice. As such, it is not uncommon for individuals to bear scripture proclaiming his divinity, some even going so far as to have it tattooed to their skin. To the Dwergar, this is an inconceivable heresy and they reject these claims, many of them with great fervour. The characters gains a free rank of proficiency in the Charm and Intimidation Skills. The character suffers a -15 penalty to Charisma when dealing with Dwergar characters in a social situation, however gains a +15 bonus to Charisma when dealing with Geardarr characters in a social situation.

Anti-Magic: - 2 Advance Pts
Casters have always known how difficult it can be for magical effects to stick to Geardarr. It seems their physiology and mentality combine to make magic simply slip off them. This Geardarr may re-roll any failed Checks to resist spell effects and any effects which do apply to the Geardarr, whether positive or negative, last one Round less than they would normally.

Hound Master: -3 Advance Pts
The hounds of the Geardarr are renowned for both their power and obedience. The character gains a rank of proficiency in Animal Care, +5 to Animal Training Checks if training a hound and starts with a moordog, free of charge.  This moordog is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the moordog may be considered as such instead.

Hardy: - 4 Advance Pts
Geardarr are renowned for their toughness. The character gains +2 Health.

Spoiler: Myrkrar (click to show/hide)Stable: Mandatory
Thanks to their low centre of gravity, Myrkrar are difficult to overbear. The character may re-roll failed attempts to resist being knocked Prone.

Underground Living: Mandatory
Myrkrar are superbly adapted to an underground existence, but sudden bright lights can be very uncomfortable. Any Blind inflicted upon the character by light-based effects last an additional D10 Rounds. The character also gains the Night-Eye ability.

Old Hatreds: Optional
The Myrkrar have a long history of being subjugated by the Dunscarth of the Merigund. While the Dunscarth have officially abolished slavery centuries ago, the hatreds still remain. The character gains the Hatred (Dunscarth) Trait.

Slow and Steady: Optional
Myrkrar may not be the quickest people in the world, but they make light of heavy burdens. This Myrkrar's base speed is never modified by anything less than Extreme Encumbrance.

Disbelief: - 1 Advance Pt
Something about their lifestyle, culture or even perhaps their physiology causes illusory magics to have a significantly lesser hold on some Myrkrar. This Myrkrar applies +20 to resist any Illusion effects applied to them. This close-mindedness makes them surly and unpleasant however, and so the character applies -5 to their Charisma Statistic.

Anti-Magic: - 2 Advance Pts
Casters have always known how difficult it can be for magical effects to stick to Myrkrar. It seems their physiology and mentality combine to make magic simply slip off them. This Myrkrar may re-roll any failed Checks to resist spell effects and any effects which do apply to the Myrkrar, whether positive or negative, last one Round less than they would normally.

Hardy: - 4 Advance Pts
Myrkrar are renowned for their toughness. The character gains +2 Health.
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--- Quote from: Jeleni ---Jeleni
The Jeleni are a slightly-built people, indigenous to the island chain to the west of Norbayne. They are covered in thin, bristly fur and stand upon cloven hooves. They bear horns on their heads, ranging from mere bony stubs to elaborate 'crowns'. Jeleni horns continue to grow all through the individual's life, and elders can have crowns so large they struggle to lift their heads. Their senses, particularly their hearing is keen, and their ears swivel to pinpoint sound. Their fingers are long and dexterous, and their hindquarters slim and powerful, making them very swift runners. They are naturally inquisitive and are great travellers and sailors, with colonies all along the western coast of Sothbayne and a thriving community in the Southland kingdom of Des-Carte in Norbayne.

Age Brackets:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: From 35 to 55 years old.
- Elderly: From 55 to 60+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 70 lbs - 170 lbs
Base Speed: 40 yards per Combat Round

Spoiler: Jeleni Statistics (click to show/hide)Stats:
Strength: D10+15 (55*)
Toughness: D10+15 (55*)
Dexterity: D10+25 (80*)
Agility: D10+30 (100*)
Health: D5+7
Base Initiative: 6
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+25
Perception: D10+35
Intelligence: D10+20

Traits:
Spoiler: Jeleni (click to show/hide)Jeleni Senses: Mandatory
Jeleni senses are particularly keen, especially their hearing, thanks to the design of their ears, which swivel to pinpoint sound. The character gains the Keen Senses (Hearing) ability and also gains a +10 bonus to all Perception (Hearing) Checks.

Fleet-Footed: Mandatory
Jeleni are very adept at escaping trouble. When fleeing, the character counts their Agility modifier as double.

Horned: Optional
Some Jeleni possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat and is considered to have +1 AV to the Head Hit Location.

Heat of the South: Optional
Jeleni are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Hunters Weapons: -1 Advance Pt
At home in their canoes and longboats, the Jeleni use spears and bows for both hunting and defence. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Life on the Rivers and Waves: -2 Advance Pts
Jeleni learn to fish and navigate on the water from an early age. As such, Jeleni are both proficient rowers and swimmers. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills, and receives +5 to Survival Checks when on the water.

Skittish: -3 Advance Pts
Jeleni are exceptionally quick to react. The Jeleni may re-roll any failed Initiative Check (note this does not include Generating Initiative) and gains the Sixth Sense General Trait.
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--- Quote from: Leathe ---Leathe
A small people, the diminutive Leathe of the southern bounds of the Wardenfells are known to be exceptional archers and intuitive hunters. Despite their small size, the Leathe fierce and canny fighters. If the great Northmenn of Unterguardt are as the great ice bear, the Leathe are to likened to the fox, cunning and swift. Marsupial and tree dwelling, the Leathe have a natural love of illusions, children often entertaining themselves from an early age with wisps of mist-like figures dancing about them. They have no great affection for the Danann, with whom they share their woodland home, but generally get on well with the other folk of the world, if just a little secretive about their homeland.

Age Brackets:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: From 35 to 45 years old.
- Elderly: From 45 to 50+ years old.

Height Range: 4' 5" - 5' 3"
Weight Range: 60 lbs - 160 lbs
Base Speed: 35 yards per Combat Round

Spoiler: Leathe Statistics (click to show/hide)Strength: D10+10 (50*)
Toughness: D10+10 (50*)
Dexterity: D10+30 (100*)
Agility: D10+40 (120*)
Health: D5+7
Base Initiative: 6
Soulfire: D5+3
Willpower: D10+20
Charisma: D10+25
Perception: D10+30
Intelligence: D10+20

Traits:
Spoiler: Forest Leathe (click to show/hide)Leathe Senses: Mandatory
Leathe senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fleet-Footed: Mandatory
Leathe are very adept at escaping trouble. When fleeing, the character counts their Agility modifier as double.

Leathe Physiology: Mandatory
All Leathe bear long, prehensile tails, which are often the pride and joy of the individual. The character is considered to have a third limb, which may be used in the same way as the character's hands. In combat, the tail may be used to wield any weapons with the Light quality. In addition to this, Leathe are marsupial and have a pouch. The character may use this pouch to store an item or items approximately up to the character's fist in size. Items carried in this way are considered to be concealed, and most non-Leathe are unaware of the pouch's presence. 

Tree-Dwellers: Optional
Forest Leathe are an arboreal people, dwelling in large tree-top villages. The character gains +10 to Climb Checks and take no penalties to their Speed when climbing.

Light-Fingers: -2 Advance Pts
Leathe can be very adept at obtaining things others don’t want them to have. The character gains a rank of proficiency in the Sleight of Hand, Pickpocket and Lockpicking Skills.

Wraithlights: -3 Advance Pts
Most Leathe are capable of harnessing a natural ability with Soulfire into a tangible form. The character gains the Arcane Magic (Illusion) Sphere and the Dancing Lights Spell from within that Sphere. They also gain access to the Arcane Secrets Talent, which will grant them a new Spell upon taking on a levelup. The character also gains the Common Knowledge (Illusions) Skill.

Spoiler: Mountain Leathe (click to show/hide)Leathe Senses: Mandatory
Leathe senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fleet-Footed: Mandatory
Leathe are very adept at escaping trouble. When fleeing, the character counts their Agility modifier as double.

Leathe Physiology: Mandatory
All Leathe bear long, prehensile tails, which are often the pride and joy of the individual. The character is considered to have an extra limb, which may be used in the same way as the character's hands. In combat, the tail may be used to carry items or wield any weapons with the Light quality. In addition to this, Leathe are marsupial and have a pouch. The character may use this pouch to store an item or items approximately up to the character's fist in size. Items carried in this way are considered to be concealed, and most non-Leathe are unaware of the pouch's presence.

Cold of the Mountains: Optional
Life in the high mountains is often hard, and one of long nights and bitter cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Light-Fingers: -2 Advance Pts
Leathe can be very adept at obtaining things others don’t want them to have. The character gains a rank of proficiency in the Sleight of Hand, Pickpocket and Lockpicking Skills.

Gliding Wings: -2 Advance Pts
Many mountain dwelling Leathe have skin flaps which stretch from wrist to the bottom of the ribcage, which they can unfurl when falling from a height. The character gains the Gliding Movement ability and does not suffer Falling Damage as long as they are able to use a Free Action to unfurl their wings.

Wraithlights: -3 Advance Pts
Most Leathe are capable of harnessing a natural ability with Soulfire into a tangible form. The character gains the Arcane Magic (Illusion) Sphere and the Dancing Lights Spell from within that Sphere. They also gain access to the Arcane Secrets Talent, which will grant them a new Spell upon taking on a levelup. The character also gains the Common Knowledge (Illusions) Skill.

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--- Quote from: Invarrian ---Invarrian
A tall, ocean-faring people, the Invarrians have made their living by pillaging the fishing villages off the northern coasts for centuries. The call of the sea is in the blood of every Invarrian pup, the waves beckoning them towards a life of adventure. They are the Sea Wolves, a name which indicates how the Invarrians approach conflict on both land and sea. Invarrians see war as a game, with gold and other spoils being the prize at the end of the raiding season. As such, even when being defeated, they remain cheerful. After all, it's only a game.

Age Brackets:
- Child: Less than 15 years old.
- Youth: From 15 to 22 years old.
- Prime: From 22 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 65+ years old.

Height Range: 5' 7" - 6' 5"
Weight Range: 160 lbs - 260 lbs
Base Speed: 30 yards per Combat Round

Spoiler: Invarrian Statistics (click to show/hide)Strength: D10+25 (80*)
Toughness: D10+25 (80*)
Dexterity: D10+20 (60*)
Agility: D10+20 (70*)
Health: D5+10
Base Initiative: 5
Soulfire: D5+1
Willpower: D10+20
Charisma: D10+20
Perception: D10+30
Intelligence: D10+20

Traits:
Spoiler: Invarrian (click to show/hide)Invarrian Senses: - Mandatory
Invarrian senses are incredibly keen, particularly their sense of smell. The character gains the Keen Senses (Scent) and (Hearing) abilities.

Poor Relations: - Mandatory
Invarrians are best known for their reaving up and down the coasts of the known world. The character suffers a -15 penalty to Charisma when dealing with Highlander, Lowlander, Selkye or Urskinn characters in a social situation, and a -10 penalty to Charisma when dealing with Southrons, Westerlings and Einreikr characters.

Follow The North Star: - Mandatory
Invarrians have an innate and inbuilt sense of direction. The Invarrian has a true sense of direction, and always knows which way is North, even when underground and unable to see the sky.

Everything's A Game: - Optional
Invarrians do not scare easily. The character gains a +10 bonus to Resist Intimidation Checks. The character may also re-roll a single failed Fear or Terror Check once per day.

Warrior Folk: -1 Advance Pt
Most Invarrians are well versed in the arts of combat. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Cold of the North: -1 Advance Pt
Varr is a cold, icy, rainy hell-hole, beset by bitter winds and constant blizzards. As such, the Invarrians, with their thick pelts, tend to be well used to these conditions. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Frenzy: -2 Advance Pts
This Invarrian is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hard Life: - 2 Advance Pts
Invarrians are renowned for their toughness. The character gains +1 Health.

Canine Grin: -2 Advance Pts
Invarrians have a bad reputation, particularly in the north, but something about their friendly dispositions and optimistic outlooks makes it hard to really dislike some of them. The character gains +10 Charisma and a rank of proficiency in the Charm Skill.

Reavers: -3 Advance Pts
Invarrians are renowned for being sailors and raiders without peer. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills, and receives +5 to Survival Checks when on the water and +10 to Survival (Navigation) Checks. The character may also re-roll any failed Fear Check.

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--- Quote from: Urchin ---Urchin
A diminutive people hailing from the deep woodlands, thought to have originated in Taeran of Arlend, Urchin can now be found on most continents of the known world. They are known almost as much for their unwavering optimism, love of good food and friendly dispositions as they are for the thick, sharp, bristle-like quills which sprout from their heads and backs. Brave and surprisingly strong, the Urchin of Norbayne can often be found in Leathe and Woodsmen communities in the Gwyrai Woods.

Age Brackets:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: From 35 to 45 years old.
- Elderly: From 45 to 50+ years old.

Height Range: 4' 7" - 5' 5"
Weight Range: 100 lbs - 200 lbs
Base Speed: 20 yards per Combat Round

Spoiler: Urchin Statistics (click to show/hide)Strength: D10+25 (75*)
Toughness: D10+25 (75*)
Dexterity: D10+15 (70*)
Agility: D10+15 (60*)
Health: D5+9
Base Initiative: 3
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+30
Perception: D10+25
Intelligence: D10+20

Traits:
Spoiler: Urchin (click to show/hide)Urchin Senses: Mandatory
Urchin senses are particularly keen, able to see with very little light underground, pick up traces of scents others would miss and hear faint sounds which may not be readily audible to their friends. The character gains the Keen Senses (Scent) and (Hearing) and Night-Eye abilities.

Stable: Mandatory
Thanks to their low centre of gravity, Urchin are difficult to overbear. Urchin may re-roll failed attempts to resist being knocked Prone.

Urchin Quills: Optional
All Urchin grow bristle-like spines from their heads and upper backs. In many cases, these spines are thick and sharp, and capable of protecting the Urchin and dissuading the unwary from launching an attack. Urchin so blessed are able to flare and fan these quills in such a way as to present a threat to anyone approaching from behind. The Urchin is considered to have +1 Armour Value to the Torso and Head Hit Locations against any physical damage which is targeting them from behind. In addition to this, on a successful Perception Check, the Urchin may cancel any bonuses an enemy may gain or grant from Flanking the Urchin. In addition to this, any unarmed attacks which target the Urchin deal Piercing Damage to the attacker equal to the Damage caused by the initial attack. May make a Backslam Unarmed Attack in a Grapple, causing D5 Piercing Damage, considered a Blast Attack.

Quill Blast: 2 Advance Points - Requires Urchin Quills
Some Urchin develop the ability to expel quills from their bodies as a reflex. Once per Full Rest, upon taking damage, as a Free Reaction, the Urchin may expel quills from their body. Any valid target within 5 yards of the Urchin takes D5 Piercing Damage. This is considered a Blast Attack.

Natural Healers: -2 Advance Pts
Urchin are known for their skill at finding and utilising fine ingredients in their food and remedies. They are consummate healers. As an aside, they also make a mean stew.  The Urchin gains a rank of proficiency in Craft (Remedies), Craft (Cooking) and Healing and has a +5 to Survival (Foraging) Checks.


--- End quote ---


--- Quote from: Bruin ---Bruin
A short, stocky, yet powerful people from the south, the Bruin are incredible craftsmen, carving their cities out into the roots of their southern mountainous homelands. Clad in shaggy pelts, the Bruin are fierce fighters when roused to anger, incredibly stubborn and will never yield that which they consider their own. Inveterate wanderers, the Bruin, while nocturnal in their own lands, are commonly seen abroad in the north at all times of day, their thick pelts insulating them from the cold of the Northlands as well as it does the chill of the southern nights.

Age Brackets:
- Child: Less than 14 years old.
- Youth: From 14 to 22 years old.
- Prime: From 22 to 60 years old.
- Ageing: From 60 to 80 years old.
- Elderly: From 80 to 90+ years old.

Height Range: 4' 4" - 5' 2"
Weight Range: 120 lbs - 220 lbs
Base Speed: 20 yards per Combat Round

Spoiler: Bruin Statistics (click to show/hide)Strength: D10+25 (80*)
Toughness: D10+25 (80*)
Dexterity: D10+20 (80*)
Agility: D10+15 (50*)
Health: D5+10
Base Initiative: 3
Soulfire: D5
Willpower: D10+25
Charisma: D10+20
Perception: D10+20
Intelligence: D10+25

Traits:
Spoiler: Bruin (click to show/hide)Bruin Senses: Mandatory
Bruin senses are particularly keen, able to see with very little light underground and hear faint sounds that others would miss. The character gains the Keen Senses (Hearing) and Night-Eye abilities.

Stable: Mandatory
Thanks to their low centre of gravity, Bruin are difficult to overbear. Bruin may re-roll failed attempts to resist being knocked Prone.

Desert Dwellers: Optional
Bruin bear a pelt of fur and are used to the worst of the heat of their desert home, which protects them from excesses of the weather. Bruin characters may re-roll their Strength Reduction Check in the cold and may avoid the effects of Heatstroke on a successful Willpower Check. 

Bruin Claws: Optional
All Bruin possess claws, and in some individuals, these hooked claws can make deadly weapons in close combat. The character gains the Unarmed Weapon Proficiency and any Unarmed attacks made by the character cause 3+SM Slashing Damage and inflict the Bleed condition. However, any non-Thrown Ranged Attacks are made with a -20 penalty to Hit.

Religious Fervour: Optional
The attitudes of the Bruin towards the proponents of the magic arts is well documented. The character gains the Hatred (Magic User) Trait and the Common Knowledge (Bruin Theocracy) Skill.

Bruin Masonry: -1 Advance Pt
Bruin stonework is renowned for its quality. The character may take a single rank of proficiency in the Craft (Stonework) Skill. Stonework created by the character is treated as one Tier higher quality than it is when Evaluated. This character also gains +10 to Evaluation Checks when inspecting stonework or other crafted stone.

Frenzy: -2 Advance Pts
This Bruin is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hard Life: - 2 Advance Pts
Bruin are renowned for their toughness. The character gains +1 Health.

Inquisitors of Grimguarda (Rogue only): - 3 Advance Pts
The Inquisitors are a highly feared secret police amongst the Bruin, constantly seeking out traces of magic, and ruthlessly hunting down dangerous casters in Bruin society. Most of their work is carried out in their underground halls, but it is not uncommon for an Inquisitor to make their way out into the wider world. The Bruin gains the Magic Sensitive Trait and the Witchsight and Wraithsight Skills.

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Phoenixguard09:

--- Quote from: Alchemist ---The Alchemist is primarily a support class in combat, able to provide potions and poisons which grant powerful abilities to the party, along with crafting concoctions which can control the battlefield at range. The Alchemist is not a caster class, but can function pretty similarly in battle. The Alchemist is restricted to only wearing light armour and wielding basic weapons. Outside combat the Alchemist is able to build up resources quite quickly due to possessing a few potentially lucrative trade-skills and can function quite well as the party face.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Intelligence
+3 Toughness or Dexterity
Light armour only.
Access to Common and Alchemist weapon lists.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Chemistry)
- Academic Knowledge (Herblore)
- Common Knowledge (Herblore)
- Common Knowledge (Poisons)
- Common Knowledge (Potions)
- Practical Divination (Tasseography)
- Craft (Alchemical Items)
- Craft (Explosives)
- Craft (Oils)
- Craft (Poisons)
- Craft (Potions)
- Craft (Remedies)
- Contacts (Merchants)

Class Mechanics
- Addiction: Upon drinking an Elixir for the second time in a single day, the Alchemist must make a Willpower Check to resist addiction. If the Check is passed, the Alchemist is unaffected for now, but if it is failed, the Alchemist must mark a failed Check against that Elixir. Upon five failed Checks, the Alchemist is afflicted by the Addiction (Specific Elixir) Malady.
- Alchemy: The Alchemist is not limited to merely creating Potions and Alchemical Items from the pre-written list. An Alchemist player may attempt to create Potions and Alchemical Items using Reagents as determined by cooperation with the Games Master.
- Elixirs: Elixirs are specifically marked Potions which the Alchemist may only make for themselves. When consumed by someone other than the Alchemist, the Elixir inflicts a Toxicity counter and the Nauseated condition.
- Foraging: If in a region conducive to the attempt, the Alchemist may make a Survival (Foraging) Check. Doing so will take at least an hour's uninterrupted time. Foraging is considered to be a Long-Term Basic Task and follows these rules. Refer to the Alchemical Reagent Foraging Charts for results.
- Toxicity: Each Potion or Elixir consumed by the Alchemist incurs a Toxicity counter. A Long Rest or equivalent will remove all Toxicity counters. Upon the Toxicity counters exceeding the Alchemist's Toughness Modifier, the Alchemist must make a Resist Poisons Check every minute, with a -10 for every Toxicity Counter beyond the Alchemist's Toughness Modifier. Failure incurs -1 Poison Damage.

Spoiler: Class Talents: (click to show/hide)Skill Enhancements
Trusted Face – The Alchemist gains +10 to Charm Checks.
Appraising Eye – The Alchemist gains +10 to Evaluation Checks.
Mind for Value - The Alchemist is considered to have Advantage when making Evaluation Checks. Requires Appraising Eye.
Fair Pay - The Alchemist gains +10 to Haggling Checks.
Hard Bargain – The Alchemist gains +10 to Haggling Checks.
Shopkeeper’s Worst Nightmare – The Alchemist is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Patch 'Em Up - The Alchemist gains +10 to Healing Checks.
Hands of the Healer – The Alchemist is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Keen Eyes – The Alchemist gains +10 to Search Checks.
Searching Gaze - The Alchemist is considered to have Advantage when making Search Checks. Requires Keen Eyes.
Forager – The Alchemist gains +10 to Survival Checks (Foraging) when searching for Craft Ingredients.
Needle In A Haystack - The Alchemist gains an additional +10 to Survival (Foraging) Checks when searching for Craft Ingredients. Requires Forager.
Whatever I Need - The Alchemist is considered to have Advantage when making Survival (Foraging) Checks. Requires Needle In A Haystack.
Confident Swimmer – The Alchemist gains +10 to Swimming Checks.
Traditional Medicine – The Alchemist gains +10 to Common Knowledge (Herblore) Checks.
Knows Their Poisons – The Alchemist gains +10 to Common Knowledge (Poisons) Checks.
Potion Theory – The Alchemist gains +10 to Common Knowledge (Potions) Checks.
Apothecary Training – The Alchemist is considered to have Advantage when making Common Knowledge (Herblore), (Poisons) and (Potions) Checks. Requires Traditional Medicine, Knows Their Poisons and Potion Theory.
Reading The Leaves - The Alchemist gains +5 to Practical Divination (Tasseography) Skill Checks.
Master Craftsman – The Alchemist gains +5 to all Craft Checks.
Master Alchemist – The Alchemist gains +10 to Craft (Alchemical Items) Checks.
Master Saboteur – The Alchemist gains +10 to Craft (Explosives) Checks.
Master Oil-maker – The Alchemist gains +10 to Craft (Oils) Checks.
Master Poisoner – The Alchemist gains +10 to Craft (Poisons) Checks.
Master Potioneer – The Alchemist gains +10 to Craft (Potions) Checks.
Master Healer - The Alchemist gains +10 to Craft (Remedies) Checks.
Sweat It Out – The Alchemist gains +10 to Resist Poison Checks.
Built Up Immunity - The Alchemist gains +10 to Resist Disease Checks.
Do You Know How Often I Poison Myself? - The Alchemist is considered to have Advantage when making Resist Disease and Resist Poison Checks. Requires Sweat It Out and Built Up Immunity.

Skill Expertise: Expertise Talents may only be taken once the Alchemist has taken the +20 bonus in the Skill the Talent refers to.
Expert Appraisal - The Alchemist is considered to have Expertise when making Evaluation Checks.
Expert Haggler - The Alchemist is considered to have Expertise when making Haggling Checks.
Expert Healer - The Alchemist is considered to have Expertise when making Healing Checks.
Expert Forager - The Alchemist is considered to have Expertise when making Survival (Foraging) Checks.
Expert Craftsman - The Alchemist is considered to have Expertise when making Craft Checks in a single mundane discipline available to the Alchemist, of the player's choice. The Alchemist may purchase this Talent again upon future Levels for other mundane disciplines.

Class Features
Killer's Alchemy - The Alchemist adds the number of their current Toxicity counters to their Strength Bonus when calculating Damage they cause in combat.
Stimulants - On the Alchemist's Turn, they may gain a Half Action for every four current Toxicity counters they have.
Alchemical Fury - Any Damage caused by Explosives Crafted by the Alchemist is increased by D5.
Alchemical Deconstruction - The Alchemist may extract up to D5 Alchemical Reagents from a concoction in their possession upon a successful Craft Check for the family of item in question. This will destroy the concoction.   
Bottomless Cup - When the Alchemist drinks an Elixir or Potion of their own making for the first time, they may roll a Luck Check. On a pass, they take a small enough swig that an adequate dose remains in the vial.
Just a Little More... - Upon a successful Survival (Foraging) Check to find more Reagents, the Alchemist may choose one Reagent they have found and increase the Foraged amount by a number equal to the Alchemist Level.
Demolition Charge - Any Structural Damage caused by Explosives Crafted by the Alchemist is increased by D10.
Toughen Up - The Alchemist gains +1 Health every level, instead of every second level.
Discovery - The Alchemist may purchase this Talent once per level to learn a new Alchemical Formulae.

Craft Enhancements
Prolonged Effect - Any Potions with an explicit Duration which are Crafted by the Alchemist, have their Duration of effect doubled.
Pinch O'This, Pinch O'That - The Alchemist may ignore the penalty when considered to be Field Crafting Potions and Poisons.
Amplified Effect - Any Poisons Crafted by the Alchemist inflict an additional -20 to Resist Poison Checks upon being consumed.

Potion Enhancements
Enhanced Bite the Lightning - The Alchemist's Bite the Lightning Potions grant the Drinker an additional Half Action each Combat Round for the duration of the Potion's effect.
Enhanced Brewed Storm - The Alchemist's Brewed Storm Potions now grant the Drinker +10 Strength for the duration of the Potion's effect.
Enhanced Flesh Knit - The Alchemist's Flesh Knit upon being consumed requires two Toughness Checks each Combat Round for the duration of the Potion's effect. Each successful Toughness Check regenerates 1 Health.
Enhanced Full Moon - The duration of the Alchemist's Full Moon Potions are doubled.
Enhanced Golden Glory - Drinking the Alchemist's Golden Glory Potions now provide a +40 to Resist Poison and Disease Checks for the duration of the Potion's effect.
Enhanced White Honey - Drinking the Alchemist's White Honey Potions now remove all of the Drinker's Toxicity counters upon a successful Toughness Check.
Enhanced Winter's Aura - Any targets within the Alchemist's Winter's Aura area of effect suffer a -10 to their Toughness Check to resist becoming Frozen. Any targets which become Frozen are considered to have been targeted by the Frostbite Spell from Arcane Magic (Hydromancy).
 

Spoiler: Class Rewards (click to show/hide)Utility Reward: Getting By
Teamwork Reward: Sharing is Caring
Branch 1 Reward: Mad Scientist
Branch 2 Reward: Flesh Crafter
Branch 3 Reward: Chirurgeon


--- End quote ---


--- Quote from: Artificer ---The Artificer is a support class through and through, although thanks to their inventions, can act as a battlefield controller, blaster or ranged striker. The Artificer's roles are restricted merely by the player's ingenuity, as the Invention Skill can be used to create all sorts of things, from grenades to potentially even suits of powered armour. (YMMV) The Artificer is not a caster class, although again, thanks to their Inventions, and also Runecrafting, it is possible for them to act like it. The Artificer is restricted to wearing light armour and may only wield basic weapons, although their Inventions do not count in this, and may of course be used. Outside combat the Artificer will usually have access to a fair few lucrative trade-skills, allowing for great resource acquisition.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Dexterity or Intelligence
+3 Intelligence or Strength
Light armour only.
Access to Common and Artificer weapon lists.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Chemistry)
- Academic Knowledge (Engineering)
- Common Knowledge (Structures)
- Common Knowledge (Technology)
- Craft (Carpentry)
- Craft (Explosives)
- Craft (Masonry)
- Craft (Runes)
- Craft (Smithing)
- Craft (Traps)
- Invention
- Contacts (Merchants)
- Contacts (Engineer)
- Contacts (Mercenary Company)

Class Mechanics:
- Invention: Once per level of Artificer, the character may attempt to draw up the blueprints for an Invention. Determine the difficulty of the venture with the Games Master, which will determine the necessary Invention successes to finalise the blueprints. Once these plans have been drawn up fully, the Artificer may then Craft the item in question using the necessary Craft skills.
- Runecraft: The Artificer may learn the imbue items with magic. Refer the the Item Quality Chart to determine how many Runes an item may hold. The Artificer may also Craft new Runes, as discussed with the Games Master.

Spoiler: Class Talents: (click to show/hide)Skill Enhancements
Skilled Driver – The Artificer gains +10 to Drive Checks.
Take The Wheel - The Artificer gains an additional +10 to Drive Checks. Requires Skilled Driver.
Appraising Eye – The Artificer gains +10 to Evaluation Checks.
Spot The Weakness - The Artificer gains an additional +10 to Evaluation Checks. Requires Appraising Eye
Mind for Value - The Artificer is considered to have Advantage when making Evaluation Checks. Requires Appraising Eye.
Fair Pay - The Artificer gains +10 to Haggling Checks.
Shopkeeper’s Worst Nightmare – The Artificer is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Smallboat Mastery – The Artificer gains +10 to Rowing Checks.
Three Sheets to the Wind – The Artificer gains +10 to Sailing Checks.
Keen Eye – The Artificer gains +10 to Search Checks.
Architect – The Artificer gains +10 to Common Knowledge (Structures) Checks.
Mind of Gears – The Artificer gains +10 to Common Knowledge (Technology) Checks.
Constructive Mind - The Artificer is considered to have Advantage when making Common Knowledge (Structures) and (Technology) Checks. Requires Architect and Mind of Gears.
Master Craftsman – The Artificer gains +5 to all Craft Checks.
Master Carpenter – The Artificer gains +10 to Craft (Carpentry) Checks.
Master Saboteur – The Artificer gains +10 to Craft (Explosives) Checks.
Master Mason – The Artificer gains +10 to Craft (Masonry) Checks.
Mastery of Runes – The Artificer gains +10 to Craft (Runes) Checks.
Master Smith – The Artificer gains +10 to Craft (Smithing) Checks.
Master Trapper – The Artificer gains +10 to Craft (Traps) Checks.
Innovative – The Artificer gains +10 to Invention Checks.
Age Of Industry – The Artificer gains an additional +10 to Invention Checks. Requires Innovative.
Brilliant Inventor - The Artificer is considered to have Advantage when making Invention Checks. Requires Innovative.

Skill Expertise: Expertise Talents may only be taken once the Artificer has taken the +20 bonus in the Skill the Talent refers to.
Expert Appraisal - The Artificer is considered to have Expertise when making Evaluation Checks.
Expert Craftsman - The Artificer is considered to have Expertise when making Craft Checks in a single mundane discipline available to the Artificer, of the player's choice. The Artificer may purchase this Talent again upon future Levels for other mundane disciplines.

Class Features
Explosive Fury - Any Damage caused by Explosives crafted by the Artificer is increased by D5.
Artefact Analysis - The Artificer may make an Evaluation Check to identify a magical item.
Demolition Charge - Any Structural Damage caused by Explosives Crafted by the Artificer is increased by D10.
Superior Understanding - The Artificer possesses an additional 'Attunement' slot for magical items. 
Maker's Mark - Any weapon crafted by the Artificer and wielded by the Artificer may add +1 Damage for each rank of Weapon Proficiency possessed.
I Built It, I Bear It - The Artificer may now wear the equivalent of Heavy Armour as long as it is crafted by the Artificer.


Discovery - The Artificer may purchase this Talent once per level to learn a new Artificer's Formulae.
Further Inventions - The Artificer may purchase this Talent once per level to develop a new Invention blueprint.
Arcane Crafting - The Artificer gains access to the Arcane Item Formulae list. The Artificer may then use the Discovery Talent as normal to learn a new Artificer's Formulae.

Craft Enhancements
Anything, Anywhere, Anytime - The Artificer may ignore the penalty when considered to be Field Crafting.
Traps on Limited Resources - The Artificer may halve the material components required to complete a successful Craft (Traps) Check. The Quality of a trap created in this way is reduced by one Tier. If the Craft (Traps) Check would normally result in a Poor Quality Trap, the Artificer may choose to create the Poor Quality trap and use the full allotment of resources one would normally require, or recover the resources used and re-take the Check.
Traps in a Hurry - The Artificer may halve the time required to complete a successful Craft (Traps) Check. The Quality of a trap created in this way is reduced by one Tier. If the Craft (Traps) Check would result in a Poor Quality Trap, the Artificer may choose to create the Poor Quality trap and use the full allotment of resources one would normally require, or recover the resources used and re-take the Check.

Rune Enhancements

Spoiler: Class Rewards (click to show/hide)Utility Reward
Teamwork Reward: Prior Planning
Branch 1 Reward: Patchwork Repairs
Branch 2 Reward: Junk Pile
Branch 3 Reward: Design Experience


--- End quote ---

Phoenixguard09:

--- Quote from: Assassin ---The Assassin works best as either a ranged striker or a roving close-quarters flanker in combat, with plenty of abilities providing bonuses to flanking or hitting unaware targets. The Assassin is able to craft poisons, and is a Black Magic caster, with access to the Black Magic (Shadowmancy) Sphere. The Assassin is restricted to wearing light armour and can wield a small list of Assassin-only weapons in addition to the basic weapon list. Outside combat, the Assassin may ply their trade and earn money as a killer for hire and may have contacts and knowledge of the underground. The Assassin also makes an effective scout.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Agility
Light armour only.
Access to the Common, Martial, Specialist Ranged and Assassin weapon lists.
1 Common Weapon and 1 Common, Martial , Specialist Ranged or Assassin Weapon Proficiency.

Class Skills:
- Channelling
- Common Knowledge (Black Magic)
- Common Knowledge (Criminal Underworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Poisons)
- Craft (Atrocities)
- Craft (Poisons)
- Grappling
- Lockpicking
- Sleight of Hand
- Spell Combat
- Summoning (Daemon)
- Wytchsight
- Contacts (Criminal Underworld)

Class Mechanics:
- Channelling:
- Craft (Atrocities)
- Summoning:
- Wytchsight:

Class Magic:
The Assassin has access to the Black Magic system of casting. An Assassin taking their first Magic Level receives the Black Magic (Petty) Sphere and one Spell from that list for free.
The Assassin has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Shadowmancy)

Spoiler: Class Talents: (click to show/hide)Skill Enhancements
Flexible – The Assassin gains +10 to Athletics Checks.
Run and Jump – The Assassin gains +10 to Athletics Checks.
Comfortable at Heights – The Assassin gains +10 to Climbing Checks.
Wall Spider – The Assassin is considered to have Advantage when making Climbing Checks. Requires Comfortable at Heights.
In the Shadows – The Assassin gains +10 to Concealment Checks.
Blend into the Crowd – The Assassin gains +10 to Concealment Checks in crowded areas.
Melt Away - The Assassin is considered to have Advantage when making Concealment Checks. Requires In the Shadows.
Silver-Tongued Liar – The Assassin gains +10 to Deception Checks.
Many Faces – The Assassin gains +10 to Disguise Checks.
Shadows and Vapours – The Assassin gains +10 to Disguise Checks.
Like Killing a Shadow – The Assassin gains +10 to Dodge Blow Checks.
Moves Like Quicksilver – The Assassin gains +10 to Dodge Blow Checks.
Plan a Murder – The Assassin gains +10 to Evaluation Checks.
Unsettling Presence – The Assassin gains +10 to Intimidation Checks.
Keen Eye – The Assassin gains +10 to Search Checks.
Light-Footed – The Assassin gains +10 to Silent Move Checks.
Silent as the Grave – The Assassin is considered to have Advantage when making Silent Move Checks. Requires Light-Footed.
Forager – The Assassin gains +10 to Survival Checks when searching for Craft Ingredients.
Friends in Low Places – The Assassin gains +10 to Common Knowledge (Criminal Underworld) Checks.
Knows Their Poisons – The Assassin gains +10 to Common Knowledge (Poisons) Checks.
Send A Message – The Assassin gains +10 to Craft (Atrocities) Checks.
Master Poisoner – The Assassin gains +10 to Craft (Poisons) Checks.
Nothing is Safe – The Assassin gains +10 to Lockpicking Checks.
Quick Hands – The Assassin gains +10 to Sleight of Hand Checks.

Skill Expertise: Expertise Talents may only be taken once the Assassin has taken the +20 bonus in the Skill the Talent refers to.
Expert Hider - The Assassin is considered to have Expertise when making Concealment Checks.
Expert Sneak - The Assassin is considered to have Expertise when making Silent Move Checks.

Class Features
Dagger Mastery - The Assassin gains +10 to Hit with a knife or a dagger.
Knife Fighting - The Assassin may choose to Parry with a knife or dagger with a -10 penalty.
Critical Eye - The Assassin's Critical Hit Range is increased by 01 for every rank of Proficiency they have with the appropriate Weapon Family.
Cruelty - A straight fail on a Combat Check to Hit is now considered to be a Critical Hit.
Catch Them Unaware - The Assassin may make a Sneak Attack with a Ranged Combat Attack.
Cat's Grace - If the Assassin is capable of movement, they may use the first digit of their Agility, instead of Armour and Toughness Modifier for Damage Reduction.
Cheat Death - If the Assassin is capable of movement, they may halve any Falling Damage incurred upon a successful Agility Check.
Unhindered Combatant - Once long rest, the Assassin may double their normal Speed for a single Round (10 seconds). While this effect is active, the Assassin does not provoke Attacks of Opportunity.
Magic Sense - Requires the Assassin to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Assassin. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Arcane Secrets - The Assassin may purchase this Talent once per level to learn a new Spell from the character's available Spell Lists.

Craft Enhancements
Lingering Poisons - Poisons crafted by the Assassin are considered to have their duration doubled if applicable.
Required Evils - Any Morale Checks which are incurred by the Assassin's Crafted Atrocities are made at Disadvantage.

Spell Enhancements
Heart Of Darkness - The Assassin may add their Magic Level to any attempt to Cast Black Magic (Shadowmancy) Spells. The Assassin may also gain a +05 bonus to Intimidation and Craft (Atrocities) Checks.
(Black Magic: Petty)
(Black Magic Shadowmancy)
Everlasting Shadowskin - The Assassin's Shadowskin is now considered to have a Duration of 1hr per Caster's Magic Level.
Wreathed in Shadows - The Assassin's Shadowskin now grants a count of Advantage on Concealment Checks made in low-light conditions.

Spoiler: Combat Manoeuvres: (click to show/hide)Combat Manoeuvres
Agonising Blow - Requires the character to be in close combat with at least one living Wounded target. A successful Agonising Blow is resolved as a Called Quick Attack to the wounded Hit Location causing an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Cleave - Requires the character be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the character may make another Full Attack on an adjacent target as a Free Action.
Prey On The Weak - Requires the character to have performed a successful Dodge in the previous Combat Round and any enemies in adjacency to have a lower Close Combat Target Number than the character. A successful Prey On The Weak is resolved as a Full Attack which causes an additional D10 Damage.
Arterial Strike - Requires the Assassin make a Called Full Attack to a living target's unarmoured Hit Location (-30 to Hit). A successful Arterial Strike is resolved as a Full Attack. If the Arterial Strike causes Damage equal to more than half the target's maximum Health pool after Damage Reduction is applied, the target's Health is dropped to 0 and is considered to be Bleeding Out.
Eagle Eye - Requires the Assassin make an Aimed Ranged Attack to a target afflicted by Bleeding. An Eagle Eye gains +5 Critical Range and is resolved as a Ranged Attack.   
Heartseeker - Requires the Assassin make a Called Charge Attack to the Torso Hit Location of a living Wounded target. A Heartseeker Attack gains +10 Critical Range and is resolved as a Charge Attack.
Leaping Shot - Requires the Assassin to have made the Disengage Action and have a ranged weapon equipped and loaded if applicable. A Leaping Shot is a Free Action and is resolved as a Ranged Attack.
Merciless Strike - Requires the Assassin make a Full Attack on a Prone, Stunned or Paralysed target. A Merciless Strike gains +10 Critical Range and is resolved as a Full Attack.
Murder Incited - Requires the Assassin to make a successful Critical Hit upon a target with a Close Combat Attack. The Assassin is to then make a Luck Check. If successful, Murder Incited is then resolved as another Full Attack upon the same target.
Nerve Strike - Requires the Assassin to be Grappling a living target and make an unarmed Called Quick Attack to the target's unarmoured Hit Location (-30 to Hit). A successful Nerve Strike is resolved as a Quick Attack. If the Nerve Strike causes Damage after Damage Reduction is applied, the target is considered Staggered and must then pass a Toughness Check or be Stunned.
Sneak Attack - Requires the Assassin make a Full Attack against a target who is Unaware of the Assassin. A successful Sneak Attack is resolved as a Full Attack with an additional D10 Damage.
Trick Shot - Requires the Assassin make an Aimed Ranged Attack. A Trick Shot is resolved as a Ranged Attack and ignores one level of cover if applicable.
Vital Shot - Requires the Assassin make an Aimed Ranged Attack. A successful Vital Shot is resolved as a Ranged Attack. If the Vital Shot causes Damage after Damage Reduction is applied, the target is afflicted by Bleeding.

Spoiler: Class Rewards (click to show/hide)Utility Reward: Friends In All Places
Teamwork Reward: Shadewalkers
Branch 1 Reward: Precision
Branch 2 Reward: Tainted Blades
Branch 3 Reward: Oh Hi Mark
Branch 4 Reward: Shadowmeld


--- End quote ---


--- Quote from: Bard ---The Bard is primarily a support class in combat, providing inspiration to allies and able to control the battlefield with abilities like Discordant Notes and other Stun effects. The Bard can also double as a handy close-quarters flanker if the need arises. The Bard is a caster class, with access to both the Arcane Magic (Bardsong) and Petty Magic Spheres. The Bard is restricted to wearing light or medium armour and can only wield basic weapons. Outside combat the Bard possesses many abilities, including Bardic Knowledge, which is essentially a chance to have Common Knowledge (Everything). The Bard is also able to quickly generate income with Performances at social gatherings and can act as an optimal party face.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+4 Charisma or +1 Soulfire
+3 Dexterity, +3 Agility or +3 Charisma
Light and Medium armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Channelling
- Influence
- Sleight of Hand
- Lockpicking
- Taunt
- Wytchsight
- Bardic Knowledge
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)
- Academic Knowledge (Literature)
- Perform (Dancer or Acrobatics) Agi*
- Perform (Singer) Cha*
- Perform (Musician) Dex*
- Perform (Orator) Int*
- Contacts (Noble)

Class Mechanics:
- Bardic Knowledge:
- Channelling:
- Perform:
- Influence:
- Wytchsight:

Class Magic:
The Bard has access to the Arcane Magic system of casting. A Bard taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Bard has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Bardsong)
- Arcane Magic (Warchanting)
- Arcane Magic (Flowing Verse)
- Arcane Magic (Words of Power)

Spoiler: Class Talents: (click to show/hide)Skill Enhancements
Flexible – The Bard gains +10 to Athletics Checks.
Tumbling – The Bard gains +10 to Athletics (Acrobatics) Checks. Requires Flexible.
Dashing Figure – The Bard gains +10 to Charm Checks.
Trusted Face – The Bard gains +10 to Charm Checks.
Courtly Etiquette – The Bard gains +10 to Charm Checks in formal environments.
Silver-Tongued Liar – The Bard gains +10 to Deception Checks.
Many Faces – The Bard gains +10 to Disguise Checks.
Skilled Driver – The Bard gains +10 to Drive Checks.
Card Counting – The Bard gains +10 to Gambling Checks.
Fair Pay - The Bard gains +10 to Haggling Checks.
Shopkeeper’s Worst Nightmare – The Bard is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Born Rider – The Bard gains +10 to Riding Checks.
Discreet - The Bard gains +10 to Search (Gossip) Checks.
Well Read – The Bard gains +10 to Academic Knowledge (Literature) Checks.
Bardic College - The Bard gains +5 to Bardic Knowledge Checks.
Font of Knowledge - The Bard gains +5 to all Common, Academic and Bardic Knowledge Checks. Requires Bardic College.
Enhanced Conduit – The Bard gains +10 to Channelling Checks.
Magnetic Personality – The Bard gains +10 to Influence Checks.
Tactful - The Bard is considered to have Advantage when making Charm and Influence Checks. Requires Magnetic Personality, Dashing Figure and Trusted Face.
Nothing is Safe – The Bard gains +10 to Lockpicking Checks.
Stage Presence – The Bard gains +5 to all Perform Checks.
Fine Dancer – The Bard gains +10 to Perform (Dancer) Checks.
Deft Musician – The Bard gains +10 to Perform (Musician) Checks.
Clear Voice – The Bard gains +10 to Perform (Singer) Checks.
Strong Narrative – The Bard gains +10 to Perform (Orator) Checks.
Quick Hands – The Bard gains +10 to Sleight of Hand Checks.
"Your Mother Was A Hamster!" – The Bard gains +10 to Taunt Checks.
"And Your Father Smelt of Elderberries!" – The Bard is considered to have Advantage when making Taunt Checks. Requires "Your Mother Was A Hamster!"

Skill Expertise: Expertise Talents may only be taken once the Bard has taken the +20 bonus in the Skill the Talent refers to.
Just That Likeable - The Bard is considered to have Expertise when making Charm Checks. Requires Dashing Figure.
Expert Performer - The Bard is considered to have Expertise when making Perform Checks in a single performance discipline available to the Bard, of the player's choice. The Bard may purchase this Talent again upon future Levels for other performance disciplines.
Know It All - The Bard is considered to have Expertise when making Bardic Knowledge Checks.

Class Features
Perform on the Move - The Bard may move up to half their Speed without incurring any penalties to Perform Checks. Moving beyond that will incur the normal penalty.
Play to the Crowd - When making any Performance Check, the Bard may also attempt a Charm Check and choose the better result.
Quick Change - The Bard may attempt a Disguise Check with a -20 penalty to make the process a Full Action instead of a minimum of ten minutes. This Disguise is always considered to be of Low Quality.
Slip Through The Crowd - The Bard considers crowds to be Open Terrain instead of Difficult and gains a circumstantial +10 to Concealment Checks when in them.
Magic Sense - Requires the Bard to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Bard. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Arcane Secrets - The Bard may purchase this Talent once per level to learn a new Spell from the character's available Spell Lists.

Spell Enhancements
Lazy Poetry - The Bard may ignore a single stipulation of the rules of Flowing Verse.
Arcane Mastery - The Bard adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Subtle Casting - The Bard may forgo any gestures required as a component for casting a Spell.
Call And Response - Upon the conclusion of a Performance, the Bard may issue a Call as a Swift Action. Any allies affected by the Bard's spell may then issue a Response as a Swift Action to extend the length of the Performance by another Combat Round.
(Arcane Magic Petty)
(Arcane Magic Bardsong)
Wide Audience - The effective range of all Arcane Magic (Bardsong) Spells cast by the Bard is increased by 10 yards.
Lingering Compositions - Increase the duration of any Arcane Magic (Bardsong) Spells cast by the Bard for a single Combat Round after the Bard finishes their Performance.
Encore - The Bard may exchange a point of Soulfire to further extend the duration of any Arcane Magic (Bardsong) Spells cast by the Bard for a single Combat Round after the Bard finishes their Performance. Requires Lingering Compositions.
(Arcane Magic Warchanting)
Powerful Chanting - The effective range of all Arcane Magic (Warchanting) Spells cast by the Bard is increased by 10 yards.
(Arcane Magic Words of Power)

Spoiler: Combat Manoeuvres: (click to show/hide)Bladedancer
Dance of Death - Requires the Bard to make a Quick Attack and be capable of Movement. Make a Perform (Dance) Check. Every degree of success increases the Damage caused by the Quick Attack by 1.
Skald

Spoiler: Class Rewards (click to show/hide)Utility Reward - Disaster Artist
Teamwork Reward - Chorus of the Many
Branch 1 Reward - The Skald
Branch 2 Reward - Echo
Branch 3 Reward - Wordplay
Branch 4 Reward - The Bladedancer


--- End quote ---

Phoenixguard09:

--- Quote from: Berserker ---The Berserker is predominantly a close-ranged roving flanker or a secondary tank in combat and relies on speed, chained Combat Manoeuvres and raw aggression to contribute in combat. The Berserker has a special resource, Rage, which is built up over the course of an encounter and can be traded in to provide benefits. The Berserker is not a caster class, and is restricted to wearing only light or medium armour, but can wield most weapons as they have access to the martial weapons list. Outside combat, the Berserker is able to utilise some knowledge based abilities, mainly based around Common Knowledge related to fighting and tactics in general, but on the whole the Berserker is primarily a combatant.   

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+4 Strength or Toughness.
Light and Medium armour only.
Access to Common and Martial weapon lists.
1 rank in Unarmed, 1 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Grappling
- Rage
- Taunt
- Craft (Traps)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Mechanics:
- Rage:

Spoiler: Class Talents: (click to show/hide)Skill Enhancements
Run and Jump – The Berserker gains +10 to Athletics Checks.
Comfortable at Heights – The Berserker gains +10 to Climbing Checks.
Moves Like Quicksilver – The Berserker gains +10 to Dodge Blow Checks.
Skilled Driver – The Berserker gains +10 to Drive Checks.
Battle Scars – The Berserker gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Berserker gains +10 to Intimidation Checks.
Born Rider – The Berserker gains +10 to Riding Checks.
Smallboat Mastery – The Berserker gains +10 to Rowing Checks.
Three Sheets to the Wind – The Berserker gains +10 to Sailing Checks.
Wanderer – The Berserker gains +10 to Survival Checks.
Confident Swimmer – The Berserker gains +10 to Swimming Checks.
In the Wars – The Berserker gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Berserker gains +10 to Grappling Checks.
Biting Taunts - The Berserker gains +10 to Taunt Checks.
Restraint and Control - The Berserker gains +10 to Rage Checks.
I Don't Have Anger Issues! - The Berserker is considered to have Advantage when making Rage Checks
Sweat it Out – The Berserker gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Berserker has taken the +20 bonus in the Skill the Talent refers to.
Expert Grappler – The Berserker is considered to have Expertise when making Grappling Checks.


Class Features
Toughen Up - The Berserker gains +1 Health every level, instead of every second level.
Grizzled Veteran - The Berserker's Toughness Bonus is increased by +1.
Savage Glory - Upon causing a Critical Hit in combat, the Berserker makes a Toughness Check. If passed, the Berserker gains +1 Health, up to their maximum Health.
Death Frenzy - Upon being Incapacitated, the Berserker may make a Willpower Check. If failed, the Berserker becomes Incapacitated as normal, but if passed, the Berserker may act on the following round as normal before becoming Incapacitated at the end of their turn.
Innate Fury - The Berserker, as a Half Action may burn all their current Soulfire for D5 Rage, up to the amount of Soulfire expended.
Scenting Blood - The Berserker gains +10 to all Survival (Tracking) Checks if the target is currently Bleeding. This increases to +30 if the Berserker themselves inflicted the Bleeding condition upon the target.
Terrible Feast - Upon hitting with an Animal Fury Combat Manoeuvre, the Berserker regains 1 Health for every 5 points of Damage caused after applying Damage Reduction.
Commence The Massacre - Provided they have available movement left upon commencing the initial attack, the Berserker may now move between valid targets while performing Bloodstorm.
The Red Mist - Upon entering Frenzy, the Berserker adds their Berserker Level to the Strength, Toughness and Temporary Health gained. In addition to this, the Berserker gains an additional Half Action upon each Turn. However, this does come with a drawback, as the Berserker is far less able to control their Rage. As such, their Perception is decreased by -10 and any attempts to resist Frenzy once it has been entered are made at a -20.


Rage Enhancements
Armour Ripper - The Berserker ignores 1 point of Damage Resistance per point of current Rage.
Fearless - If the Berserker has at least 1 point of Rage, the character ignores the Intimidated and Fear Conditions, and is afflicted by Terror as if the source of Terror was only causing Fear.
Fueled by Vengeance - If the Berserker kills an enemy which has caused Damage to them in the current encounter, the kill generates an additional point of Rage.
Armour of Anger - For every 5 points of Rage the Berserker currently possesses, they gain +1 Damage Reduction on all Hit Locations.
Intimidating Rage - If the Berserker has at least 1 point of Rage, the character gains +10 to all Intimidation Checks.
Indomitable Will - If the Berserker has at least 5 points of Rage, the character may re-roll any failed Willpower Checks.
Anger Management - The Berserker's Rage Threshold increases by 5.
Bloodstained Fury - Causing a Critical Hit generates an additional point of Rage.
Unstoppable - If the Berserker has at least 1 point of Rage, the character may re-roll any failed Shock Checks for Massive Damage. If the Berserker has at least 10 Rage, they may ignore Shock Checks completely.

Spoiler: Combat Manoeuvres: (click to show/hide)Combat Manoeuvres
Animal Fury - Requires the Berserker to have at least 5 Rage and to make an unarmed Full Attack against a Prone target. An Animal Fury Attack is resolved as an unarmed Full Attack which ignores all non-magical Damage Reduction. 
Bloody Fist - Requires the Berserker to possess at least 10 Rage and to be in close combat with a target bearing a Wound on the Torso Hit Location. Bloody Fist is resolved as an unarmed Full Attack to the target's Torso Hit Location. If the Berserker causes Damage after Damage Reduction, roll an opposed Toughness Check against the Berserker’s Strength. If successful, the Berserker causes the Organ Rip Critical Hit effect.
Bloody Revenge - Requires the Berserker to have taken at least 1 Damage after Damage Reduction from a close combat attack. Bloody Revenge is resolved as an immediate free Quick Attack against the enemy which hit the Berserker.
Bloodstorm - Requires the Berserker to have killed at least one target with a successful Cleave Attack. A Bloodstorm is resolved as a free Full Attack against an additional target within close combat range, one not already targeted in the Cleave. The Berserker gains an additional free Full Attack for each subsequent target killed within close combat range, which may not be allocated against a target already hit by the Cleave or Bloodstorm. 
Carnage - Requires the Berserker to cause a Critical Hit in close combat. Carnage is resolved as a free Quick Attack against any enemy target within 5 yards of the initial target which received the Critical Hit.
Cleave - Requires the Berserker to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Warrior may make another Full Attack on an adjacent target as a Free Action.
Furious Retribution - Requires the Berserker to be at their Rage Threshold and to be hit by a Close Combat Attack. The Berserker must immediate make a Free Reaction Full Attack against the Attacker.
Purge the Weak - Requires the Berserker to be in close combat with an enemy with the Bleeding condition. Resolve as a Full Attack on the Bleeding enemy which causes an additional D10 Damage.
Reckless Abandon - Requires the Berserker to be able to make a Charge Attack against at least three adjacent enemies within the Combat Round. If able to do so, resolve as a Charge Attack against each enemy, with +1 Damage per level of Berserker. Any enemies attacking the Berserker in the Round after performing Reckless Abandon gain +10 to Hit.

Spoiler: Class Rewards (click to show/hide)Utility Reward - Corpse Eater
Teamwork Reward - Are You Mad Bro?
Branch 1 Reward - Blood Gruel
Branch 2 Reward - Daemon Rage
Branch 3 Reward - Cold Fury


--- End quote ---


--- Quote from: Binder ---The Binder is a versatile class, best used in a battlefield control or roving flanker role. The Binder is also capable as a secondary tank, using magic to buff their defences. The Binder is a caster class, with access to the Arcane Magic (Battlecasting) and (Warchanting) Spheres or the Black Magic (Binding) and (Reaper) Spheres. The Binder is restricted to wearing only light and medium armour, but has access to most types of weapons. Outside combat, the Binder has a wide range of magical knowledge stretching many disciplines, but is otherwise rather limited, remaining a very capable combatant.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+2 Dexterity
+2 Intelligence or Willpower
+1 Soulfire
Light and Medium armour only.
Access to Common, Martial and Specialist Ranged weapon lists.
1 rank in Unarmed and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Channelling
- Spell Combat
- Taunt
- Wytchsight
- Summoning
- Common Knowledge (Arcane Magic)
- Common Knowledge (Black Magic)
- Academic Knowledge (Arcane Magic)
- Academic Knowledge (Black Magic)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Mechanics:
- Channelling
- Summoning
- Wytchsight

Class Magic:
The Binder has access to both the Arcane and Black Magic systems of casting. A Binder taking their first Magic Level must choose to receive either the Arcane Magic (Petty) or Black Magic (Petty) Sphere and chooses two Spells from the chosen list. The Binder may purchase the other casting system upon taking five Class Levels of Binder.
The Binder has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Black Magic (Petty)
- Arcane Magic (Battlecasting)
- Arcane Magic (Warchanting)
- Black Magic (Binding)
- Black Magic (Reaper)

Spoiler: Class Talents: (click to show/hide)Skill Enhancements
Authoritative – The Binder gains +10 to Command Checks.
Moves Like Quicksilver – The Binder gains +10 to Dodge Blow Checks.
Skilled Driver – The Binder gains +10 to Drive Checks.
Battle Scars – The Binder gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Binder gains +10 to Intimidation Checks.
Born Rider – The Binder gains +10 to Riding Checks.
Smallboat Mastery – The Binder gains +10 to Rowing Checks.
Three Sheets to the Wind – The Binder gains +10 to Sailing Checks.
Wanderer – The Binder gains +10 to Survival Checks.
Confident Swimmer – The Binder gains +10 to Swimming Checks.
Enhanced Conduit – The Binder gains +10 to Channelling Checks.
Experienced the Arcane – The Binder gains +10 to Common Knowledge (Arcane Magic) Checks.
Experienced the Dark Arts – The Binder gains +10 to Common Knowledge (Black Magic) Checks.
In the Wars – The Binder gains +10 to Common Knowledge (War) Checks.

Skill Expertise: Expertise Talents may only be taken once the Binder has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Grizzled Veteran - The Binder's Toughness Bonus is increased by +1.
Turn the Blade – The Binder gains +10 to Parry Checks.
Guard the Flank - The Binder may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Hold the Line - Requires the Binder to be wielding a heavy or tower shield. Any enemy adjacent to the Binder may not move around the Binder unless they first Disengage.
Hard To Hit - Close Combat Attacks against the Binder are resolved at -10 to Hit.
Warcaster - The Binder gains a free Reaction every Combat Round they may use to cast a Cantrip of choice.
Magic Sense - Requires the Binder to have the Witchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Witchsight Check from the Binder. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Malevolent Conjuration - The Binder gains +1 Damage per Magic Level when using Conjured weapons.
Arcane Secrets - The Binder may purchase this Talent once per level to learn a new Spell from the character's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Arcane Magic (Battlecasting)
Greater Ward - The Binder's Arcane Ward Spell now grants Ward Damage Reduction equal to the Caster's Magic Level to all Hit Locations.
Swift Conjuration - The Binder may now Cast the Conjure Weapon Spell as a Free Action.
Elemental Calling - If the Binder casts the Conjure Weapon Spell, they may then Cast the Elemental Blade Spell as a Free Action.
Expanded Conjuration - The Binder may now create any melee weapon they choose with the Conjure Weapon Spell.
Allied Ward - The Binder may choose a single ally within 30 yards and Line of Sight to be targeted by the Arcane Ward Spell. Allocating the target is a Free Action.
Extensive Ward - When under the effects of Arcane Ward, the Binder may now expend Soulfire as normal to ignore the effects of Spells when they are within the area of effect. The spell functions normally, save the Binder is not affected by the Spell.
Non-Destructive Binding - The Binder's Arcane Magic (Battlecasting) Spells no longer consume their material components upon the end of the Spell's duration.
Black Magic (Petty)
Black Magic (Binding)
The Long War - The Binder may now cast Hellblade and Infernal Wounds on a ranged weapon, rather than only on a single piece of ammunition at a time. 
Black Sacrifice - If the Binder has an Investiture Spell active and kills a valid target, the Investiture's maximum duration is increased by D5 Combat Rounds.

Spoiler: Combat Manoeuvres: (click to show/hide)Combat Manoeuvres
Blazing Lance - Requires the Binder to make a Channelling Check before attempting a Charge Attack with a weapon. If successful, Blazing Lance is resolved as a Charge Attack which causes an additional D5+Binder's Magic Level Fire Damage.
Cleave - Requires the Binder to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Binder may make another Full Attack on an adjacent target as a Free Action.
Crippling Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Crippling Blade is resolved as a Full Attack. If the Crippling Blade causes at least 1 point of Damage after Damage Reduction, the Hit Location struck by the Crippling Blade is considered to be afflicted by the Crippled Critical Effect .
Defensive Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Defensive Blade is resolved as a Quick Attack which, if it hits (regardless of causing Damage) provides a free Parry and +10 to all Parry Checks made by the Binder until their next turn.
Deflect Magic - Requires the Binder to have a shield equipped and to be targeted by a Spell described as a Magic Missile. The Binder may make a Parry Check, at -10 for every Magic Level the Caster has greater than the Binder, to Deflect the Spell, as a Ranged Attack Deflect.
Disorientating Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Disorientating Blade is resolved as a Quick Attack which, if it hits (regardless of causing Damage) inflicts a -20 to all Checks made by the target in the next Combat Round.
Grim Harvest - Requires the Binder to kill a target. Any allies of the target within 10 yards of the corpse must immediately make a Fear Check.
Reflect Magic - If the Binder with the Deflect Magic Talent makes a successful Deflect Ranged Attack Check against a Magic Missile, the Binder may make a Spell Combat Check. If successful, the Caster is considered to be the new target of the Spell.
Seismic Shield - Requires the Binder make a Parry Check. The Binder may then make a Channelling Check. If successful, any adjacent targets must make an Agility Check or be knocked Prone.
Singing Wind - Requires the Binder make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Singing Wind is resolved as a Quick Attack which incurs a Fear Check upon the target. The target is also pushed back directly 5 yards from the Binder.
Spellbreaker - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Spellbreaker is resolved as a Quick Attack which ignores all Damage Reduction granted to the target by Spells or otherwise magical effects. If Spellbreaker hits, (regardless of Damage caused) any enchantments upon a piece of armour upon the Hit Location of the Spellbreaker attack are considered to be disengaged for 1 hour per Binder's Magic Level. 
Thunderous Strike - Requires the Binder make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Thunderous Strike is resolved as a Full Attack, which causes an additional D5 Thunder Damage to the target. The target must then make a Toughness Check. If passed, the target is considered Staggered. If failed, the target is considered Stunned.
Vanishing Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Vanishing Blade is resolved as a Full Attack with a -40 to the target's attempt to Parry or Dodge, unless they have True-Sight, or are otherwise capable of seeing invisible objects.

Spoiler: Class Rewards (click to show/hide)Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward


--- End quote ---

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