TEXT: 1
  Fires of War
  Tabletop Roleplaying Game
  
  2
  Chapter 1: Introduction..............................................................................................3
  Game Masters and Players.................................................................................3
  The Dice System.................................................................................................. 3
  Fires of War and The Fade Tabletop................................................................3
  Themes in Fires of War.......................................................................................3
  Common Terms.................................................................................................... 4
  Chapter 2: Character Guidelines..............................................................................5
  Alternate Rule: Point Buy.................................................................................. 5
  Character Advancement.....................................................................................6
  Promotion............................................................................................................. 8
  Ability Score Caps................................................................................................8
  Equipment.............................................................................................................8
  Chapter 3: Species...................................................................................................... 9
  Species Name....................................................................................................... 9
  Human................................................................................................................. 10
  Elf.........................................................................................................................11
  Dwarf................................................................................................................... 12
  Orc........................................................................................................................13
  Goblin.................................................................................................................. 14
  Vampire...............................................................................................................15
  Kendari................................................................................................................16
  Kitsune.................................................................................................................17
  Lycanthrope........................................................................................................18
  Abomination....................................................................................................... 19
  Chapter 4: Classes.....................................................................................................20
  Recruit Classes...................................................................................................21
  Standard Classes................................................................................................31
  Promoted Classes.............................................................................................. 57
  Advanced Classes...............................................................................................91
  Reclassing......................................................................................................... 105
  Chapter 5: Rules......................................................................................................106
  Chapter 6: Skills...................................................................................................... 114
  Skill List.............................................................................................................114
  Chapter 7: Weapons................................................................................................115
  Sword.................................................................................................................118
  Lance................................................................................................................. 119
  Axe.....................................................................................................................120
  Bow.................................................................................................................... 121
  Firearm..............................................................................................................122
  Anima.................................................................................................................123
  Light...................................................................................................................124
  Dark....................................................................................................................125
  Staff................................................................................................................... 126
  Chapter 8: Items......................................................................................................127
  Chapter 9: Abilities.................................................................................................128
  Knacks............................................................................................................... 128
  Maneuvers.........................................................................................................131
  Spells................................................................................................................. 140
  Chapter 10: Open Gaming License.......................................................................148
  
  3
  Chapter 1: Introduction
  Fires of War is a cross between a wargame and a tabletop roleplaying game.
  Game Masters and Players
  The game master is the storyteller of the game, serving as both the rule
  arbiter and the mastermind behind the plot. Players are the characters
  within the story, serving as the protagonists to the plot the game master is
  weaving for them. The relationship between the two should be one of mutual
  storytelling rather than competition and fighting.
  The Dice System
  This system is a d20 system, in which players roll a twenty-sided die
  (abbreviated to a d20) and hope for higher results in order to beat target
  numbers for skills, attacks, and so on. Additional dice are used beyond the
  d20, these dice include; d4, d6, d8, d10, and d12. What’s known as a d% or
  d100 is also used. This is done by rolling two d10 dice, and designating one as
  the tens digit, and one as the ones digit.
  Fires of War and The Fade Tabletop
  Fires of War’s core setting takes place in the distant past within the universe
  of The Fade Tabletop, however players are free not to use this setting and to
  modify it or make new ones. Fires of War’s scope is a lot smaller than The
  Fade Tabletop, and focused more on an individual world rather than multiple
  worlds within a spanning galaxy. That doesn’t mean these aren’t present in
  Fires of War, however they’re not accessible and anything beyond the core
  world is viewed as equivalent to a spirit world.
  Themes in Fires of War
  The themes of Fires of War play towards a high fantasy, war-torn world.
  High Fantasy
  Magic is dominant within Fires of War, influencing every aspect of life around
  the players. Despite its prominence, it is still seen as a bizarre power with
  seemingly no rhyme or reason to the mechanisms and how it works. At the
  current time, magic and science are progressing steadily at the same rate,
  lending to a technological world on par with the Viking Age.
  If GMs wish, they can instead decrease the prominence of magic and make it
  rarer and more exotic. This lends itself instead to a Low Fantasy world.
  
  4
  Common Terms
  
  Ability Score / Stat: Characters possess seven stats; Strength, Magic,
  Defense, Resistance, Skill, Speed, and Luck. Each have different
  applications, and the higher the number - the better.
  
  Actions: “Actions” are physical or mental actions which take up time
  during the game. Different kinds of actions exist, depending on how
  advanced the action being taken is.
  
  Bonuses: These are modifiers that add to attack, damage, skills, and so
  on.
  
  Armor Rating (AR): This is how hard an opponent is to hit physically.
  
  Magic Rating (MR): This is how hard an opponent is to hit magically.
  
  Checks: This is a catch-all term for any d20 roll you make. Attack rolls,
  skill checks, and so on.
  
  Stamina Points (SP): This is a physical pool that a character spends to
  activate abilities.
  
  Magic Points (MP): This is a magical pool that a character spends to cast
  spells.
  
  Creature / Character: These terms are used interchangeably as a
  catch-all term for any type of being within the world including PCs, NPCs,
  and monsters.
  
  Difficulty Class (DC): When you attempt certain checks, there is a
  Difficulty Class (or DC) associated that you must meet or beat in order to
  succeed at the task.
  
  Experience (EXP): Points accumulated over the course of playing the
  game which advance the characters to the next level.
  
  Hit Points (HP): This is how much damage a character can take before
  they are knocked unconscious (or worse, killed).
  
  Level: This represents how powerful a character. The higher a
  character’s level is, the more innate benefits they receive.
  
  Player Characters (PCs): These are characters controlled by the players.
  
  Non-Player Characters (NPCs): These are characters controlled by the
  GM.
  
  Rounds: In game combat is measured in rounds, each taking 6 seconds.
  One round passes when every character on the initiative tracker has
  acted at least once.
  
  Initiative: When a battle begins, every character participating rolls
  initiative. The higher the result, the sooner they act in the initiative
  round.
  
  5
  Chapter 2: Character Guidelines
  Characters in Fires of War have 7 ability scores, each representing different
  aspects of training.
  Strength: This is the character’s raw physical power.
  Magic: This is a character’s ‘outer soul’ strength, which is the energy which
  surrounds their body and soul. The outer soul is used to cast magic in all
  forms.
  Defense: This is the character’s physical bulk or ability to shrug off damage
  from a foe.
  Resistance: This is the character’s ‘inner soul’, which is also known only as
  the soul of the character. It is used to resist spells and magic.
  Skill: This is a character’s innate training and skills, and determines how
  accurate a character is. It’s also used for mental-related abilities.
  Speed: This is a character’s agility and quickness, and determines how easily
  a character can dodge an attack.
  Luck: This is a character’s innate luck, and serves as a “miscellaneous” stat
  that adds to everything in small increments. It also used for social-related
  abilities.
  Character’s base stats are determined by their class, and are modified by
  other aspects such as a character’s History and Standing.
  Alternate Rule: Point Buy
  Alternatively, the GM can opt to use a point buy for players to fully customize
  their stats. With these rule, each of the character’s stats start at 1.
  Characters receive 15 points to spend. The max a stat can be during point-buy
  (not including Species, History, and Standing bonuses) is 10. Stat points can
  be spent on HP like normal.
  
  6
  Character Advancement
  The following chart and rules are for character advancement including stat,
  HP, and abilities gained at higher levels. These rules apply to all types of
  classes - Recruit, Standard, Promoted, and Advanced.
  Level
  HP
  Stat Increase
  Weapon Rank
  Abilities
  1
  —
  —
  E
  1
  2
  1
  2
  E
  1
  3
  1
  1
  E
  2
  4
  2
  2
  E
  2
  5
  1
  1
  E
  3
  6
  1
  2
  D
  3
  7
  2
  1
  D
  4
  8
  1
  2
  D
  4
  9
  1
  1
  D
  5
  10†
  2
  2
  D
  5
  11
  1
  —
  C
  6
  12
  1
  2
  C
  6
  13
  2
  1
  C
  7
  14
  1
  2
  C
  7
  15
  1
  1
  C
  8
  16
  2
  2
  B
  8
  17
  1
  1
  B
  9
  18
  1
  2
  B
  9
  19
  2
  1
  B
  10
  20☩
  1
  2
  B
  10
  21
  1
  1
  A
  11
  22
  2
  2
  A
  11
  23
  1
  1
  A
  12
  24
  1
  2
  A
  12
  25
  2
  1
  A
  13
  26
  1
  2
  S
  13
  27
  1
  1
  S
  14
  28
  2
  2
  S
  14
  29
  1
  1
  S
  15
  30☨
  1
  2
  S
  15
  31
  2
  1
  S
  16
  32
  1
  2
  S
  16
  33
  1
  1
  S
  17
  34
  1
  2
  S
  17
  35
  2
  1
  S
  18
  36
  1
  2
  S
  18
  37
  1
  1
  S
  19
  38
  2
  2
  S
  19
  39
  1
  1
  S
  20
  40☦
  1
  2
  S
  20
  † - Recruit max level | ☩ - Standard max level | ☨ - Advanced max level | ☦-
  Promoted max level
  
  7
  Standard classes must reach level 20 in their class and level up while still
  level 20 in order to promote to their Promoted class. This sets them as
  Promoted Level 1, or effectively Level 21. Promoted level 20 (effective level
  40) is the maximum level that can be achieved.
  Effective Level is a character’s level if they are promoted, including their
  past levels from when they were an Standard class. A character that is
  Standard 20 / Promoted 5 is Effective Level (or EL) 25.
  HP Advancement: Each character gains a HP in a +1/+1/+2 pattern each
  level.
  Stat Advancement: Characters gain 2 stat points every even level and 1 stat
  point every odd level which they can spend upgrading their stats.
  Weapon Rank: Weapon Rank increases 1 step starting at 6th level, and every 5
  levels thereafter, to a maximum of S rank at 26th level.
  Abilities: Characters start with 1 free ability at 1st level, and gain a new
  ability every odd level to a maximum of 20 abilities at 39th level. Abilities
  encompass Maneuvers and Spells together.
  Characters also gain abilities from their Species, History, and Standing as
  well.
  Experience Points: Characters gain EXP through fights, encounters, and
  roleplay. The group of player characters all have an EXP pool that starts at 0
  and increases up to 100.
  Awarding EXP: Defeating an encounter (combat,
  intense social situations, or roleplay scenarios
  which involve risk or importance) awards you
  EXP based on its difficulty. This is up to a GM’s
  discretion.
  Lower level enemies being defeated by higher
  level characters yield less EXP, and higher level
  enemies defeated by lower level characters yield
  more EXP. The following chart determines the
  level based on the average level of the group of
  enemies.
  When a character reaches 100 EXP, they level up and their EXP is reset to 0.
  Characters at the maximum level for their class (Promoted 20, Advanced 30).
  Recruit and Standard classes are the exception as when they reach their
  ‘maximum level’ (10 for Recruit and 20 for Standard) and they promote after
  advancing to the next level. See more in the Promotion section.
  Encounter Difficulty
  EXP Yield
  Trivial
  5 EXP
  Easy
  10 EXP
  Moderate
  25 EXP
  Hard
  45 EXP
  Impossible
  75 EXP
  ≤ Level
  EXP Multiplication
  3-5 Levels
  x0.75
  6-10 Levels
  x0.5
  11-14 Levels
  x0.25
  15+ Levels
  x0.05
  
  8
  Promotion
  Characters promote into new classes based on level requirements, and these
  promotions unlock new options for players including abilities and maneuver
  choices.
  Recruits who reach 10th level promote when gaining enough EXP to level up
  to 11th level. This sets them at Standard 11th level.
  Standard classes which reach 20th level promote when gaining enough EXP to
  level up to 21st level. This sets them at Promoted 1st level.
  Similar to Promotion, characters can Reclass using a special item. This allows
  characters to change into alternate classes in order to acquire feats and
  abilities which are only available normally to specific classes. This is
  explained in more detail in the Classes section.
  Ability Score Caps
  Classes each have capstones on their ability scores. The following are the stat
  caps for the class types.
  Class Type
  HP
  STR
  MAG
  DEF
  RES
  SKL
  SPD
  LUK
  Max Wep. Level
  Recruit
  40
  15
  15
  15
  15
  15
  15
  30
  C
  Standard
  60
  20
  20
  20
  20
  20
  20
  30
  A
  Promoted
  80
  †
  †
  †
  †
  †
  †
  †
  S
  Advanced
  80
  †
  †
  †
  †
  †
  †
  †
  S
  † - Varies based on class instead of class type. See the class’ page for the cap.
  Equipment
  GMs have two available ways to allow players to design their character.
  Giving them gold to spend, or starting them off with an equipment kit.
  Class Type
  Gold
  Recruit
  250
  Standard
  600
  Promoted
  1,400
  Advanced
  600
  Equipment Kits include an Iron, Steel, or Silver variant (or equivalent)
  weapons of each Rank you can use. In addition you receive a single vulnerary.
  
  9
  Chapter 3: Species
  Species determines a character’s heritage and natural capabilities.
  The following is the layout describing elements contained within a Species’
  page.
  Species Name
  Short description of the species, and perhaps their origin or a bit of
  information about them.
  Physical Description: The physical description of the species, their hair color,
  and eye colors.
  Associated Class: Lists of classes that correspond with the species’ ability
  scores.
  Associated Religions: If the species worships a deity, concept, or collective.
  History: The species’ history, whether they came from Ellon or not, and what
  occurred in their past.
  Subspecies: This details different subspecies related to the base species.
  Race Abilities
  
  Bonus to ability scores (commonly +1 to two stats or +2 to one stat)
  
  Type (This is an additional type beyond what their class grants)
  
  Species Ability 1
  
  Species Ability 2
  
  Languages
  Subspecies Alterations
  
  If the subspecies changes aspects of the species, altered abilities will be
  listed here.
  
  10
  Human
  Physical Description: There are five primary Human cultures on Ellon that
  are descendants of the ancient Vrus Empire. Humans on Ellon typically have
  dark or tan skin, dark hair, and golden eyes.
  Associated Class: Humans are incredibly versatile and can fit into any
  classes.
  Associated Religions: Ellonian Humans tend to worship Shinda, however
  some worship Thor and Tyr.
  History: In the ancient history of Ellon, the Vrus Empire owned a majority of
  the planet. A hundred years ago however, the Vrus Empire was split between
  five kingdoms; Bestalia, Tria, Kadistan, Belgali, and Petori. Each has a similar
  culture to the ancient Vrusians with superficial differences.
  Subspecies: There’s many cultures that make up human subspecies.
  Bestalians, Trians, Kadistians, Belgalians, and Petorians are the dominant
  cultures.
  Human Abilities
  
  Humans gain a +1 to two stats of their choice.
  
  Bonus Ability: Humans gain a bonus Maneuver or Spell of their choice.
  
  Versatile: +1 to Stamina Pool or Magic Pool.
  
  Language: Vrusian
  Subspecies Alterations
  
  Bestalians: They are typically +1 STR and SPD.
  
  Trians: They are typically +1 MAG and SKL.
  
  Kadistians: They are typically +1 SKL and LUK.
  
  Belgalians: They are typically +1 DEF and SPD.
  
  Petorians: They are typically +1 MAG and RES.
  
  11
  Elf
  Physical Description: Elves on Ellon are slightly taller than the average
  human, have slanted eyes, and short to medium length brown to dirty blonde
  hair.
  Associated Class: Elves fit speed-focused classes such as the Myrmidon or
  even the Gunslinger.
  Associated Religions: Preferring to tend to the forests, Elves give Drey their
  piety over others typically.
  History: Ellonian Elves are residents unique to Ellon, shaped by their close
  proximity to other species, Elves adapted to creating friendly trade relations
  with all that they could, including the Dwarves, Orcs, and Humans.
  Subspecies: Both Dark and Light Elves exist, coming into being when group of
  Elves stayed too long in hotspots of Dark or Light energy.
  Elf Abilities
  
  Elves gain a +1 to Speed and Luck.
  
  Elven Perception: Elves gain a +2 to Awareness checks.
  
  Magically Versed: +1 to Magical Defense.
  
  Language: Vrusian, Elven
  Subspecies Alterations
  
  Dark Elf: They use +1 MAG and LUK instead.
  
  Magically Versed becomes Dark Taint: Resist 2 dark damage.
  
  Light Elf: They use +1 RES and SPD instead.
  
  Magically Versed becomes Light Touch: Resist 2 light damage.
  
  12
  Dwarf
  Physical Description: Stout and slightly shorter than the average man,
  Dwarves are distinctly broad in physique and possess long dark hair. Their
  common staple is a beard, or some form of facial hair.
  Associated Class: Dwarves make excellent physical combatants, and thus fill
  roles from Knights to Soldiers to Cavaliers all effectively.
  Associated Religions: Ellonian Dwarves tend to worship Thor or deities which
  shun demons due to their natural hatred of demon kind.
  History: In ancient Dwarven history, the Dwarves were forced from their
  homeland by a demon wishing to make its new lair for more demon spawn.
  Being pushed from their ancestral homeland has fueled an endless war
  between Dwarves and demons which has seen no end as countless
  Dwarvenkind fight over a homeland they’ve never even seen.
  Subspecies: Though rare, Haskorian Dwarves are from a stronghold deep
  underground, separated from the politics of the upper levels. These Dwarves
  are shorter, burlier, and hairier than their surface dwelling kind.
  Dwarf Abilities
  
  Dwarves gain a +1 to Strength and Defense.
  
  Resilience: Dwarves gain +4 to their starting HP.
  
  Hard to Move: Dwarves are immune to effects which would forcibly move
  them.
  
  Language: Vrusian, Dwarven
  Subspecies Alterations
  
  Haskorian Dwarf: They use +2 DEF instead.
  
  Hard to Move becomes Dwarven Bulk: Gain a +2 to CON.
  
  13
  Orc
  Physical Description: Muscular humanoids with green to brown skin, red or
  yellow eyes, and straight black hair. Orcs pride themselves on their size and
  muscular physique.
  Associated Class: Orcs make excellent Brigands, Pirates, or Fighters due to
  their focus on Strength. Some however become Nomads due to their lifestyle.
  Associated Religions: Ellonian Orcs worship a vast pantheon of deities, most
  tying into various aspects of war and family.
  History: In Ellon, Orcs inhabit vast desert regions and seldom come out from
  these sand dunes, instead preferring to make these places their home.
  Despite this, Orcs travel in packs frequently and set up new camps within the
  desert or near it. This leads to Orcs living a nomadic lifestyle, and being
  dubbed “Brute Gypsies” by some.
  Subspecies: Civilized Orcs are Orcs who have blended into society and
  become distinct from the desert dwellers. They’re not as muscular, and have
  more appealing features.
  Orc Abilities
  
  Orcs gain a +2 to Strength.
  
  Fury: If under half HP, Orcs gain a +2 to-hit and damage.
  
  Extreme Hate: Orcs gain a +1 to-hit against opponents who have
  damaged them within the last turn.
  
  Language: Vrusian, Orc
  Subspecies Alterations
  
  Civilized Orc: They use +1 STR and SKL instead.
  
  Fury becomes Focused Anger: If under half HP, gain a +2 to Physical
  and Magical Defenses.
  
  14
  Goblin
  Physical Description: Child-sized green gremlins; Goblins have green skin, no
  ears, and jagged teeth that don’t quite fit in their mouth. Their hair and eyes
  are like that of an Orc.
  Associated Class: Goblin’s extreme focus on Speed grants them the
  capability to excel in classes such as Myrmidon, Lord, Archer, and so on.
  Associated Religions: Ellonian Goblins pay tribute to the Heir of Eylonda, an
  ancient folk hero who liberated Goblin-kind from slavery to demons.
  History: Ages ago, Goblins were once bound to demons and were forced to
  serve their will. However with the help of the Heir of Eylonda, Goblins were
  freed and settled an island and created a kingdom named Goblinian. The
  small kingdom is isolated from the mainland, and has stayed that way for a
  long time. Goblins from Goblinia are civilized, respectful, and can follow
  proper etiquette. Most do not condone violence against others.
  Subspecies: Feral Goblins are the souls who have not been freed from the
  slavery of demons, and thus are still insane and without purpose.
  Goblin Abilities
  
  Goblins gain a +2 to Speed.
  
  Sneaky: Goblins gain a +2 on Stealth checks.
  
  Double Slice: Goblins add 2 to their effective speed for the purpose of
  double attacking.
  
  Language: Vrusian, Goblin
  Subspecies Alterations
  
  Feral Goblin: They use +1 STR and SPD instead.
  
  Sneaky becomes Demon Slice: Feral Goblins can spend 1 SP to make
  their weapon deal dark damage.
  
  15
  Vampire
  Physical Description: Vampires are pale skinned with long black hair, red
  eyes, and long dagger-like claws and piercing fangs. They have cold skin, and
  lanky bodies.
  Associated Class: Vampires specialize in classes such as the Myrmidon,
  however some branch off into dark magic and become Shamans or
  Voidcallers.
  Associated Religions: Due to their status as undead, vampires often follow
  deities of Undeath, Resurrection, or some even revere legends like Alucard as
  deities in their own right.
  History: Vampires are an ‘ancient evil’ of Ellon, risen corpses with human
  intelligence unlike the standard zombies and utilizing their charm in order to
  lure humans into a false sense of security before draining their blood for food.
  Not all vampires are evil, however this stigma has remained with them since
  their prominence in the global sphere.
  Subspecies: Nosferatu are feral vampires who have gone without blood for an
  extended period of time and instead of dying from starvation they have
  instead transformed into pale shadows of their former self. Jiang-Shi are
  more sophisticated than most vampires, however this sophistication is
  sacrificed by their method of movement coming off as strange; jiang-shi
  being forced to hop around due to rigor mortis.
  Vampire Abilities
  
  Vampires gain a +1 to Skill and Luck.
  
  Vampiric Bite: Vampires gain a +2 to unarmed damage, and can deal
  piercing damage with their unarmed strikes.
  
  Blood Drain: Piercing unarmed attacks made by the Vampire have the
  Absorb property.
  
  Language: Vrusian, Necrotis
  Sunlight Weakness: Vampires take 2 damage at the beginning of their turn in
  sunlight. This damage cannot be resisted. Darkness spells or special items can
  negate this.
  Subspecies Alterations
  
  Nosferatu: They use +1 STR and SKL instead.
  
  Jiang-Shi: They use +1 to SPD and SKL instead.
  
  16
  Kendari
  Physical Description: Kendari possess tan skin, typically black or brown hair,
  and dull maroon or yellow eyes. Though they appear mostly human, there is
  an uncanny nature to them making most suspicious about them.
  Associated Class: The Kendari are most often tied to the Magus and similar
  classes, utilizing both physical and magical attacks as a means to decimate
  their opponents.
  Associated Religions: The Kendari have a single, main religion. Banadar
  Arkenach. Banadar is the creator of the Kendari, having made them himself
  and in his image, and in turn imbued them with corruption to make them
  susceptible to him.
  History: The Kendari’s history is unknown on Ellon due to their status as
  beings from another world entirely. All that is known about them is their
  bloodthirsty nature, and the fact that they come from a far off land known as
  “Corta Diez”. Most Kendari on Ellon however are rebels who have escaped
  this land, and prefer not to talk about it.
  Subspecies: The Gersekir are exiles of Corta Diez from ages ago, around the
  time of the land’s first formation. They have deviated massively from their
  origins as corrupted humanoids, take on a more natural human-like
  appearance while maintaining the tan skin and dull maroon eyes.
  Kendari Abilities
  
  Kendari gain a +1 to Strength and Magic.
  
  Pain Thirst: Deal +1 additional damage on physical and magical attacks.
  
  Corrupt Energy: +1 to Stamina and Magic Pools.
  
  Language: Vrusian, Kendarin
  Subspecies Alterations
  
  Gersekir: They use +1 STR and RES instead.
  
  Pain Thirst becomes Training: Pick a weapon you are proficient with.
  Weapons two ranks lower than your maximum rank increase uses by
  +2.
  
  17
  Kitsune
  Physical Description: Fox-like humanoids complete with fox ears and tails.
  Some appear more human-like than foxlike, and vice versa. All Kitsune
  however have the look of someone up to no good, and have an almost
  mischievous air about them wherever they go.
  Associated Class: Kitsune are drawn to the Thief class due to its natural
  capabilities matching up with their own skills, however some find luck as
  Myrmidons as well.
  Associated Religions: Tending towards trickster gods like Kayan, Kitsune
  prefer those which offer the most interesting experiences for them rather
  than the most kind-hearted or good-willed.
  History: The history of Kitsune is a long and tricky one, starting first with
  experimental druids using their magic to try and combine the intelligence of
  a human with the lithe and sneaky nature of a fox. This led to an unexpected
  creation instead of a half-human, half-fox hybrid species. Instead of
  scrapping and starting over, said druids allowed these fox creatures to roam
  and let them expand their influence.
  Subspecies: Nine Tails are a subset of Kitsune who have powerful magic
  backing them up, allowing them to perform some mystical deeds their less
  magically inclined brethren can do.
  Kitsune Abilities
  
  Kitsune gain a +1 to Speed and Luck.
  
  Lithe and Quiet: Gain a +2 to Acrobatics and Stealth.
  
  Fox’s Wit: Gain a +2 to Magic Defense.
  
  Language: Vrusian, Kitsune
  Subspecies Alterations
  
  Nine Tails: They use +1 MAG and LUK instead.
  
  18
  Lycanthrope
  Physical Description: Lycanthropes are human or human-like beings with
  animalistic features accompanying them. This could be anything from animal
  ears, animal tails, or even fur or scales. Many different variations exist with
  many different animals associated.
  Associated Class: Lycanthropes make excellent Fighters, Pirates, or even
  Cavaliers.
  Associated Religions: Lycanthropes tend to stray away from most religions,
  seeing them as pointless.
  History: Lycanthropy is an old disease of unknown origin which has infected a
  small population of people - humans and other humanoids alike. Purebreed
  lycanthropes are the most animalistic looking, being one with the disease and
  never having been a human before infection while others are born with it or
  infected at one point in their life. This change, while drastic, is usually not
  harmful to their social status or livelihood and is viewed like any disease; the
  person is pitied instead of viewed as a ‘demon’ or ‘monster’.
  Subspecies: Youkai are spiritual lycanthropes who come in a variety of forms,
  usually tying to animals or even concepts - having much more diversity than
  standard lycanthropes though being much more inclined towards harming
  humanoids.
  Lycanthrope Abilities
  
  Lycanthropes gain a +1 to Strength and Speed.
  
  Physically Adept: Gain a +1 to Stamina Pool.
  
  Reaching Pounce: Spend 1 SP to move an additional 2 squares on a move.
  
  Language: Vrusian, Sylvan
  Subspecies Alterations
  
  Youkai: They use +2 STR instead.
  
  19
  Abomination
  Physical Description: Pale-skinned humanoids with gaunt facial features and
  a lumbering stride, Abominations look like a cross between humans and
  zombies with half-rotted features doing little to disguise their undead taint
  within their blood.
  Associated Class: Abominations do well as any physical combat oriented
  class.
  Associated Religions: Due to their undead heritage, Abominations tend to
  worship a deity like Malakai due to the terror he invokes in mortal’s hearts,
  seeing it as their true purpose in life: to terrify the living.
  History: Some question the creation of an Abomination, and they’d be right
  to do so. Everything about them from their birth to their very existence is
  unnatural. Being the sons of a zombie and a living humanoid, the union can
  only be achieved through dark rituals which involve magically enhancing the
  undead and controlling it long enough to do its deed. Once the Abomination is
  born (which takes all but a few hours), the female (regarded as a host) is
  eaten by the undead before it is killed. The Abomination as a child is then
  taken to safety to be raised as a tool for protection.
  Subspecies: Gaunts are skeletal in nature with very thin bodies and stark
  white skin. Their skin is so tightly stretched against their skeleton that they
  are practically skeletons with the main indicator being their organs and ribs
  not being visible.
  Abomination Abilities
  
  Abominations gain a +2 to Strength.
  
  Abominations are of the Monster type.
  
  Cold Dead Body: Immune to cold, weakness to light.
  
  Lack of Pain: Gain a +2 to Physical Defense.
  
  Language: Vrusian, Necrotis
  Subspecies Alterations
  
  Gaunt: They use +1 STR and SPD instead.
  
  20
  Chapter 4: Classes
  Classes determine a character’s innate abilities, and each class has different
  options, maneuvers, and spells available to them.
  There are four class types.
  Recruit
  Standard
  Promoted
  Advanced
  Each class receives the following innate abilities:
  Innate Skill: Some Standard classes, all Promoted and Advanced classes have
  an Innate Skill.
  Training: Each class gains a Training at 1st level.
  Awakening I: Each class gains Awakening I at 10th level.
  Awakening II: Each class gains Awakening II at 20th level.
  Awakening III: Each class gains Awakening III at 30th level.
  Awakening IV: Each class gains Awakening IV at 40th level.
  Characters keep their Innate Skills, Training, and Awakenings from all of their
  classes (except those they re-class into). This does not apply to In Training
  below or a class’ Weapon Proficiency if they’d lose any by promoting.
  Recruit Classes receive the following innate abilities:
  In Training: Recruits are constantly looking to better themselves. Recruits
  have 15 EXP they add to the Party’s EXP Pool when determining when the
  Recruit levels up. This means they level up faster despite being weak units
  baseline. Recruits lose this when they promote to Standard. (Example: If a
  Party’s EXP Pool is 50, the Recruits in the party are considered to instead
  have 65 EXP as part of the pool while everyone else has 50.)
  In addition to all of these, all classes receive a single Intrigue Power. This
  Intrigue Power is meant to be used only in roleplay scenarios. Characters gain
  all of the Intrigue Powers from each class they have been in previously. For
  example, a character who manages to promote from Recruit to Standard has
  both the Recruit class’ Intrigue Power and the Standard class’ Intrigue Power.
  This also works with reclassing.
  Reclassing:
  This is the process in which a character uses a Reclass Seal in order to change
  into an alternate class. These are determined by the character’s Standard or
  Advanced class (Recruits cannot Reclass). For Promoted characters when
  reclassing they instead choose a promotion of one of the Standard classes
  they can reclass into. They gain all appropriate abilities (such as Intrigue
  Power) that they’d gain from playing through the Standard class.
  Reclassed characters replace their class’ Training and Innate Skill with the
  new class; but otherwise keep all stats, and Awakenings of the previous class.
  
  21
  Recruit Classes
  Recruit classes are categorized by being on average weaker than Standard
  classes, though advancing at a slightly faster rate and gaining access to
  Recruit-specific abilities later.
  Class Name
  Weapon Type
  Promotes Into
  Acolyte
  Light
  Monk or Arcanist
  Disciple
  Staff
  Cleric or Troubadour
  Journeyman
  Axe
  Fighter or Pirate
  Novice
  Dark
  Shaman or Voidcaller
  Probation Flier
  Lane
  Pegasus Knight or Wyvern Rider
  Pupil
  Anima
  Mage or Magus
  Scout
  Bow
  Archer or Nomad
  Squire
  Sword
  Mercenary or Myrmidon
  Trainee
  Lance
  Knight or Cavalier
  Recruit classes have the following qualities
  
  Maximum HP is 40.
  
  Maximum stats are 15.
  
  Maximum Luck is 30.
  
  Maximum Weapon Rank is C.
  
  Only receive Awakening I.
  
  Maximum level is 10, promotes into Standard.
  Recruit Classes each have abilities specific to themselves. Some of these
  alter the stats of each class, or even their promotion choices.
  
  22
  Acolyte
  Acolytes who have only begun using the power of their deity, Acolytes tend to
  be the students of much more powerful characters such as a Priest or Bishop.
  Innate Skill: None.
  Training: So long as the Acolyte has at least 1 MP remaining, they take no
  penalties due to a light tome’s weight.
  Awakening I: Acolyte can spend 3 MP instead of reducing a single light tome’s
  durability at the end of combat. This must be done at the beginning of
  combat to take effect.
  Promotion: Monk or Arcanist
  Type: Foot, Magic
  Base HP: 1d6 + 6 (or avg. 10)
  Move: 4 sq.
  CON: 4
  Weapon Proficiency: Light
  STR: 0 | MAG: 6 | DEF: 0 | RES: 6 | SKL: 4 | SPD: 4 | LUK: 0
  Intrigue Power: Acolyte are constantly learning, and must be diligent if they
  want to fill their master’s shoes one day. Once per day the Acolyte can call
  upon this ability to automatically find a book relating to a topic they’re trying
  to research. This is within the GM’s limits, and how rare the topic actually is.
  Acolyte Abilities
  The following are abilities specific to the Acolyte class.
  Sending Light (Spell)
  MP Cost: N/A
  Description: As a Complex action you can target an ally within 6 squares and
  grant them a +1 to Physical and Magical Defense for 1 round.
  Mighty Light (Spell)
  MP Cost: 2
  Description: When using a Light tome, use this spell as a free action to grant
  the tome a +1 to damage for 2 rounds.
  Dying Light (Maneuver)
  SP Cost: N/A
  Description: If the Acolyte is brought to 0 HP they can make an attack against
  the enemy who brought them to 0 HP as a free action.
  
  23
  Disciple
  Healers in-training with the ability to use staves in order to help people.
  Disciples are normally found in churches, however some are doctors/nurses.
  Innate Skill: None.
  Training: Disciples can spend 1 MP to heal 2 HP.
  Awakening I: Disciples can spend an additional use of their Staff per
  encounter to double the healing effect on allies for a number of rounds equal
  to ½ their MAG.
  Promotion: Cleric or Troubadour
  Type: Foot, Magic
  Base HP: 1d6 + 4 (or avg. 8)
  Move: 4 sq.
  CON: 5
  Weapon Proficiency: Staff
  STR: 0 | MAG: 6 | DEF: 0 | RES: 6 | SKL: 0 | SPD: 4 | LUK: 4
  Intrigue Power: Once per day a Disciple can help themselves or allies who
  are hungry and/or thirsty, and using their magic can conjure food for the ally
  and a small group of people to consume. This does not cost any MP to use
  despite drawing upon their magic.
  Disciple Abilities
  The following are abilities specific to the Disciple class.
  Staff Blessing (Maneuver)
  SP Cost: N/A
  Description: If you have a staff equipped you gain a +1 to Magical Defense.
  False Healing (Spell)
  MP Cost: 1
  Description: Cast this spell as a Complex action on an adjacent enemy. The
  enemy is healed for 1 HP, however they are poisoned for 3 rounds.
  Bright Light (Spell)
  MP Cost: 1
  Description: As a Complex action the Disciple can create a bright ball of light
  centered on them. Enemies attempting to attack them are blinded for 1
  round.
  
  24
  Journeyman
  Journeymen are axe-wielding strongmen. Some are farmhands, others are in
  training under a veteran or teacher.
  Innate Skill: None.
  Training: If an axe doesn’t exceed the Journeyman’s CON, it has a range of
  1-2 if it doesn’t already.
  Awakening I: Journeymen can spend 1 MP in order to gain a bonus to their
  Physical Defense equal to half their weapon’s Might.
  Promotion: Fighter or Pirate
  Type: Foot
  Base HP: 2d4 + 10 (or avg. 14)
  Move: 4 sq.
  CON: 7
  Weapon Proficiency: Axe
  STR: 6 | MAG: 0 | DEF: 3 | RES: 1 | SKL: 4 | SPD: 4 | LUK: 2
  Intrigue Power: Once per day a Journeyman can lift, push, or otherwise
  manipulate a heavy object without the need of making a skill check.
  Alternatively this can be used in arm wrestling, swimming, climbing, or
  anything which requires Strength.
  Journeyman Abilities
  The following are abilities specific to the Journeyman class.
  Tough (Maneuver)
  SP Cost: N/A
  Description: This can only be taken at 1st level. Reduce Speed and Skill by 1,
  and increase Defense by 2.
  Blinding Axe (Maneuver)
  SP Cost: 1
  Description: If the weight of the axe being used to attack with this Maneuver
  does not exceed CON, you double attack even if your Speed wouldn’t let you.
  Serrated Edge (Maneuver)
  SP Cost: 1
  Description: If an opponent is hit by your axe, they are subjected to Bleed for
  2 rounds.
  
  25
  Novice
  A Novice is a practicing dark magic user. They are often self-taught, however
  some are the apprentice to dark magic users.
  Innate Skill: None.
  Training: So long as a Novice has at least 1 MP they are unaffected by the
  Mute status condition.
  Awakening I: Novices can spend 1 MP in order to make a “Dark Bolt” spell.
  This attack has a Might of 4, a range of 1-2, and x2 critical hit modifier.
  Promotion: Shaman or Voidcaller
  Type: Foot, Magic
  Base HP: 1d6 + 6 (or avg. 10)
  Move: 4 sq.
  CON: 4
  Weapon Proficiency: Dark
  STR: 0 | MAG: 6 | DEF: 1 | RES: 6 | SKL: 2 | SPD: 1 | LUK: 4
  Intrigue Power: Once per day a Novice can call upon dark forces, and let
  their eyes be taken over by them. This allows the Novice to see into The Dark
  Lands for 1 hour.
  Novice Abilities
  The following are abilities specific to the Novice class.
  Practice Ritual (Spell)
  MP Cost: 1
  Description: This spell must be used outside of combat. Make a DC 25
  Knowledge (Dark Magic) check. On a successful check, you summon a minor
  demon (such as an imp) to do your bidding.
  Occult Lore (Spell)
  MP Cost: N/A
  Description: As a Simple action you can overcharge a Dark tome. The tome
  will expend 2 uses at the end of combat, but adds a +1d8 to the damage dice.
  On infinite use tomes, this instead costs 2 MP.
  Dark Shroud (Maneuver)
  SP Cost: N/A
  Description: Gain a +2 to Magical Defense against attacks which deal Dark
  damage.
  
  26
  Probation Flier
  Pegasi learners, Probation Fliers usually start out as farmhands taking care of
  pegasi before they’re allowed to start practicing riding and caring for them.
  Innate Skill: None.
  Training: So long as the Probation Flier has 1 SP they treat their CON as 2
  higher for the purpose of a weapon’s weight.
  Awakening I: On a critical hit Probation Fliers gain +2 to hit on their next
  attack.
  Promotion: Pegasus Knight or Wyvern Rider
  Type: Flying
  Base HP: 2d4 + 10 (or avg. 16)
  Move: 5 sq.
  CON: 7
  Weapon Proficiency: Lance
  STR: 4 | MAG: 0 | DEF: 2 | RES: 1 | SKL: 5 | SPD: 6 | LUK: 2
  Intrigue Power: Once per day a Probation Flier can use the intense speed of
  their Pegasus to decrease travel time from one location to another by half.
  For example, a 2 hour journey for them would instead take 1 hour.
  Probation Flier Abilities
  The following are abilities specific to the Probation Flier class.
  Pegasi Dance (Maneuver)
  SP Cost: 1
  Description: Your enemy does not benefit from terrain bonuses when
  attacking or defending against you. This lasts for 2 rounds.
  Fly Away! (Maneuver)
  SP Cost: 1
  Description: As a Complex action you can fly directly into the air, becoming
  immune to attacks except from other flying units for 1 round.
  Pegasus Kick (Maneuver)
  SP Cost: N/A
  Description: As a Complex action your Pegasus can attack for you. This
  attack is as if you had attacked an enemy with an unarmed strike, but deals
  1d8 points of bludgeoning damage, and does not add your Strength to
  damage.
  
  27
  Pupil
  Trainees of the arcane, Pupils are normally taught in a formal setting
  however some are known to have power deep within their blood.
  Innate Skill: None.
  Training: So long as the Pupil has 1 MP they can sacrifice a use of a tome in
  order to cast a spell.
  Awakening I: By spending 1 MP a Pupil can push an enemy within 6 squares
  back 1 square.
  Promotion: Mage or Magus
  Type: Foot, Magic
  Base HP: 1d4 + 8 (or avg. 11)
  Move: 4 sq.
  CON: 4
  Weapon Proficiency: Anima
  STR: 0 | MAG: 6 | DEF: 0 | RES: 4 | SKL: 4 | SPD: 6 | LUK: 0
  Intrigue Power: Once per day a Pupil can use their magical power in order to
  create an illusion. This illusion can be a person’s voice, the sound of footsteps,
  an individual, or even tactile illusions such as the taste of poison or the
  feeling of cold air on the back of one’s neck.
  Pupil Abilities
  The following are abilities specific to the Pupil class.
  Prodigy (Spell)
  MP Cost: All
  Description: When using this spell, choose a spell you meet the prerequisites
  for, but do not own. You can spend all of your MP (if it is greater than 1) in
  order to cast this spell you do not have.
  Physical Mage (Maneuver)
  SP Cost: N/A
  Description: This can only be taken at 1st level. Reduce Speed by 2 and Magic
  by 2, and increase Strength by 4.
  Elemental Blending (Spell)
  MP Cost: N/A
  Description: Choose one of the following elements: Fire, Cold, Electricity,
  Wind, Acid, or Earth. When using a spell or tome you can change its element
  to this.
  
  28
  Scout
  Hunters trained with a bow, Scouts are traditionally taught by their parents
  how to hunt with a bow. Some however learn due to wartime.
  Innate Skill: None.
  Training: So long as the Scout has 1 SP they can spend a turn aiming to gain a
  +2 to attack on their next turn.
  Awakening I: On a critical hit the Scout recovers a use of their weapon per
  encounter. This can only affect a weapon once.
  Promotion: Archer or Nomad
  Type: Foot
  Base HP: 1d6 + 10 (or avg. 14)
  Move: 4 sq.
  CON: 5
  Weapon Proficiency: Bow
  STR: 3 | MAG: 0 | DEF: 1 | RES: 0 | SKL: 6 | SPD: 6 | LUK: 4
  Intrigue Power: Once per day a Scout can go out hunting or scavenging in
  order to find goods in an appropriate area. If the area isn’t barren, the Scout
  comes back to the party after an hour with food and drink, as well as a
  general knowledge of the layout of this place.
  Scout Abilities
  The following are abilities specific to the Scout class.
  Huntsmen (Maneuver)
  SP Cost: N/A
  Description: This must be chosen at 1st level. Reduce Skill and Speed by 2,
  increase Strength by 2 and Defense by 2. In addition to this, change the
  promotion options to Hunter and Nomad instead.
  Bow Punch (Maneuver)
  SP Cost: N/A
  Description: Attack at 1 range with a bow. This attack deals 1d6 + 1/2 STR
  for damage.
  Bleeding Arrow (Maneuver)
  SP Cost: 2
  Description: On a successful hit against an opponent inflict Bleed for 2
  rounds.
  
  29
  Squire
  Apprentices to knights, renown swordsmen, or just a kid with a sword.
  Squires come in all shapes and sizes.
  Innate Skill: None.
  Training: So long as the Squire has 1 SP they gain 1 HP after defeating an
  opponent.
  Awakening I: Squires can spend 1 SP to deal half damage on an attack and
  instead reduce the opponent’s speed by one for 1 round.
  Promotion: Mercenary or Myrmidon
  Type: Foot
  Base HP: 1d8 + 10 (or avg. 15)
  Move: 4 sq.
  CON: 7
  Weapon Proficiency: Sword
  STR: 4 | MAG: 0 | DEF: 4 | RES: 0 | SKL: 5 | SPD: 5 | LUK: 2
  Intrigue Power: Once per day a Squire can call upon their training in a social
  or military setting in order to improve the attitudes of those within the room
  towards them. If people dislike the Squire, they may still harbor these
  feelings but are impressed or annoyed by their presence.
  Squire Abilities
  The following are abilities specific to the Squire class.
  Slums Child (Maneuver)
  SP Cost: N/A
  Description: This must be chosen at 1st level. Reduce Strength and Defense
  by 2, increase Speed by 2, increase Luck by 2. In addition to this, change the
  promotion options to Thief and Mercenary instead.
  Squire’s Sword (Maneuver)
  SP Cost: N/A
  Description: Choose a sword in your possession. While this sword is in your
  possession, you gain a +4 to Persuasion checks. If this sword breaks, you can
  choose a new sword to grant this bonus, but the bonus is not regained until 24
  hours have passed.
  Weak Parry (Maneuver)
  SP Cost: N/A
  Description: When being attacked you can sacrifice your Simple action on
  your next turn in order to reduce the damage from the attack by 2.
  
  30
  Trainee
  Apprentices to knights, renown swordsmen, or just a kid with a sword.
  Squires come in all shapes and sizes.
  Innate Skill: None.
  Training: So long as the Trainee has 1 SP they can move 5 squares in a
  straight line rather than 4 squares.
  Awakening I: Trainees can spend 1 SP to decrease an opponent’s Physical
  Defense by 2 for 1 round after the Trainee has dealt damage to them.
  Promotion: Knight or Cavalier
  Type: Foot
  Base HP: 1d6 + 12 (or avg. 16)
  Move: 4 sq.
  CON: 5
  Weapon Proficiency: Lance
  STR: 3 | MAG: 0 | DEF: 2 | RES: 0 | SKL: 4 | SPD: 6 | LUK: 5
  Intrigue Power: Once per day a Trainee can use their lack of experience to
  their advantage in some way shape or form, be it gaining help from an
  unsuspecting enemy while disguised in their camp, or calling upon a much
  stronger ally to guide the Trainee on the right path.
  Trainee Abilities
  The following are abilities specific to the Trainee class.
  Grounded (Maneuver)
  SP Cost: N/A
  Description: This must be chosen at 1st level. Reduce Speed by 4 and Luck by
  4. Increase Defense by 4 and Strength by 4. In addition to this, change the
  promotion options to Knight and Soldier instead.
  Pierce Through (Maneuver)
  SP Cost: N/A
  Description: If an attack hits an enemy and there is another enemy directly
  behind the one you just hit, the enemy behind them takes the minimum
  damage from your weapon. This can only trigger once per encounter.
  Fatiguing Lance (Maneuver)
  SP Cost: 1
  Description: On a successful hit against an opponent inflict Fatigue for 2
  rounds.
  
  31
  Standard Classes
  Standard classes make up a majority of individuals, low to mid-ranking
  combatants who fight on the front line. Some are even promoted variants of
  Recruits, different than their pure Standard class counterparts.
  Class Name
  Weapon Type
  Promotes Into
  Arcanist
  Light
  Wilder or Sage
  Archer
  Bow
  Sniper or Ranger
  Brawler
  Unarmed
  Pugilist
  Brigand
  Axe
  Berserker or Warrior
  Cavalier
  Sword, Lance
  Paladin or Great Knight
  Cleric
  Staff
  Bishop or Valkyrie
  Fighter
  Axe
  Warrior or Hero
  Gunslinger
  Firearm
  Swashbuckler or Desperado
  Hunter
  Bow
  Ranger or Stalker
  Knight
  Lance
  General or Great Knight
  Lord
  Choose one
  Great Lord or Knight Lord
  Mage
  Anima
  Mage Knight or Sage
  Magus
  Sword, Anima
  Magister or Mage Knight
  Mercenary
  Sword
  Hero or Ranger
  Monk
  Light
  Bishop or Sage
  Myrmidon
  Sword
  Swordmaster or Assassin
  Nomad
  Bow
  Nomadic Trooper or Ranger
  Pegasus Knight
  Lance
  Falcon Knight or Griffon Rider
  Pirate
  Axe
  Berserker or Marauder
  Shaman
  Dark
  Druid or Summoner
  Soldier
  Lance
  Halberdier or Paladin
  Thief
  Sword
  Rogue or Assassin
  Troubadour
  Staff
  Valkyrie or Mage Knight
  Voidcaller
  Dark
  Nightweaver or Summoner
  Wyvern Rider
  Lance
  Wyvern Knight or Wyvern Lord
  Standard classes have the following qualities
  
  Maximum HP is 60.
  
  Maximum stats are 20.
  
  Maximum Luck is 30.
  
  Maximum Weapon Rank is A.
  
  Only receive up to Awakening II.
  
  Maximum level is 20, promotes into Promoted.
  
  32
  Arcanist
  Arcanists study the uses of Light magic, but aren’t as tied to religion as other
  Light-using classes. This makes them similar to the arcane devoted Mages.
  Innate Skill: None.
  Training: So long as the Arcanist has 1 MP they treat their Speed as 2 higher
  for the purpose of attacking twice.
  Awakening I: On the second attack during an Arcanist’s turn they can spend 1
  MP to deal 4 more damage if they hit.
  Awakening II: So long as the Arcanist has 1 MP they increase their Move by 1.
  Promotion: Wilder or Sage
  Type: Foot, Magic
  Base HP: 1d6 + 14 (or avg. 18)
  Move: 5 sq.
  CON: 8
  Weapon Proficiency: Light
  STR: 0 | MAG: 6 | DEF: 1 | RES: 4 | SKL: 4 | SPD: 8 | LUK: 1
  Intrigue Power: Arcanists can rely on their study of light magic to influence
  an opponent. While not in combat the Arcanist can use this power to make a
  target more accepting to your suggestions. This lasts for around an hour,
  after which the target is aware of being manipulated by you (though they may
  be unaware of the extent, for example thinking it was a simple charm spell).
  
  33
  Archer
  Archers are quick, perceptive, and masters of indirect combat with
  opponents, using bows to strike foes from afar.
  Innate Skill: Can use Ballista.
  Training: So long as the Archer has 1 SP they treat a Bow’s weight as 2 less.
  Awakening I: An Archer can spend 1 SP to gain a +2 to hit.
  Awakening II: An Archer can spend 3 SP to prevent enemies from moving
  adjacent to them for 4 rounds.
  Promotion: Sniper or Ranger
  Type: Foot
  Base HP: 1d6 + 16 (or avg. 20)
  Move: 5 sq.
  CON: 5
  Weapon Proficiency: Bow
  STR: 3 | MAG: 0 | DEF: 2 | RES: 1 | SKL: 8 | SPD: 6 | LUK: 4
  Intrigue Power: Archers are master spotters, and can find enemies within a
  moment’s notice. Once per day the Archer can use this ability to
  automatically succeed when searching for something or someone while not in
  combat.
  
  34
  Brawler
  Masters of the fist, Brawlers use their unarmed strikes to pummel opponents.
  They can function just fine without any fancy weapons others have.
  Innate Skill: None.
  Training: So long as the Pugilist has 1 SP they gain a +1 to Physical Defense.
  Awakening I: By spending 1 SP a Pugilist can add +2 to damage on a single
  attack before making it.
  Awakening II: By spending 1 SP a Pugilist can make a single attack while out
  of turn against an opponent within range. This attack is at -10 to-hit.
  Promotion: Pugilist
  Type: Foot
  Base HP: 1d8 + 15 (or avg. 20)
  Move: 5 sq.
  CON: 7
  Weapon Proficiency: Unarmed (Gains the Martial Arts Maneuver free)
  STR: 8 | MAG: 0 | DEF: 6 | RES: 2 | SKL: 4 | SPD: 4 | LUK: 0
  Intrigue Power: Brawlers pride themselves on their limber bodies and their
  ability to avoid danger. In situations where the Pugilist must be acrobatic or
  tough (for example, walking a tight rope or climbing) so long as they aren’t in
  combat they automatically succeed.
  
  35
  Brigand
  Tough axe-users with little regard for their own safety and the safety of
  others. Brigands loot, steal, or are just giant brutes looking for a fight.
  Innate Skill: None.
  Training: So long as the Brigand has 1 SP they gain a +2 to-hit with Axes.
  Awakening I: By spending 1 SP a Brigand can push an opponent back 1 square
  after dealing damage to them.
  Awakening II: By spending 3 SP a Brigand can target an adjacent opponent.
  That opponent takes a -4 to Physical Defense for 4 rounds.
  Promotion: Berserker or Warrior
  Type: Foot
  Base HP: 1d8 + 20 (or avg. 25)
  Move: 5 sq. (Mountain Stride)
  CON: 12
  Weapon Proficiency: Axe
  STR: 10 | MAG: 0 | DEF: 4 | RES: 0 | SKL: 4 | SPD: 4 | LUK: 2
  Intrigue Power: Brigands come from a lifestyle of looting, pillaging, and
  fighting. While not in combat a Brigand is always aware of the state of a town
  they’re in, and can tell ahead of time when it’s about to be raided or
  attacked, even if they wouldn’t normally know this knowledge.
  
  36
  Cavalier
  Mounted infantry, Cavaliers are incredibly versatile and practiced warriors
  who are common staples within an army.
  Innate Skill: None.
  Training: So long as the Cavalier has 1 SP they increase their AID by 2.
  Awakening I: By spending 1 SP a Cavalier can increase their Physical Defense
  by +2 for 3 rounds.
  Awakening II: By spending 2 SP a Cavalier can increase their Move by +2 for 3
  rounds.
  Promotion: Paladin or Great Knight
  Type: Mounted
  Base HP: 1d6 + 18 (or avg. 22)
  Move: 7 sq.
  CON: 11
  Weapon Proficiency: Sword and Lance
  STR: 8 | MAG: 0 | DEF: 5 | RES: 0 | SKL: 6 | SPD: 4 | LUK: 1
  Intrigue Power: Cavaliers can carefully maneuver their mounts in order to
  avoid being slowed down, and due to their mounts they can carry allies over
  hazardous terrain. This allows them to avoid difficult or potentially
  hazardous terrain out of combat. This does not work on mountainous terrain
  however.
  
  37
  Cleric
  Healers devoted to their ability to heal others with magical staves and spells.
  Though not always, Clerics are often tied to a religion or ideology.
  Innate Skill: None.
  Training: So long as the Cleric has 1 MP they can spend a complex action to
  heal themselves for 4 HP.
  Awakening I: By spending 1 MP a Cleric can give their staff a 1-2 range for 3
  rounds.
  Awakening II: By spending 1 MP a Cleric can negate any status ailment an
  adjacent ally is under the effects of.
  Promotion: Bishop or Valkyrie
  Type: Foot, Magic
  Base HP: 1d4 + 13 (or avg. 16)
  Move: 5 sq.
  CON: 6
  Weapon Proficiency: Staff
  STR: 0 | MAG: 8 | DEF: 0 | RES: 6 | SKL: 0 | SPD: 6 | LUK: 4
  Intrigue Power: Clerics know how to patch up people really quickly. Out of
  combat Clerics can stabilize people who are dying (unless the GM says
  otherwise) and can bring them up to consciousness. This does not guarantee
  they will be able to move, but they will be awake.
  
  38
  Fighter
  Calculated axe-users, Fighters (unlike Brigands) tend to receive formal
  training and fight in the military, lending to their fighting styles.
  Innate Skill: None.
  Training: So long as the Fighter has 1 SP they gain a +1 to Physical Defense.
  Awakening I: By spending 1 SP a Fighter can deal half damage to two
  opponents adjacent to them on a hit. This is a Complex action.
  Awakening II: By spending 3 SP a Fighter can reduce the damage of an
  incoming attack by ¼ Strength (Example, ¼ of 8 STR is 2).
  Promotion: Warrior or Hero
  Type: Foot
  Base HP: 1d8 + 18 (or avg. 23)
  Move: 5 sq.
  CON: 14
  Weapon Proficiency: Axe
  STR: 8 | MAG: 0 | DEF: 6 | RES: 1 | SKL: 4 | SPD: 4 | LUK: 1
  Intrigue Power: Fighters are naturally intimidating, and can use this to their
  advantage. If there is a social situation in which intimidation is beneficial,
  the Fighter can use this ability to automatically succeed any needed
  intimidation check. This does not guarantee the opponent will cower.
  
  39
  Gunslinger
  Pioneers of the new gunpowder technology, Gunslingers are new additions to
  armies and are very experimental. They take up roles similar to archers.
  Innate Skill: Can use cannons.
  Training: So long as the Gunslinger has 1 SP they treat their Speed as 2 higher
  for the purpose of double attacks.
  Awakening I: By spending 1 SP a Gunslinger can treat a firearm’s range as 1
  instead of 2 for 3 rounds.
  Awakening II: By spending 2 SP a Gunslinger can do +2 damage for 3 rounds.
  Promotion: Swashbuckler or Desperado
  Type: Foot
  Base HP: 1d4 + 15 (or avg. 18)
  Move: 5 sq.
  CON: 9
  Weapon Proficiency: Firearms
  STR: 0 | MAG: 0 | DEF: 4 | RES: 0 | SKL: 6 | SPD: 8 | LUK: 6
  Intrigue Power: Gunslingers can utilize their firearms for crazy and
  unsuspecting tricks that don’t expend uses. These tricks can be anything from
  shooting off a lock, shooting a rope instead of cutting it, or even shooting
  something out of someone’s hands. These can only be used out of combat,
  and may be subject to the GM’s approval in some cases (for example, a GM
  may rule shooting off a door’s lock doesn’t always work).
  
  40
  Hunter
  Strong bowmen who focus more on the wilderness than military tactics,
  Hunters are outdoors-men at heart, and prefer the woods to anywhere.
  Innate Skill: None.
  Training: So long as the Hunter has 1 SP they gain a +1 to attack and damage
  while in a forest-like terrain.
  Awakening I: By spending 1 SP a Hunter can gain a +2 Physical Defense for 3
  rounds.
  Awakening II: By spending 4 SP a Hunter can add their entire Strength to a
  single attack instead of half Strength.
  Promotion: Stalker or Ranger
  Type: Foot
  Base HP: 1d4 + 15 (or avg. 18)
  Move: 5 sq. (Forest Stride)
  CON: 10
  Weapon Proficiency: Bow
  STR: 8 | MAG: 0 | DEF: 4 | RES: 0 | SKL: 5 | SPD: 6 | LUK: 1
  Intrigue Power: Hunters are skilled at finding a quarry, and look for them
  relentlessly. In any forest-like terrain the Hunter can spend 1 hour searching
  for an individual they know is within the area to find them.
  
  41
  Knight
  Heavily armored individuals who are masters of shrugging off damage and
  keeping their allies safe from harm’s way.
  Innate Skill: None.
  Training: So long as the Knight has 1 SP they reduce damage from physical
  attacks by 1.
  Awakening I: By spending 1 SP a Knight can take damage for an adjacent ally.
  Awakening II: By spending 3 SP a Knight can reduce damage taken from
  physical attacks by ½ Defense for 3 rounds.
  Promotion: General or Great Knight
  Type: Armored
  Base HP: 1d6 + 19 (or avg. 23)
  Move: 4 sq.
  CON: 17
  Weapon Proficiency: Lance
  STR: 8 | MAG: 0 | DEF: 10 | RES: 0 | SKL: 5 | SPD: 1 | LUK: 0
  Intrigue Power: Knights are slow but steady, and are normally unaffected by
  small bits of damage. This ability prevents the knight from taking damage or
  adverse effects from “small” sources such as an arrow trap, a thrown dagger,
  or untrained rioters punching their armor. This only affects them outside of
  combat.
  
  42
  Lord
  Versatile nobles who are also combatants. Lords are princes and princesses of
  kingdoms, dukes, duchesses, or other forms of royalty or soon-to-be royalty.
  Innate Skill: None.
  Training: So long as the Lord has 1 SP they grant all allies within 3 squares a
  +1 to attack and damage.
  Awakening I: By spending 1 SP a Lord can grant an adjacent ally a +2 to
  attack.
  Awakening II: By spending 2 SP a Lord can heal themselves using ½ the
  damage dealt after an attack.
  Promotion: Great Lord or Knight Lord
  Type: Foot (+Magic if Anima, Light, Dark, or Staff are chosen)
  Base HP: 1d4 + 16 (or avg. 19)
  Move: 5 sq.
  CON: 10
  Weapon Proficiency: Choose one
  STR: 2 | MAG: 2 | DEF: 2 | RES: 0 | SKL: 6 | SPD: 8 | LUK: 4
  Intrigue Power: Lords are scions and are incredibly skilled at courtly affairs.
  When dealing with nobles Lords automatically succeed at any etiquette
  checks needed. In addition to this, once per day the Lord can use this skill to
  call upon a Lord they know to help them with a task outside of combat.
  
  43
  Mage
  Beginner magic users, Mages have studied the arcane arts and have just
  begun to put them into practice for practical combative purposes.
  Innate Skill: None.
  Training: So long as the Mage has 1 MP they gain a +1 to Magical Defense.
  Awakening I: By spending 1 MP a Mage can shoot out an ‘Arcane Bolt’, this
  has 5 Might, x2 Critical Multiplier, 1-2 Range, and does Arcane damage.
  Awakening II: By spending 3 MP a Mage can deal +4 damage for 3 rounds.
  Promotion: Sage or Mage Knight
  Type: Foot, Magic
  Base HP: 1d4 + 14 (or avg. 17)
  Move: 5 sq.
  CON: 8
  Weapon Proficiency: Anima
  STR: 0 | MAG: 8 | DEF: 0 | RES: 6 | SKL: 5 | SPD: 5 | LUK: 0
  Intrigue Power: Mages are always learning new magic to aid them in the
  outside world. They can use their arcane talent to create minor illusions,
  manipulate small objects, and create light or darkness in an area. Other
  arcane tricks may be done up to the GM’s discretion.
  
  44
  Magus
  Soldiers who have studied both the blade and magic, their talents are diverse
  using their blend of magic and physical combat.
  Innate Skill: None.
  Training: So long as the Magus has 1 SP and MP they gain a +1 to Physical and
  Magical Defense.
  Awakening I: By spending 1 SP a Magus can grant themselves a +2 to damage
  for 3 rounds.
  Awakening II: By spending 2 SP a Magus can deal 2 damage to all adjacent
  enemies.
  Promotion: Magister or Mage Knight
  Type: Foot, Magic
  Base HP: 1d4 + 15 (or avg. 18)
  Move: 5 sq.
  CON: 8
  Weapon Proficiency: Sword, Anima
  STR: 6 | MAG: 6 | DEF: 4 | RES: 4 | SKL: 2 | SPD: 2 | LUK: 0
  Intrigue Power: The Magus is incredibly versatile, and has a near eidetic
  memory. This allows them to use this skill in order to always remember any
  in-character information they’re aware of and call upon it.
  
  45
  Mercenary
  Skilled and well-rounded sword fighters, Mercenaries are usually well-trained
  despite not typically coming from any formal background.
  Innate Skill: None.
  Training: So long as the Mercenary has 1 SP they treat their CON as 2 higher
  for the purpose of weapon weight.
  Awakening I: By spending 1 SP a Mercenary can heal 2 HP.
  Awakening II: By spending 2 SP a Mercenary gains a +2 to Physical Defense
  and Magical Defense if an enemy initiates combat with them. This lasts 3
  rounds.
  Promotion: Hero or Ranger
  Type: Foot
  Base HP: 1d6 + 16 (or avg. 20)
  Move: 5 sq.
  CON: 12
  Weapon Proficiency: Sword
  STR: 6 | MAG: 0 | DEF: 5 | RES: 0 | SKL: 6 | SPD: 6 | LUK: 1
  Intrigue Power: Mercenaries are masters of finding well-paying jobs, and can
  utilize this to their advantage. Mercenaries can use their connections to find
  quests and work instantly. This works in cities, towns, and areas of
  civilization.
  
  46
  Monk
  Skilled light-magic users, Monks are tied to religions and ideologies inherently
  and use their power to smite their foes. The female equivalent are Nuns.
  Innate Skill: None.
  Training: So long as the Monk has 1 MP they take 4 less damage from Monster
  enemies.
  Awakening I: By spending 1 MP a Monk can heal themselves or an ally for 2
  HP.
  Awakening II: By spending 3 MP a Monk can deal +4 damage to Monster
  enemies for 3 rounds.
  Promotion: Bishop or Sage
  Type: Foot, Magic
  Base HP: 1d4 + 15 (or avg. 18)
  Move: 5 sq.
  CON: 7
  Weapon Proficiency: Light
  STR: 0 | MAG: 4 | DEF: 1 | RES: 5 | SKL: 8 | SPD: 2 | LUK: 4
  Intrigue Power: Monks can call upon their deity or otherworldly forces to aid
  them in their great time of need. This deity or otherworldly being can offer
  advice, or guide the Monk on what the entity thinks the right path is.
  Information from these beings is limited to their own knowledge, and the GM
  can decide which information is allowed or not.
  
  47
  Myrmidon
  Quick-witted and fast on their feet, Myrmidons are exceptionally skilled and
  able to frequently score double attacks.
  Innate Skill: None.
  Training: So long as the Myrmidon has 1 SP they gain a +1 to Physical Defense.
  Awakening I: By spending 1 SP a Myrmidon can strike first even if the enemy
  initiated the combat. Against another Myrmidon, both uses are negated.
  Awakening II: By spending 3 SP a Myrmidon can deal +5 damage on a critical
  hit for 3 rounds.
  Promotion: Swordmaster or Assassin
  Type: Foot
  Base HP: 1d4 + 16 (or avg. 19)
  Move: 5 sq.
  CON: 10
  Weapon Proficiency: Sword
  STR: 2 | MAG: 0 | DEF: 2 | RES: 0 | SKL: 6 | SPD: 10 | LUK: 4
  Intrigue Power: Myrmidons are masters at utilizing their speed to its utmost
  advantage, and this shows outside of combat as well. Any speed-related
  activity such as running the Myrmidon automatically succeeds or comes out in
  first. Against another Myrmidon roll a 1d20+Speed to determine who is the
  winner.
  
  48
  Nomad
  Mounted bowmen, Nomads are exotic and come from the mountain steppes.
  They are often not part of armies outside of their own groups.
  Innate Skill: None.
  Training: So long as the Nomad has 1 SP they gain +1 Move while rescuing an
  ally.
  Awakening I: By spending 1 SP a Nomad can reduce any penalties they’re
  taking by 2 (minimum of 0).
  Awakening II: By spending 3 SP a Nomad can move up to their full speed,
  make a single attack against an enemy in range, and move again at half speed.
  This is a complex action.
  Promotion: Nomadic Trooper or Ranger
  Type: Mounted
  Base HP: 1d4 + 12 (or avg. 15)
  Move: 7 sq.
  CON: 8
  Weapon Proficiency: Bow
  STR: 4 | MAG: 0 | DEF: 4 | RES: 0 | SKL: 6 | SPD: 6 | LUK: 4
  Intrigue Power: Nomads are tribesmen and understand nature better than
  some of the more insular city folk. They can call upon this trait to commune
  with nature in order to learn information either from clues left behind or by
  supernatural forces guiding them.
  
  49
  Pegasus Knight
  The staple in flying infantry, Pegasus Knights are predominantly female and
  make bonds with their mounts at a young age.
  Innate Skill: None.
  Training: So long as the Pegasus Knight has 1 SP they take 2 less damage from
  magic attacks (except Wind damage).
  Awakening I: By spending 1 SP a Pegasus Knight can move double their speed.
  This takes both a Complex and a Simple action.
  Awakening II: By spending 2 SP a Pegasus Knight can increase their Speed for
  the purposes of double attacking by 2 for 3 rounds.
  Promotion: Falcon Knight or Griffon Rider
  Type: Flying
  Base HP: 1d4 + 15 (or avg. 18)
  Move: 7 sq.
  CON: 7
  Weapon Proficiency: Lance
  STR: 2 | MAG: 0 | DEF: 2 | RES: 4 | SKL: 4 | SPD: 8 | LUK: 4
  Intrigue Power: Pegasus Knights soar through the skies, and have incredible
  vantage compared to others. While using their mount to fly into the sky a
  Pegasus Knight can call upon this ability to automatically succeed at any
  searching-based checks. This does not work against enemies in stealth.
  
  50
  Pirate
  Sea-bound brigands who take pleasure in looting and raiding ships. Pirates
  themselves come in many classes, but the Pirate class is the standard.
  Innate Skill: None.
  Training: So long as the Pirate has 1 SP they gain a +2 to Physical Defense
  while on a water terrain.
  Awakening I: By spending 1 SP a Pirate can earn an amount of gold equal to
  half the damage they deal to an opponent. If this kills them, +150 to this.
  Awakening II: By spending 2 SP a Pirate can prevent opponents without Water
  Stride from attacking them while on water terrain. This lasts for 3 rounds.
  Promotion: Berserker or Marauder
  Type: Foot
  Base HP: 1d6 + 18 (or avg. 22)
  Move: 5 sq. (Water Stride)
  CON: 13
  Weapon Proficiency: Axe
  STR: 6 | MAG: 0 | DEF: 4 | RES: 0 | SKL: 6 | SPD: 8 | LUK: 0
  Intrigue Power: Pirates are skilled at sea and can traverse it with ease. While
  at sea, the Pirate automatically succeeds any checks which may come up
  related either to managing a sailing vessel or spotting people and ships at
  sea.
  
  51
  Shaman
  Defensive dark-using classes, Shamans are not inherently evil however their
  dark arts are often seen as evil due to its relation to necromancers.
  Innate Skill: None.
  Training: So long as the Shaman has 1 MP they gain +1 Magical Defense.
  Awakening I: By spending 1 MP a Shaman can make all adjacent enemies take
  a -1 to Physical and Magical Defense for 3 rounds.
  Awakening II: By spending 2 MP a Shaman can add half their missing HP (if
  they’ve taken damage) to damage on a single attack.
  Promotion: Druid or Summoner
  Type: Foot, Magic
  Base HP: 1d4 + 15 (or avg. 18)
  Move: 5 sq.
  CON: 7
  Weapon Proficiency: Dark
  STR: 0 | MAG: 6 | DEF: 5 | RES: 8 | SKL: 3 | SPD: 2 | LUK: 0
  Intrigue Power: Shamans are known to be in frequent contact with the spirits
  of beyond, and can call upon them for advice or information. This can be
  called upon to conjure a spirit that may be helpful. GM’s discretion as to
  whether the spirit is friendly to the Shaman and their group or not.
  
  52
  Soldier
  The most common infantrymen brought up in an army, Soldiers are by no
  means slouches despite being so common.
  Innate Skill: None.
  Training: So long as the Soldier has 1 SP they gain +1 Physical Defense.
  Awakening I: By spending 1 SP a Soldier can swap places with an adjacent
  ally.
  Awakening II: By spending 2 SP a Soldier can forcibly swap places with an
  enemy after a successful attack.
  Promotion: Halberdier or Paladin
  Type: Foot
  Base HP: 1d6 + 17 (or avg. 21)
  Move: 5 sq.
  CON: 12
  Weapon Proficiency: Lance
  STR: 6 | MAG: 0 | DEF: 6 | RES: 1 | SKL: 5 | SPD: 5 | LUK: 1
  Intrigue Power: Soldiers are dutiful and are able to use this to their
  advantage. In military settings or situations such as being the town guard or
  bodyguards, Soldiers automatically succeed at necessary etiquette checks.
  
  53
  Thief
  Thieves are incredibly versatile in their skill set, able to crack open locks and
  pickpocket from enemies in the midst of combat.
  Innate Skill: Steal: As a complex action the Thief can steal a non-weapon
  item that an adjacent opponent holds.
  Training: So long as the Thief has 1 SP they can pass through enemy squares
  as if they were an ally.
  Awakening I: By spending 1 SP a Thief can impose a -1 to Physical and Magical
  Defenses against enemies whose spaces they’ve moved through this turn.
  Awakening II: By spending 2 SP a Thief can disable all adjacent traps as a
  complex action. This can also be used to negate a terrain’s hazards for 3
  rounds.
  Promotion: Rogue or Assassin
  Type: Foot
  Base HP: 1d4 + 13 (or avg. 16)
  Move: 6 sq.
  CON: 8
  Weapon Proficiency: Sword
  STR: 2 | MAG: 0 | DEF: 2 | RES: 0 | SKL: 6 | SPD: 8 | LUK: 6
  Intrigue Power: Thieves are good at their job - hiding and/or going
  undetected. In situations where there is no great danger in being caught or in
  which the Thief has an adequate advantage in, they automatically succeed
  Stealth checks against the average goons.
  
  54
  Troubadour
  Mobile healers unlike Clerics, Troubadours are less often religious icons on
  horseback and instead nobles using their healing prowess.
  Innate Skill: None.
  Training: So long as the Troubadour has 1 MP they gain a +1 Magical Defense.
  Awakening I: By spending 1 MP a Troubadour can grant all allies in 3 squares a
  +1 to attack and damage for 3 rounds.
  Awakening II: By spending 3 MP a Troubadour can heal all adjacent allies for
  3 HP.
  Promotion: Valkyrie or Mage Knight
  Type: Mounted, Magic
  Base HP: 1d4 + 12 (or avg. 15)
  Move: 7 sq.
  CON: 6
  Weapon Proficiency: Staff
  STR: 0 | MAG: 6 | DEF: 2 | RES: 6 | SKL: 1 | SPD: 5 | LUK: 4
  Intrigue Power: Troubadours are gifted healers and able to treat poisons and
  diseases exceptionally well. Non-deadly diseases or poisons can instantly be
  expelled by the Troubadour from themselves or their allies.
  
  55
  Voidcaller
  Cold-hearted mages whose skill with dark magic comes from their willingness
  to sacrifice their earthly ties in order to grow more powerful.
  Innate Skill: None.
  Training: So long as the Voidcaller has 1 MP they deal 2 additional damage to
  enemies with Light proficiency.
  Awakening I: By spending 1 MP a Voidcaller can sacrifice 5 HP to deal 5
  additional damage on a single attack.
  Awakening II: By spending 2 MP a Voidcaller can take a Step to teleport up to
  3 squares away.
  Promotion: Nightweaver or Summoner
  Type: Foot, Magic
  Base HP: 1d6 + 14 (or avg. 18)
  Move: 5 sq.
  CON: 7
  Weapon Proficiency: Dark
  STR: 0 | MAG: 10 | DEF: 0 | RES: 6 | SKL: 4 | SPD: 4 | LUK: 0
  Intrigue Power: Voidcallers make pacts with dark entities regularly in order
  to gain more power for themselves. The Voidcaller can call upon this ability
  to summon the emissary of a dark entity willing to communicate with the
  Voidcaller. This emissary can impart knowledge at the GM’s discretion.
  
  56
  Wyvern Rider
  Specialized soldiers bonded to wyverns, Wyvern Riders boast great strength
  imparted to them from their bond with their draconic steed.
  Innate Skill: None.
  Training: So long as the Wyvern Rider has 1 SP they gain a +1 Physical
  Defense.
  Awakening I: By spending 1 SP a Wyvern Rider can make their Wyvern shoot
  out a fireball. This is magical, has 8 Might, x2 critical, 1-2 range, and deals
  fire damage.
  Awakening II: By spending 4 SP a Wyvern Rider can negate the bonus from
  weapons Effective against Dragon and Flying for 2 rounds.
  Promotion: Wyvern Knight or Wyvern Lord
  Type: Flying, Dragon
  Base HP: 1d6 + 17 (or avg. 22)
  Move: 7 sq.
  CON: 12
  Weapon Proficiency: Lance
  STR: 10 | MAG: 0 | DEF: 8 | RES: 0 | SKL: 4 | SPD: 2 | LUK: 0
  Intrigue Power: Wyvern Riders have a mystical connection with their mount,
  and other dragons know this. While interacting with draconic beings that are
  of equal or lower level than the Wyvern Rider, they are friendly and helpful
  towards him. This is not guaranteed but is more likely than not with higher
  level draconic beings.
  
  57
  Promoted Classes
  Promoted classes are the higher tier forms of Standard Classes.
  Class Name
  Weapon Type
  Promotes From
  Assassin
  Sword, Dark
  Myrmidon, Thief
  Berserker
  Axe
  Brigand, Pirate
  Bishop
  Light or Staff
  Cleric, Monk
  Desperado
  Firearm
  Gunslinger
  Druid
  Anima, Dark, Staff
  Shaman
  Falcon Knight
  Sword, Lance
  Pegasus Rider
  General
  Sword, Lance, Axe
  Knight
  Great Knight
  Sword, Lance, Axe
  Knight, Cavalier
  Great Lord
  Choose one more
  Lord
  Griffon Rider
  Lance, Axe
  Pegasus Rider
  Halberdier
  Lance
  Soldier
  Hero
  Sword, Axe
  Fighter, Mercenary
  Knight Lord
  Choose one more
  Lord
  Mage Knight
  Sword, Anima
  Mage, Magus, Troubadour
  Magister
  Sword, Anima, Dark
  Magus
  Marauder
  Axe, Firearm
  Pirate
  Nightweaver
  Dark
  Voidcaller
  Nomadic Trooper
  Lance, Bow
  Nomad
  Paladin
  Sword, Lance, Light
  Cavalier, Soldier
  Pugilist
  Unarmed
  Brawler
  Ranger
  Sword, Bow
  Archer, Hunter, Mercenary, Nomad
  Rogue
  Sword
  Thief
  Sage
  Anima, Light, Staff
  Arcanist, Mage, Monk
  Sniper
  Bow
  Archer
  Stalker
  Sword, Bow
  Hunter
  Summoner
  Dark, Staff
  Shaman, Voidcaller
  Swashbuckler
  Sword, Firearm
  Gunslinger
  Valkyrie
  Lance, Light, Staff
  Cleric, Troubadour
  Warrior
  Axe, Bow
  Brigand, Fighter
  Wilder
  Light, Dark
  Arcanist
  Wyvern Knight
  Lance
  Wyvern Rider
  Wyvern Lord
  Sword, Lance
  Wyvern Rider
  Standard classes have the following qualities
  
  Maximum HP is 80.
  
  Maximum stats are varied, however the most they can be is 30.
  
  Maximum Luck is 30 universally.
  
  Maximum Weapon Rank is S.
  
  Reaches the maximum Awakening IV.
  
  Maximum level is 20 (TL 40).
  
  58
  Assassin
  Silent killers who stalk in the dead of night to deal deadly blows to those who
  they are contracted to kill.
  Innate Skill: Silencer: On a critical hit spend 3 Stamina. So long as the attack
  deals damage to the opponent, it’s an instant kill even if they’d survive.
  Training: Assassins automatically hit on a critical hit, even if they wouldn’t
  normally.
  Awakening III: Assassins can sped 3 SP or MP to treat a miss as a hit.
  Awakening IV: So long as the Assassin has at least 1 SP, they cannot be
  critically hit.
  Type: Foot, Magic
  Bonus HP: +3
  Move: 6 sq.
  Bonus CON: +2
  Weapon Proficiency: Sword, Dark
  Promotion Stat Bonuses:
  STR: +1 | MAG: +1 | DEF: +2 | RES: +2 | SKL: +0 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 20 | MAG: 20 | DEF: 20 | RES: 20 | SKL: 30 | SPD: 30 | LUK: 30
  Intrigue Power: While staking out their kills, Assassins are experts at taking
  out minor grunts who would oppose them. While out of combat an assassin
  can “sap” enemies whose TL is 20 or less than the Assassin. Sapping these
  enemies effectively takes them out of a fight, and ensures these minor
  annoyances won’t interrupt their work.
  
  59
  Berserker
  Powerhouses who use axes to their maximum potential, Berserkers are
  comfortable murdering their foes on both sea and land.
  Innate Skill: Raging Axe: Gain Improved Critical with Axes.
  Training: Berserkers add +1d6 to damage so long as they have at least 1 SP.
  Awakening III: Berserkers can spend 3 SP to gain +4 STR for 5 rounds.
  Awakening IV: Berserkers can spend 5 SP to give themselves +20 HP (this can
  exceed maximum HP) for 6 rounds. Afterwards, this HP disappears.
  Type: Foot
  Bonus HP: +4
  Move: 6 sq. (Mountain Stride, Water Stride)
  Bonus CON: +3
  Weapon Proficiency: Axe
  Promotion Stat Bonuses:
  STR: +3 | MAG: +0 | DEF: +2 | RES: +2 | SKL: +1 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 30 | MAG: 21 | DEF: 24 | RES: 21 | SKL: 29 | SPD: 28 | LUK: 30
  Intrigue Power: Berserkers are incredibly strong and can use this natural
  strength to their advantage. Berserkers can exert themselves and their
  strength in any situation which would warrant it. If this is against an opponent
  and their STR is higher, they succeed without a test needed. If it’s against the
  environment, they need GM approval.
  
  60
  Bishop
  Devoted missionaries who seek to spread their faith, Bishops use their divine
  magic to smite monsters where they stand.
  Innate Skill: Smite: Deal double damage to Monster units.
  Training: Bishops do not expend uses of their Staff when healing themselves.
  Awakening III: Bishops can spend 4 MP to grant themselves or an ally a +5 to
  Physical and Magical Defense for 5 rounds.
  Awakening IV: Bishops can survive a lethal blow once per day at 1 HP.
  Type: Foot, Magic
  Bonus HP: +3
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Light, Staff
  Promotion Stat Bonuses:
  STR: +0 | MAG: +2 | DEF: +3 | RES: +2 | SKL: +1 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 22 | MAG: 25 | DEF: 22 | RES: 30 | SKL: 26 | SPD: 24 | LUK: 30
  Intrigue Power: Bishops have an unprecedented connection to their deity,
  and draw forth their strength from them. While out of combat the Bishop can
  call upon their deity for a miracle. This can be restoring the sight to the blind,
  turning water to wine, reviving a farm of dead crops, and other fantastical
  powers which their deity would grant. Other more appropriate miracles are
  up to the GM.
  
  61
  Desperado
  Daring and mysterious gunslingers who use a strange power to aid them in
  combat. Some call it ‘luck’, others think it’s magical in nature…
  Innate Skill: Gunman: Gain Improved Critical with Firearms.
  Training: The Desperado gains +2 SP, and can use their MP as SP.
  Awakening III: The Desperado can spend 4 SP to apply a bonus to their attack
  equal to the opponent’s Speed.
  Awakening IV: The Desperado can spend 6 SP to apply a negative equal to the
  Desperado’s TL to an opponent’s Physical and Magical Defenses for 3 rounds.
  Type: Foot
  Bonus HP: +1
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Firearm
  Promotion Stat Bonuses:
  STR: +0 | MAG: +0 | DEF: +1 | RES: +0 | SKL: +2 | SPD: +3 | LUK: +2
  Stat Caps:
  STR: 20 | MAG: 20 | DEF: 25 | RES: 20 | SKL: 27 | SPD: 30 | LUK: 30
  Intrigue Power: The Desperado is a mysterious figure, and even more
  mysterious is the power they hold. Call it luck, magic, or fate, they are able
  to bend it to their will. When a situation may be going dire, the Desperado
  can call upon this trait in order to mitigate the negative effects or even turn
  the whole situation around. This is ultimately up to GMs discretion.
  
  62
  Druid
  Powerful dark magic users who have developed their skills beyond most. This
  comes at a great cost, as with this power Druids risk going insane.
  Innate Skill: Dark Force: Spend a use from a Dark tome to heal an amount of
  HP equal to half the Druid’s total HP.
  Training: Druids are healed by Dark damage.
  Awakening III: Druids can spend 4 MP to grant themselves a +5 to Magic for 3
  rounds. This does not affect the Druid’s MP.
  Awakening IV: Druids can spend 6 MP to grant their Dark tome an additional
  die of damage for 3 rounds (1d10 would become 2d10, and so on).
  Type: Foot
  Bonus HP: +4
  Move: 6 sq.
  Bonus CON: +3
  Weapon Proficiency: Anima, Dark, Staff
  Promotion Stat Bonuses:
  STR: +0 | MAG: +0 | DEF: +2 | RES: +2 | SKL: +3 | SPD: +3 | LUK: +0
  Stat Caps:
  STR: 20 | MAG: 29 | DEF: 21 | RES: 28 | SKL: 26 | SPD: 26 | LUK: 30
  Intrigue Power: Druids use their occult and dangerous powers to commune
  with dark entities, and use their power for their own selfish needs. Druids can
  imbue themselves with this dark power in order to have their way. Typically
  this is used to transform the Druid, however it can also be used to allow the
  Druid to perform strange tasks such as flight or other things up to the GM.
  This can only be used outside of combat.
  
  63
  Falcon Knight
  Trained masters of speed and efficiency, Falcon Knights serve best as a
  counter to mages due to their high mobility and potential for high RES.
  Innate Skill: Magic Ward: If the Falcon Knight is the one who initiates combat,
  they receive a +6 Magical Defense.
  Training: So long as the Falcon Knight has 1 SP, they can rescue up to two
  allies instead of just one.
  Awakening III: Falcon Knights can spend 2 SP to gain a +4 attack and damage
  against other Flying enemies for 5 rounds.
  Awakening IV: The Falcon Knight heals 5 HP on their turn so long as there is
  an ally within 2 squares.
  Type: Flying
  Bonus HP: +5
  Move: 8 sq.
  Bonus CON: +1
  Weapon Proficiency: Sword, Lance
  Promotion Stat Bonuses:
  STR: +2 | MAG: +1 | DEF: +2 | RES: +2 | SKL: +0 | SPD: +2 | LUK: +0
  Stat Caps:
  STR: 23 | MAG: 22 | DEF: 22 | RES: 27 | SKL: 25 | SPD: 28 | LUK: 30
  Intrigue Power: Falcon Knights are able to tough even the most brutal
  conditions with their Pegasi. While riding on their Pegasi, Falcon Knights do
  not suffer any harmful or dangerous effects from weather conditions. In
  addition to this, the Falcon Knight can call upon this ability when travelling in
  order to spot anything not trying to be sneaky within their line of sight. Those
  trying to use Stealth must still be spotted by using Awareness, however the
  use of this skill alerts the Falcon Knight that there is someone hiding even if
  they don’t know where they are.
  
  64
  General
  Heavily armored powerhouses, Generals are masters of shrugging off damage
  and surviving lethal blows that would kill lesser, more under-equipped men.
  Innate Skill: Shielded: Generals reduce physical damage by 5.
  Training: So long as the General has 1 SP they have a +4 to Physical Defense.
  Awakening III: The General can spend 4 SP to increase the damage reduced
  with Shielded by 10 more for 5 rounds.
  Awakening IV: Generals can spend 5 SP to negate the damage from an attack
  that would hit them.
  Type: Armored
  Bonus HP: +4
  Move: 5 sq.
  Bonus CON: +4
  Weapon Proficiency: Sword, Lance, Axe
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +2 | RES: +3 | SKL: +2 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 28 | MAG: 20 | DEF: 30 | RES: 22 | SKL: 27 | SPD: 20 | LUK: 30
  Intrigue Power: Generals are skilled at shrugging off danger even outside of
  battle. This ability can be used by the General to negate a poison in their
  system, a disease they’ve caught, minor to moderate injuries (non-life
  threatening), and so on. Generals are also able to shrug off the effects of
  some traps. A pitfall may catch a General and cause them to fall, however
  something such as a bear trap or arrow would fail to pierce their thick armor
  shells. This is up to the GM’s discretion.
  
  65
  Great Knight
  Armored horseback riders who are much more diverse than the likes of a
  Paladin in martial combat, however they sacrifice their mobility for defense.
  Innate Skill: Physical Ward: If the Great Knight is the one who initiates
  combat, they receive a +6 Physical Defense.
  Training: So long as the Great Knight has 1 SP they halve penalties to Physical
  Defense.
  Awakening III: Great Knights can spend 3 SP to negate an opponent’s Defense
  to Physical Defense on a single attack.
  Awakening IV: Great Knights can spend 4 SP to move 2 squares after an
  opponent misses them. This can only be triggered once per turn.
  Type: Armored, Mounted
  Bonus HP: +3
  Move: 7 sq.
  Bonus CON: +2
  Weapon Proficiency: Sword, Lance, Axe
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +2 | RES: +3 | SKL: +2 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 27 | MAG: 21 | DEF: 27 | RES: 23 | SKL: 24 | SPD: 24 | LUK: 30
  Intrigue Power: Great Knights are skilled interceptors against danger, be it
  from man or beast. Out of combat if an ally is being blindsided by an
  opponent (such as by a man charging from stealth, or a bear leaping
  unexpectedly) the Great Knight can put themselves between the threat and
  their ally. They do not take damage from the foe, however combat
  immediately starts.
  
  66
  Great Lord
  Lords who have opted to remain as foot soldiers rather than taking to a mount,
  Great Lords are incredibly valuable to a standing army.
  Innate Skill: Unity: All allies gain a +1 to attack, damage, Physical Defense,
  and Magical Defense.
  Training: So long as the Great Lord has 1 SP/MP they halve penalties to
  attack and damage.
  Awakening III: Great Lords can spend 3 SP/MP to treat their weapon as a
  Brave weapon if it isn’t already.
  Awakening IV: Great Lords can spend 4 SP/MP to always double attack for 3
  rounds.
  Type: Foot
  Bonus HP: +4
  Move: 6 sq.
  Bonus CON: +2
  Weapon Proficiency: Original weapon, and choose one more
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +2 | RES: +3 | SKL: +2 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 25 | MAG: 25 | DEF: 22 | RES: 22 | SKL: 27 | SPD: 26 | LUK: 30
  Intrigue Power: Great Lords are incredibly socially competent, even outside
  of the sphere of dealing with other nobles. This immense charm and charisma
  usually benefits them. The Great Lord can call upon this ability to ask a favor
  of an NPC at the GM’s progression, and the NPC will help them to the best of
  their ability.
  
  67
  Griffon Rider
  Unorthodox fliers unlike their pegasi or wyvern riding cousins. These mighty
  riders are capable of strange feats not present with pegasi or wyvern riders.
  Innate Skill: Feather Dance: Griffon Riders double their bonuses granted by
  the Weapon Triangle.
  Training: So long as the Griffon Rider has 1 SP they gain +2 Move while
  rescuing an ally.
  Awakening III: Griffon Riders can spend 2 SP to cause an opponent to take a
  -4 to Physical and Magical Defense for 5 rounds.
  Awakening IV: Griffon Riders can spend 5 SP to deal minimum damage on a
  miss for 3 rounds.
  Type: Flying
  Bonus HP: +2
  Move: 8 sq.
  Bonus CON: +1
  Weapon Proficiency: Lance, Axe
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +1 | RES: +0 | SKL: +0 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 26 | MAG: 20 | DEF: 22 | RES: 20 | SKL: 30 | SPD: 26 | LUK: 30
  Intrigue Power: Griffon Riders know unorthodox techniques and abilities,
  and can learn new things at an unprecedented rate. When being taught,
  learning of something, or merely doing anything which would impart
  knowledge to themselves Griffon Riders can call upon this ability to adapt
  what is being taught - with their own flair. At GM’s discretion this may be
  completely opposite to what is being taught (for example, using a stealth
  technique in a loud and eye-catching way as a distraction). This ability can
  also be used while the Griffon Rider is examining people duel or brawl.
  
  68
  Halberdier
  Deadly lance users with the capability of piercing through even some of the
  toughest armor.
  Innate Skill: Spearman: Gain Improved Critical with Lances.
  Training: So long as the Halberdier has 1 SP they treat all Lances as 1-2 range.
  Lances with a natural 1-2 range are now 1-3 range.
  Awakening III: Halberdiers can spend 3 SP to impart a -5 to the opponent’s
  damage if the Halberdier hits on an attack.
  Awakening IV: Halberdiers can spend 5 SP to prevent an opponent that
  you’ve hit with an attack from moving for 3 rounds.
  Type: Foot
  Bonus HP: +2
  Move: 6 sq.
  Bonus CON: +2
  Weapon Proficiency: Lance
  Promotion Stat Bonuses:
  STR: +0 | MAG: +2 | DEF: +3 | RES: +2 | SKL: +1 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 25 | MAG: 21 | DEF: 28 | RES: 25 | SKL: 28 | SPD: 26 | LUK: 30
  Intrigue Power: Halberdiers are incredibly agile and able to use their bodies
  for all sorts of maneuvers, leaps, and bounds. When out of combat and the
  Halberdier wishes to do something that would involve their agility or prowess
  in controlling their body (example, situations which would call upon an
  Acrobatics check) the Halberdier automatically succeeds unless the check is
  opposed to another person or if the GM determines this can’t be used.
  
  69
  Hero
  Highly skilled soldiers who have made a name for themselves, Heroes have
  earned their title and use it with pride.
  Innate Skill: Diamond Strike: As a Complex action the Hero can make a single
  attack against all opponent in a 3 square line, and heals half of damage dealt.
  Training: So long as the Hero has 1 SP they gain a +5 Physical Defense if the
  opponent initiated the combat.
  Awakening III: Heroes can spend 3 SP to deal 3 damage (unmodified by any
  damage reduction effects) to all opponents that initiate combat with them
  for 5 rounds.
  Awakening IV: Heroes can spend 5 SP to prevent both themselves and
  enemies who attack them from triggering critical hits for 5 rounds.
  Type: Foot
  Bonus HP: +4
  Move: 6 sq.
  Bonus CON: +2
  Weapon Proficiency: Sword, Axe
  Promotion Stat Bonuses:
  STR: +1 | MAG: +1 | DEF: +2 | RES: +2 | SKL: +2 | SPD: +2 | LUK: +0
  Stat Caps:
  STR: 26 | MAG: 23 | DEF: 25 | RES: 21 | SKL: 30 | SPD: 28 | LUK: 30
  Intrigue Power: Heroes need a story, and each Hero has tales of their great
  deeds that spread like wildfire. A Hero can call upon this ability in order to
  become known among the people they encounter within a town - bringing
  with it fame, potentially free room and board, and potential unwanted
  visitors seeking for the Hero’s head.
  
  70
  Knight Lord
  Mounted variants of the Lord class, Knight Lords use their increased speed
  and leadership skills to aid their allies in combat.
  Innate Skill: Charisma: Allies within 3 spaces gain a +4 to Physical and
  Magical Defenses. This bonus doesn’t apply to the Knight Lord.
  Training: So long as the Knight Lord has 1 SP/MP allies within 2 squares
  receive 2 less damage from attacks.
  Awakening III: Knight Lords can spend 3 SP/MP to grant all allies within 5
  squares a +2 to Move, and a +4 to attack/damage. This lasts for 3 rounds.
  Awakening IV: The Knight Lord can spend 5 SP/MP to grant themselves a +5
  to attack, damage, Physical Defense, and Magical Defense for 3 rounds. While
  this is active, the Knight Lord Innate Skill and Training have no effect on
  allies.
  Type: Mounted
  Bonus HP: +2
  Move: 7 sq.
  Bonus CON: +4
  Weapon Proficiency: Original weapon, and choose one more
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +2 | RES: +1 | SKL: +2 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 27 | MAG: 21 | DEF: 24 | RES: 22 | SKL: 28 | SPD: 26 | LUK: 30
  Intrigue Power: Great Lords are incredibly socially competent, even outside
  of the sphere of dealing with other nobles. This immense charm and charisma
  usually benefits them. The Great Lord can call upon this ability to ask a favor
  of an NPC at the GM’s progression, and the NPC will help them to the best of
  their ability.
  
  71
  Mage Knight
  Mounted mages with skill with the blade and the arcane. Mage Knights serve
  as the head of magical affairs in some kingdoms, or as generals in armies.
  Innate Skill: Tampering: Mage Knights gain a +2 to damage with Anima.
  Training: So long as the Mage Knight has 1 MP they take 5 less damage from
  Anima tomes and Arcane energy damage.
  Awakening III: Mage Knights can spend 3 MP to heal 20 HP after successfully
  killing foes. This lasts for 5 rounds.
  Awakening IV: The Mage Knight can spend 5 MP to change all of their tome
  and spell damage to arcane for 5 rounds.
  Type: Mounted, Magic
  Bonus HP: +1
  Move: 7 sq.
  Bonus CON: +3
  Weapon Proficiency: Sword, Anima
  Promotion Stat Bonuses:
  STR: +2 | MAG: +2 | DEF: +2 | RES: +2 | SKL: +0 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 23 | MAG: 26 | DEF: 23 | RES: 25 | SKL: 26 | SPD: 25 | LUK: 30
  Intrigue Power: Mage Knights are masters of esoteric arcane knowledge
  they’ve studied intensely. They can call upon this ability in a situation
  dealing with magic, or magical effects in order to instantly understand what
  the effect is. The additional details are up to the GM depending on how
  common or rare the magic is.
  
  72
  Magister
  Advanced magic users with a knack for finding trouble, Magisters dabble in
  dark magic unlike the Magus, giving them potentially tainted magic.
  Innate Skill: Linormr: The Magister can spend 5 SP/MP to ignore any
  opponent’s DEF/RES to Physical/Magical Defense for 3 rounds.
  Training: So long as the Magister has 1 MP they give all swords they wield a
  1-2 range (if they already have 1-2, this increases to 1-3).
  Awakening III: Magisters can spend 3 SP to attack 4 squares in front of them.
  On a successful hit, each foe is pushed back 1 square.
  Awakening IV: Magisters can spend 5 MP to add their Magic to damage with
  Swords on top of their Strength.
  Type: Foot, Magic
  Bonus HP: +3
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Sword, Anima, Dark
  Promotion Stat Bonuses:
  STR: +1 | MAG: +1 | DEF: +0 | RES: +0 | SKL: +3 | SPD: +0 | LUK: +1
  Stat Caps:
  STR: 28 | MAG: 28 | DEF: 22 | RES: 22 | SKL: 24 | SPD: 24 | LUK: 30
  Intrigue Power: Magisters are able to dip into magical arts in order to
  enhance their body and make them stronger. While in a situation where
  physical exertion is needed (such as climbing, pushing, or lifting) the Magister
  automatically succeeds. If the test is an opposed test, they use their STR +
  half Magic versus the opponent’s Strength (+ half Magic if they’re also a
  Magister) and the higher number succeeds. This can only be used out of
  combat.
  
  73
  Marauder
  Expert pirates who sail across the sea to plunder goods. These burly sailors
  have no respect for anyone who tries to cross them or hurts their crew.
  Innate Skill: Plunder: As a Complex action the Marauder can ‘plunder’ an
  opponent for any money. This is a physical attack. If this hits, the Marauder
  gains gold equal to the opponent’s TL x 100.
  Training: So long as the Marauder has 1 SP they cannot take penalties to
  attack, damage, or Physical Defense.
  Awakening III: Marauders can spend 3 SP to grant an adjacent ally Water
  Stride for 5 rounds.
  Awakening IV: Marauders can spend 5 SP to cause an opponent they have
  successfully damaged to have their Skill reduced to 0 for 3 rounds.
  Type: Foot
  Bonus HP: +4
  Move: 6 sq. (Water Stride)
  Bonus CON: +4
  Weapon Proficiency: Axe, Firearm
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +0 | RES: +0 | SKL: +0 | SPD: +4 | LUK: +0
  Stat Caps:
  STR: 30 | MAG: 20 | DEF: 22 | RES: 20 | SKL: 23 | SPD: 30 | LUK: 30
  Intrigue Power: Marauders are masters of the sea, as well as other
  pirate-related things. This trait can be called upon by the Marauder in order
  to automatically succeed at any pirate-related checks at sea, to find wenches
  at the local taverns, to find alcohol that gets you drunk the fastest, and also
  to learn of hidden treasure. The ultimate result is up to GM’s discretion.
  
  74
  Nightweaver
  Magical powerhouses who have sold their soul off to dark entities in order to
  reach this extreme state of power and control.
  Innate Skill: Shadow Blood: Gain Improved Critical with Dark.
  Training: So long as the Nightweaver has 1 MP they double the Weapon
  Triangle bonuses and penalties.
  Awakening III: Nightweavers can spend 3 MP to impose a -5 to an opponent’s
  Magical Defense. This can only be used if the Nightweaver hit on an attack.
  Awakening IV: Nightweavers can spend 5 MP to negate the damage from a
  single magical attack targeting them.
  Type: Foot, Magic
  Bonus HP: +1
  Move: 6 sq.
  Bonus CON: +2
  Weapon Proficiency: Dark
  Promotion Stat Bonuses:
  STR: +0 | MAG: +2 | DEF: +0 | RES: +2 | SKL: +0 | SPD: +0 | LUK: +1
  Stat Caps:
  STR: 20 | MAG: 30 | DEF: 21 | RES: 27 | SKL: 22 | SPD: 24 | LUK: 30
  Intrigue Power: Nightweavers are forever lost due to their gamble for power
  as Voidcallers, reaching the ‘apex’ of their cruel design. Nightweavers can
  exert this power they hold to gain insight into the future, learn of dark rituals
  and practices, or even summon spirits of the dead to speak for a short time.
  These powers are up to the GM’s discretion.
  
  75
  Nomadic Trooper
  Chieftains from the steppes, Nomadic Troopers are fearless soldiers to their
  tribe and can shake the morale of the enemy army by their presence alone.
  Innate Skill: Threaten: The Nomadic Trooper can use any bow in melee
  combat (for example, a 2 range bow becomes 1-2).
  Training: So long as the Nomadic Trooper has 1 SP they can travel in a
  straight line at 10 Move instead of 8 on their turn when moving.
  Awakening III: Nomadic Troopers can spend 3 SP to increase their bow’s dice
  rolled by 1 (1d8 becomes 2d8, so on). This lasts for 5 rounds.
  Awakening IV: Nomadic Troopers can spend 5 SP to double attack even if the
  opponent is faster. If the opponent is fast enough, they can still double too.
  Type: Mounted
  Bonus HP: +1
  Move: 8 sq.
  Bonus CON: +1
  Weapon Proficiency: Lance, Bow
  Promotion Stat Bonuses:
  STR: +3 | MAG: +0 | DEF: +0 | RES: +0 | SKL: +2 | SPD: +1 | LUK: +1
  Stat Caps:
  STR: 24 | MAG: 20 | DEF: 23 | RES: 23 | SKL: 28 | SPD: 30 | LUK: 30
  Intrigue Power: Nomadic Troopers are masters of the plains, and can
  traverse shortcuts and make judgement calls based on the steppes. When
  travelling across the steppes, Nomadic Troopers cut the travel time by a third.
  In addition to this, they are able to call upon this ability to subside off the
  land (up to GM’s discretion) or to become aware of encroaching danger within
  the steppes.
  
  76
  Paladin
  Highly skilled cavaliers who have evolved in their training. Paladins take on a
  more divine approach, using their abilities to fight demons and men alike.
  Innate Skill: Demonslayer: Paladins gain a +5 to attack, damage, Physical
  Defense, and Magical Defense against monsters with the [Demon] tag.
  Training: So long as the Paladin has 1 SP they deal +1d8 points of light
  damage on their physical attacks.
  Awakening III: Paladins can spend 3 SP to apply Savage to all of their weapons
  for 5 rounds.
  Awakening IV: Paladins can spend 5 MP to deal 6d8 points of light damage to
  all adjacent squares. This is an attack versus Magical Defense.
  Type: Mounted, Magic
  Bonus HP: +2
  Move: 8 sq.
  Bonus CON: +2
  Weapon Proficiency: Sword, Lance, Light
  Promotion Stat Bonuses:
  STR: +1 | MAG: +2 | DEF: +1 | RES: +5 | SKL: +3 | SPD: +2 | LUK: +0
  Stat Caps:
  STR: 25 | MAG: 25 | DEF: 25 | RES: 25 | SKL: 26 | SPD: 24 | LUK: 30
  Intrigue Power: Paladins are devout and devoted to the slaying of demons,
  and use their new-found divine might in order to accomplish this. They can
  call upon this ability in order to track demons, learn of the whereabouts of
  any strongholds with demons in it, as well as being aware of the strength of
  said demons they’re out to fight.
  
  77
  Pugilist
  Unarmed combatants who have not only made peace with the natural
  strength within them, but they’ve also made peace with their minds.
  Innate Skill: Tackle: Pugilists adds the amount of squares they moved on
  their turn before attacking as a bonus to attack and damage.
  Training: So long as the Pugilist has 1 SP they are immune to the Berserk
  condition.
  Awakening III: Pugilists can spend 3 SP to trip opponents that are hit by their
  attacks for the next 3 rounds.
  Awakening IV: Pugilists can spend 5 SP to do maximum damage on their
  attacks for 3 rounds.
  Type: Foot
  Bonus HP: +3
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Unarmed (+1d8 to unarmed damage dice)
  Promotion Stat Bonuses:
  STR: +3 | MAG: +0 | DEF: +1 | RES: +0 | SKL: +1 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 29 | MAG: 20 | DEF: 25 | RES: 20 | SKL: 27 | SPD: 26 | LUK: 30
  Intrigue Power: Pugilists are masters of their body, and any checks which
  involve utilizing their bodies to accomplish amazing feats automatically
  succeed unless they are opposed checks or if the GM rules otherwise.
  
  78
  Ranger
  Mounted hybrids of archers and swordsmen, Rangers are knights and
  mercenaries who have taken up a mount for greater maneuverability.
  Innate Skill: Outrun: Rangers can spend 1 SP to increase their movement by 2
  for the turn it’s used on.
  Training: So long as the Ranger has 1 SP they take half damage from bows.
  Awakening III: Rangers can spend 3 SP to grant themselves and all allies
  within 3 squares a +2 on all attack rolls for 5 rounds.
  Awakening IV: Rangers can spend 5 SP to make a single attack as a Complex
  action and this attack affects all opponents in a 4 square line.
  Type: Mounted
  Bonus HP: +3
  Move: 7 sq. (Forest Stride)
  Bonus CON: +3
  Weapon Proficiency: Sword, Bow
  Promotion Stat Bonuses:
  STR: +2 | MAG: +1 | DEF: +3 | RES: +1 | SKL: +1 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 25 | MAG: 22 | DEF: 24 | RES: 23 | SKL: 28 | SPD: 30 | LUK: 30
  Intrigue Power: Rangers are excellent foresters who are able to track, hunt,
  and understand essential knowledge in forests. Any checks which involve
  tracking, hunting, and similar checks within forests automatically succeed
  unless they are opposed checks. In addition to this the Ranger can call upon
  this ability in order to outrun those chasing them.
  
  79
  Rogue
  Expert thieves who utilize their skills in order to disable traps, steal from foes,
  and unlocking doors and chests without the use of lockpicks.
  Innate Skill: Master Thief: Rogues can steal weapons and items like a Thief,
  disable adjacent traps as a free action, and can pick locks without a lockpick.
  Training: So long as the Rogue has 1 SP they are immune to terrain damage.
  Awakening III: Rogues can spend 3 SP to treat all normally traverse-able
  terrain as a plain in regards to movement cost. This lasts for 5 rounds.
  Awakening IV: Rogues can spend 5 SP to use their Luck for their damage
  instead of Strength (or Magic) for 5 rounds.
  Type: Foot
  Bonus HP: +2
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Sword
  Promotion Stat Bonuses:
  STR: +1 | MAG: +1 | DEF: +2 | RES: +2 | SKL: +1 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 20 | MAG: 20 | DEF: 20 | RES: 20 | SKL: 30 | SPD: 30 | LUK: 30
  Intrigue Power: Rogues are master thieves, spies, and trapsmiths. They are
  able to automatically succeed on Stealth checks, checks related to spying,
  and disabling traps. This trait can also be called upon in order for the Rogue
  to create a trap such as a pitfall or pressure plate. These can only be done
  out of combat.
  
  80
  Sage
  Masters of the elements, Sages bend nature to their own will and furthering
  their study of magic and its many secrets.
  Innate Skill: Studious: Sages reduce the cost of spells by 1 MP (to a minimum
  of 1 MP).
  Training: So long as the Sage has 1 MP they can change the elements of their
  spells freely to any arcane element (except sonic or arcane).
  Awakening III: Sages can spend 3 MP to target a square within 8 squares with
  their tome and all squares within 2 squares of the target square are attacked.
  Awakening IV: Sages can spend 5 MP to become immune to magic damage for
  3 rounds.
  Type: Foot, Magic
  Bonus HP: +2
  Move: 6 sq.
  Bonus CON: +2
  Weapon Proficiency: Anima, Light, Staff
  Promotion Stat Bonuses:
  STR: +2 | MAG: +1 | DEF: +3 | RES: +2 | SKL: +0 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 22 | MAG: 28 | DEF: 21 | RES: 26 | SKL: 30 | SPD: 24 | LUK: 30
  Intrigue Power: Sages are master magicians who can use various spells to aid
  them in their day to day life. While out of combat Sages can use magic in
  various situations up to the GM’s discretion.
  
  81
  Sniper
  Archers who have perfected their ability with bows, their accuracy is
  unprecedented compared to other classes.
  Innate Skill: Targeted Strike: Snipers receive a +5 to-hit with bows.
  Training: So long as the Sniper has 1 SP they are immune to penalties to both
  to-hit and damage.
  Awakening III: Snipers can spend 3 SP to increase the range of bows by 3 (for
  example, bows with 2 are instead 2-5). This lasts for 5 rounds.
  Awakening IV: Snipers can spend 5 SP to make an attack automatically hit
  before rolling it.
  Type: Foot
  Bonus HP: +4
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Bow
  Promotion Stat Bonuses:
  STR: +3 | MAG: +1 | DEF: +2 | RES: +2 | SKL: +1 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 25 | MAG: 21 | DEF: 24 | RES: 22 | SKL: 30 | SPD: 28 | LUK: 30
  Intrigue Power: Snipers are known for being accurate and perceptive, able to
  spot foes from afar. They can call upon this ability to spot anything and
  everything out of combat so long as they are not doing an opposed check.
  
  82
  Stalker
  Hunters who are advanced in their technique, Stalkers are masters of
  pressing the advantage against their foes and killing groups of enemies.
  Innate Skill: Marksman: Stalkers receive a +5 damage with bows.
  Training: So long as the Stalker has 1 SP they can move through enemy
  squares.
  Awakening III: Stalkers can spend 3 SP to swap places with an enemy forcibly.
  Awakening IV: Stalkers can spend 5 SP to make an additional attack at a -10.
  Type: Foot
  Bonus HP: +2
  Move: 6 sq. (Forest Stride)
  Bonus CON: +3
  Weapon Proficiency: Bow, Sword
  Promotion Stat Bonuses:
  STR: +1 | MAG: +0 | DEF: +0 | RES: +1 | SKL: +3 | SPD: +1 | LUK: +1
  Stat Caps:
  STR: 30 | MAG: 21 | DEF: 24 | RES: 20 | SKL: 26 | SPD: 24 | LUK: 30
  Intrigue Power: Stalkers have complete control over the forests, and treat
  them as their domain. Checks within their forest domains automatically
  succeed so long as they are not opposed checks. In addition to this Stalkers
  can survive off the land in the forest, and can use this to stave off starvation
  and dehydration.
  
  83
  Summoner
  Advanced magicians who can summon Phantoms do fight with them in
  combat.
  Innate Skill: Summon: Summoners can spend 1 MP to summon a phantom.
  Only one phantom can be active at one time.
  Training: So long as the Summoner has 1 MP they recover 2 MP at the end of
  combat.
  Awakening III: Summoners can spend 3 MP to grant their phantom a +3 to
  attack and damage for 5 rounds.
  Awakening IV: Summoners can spend 5 MP to increase their phantom’s
  critical rate to 15-20/x3 for 5 rounds.
  Type: Foot, Magic
  Bonus HP: +3
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Dark, Staff
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +1 | RES: +3 | SKL: +1 | SPD: +3 | LUK: +0
  Stat Caps:
  STR: 20 | MAG: 27 | DEF: 21 | RES: 28 | SKL: 26 | SPD: 26 | LUK: 30
  Intrigue Power: Summoners are skilled at their practice of conjuring objects
  and beings from the ether. They can call upon this trait to summon minor
  objects - both existing and ethereal. In addition to this the Summoner can use
  this ability to teleport themselves and a group of allies (no larger than 10
  other people) to a destination the Summoner previously knew.
  Phantom
  Type: Foot, Undead
  HP: 20 + (1/2 Summoner’s MAG)
  Move: 6 sq.
  CON: 10
  Weapon Proficiency: Sword, Lance, Axe, or Bow
  STR: 12 | MAG: 0 | DEF: 10 | RES: 0 | SKL: 6 | SPD: 6 | LUK: 6
  Stat Bonuses: Phantoms gains an amount of stat bonuses equal to 3 + (1/2
  Summoner Level). This is not TL, it is how many levels the character has in
  the Summoner class.
  Weapons: Phantoms start with a Steel weapon appropriate for their weapon
  type.
  
  84
  Swashbuckler
  Flamboyant and charming swordsmen with unique fighting styles,
  Swashbucklers use their quick wit and charm to their benefit.
  Innate Skill: Charmed Life: Swashbucklers can apply Luck to-hit in place of
  Skill if higher on attack rolls.
  Training: So long as the Swashbuckler has 1 SP they are immune to trip and
  grapple.
  Awakening III: Swashbuckler can spend 3 SP to add +1d8 on damage rolls with
  firearms for 5 rounds.
  Awakening IV: Swashbucklers can spend 5 SP to increase their sword or
  firearm’s critical multiplier by x1 for 6 rounds.
  Type: Foot
  Bonus HP: +3
  Move: 6 sq. (Water Stride)
  Bonus CON: +2
  Weapon Proficiency: Sword, Firearm
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +2 | RES: +0 | SKL: +1 | SPD: +1 | LUK: +0
  Stat Caps:
  STR: 23 | MAG: 20 | DEF: 22 | RES: 21 | SKL: 26 | SPD: 30 | LUK: 30
  Intrigue Power: Swashbucklers are charming figures, they can make anyone
  swoon if the right words are spoken. Social checks that aren’t against
  important NPCs or PCs automatically succeed (except for opposed checks)
  and in addition to this the Swashbuckler can call upon this ability in order to
  raise the opinion of an NPC towards them to become more positive.
  
  85
  Swordmaster
  Masters of the blade who specialize in killing their targets swiftly through the
  use of targeting an opponent’s weak points.
  Innate Skill: Unerring Blade: Gain Improved Critical with Swords.
  Training: So long as the Swordmaster has 1 SP they are immune to critical
  hits from swords.
  Awakening III: Swordmasters can spend 3 SP to increase their Physical
  Defense by +4 for 5 rounds.
  Awakening IV: Swordmasters can spend 5 SP to increase their sword critical
  multiplier by x2 for 6 rounds.
  Type: Foot
  Bonus HP: +5
  Move: 6 sq.
  Bonus CON: +1
  Weapon Proficiency: Sword
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +2 | RES: +1 | SKL: +3 | SPD: +2 | LUK: +0
  Stat Caps:
  STR: 24 | MAG: 21 | DEF: 23 | RES: 21 | SKL: 27 | SPD: 30 | LUK: 30
  Intrigue Power: Swordmasters are not only masters of the blade and
  footwork, but masters at balance and being incredibly quick to the punch. In
  situations where the Swordmaster may need to act first or may need to
  balance, or use their body for similar activities (such as holding onto a ledge)
  they can call upon this ability to succeed (unless it is an opposed check).
  
  86
  Valkyrie
  Bastions of light and warrior clerics of the faith, Valkyries are tied to the
  ancient warrior maidens that were once tied to Odin.
  Innate Skill: Bonded Ties: Valkyries heal 5 HP at the beginning of their turn if
  their allies are within 2 squares.
  Training: So long as the Valkyrie has 1 MP they are immune to poison and
  fear.
  Awakening III: Valkyrie can spend 3 MP to apply the fatigue condition to
  anyone they hit with their attacks for 3 rounds.
  Awakening IV: Valkyrie can spend 5 MP to make all allies within 6 squares
  immune to Doomed and Damned for 5 rounds.
  Type: Mounted, Magic
  Bonus HP: +3
  Move: 7 sq.
  Bonus CON: +2
  Weapon Proficiency: Lance, Light, Staff
  Promotion Stat Bonuses:
  STR: +1 | MAG: +2 | DEF: +2 | RES: +3 | SKL: +1 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 24 | MAG: 25 | DEF: 24 | RES: 28 | SKL: 24 | SPD: 25 | LUK: 30
  Intrigue Power: Valkyries are divine paragons of beauty and battle, and act
  as warriors and avatars for their deities and orders. In a situation where their
  beauty or prowess in battle would be used out of combat, they automatically
  succeed at related skill checks (unless it is an opposed check).
  
  87
  Warrior
  Strong veterans of the battlefield, Warriors use axes and bows to overpower
  their foes from both range and up close.
  Innate Skill: Powerful Swing: Warriors can spend 2 SP to negate an
  opponent’s Defense or Resistance to their Defenses.
  Training: So long as the Warrior has 1 SP they are immune to fear or
  staggered.
  Awakening III: Warriors can spend 3 SP to apply berserk to any enemy they
  hit with their attacks for 3 rounds.
  Awakening IV: Warriors can spend 5 SP to give themselves a +10 to Strength
  for 5 rounds. This can bypass the stat cap.
  Type: Foot
  Bonus HP: +5
  Move: 6 sq. (Forest Stride)
  Bonus CON: +4
  Weapon Proficiency: Axe, Bow
  Promotion Stat Bonuses:
  STR: +1 | MAG: +0 | DEF: +3 | RES: +3 | SKL: +2 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 30 | MAG: 21 | DEF: 26 | RES: 22 | SKL: 28 | SPD: 26 | LUK: 30
  Intrigue Power: Warriors are battlefield veterans, and understand both
  tactics and the art of war. In a situation involving battle and war-related
  tactics, out of combat the Warriors can call upon this ability to automatically
  succeed at skill checks except for with opposed checks.
  
  88
  Wilder
  Advanced scientists in the arts of light magic who have now taken up a study
  in dark magic as well.
  Innate Skill: Even Tempo: Wilders do not gain the benefits or penalties of the
  weapon triangle, and the enemy doesn’t gain these against them either.
  Training: So long as the Wilder has 1 MP they can choose to deal light or dark
  damage with their tomes and spells, regardless of their type.
  Awakening III: Wilders can spend 3 MP to grant their tomes a +1 to range (for
  example, 1-2 tomes become 1-3, and so on) and this last for 5 rounds.
  Awakening IV: Wilders can spend 5 MP to deal untyped damage with their
  tomes and spells for 5 rounds. Along with this, the damage can’t be resisted.
  Type: Foot, Magic
  Bonus HP: +1
  Move: 6 sq.
  Bonus CON: +2
  Weapon Proficiency: Light, Dark
  Promotion Stat Bonuses:
  STR: +0 | MAG: +2 | DEF: +1 | RES: +1 | SKL: +0 | SPD: +2 | LUK: +0
  Stat Caps:
  STR: 21 | MAG: 27 | DEF: 22 | RES: 25 | SKL: 22 | SPD: 30 | LUK: 30
  Intrigue Power: Wilders are able to blend their knowledge in light and dark
  magic together for esoteric uses. They can call upon this ability in situations
  involving studying, research, and knowledge in order to automatically
  succeed at checks relating to these out of combat (unless it is an opposed
  check).
  
  89
  Wyvern Knight
  Bonded magically with their wyverns in order to further their strength,
  Wyvern Knights inherit some of their draconic power.
  Innate Skill: Pierce: Wyvern Knights negate an opponent’s reductions to
  damage or any immunity to their damage.
  Training: So long as the Wyvern Knight has 1 SP they can negate any
  weaknesses from being a dragon unit (for example, Dragon Slayer weapons).
  Awakening III: Wyvern Knights can spend 3 SP to swap places with an enemy
  after damaging them, also giving them a -5 to Physical Defense. This lasts for
  3 rounds.
  Awakening IV: Wyvern Knights can spend 5 SP to grant their weapons either
  Slayer (Armored) or Slayer (Mounted) for 5 rounds.
  Type: Flying, Dragon
  Bonus HP: +3
  Move: 8 sq.
  Bonus CON: +0
  Weapon Proficiency: Lance
  Promotion Stat Bonuses:
  STR: +1 | MAG: +0 | DEF: +0 | RES: +1 | SKL: +2 | SPD: +3 | LUK: +0
  Stat Caps:
  STR: 25 | MAG: 21 | DEF: 24 | RES: 22 | SKL: 29 | SPD: 29 | LUK: 30
  Intrigue Power: Wyvern Knight’s bond with their draconic steed allows them
  to call upon their powers. These powers can include flight (without their
  steed), incredible strength, fire breath, and so on. These powers are up to
  the GM’s discretion, however these powers are only able to be used outside
  of combat due to their extreme focus that it requires.
  
  90
  Wyvern Lord
  Emotionally bonded to their wyverns who have gained incredible intelligence,
  with the both communicating and thinking alike.
  Innate Skill: Draconic King: Wyvern Lords reduce physical damage by 5.
  Training: So long as the Wyvern Lord has 1 SP they gain a +4 to damage.
  Awakening III: Wyvern Lords can spend 3 SP to deal 3 damage to all enemies
  within 2 squares of them.
  Awakening IV: Wyvern Lords can spend 5 SP to grant themselves immunity to
  a single physical damage type for 5 rounds.
  Type: Flying, Dragon
  Bonus HP: +4
  Move: 8 sq.
  Bonus CON: +1
  Weapon Proficiency: Sword, Lance
  Promotion Stat Bonuses:
  STR: +2 | MAG: +0 | DEF: +3 | RES: +0 | SKL: +2 | SPD: +0 | LUK: +0
  Stat Caps:
  STR: 27 | MAG: 20 | DEF: 28 | RES: 22 | SKL: 25 | SPD: 23 | LUK: 30
  Intrigue Power: Wyvern Lords and their wyvern are linked together and able
  to perform certain actions together. This includes witnessing the world
  through their wyvern’s eyes, speaking through their wyvern, or vice versa. In
  addition to this the Wyvern Lord can call upon this ability to automatically
  succeed at skill checks related to dragons and draconic beings (so long as they
  are not opposed checks). These abilities only function out of combat.
  
  91
  Advanced Classes
  Advanced classes start out strong at early levels, acting as an in-between for
  Standard and Promoted classes. Despite this their unique skills and abilities
  from the get-go allow them to fill gimmicks not present in the normal classes.
  Class Name
  Weapon Type
  Bard
  Tome*, Staff
  Baron
  All
  Dancer
  Physical*, Staff
  Dark Flier
  Lance, Dark
  Dark Knight
  Physical*
  Dread Fighter
  Sword, Axe, Anima
  Einherjar
  Axe, Light
  Inquisitor
  Sword, Light
  Marksman
  Bow, Anima
  Ninja
  Sword, Anima
  Occultist
  Axe, Dark
  Shadow Knight
  Sword, Dark
  Shifter
  Unarmed
  * Players are given a choice or multiple choices
  Advanced classes have the following qualities
  
  Maximum HP is 80.
  
  Maximum stats are varied, however the most they can be is 30.
  
  Maximum Luck is 30.
  
  Maximum Weapon Rank is S.
  
  Only receive Awakening III.
  
  Advanced Classes receive a special ability called their “Apex”.
  
  Maximum level is 30.
  
  If an Advanced Class changes classes through Reclassing, their Apex
  ability does not transfer with them.
  
  92
  Bard
  Magical minstrels who use their charm and abilities to rejuvenate their allies.
  This comes in the form of dancing, or using staves.
  Innate Skill: Play: As a Complex action the Bard can grant an adjacent unit an
  extra turn if they’ve already acted. This can only affect a unit once per turn.
  Training: So long as the Bard has 1 MP they gain a +2 to attack rolls.
  Apex: Bards gain a bonus to Physical Defense equal to how many squares of
  their movement they haven’t used.
  Awakening I: Bards can spend 1 MP to move 1 square while out of turn. This
  can only be used once per turn.
  Awakening II: Bards can spend 3 MP to grant all allies within 4 squares a +4 to
  Physical and Magical Defense, attack, and damage for 3 rounds.
  Awakening III: Bards can spend 5 MP to prevent themselves or an adjacent
  ally from being critically hit if an attack would critically hit them.
  Type: Foot, Magic
  Bonus HP: 1d4 + 15 (or avg. 18)
  Move: 6 sq.
  CON: 8
  Weapon Proficiency: (Choose one: Anima, Light, or Dark), Staff
  STR: 0 | MAG: 8 | DEF: 2 | RES: 6 | SKL: 2 | SPD: 6 | LUK: 2
  Stat Caps:
  STR: 21 | MAG: 25 | DEF: 22 | RES: 24 | SKL: 26 | SPD: 29 | LUK: 30
  Intrigue Power: Bards are masters of music, and can use their instrumental
  skills to inspire allies, and as means of socialization. They can call upon this
  ability for any Deception or Persuasion check in which playing an instrument
  may benefit a situation - and in doing this the Deception or Persuasion check
  automatically succeeds (unless it is an opposed check against an opponent).
  
  93
  Baron
  Skilled warriors who are able to use any weapon they so wish with ease. This
  makes them the most versatile unit type available.
  Innate Skill: Looming Bulk: Barons gain a +2 to attack and damage against
  opponents whose CON is less than theirs.
  Training: So long as the Baron has 1 SP they do not take any penalties if a
  weapon’s weight is greater than their CON.
  Apex: Barons choose a single weapon. They are only able to gain an S Rank in
  this weapon, and once it reaches S Rank they gain a +8 to attack and damage
  with this weapon.
  Awakening I: Barons can spend 1 SP to push an opponent 1d4+1 squares in a
  straight line away from them as a Complex action.
  Awakening II: Barons can spend 3 SP to grant themselves a +4 to Physical
  Defense for 4 rounds.
  Awakening III: Barons can spend 5 SP to ignore the weaknesses from their
  Armored type (ex: Slayer {Armored}) and gain a +2 to Move for 5 rounds.
  Type: Armored
  Bonus HP: 1d6 + 18 (or avg. 22)
  Move: 5 sq.
  CON: 14
  Weapon Proficiency: All (Except Unarmed)
  STR: 5 | MAG: 5 | DEF: 5 | RES: 3 | SKL: 4 | SPD: 4 | LUK: 0
  Stat Caps:
  STR: 25 | MAG: 25 | DEF: 26 | RES: 22 | SKL: 24 | SPD: 21 | LUK: 30
  Intrigue Power: Barons are usually landed or well-off in some way shape or
  form, either due to an inheritance or due to a noble status. This grants the
  Baron a home that they live in at no cost, the respect of those who live near
  their home (if any), and all common amenities such as food and clothes are
  provided without any need to spend money. If a Baron somehow loses this
  house and means of wealth, they can acquire another home and means of
  wealth a day later.
  
  94
  Dancer
  Physically adept dancers who have taken to the battlefield in order to help
  their allies and guide them in battle.
  Innate Skill: Dance: As a Complex action the Dancer can grant an adjacent
  unit an extra turn if they’ve already acted. This can only affect a unit once
  per turn.
  Training: So long as the Dancer has 1 SP they take 1 less damage from
  magical attacks.
  Apex: Allies affected by the Dancer are healed for 4 HP.
  Awakening I: Dancers can spend 1 SP to use their Dance, and grant an ally a
  +4 to attack or damage for 3 rounds.
  Awakening II: Dancers can spend 3 SP and spend both their Complex and
  Simple action in order to affect all adjacent allies with their Dance.
  Awakening III: Dancers can spend 5 SP to use their Dance on an ally within 6
  squares as a Complex action.
  Type: Foot, Magic
  Bonus HP: 1d4 + 14 (or avg. 17)
  Move: 6 sq.
  CON: 7
  Weapon Proficiency: (Choose one: Sword, Axe, or Lance), Staff
  STR: 4 | MAG: 0 | DEF: 4 | RES: 2 | SKL: 6 | SPD: 6 | LUK: 4
  Stat Caps:
  STR: 24 | MAG: 21 | DEF: 23 | RES: 24 | SKL: 26 | SPD: 28 | LUK: 30
  Intrigue Power: Dancers are natural charmers and can use their bodies in
  many different ways due to their talents. This usually relates to being able to
  attract other people through specific body motions, being able to slip into
  places that may be too tight (such as crevices or areas that would require a
  contortionist to get through), or even being able to be acrobatic and athletic.
  Their great footwork also lets them walk across tightropes with no issues.
  
  95
  Dark Flier
  Fliers astride dark pegasi with ornate and ominous attires. They are rare
  among armies due to the process needing of corrupting the pegasi.
  Innate Skill: Mystic Weapons: Dark Flier applies the Magical quality to all
  Lances, and the Absorb quality to all Dark tomes.
  Training: So long as the Dark Flier has 1 MP they take 2 less damage from
  Dark damage.
  Apex: Dark Fliers can spend a Simple action to grant a +1 to Move to all allies
  within 3 squares. This lasts for 3 rounds.
  Awakening I: Dark Fliers can spend 1 MP to recover 5 HP as a Simple action.
  Awakening II: Dark Fliers can spend 3 MP to make an additional attack
  against a separate opponent with a Dark tome. When doing this, the Dark
  Flier cannot double attack a single opponent.
  Awakening III: Dark Fliers can spend 5 MP to heal when being hit by Dark
  damage. This lasts for 5 rounds.
  Type: Flying, Magic
  Bonus HP: 1d6 + 15 (or avg. 18)
  Move: 8 sq.
  CON: 8
  Weapon Proficiency: Lance, Dark
  STR: 2 | MAG: 6 | DEF: 2 | RES: 6 | SKL: 4 | SPD: 6 | LUK: 0
  Stat Caps:
  STR: 21 | MAG: 25 | DEF: 21 | RES: 29 | SKL: 23 | SPD: 28 | LUK: 30
  Intrigue Power: Dark Fliers are ominous entities who are infused with dark
  energy, allowing them to grow in strength and knowledge. Not all Dark Fliers
  are inherently immoral, however the stigma following dark magic makes most
  view them as evil. Dark Fliers are able to command their presence to aid in
  this as a form of intimidation. When an individual of an equal or lower level of
  the Dark Flier sees them, they are struck with fear and dread. What occurs is
  up to GM discretion, however this can make diplomacy or strong arming
  easier.
  
  96
  Dark Knight
  Cruel masters of combat who use cursed powerful cursed weaponry in order
  to slay their foes. Dark Knights are specialized cavaliers.
  Innate Skill: Hexproof: Ignore the Cursed property on weapons.
  Training: So long as the Dark Knight has 1 SP they are immune to fear and
  berserk.
  Apex: Dark Knights can spend a Complex action to affect a single enemy
  adjacent to them. Weapons this enemy wields gain the Cursed property. This
  lasts for 5 rounds.
  Awakening I: Dark Knights can spend 1 SP to gain a +2 to attack and damage
  for 3 rounds.
  Awakening II: Dark Knight can spend 3 SP to take 5 less damage for 4 rounds.
  Awakening III: Dark Knight can spend 5 SP to cause all enemies within 3
  squares of them to gain the Fear condition for 5 rounds.
  Type: Mounted
  Bonus HP: 1d8 + 16 (or avg. 21)
  Move: 8 sq.
  CON: 12
  Weapon Proficiency: (Choose two: Sword, Lance, Axe, or Bow)
  STR: 6 | MAG: 0 | DEF: 6 | RES: 2 | SKL: 4 | SPD: 4 | LUK: 4
  Stat Caps:
  STR: 30 | MAG: 22 | DEF: 27 | RES: 21 | SKL: 26 | SPD: 24 | LUK: 30
  Intrigue Power: Dark Knights are ironclad figures, typically donning armor as
  black as the night, and using their ability to negate curses in order to resist
  various dark magicks. When entering in lands which are cursed or which
  contain dark energy (such as a necromancer’s tower, a curse laid upon a a
  domain, or outer-planar locations seeping with such energy like the Dark
  Lands or Corta Diez). In addition to this, Dark Knights are unable to be
  intimidated while outside of combat.
  
  97
  Dread Fighter
  Acrobatic warriors of a specialized martial art their class is named after, they
  utilize their mind, body, and soul in tandem to slay their foes.
  Innate Skill: Esoteric: Combine Stamina and Magic Pools.
  Training: So long as the Dread Fighter has 1 S/MP they are immune to
  Damned and Doomed.
  Apex: Dread Fighters can spend a Complex action before moving. When doing
  this, all enemy squares the Dread Fighter passes through takes 4 damage.
  This damage cannot be resisted. This costs 1 S/MP per enemy affected.
  Awakening I: Dread Fighters can spend 1 S/MP to grant their weapon the
  Abuse quality for 3 rounds.
  Awakening II: Dread Fighters can spend 3 S/MP to reduce all magic damage
  dealt to them by half for 4 rounds.
  Awakening III: Dread Fighters can spend 5 SP to cause the Staggered
  condition when successfully dealing damage. This effect lasts 5 rounds, and
  opponents are Staggered until the beginning of their next turn.
  Type: Foot, Magic
  Bonus HP: 1d8 + 15 (or avg. 20)
  Move: 6 sq.
  CON: 11
  Weapon Proficiency: Sword, Axe, Anima
  STR: 6 | MAG: 5 | DEF: 2 | RES: 6 | SKL: 3 | SPD: 4 | LUK: 0
  Stat Caps:
  STR: 28 | MAG: 27 | DEF: 24 | RES: 30 | SKL: 25 | SPD: 23 | LUK: 30
  Intrigue Power: Dread Fighters are mavericks in both their fighting style and
  their social status, preferring a life as an eternal nomad, never making home
  in a central location and always parting ways when their mission is finished.
  Due to this, their resolve is unmatched and their understanding of many
  cultures lets them acclimate easily. When entering a new land with new
  customs, the Dread Fighter can use this ability to instantly understand the
  proper customs of the land, the current ruler, the language spoken (but not
  how to speak it), and the society’s culture.
  
  98
  Einherjar
  Named for the warriors of Valhalla, Einherjar fight with the force of Valhalla
  behind them, and the gods behind every axe swing.
  Innate Skill: Spiritual Link: Einherjar are able to hit incorporeal enemies
  (such as ghosts) with physical weapons and their unarmed strikes.
  Training: So long as the Einherjar has 1 SP they receive a +2 to Physical
  Defense.
  Apex: Einherjar can call upon their ancestors to save them in times of great
  danger. If an Einherjar would take a hit that would kill them, once per
  combat they can instead be reduced to 1 HP. If they are already at 1 HP, the
  damage is negated.
  Awakening I: Einherjar can spend 1 MP to increase the range of their Light
  tomes by 1 for 3 rounds (1-2 becomes 1-3, and so on).
  Awakening II: Einherjar can spend 3 SP to grant the axe they’re wielding the
  Savage quality for 3 rounds.
  Awakening III: Einherjar can spend 5 SP to become the embodiment of their
  ancestors until the beginning of their next turn. While this is active, they
  become incorporeal and can walk through walls as well as individuals, and
  must be damaged by magical attacks (or other Einherjar).
  Type: Foot, Magic
  Bonus HP: 1d8 + 18 (or avg. 23)
  Move: 6 sq.
  CON: 14
  Weapon Proficiency: Axe, Light
  STR: 8 | MAG: 4 | DEF: 4 | RES: 4 | SKL: 3 | SPD: 3 | LUK: 0
  Stat Caps:
  STR: 30 | MAG: 26 | DEF: 27 | RES: 24 | SKL: 25 | SPD: 25 | LUK: 30
  Intrigue Power: Einherjar venerate their ancestors, and wish to one day
  reach Valhalla where they will await Ragnarok to fulfill their purpose as a
  warrior of Odin. This tie to Valhalla allows them to tap into knowledge that
  wouldn’t normally be available to the mortals of the world. This ability can
  be called upon in order for the Einherjar to gain spiritual insight on other
  religions and deities, as well as major figures within said religions (such as
  religious heads, heretics, heretical priests, and so on).
  
  99
  Inquisitor
  Devoted dragon slayers, these warriors of light use their slaying powers to
  exterminate those who they believe to be Satan’s spawn.
  Innate Skill: Deus Vult: Deal double damage to Monster units.
  Training: So long as the Inquisitor has 1 MP they take half damage from area
  of effect attacks (such as a dragon’s breath, or some spells).
  Apex: Inquisitors can spend a Simple action to mark an enemy within 6
  squares of them. For 3 rounds that opponent cannot move more than 6
  squares away from the Inquisitor. This can only affect an opponent once per
  day.
  Awakening I: Inquisitor can spend 1 MP to grant a weapon they’re wielding
  Slayer (Dragon) for 3 rounds.
  Awakening II: Inquisitor can spend 3 MP to deal Light damage with their
  sword and give it the Magical property for 5 rounds.
  Awakening III: Inquisitor can spend 5 MP to become immune to all damage
  from units with the Dragon type. This does not include enemies such as
  Wyvern Riders who ride atop dragons, but are not dragons themselves.
  Type: Foot, Magic
  Bonus HP: 1d6 + 14 (or avg. 18)
  Move: 6 sq.
  CON: 10
  Weapon Proficiency: Sword, Light
  STR: 3 | MAG: 8 | DEF: 4 | RES: 5 | SKL: 4 | SPD: 2 | LUK: 0
  Stat Caps:
  STR: 24 | MAG: 30 | DEF: 23 | RES: 26 | SKL: 28 | SPD: 25 | LUK: 30
  Intrigue Power: Inquisitors are bastions of holy light, fighting for the Holy
  Church, and venerating YHVH. Their duty of slaying the dragons of their land
  is their own, despite believing it to be from YHVH Himself. Dragons cannot
  persuade, intimidate, bribe, or otherwise cajole Inquisitors unless in an
  opposed check. In addition to this, they can call upon this ability in order to
  understand the exact type of dragon they’re dealing with.
  
  100
  Marksman
  Huntsmen who have decided to specialize in an unorthodox form of archery,
  combining magic and bow to make a deadly and rare combo.
  Innate Skill: Close Shot: Able to counter attack at 1 range with bows, even if
  they aren’t normally able to hit at 1 range.
  Training: So long as the Marksman has 1 SP they can ignore a bow’s Weight
  against CON.
  Apex: Marksman are able to eek out more uses from their bows by sacrificing
  magic. At the end of a battle, the Marksman can reduce a use from an anima
  tome instead of their bow. This cannot be used on infinite use tomes.
  Awakening I: Marksman can spend 1 SP to deal 3 piercing damage to all
  enemies within a 3 square line. This can use the element from an anima tome
  the Marksman has instead.
  Awakening II: Marksman can spend 3 SP to add half their bow’s weight to
  damage for 3 rounds.
  Awakening III: Marksman can spend 5 SP to prevent enemies from coming
  within 3 squares of them without taking 4 damage first. This only triggers
  when entering within 3 squares, and this effect lasts for 5 rounds.
  Type: Foot, Magic
  Bonus HP: 1d6 + 15 (or avg. 19)
  Move: 6 sq. (Forest Stride)
  CON: 9
  Weapon Proficiency: Bow, Anima
  STR: 4 | MAG: 4 | DEF: 1 | RES: 1 | SKL: 6 | SPD: 6 | LUK: 4
  Stat Caps:
  STR: 25 | MAG: 25 | DEF: 24 | RES: 24 | SKL: 30 | SPD: 28 | LUK: 30
  Intrigue Power: Marksman’s magical capabilities allow for them to hunt
  easier, and serves many purposes such as revealing prey or preventing escape.
  While out of combat the Marksman can call upon this ability to have set up a
  magical trap in order to catch a fleeing enemy. This trap can be anything
  from a pit, a rope, snare, or even magical cages. This trap cannot harm the
  target however, or incapacitate them in any way. It merely keeps them in
  place, and this trap lasts for 1 minute before disappearing.
  
  101
  Ninja
  Assassins, mercenaries, and spies who use their specialized arts in order to
  complete jobs related to espionage and information gathering.
  Innate Skill: Resourceful: Ninjas are able to use lockpicks like a thief, and are
  immune to damage from environmental effects or traps.
  Training: So long as the Ninja has 1 SP they gain a +1 to Physical and Magical
  Defenses.
  Apex: Ninja use stealth to its extreme, jumping in and out of sight at a
  moment’s notice. As a Simple action the Ninja can enter stealth, even while
  in combat. While in stealth, they cannot be attack or be attacked. Exiting
  stealth is another simple action. Other Ninja can spot Ninjas in stealth.
  Awakening I: Ninja can spend 1 MP to teleport 3 squares as a Simple action.
  Awakening II: Ninja can spend 3 SP to lay a trap on an adjacent square.
  Anyone entering this square takes 5 damage. This trap lasts for 5 rounds.
  Awakening III: Ninja can spend 5 SP to switch places with an opponent after
  combat, and give them the Tripped condition. Against flying or mounted
  enemies, they are instead Staggered.
  Type: Foot, Magic
  Bonus HP: 1d6 + 14 (or avg. 18)
  Move: 6 sq.
  CON: 8
  Weapon Proficiency: Sword, Anima
  STR: 4 | MAG: 4 | DEF: 0 | RES: 0 | SKL: 6 | SPD: 8 | LUK: 4
  Stat Caps:
  STR: 24 | MAG: 24 | DEF: 24 | RES: 22 | SKL: 30 | SPD: 30 | LUK: 30
  Intrigue Power: Ninjas are capable of utilizing their surroundings, and their
  knowledge of stealth in order to keep out of sight and out of mind. When in
  an area - even if it’s normally impossible - the Ninja can stealth. In addition
  to this they can call upon this ability to fade from an enemies’ mind while out
  of combat. Doing this erases any memories of the Ninja and their identity
  (but not what the Ninja did, if this was spotted). If applicable, a GM may
  request an opposed check.
  
  102
  Occultist
  Secluded mages whose minds have been twisted and warped by the spirits of
  the departed, Occultists go out on strange missions at the behest of spirits.
  Innate Skill: Haunted: Occultists are immune to Fear, Damned, and Doomed.
  Training: So long as the Occultist has 1 MP they gain a +2 to Magical Defenses.
  Apex: Occultist’s minds are unstable, and their magic even more-so. Enemies
  struck by magical attacks from the Occultist are Damned for 2 rounds.
  Awakening I: Occultists can spend 1 MP to cause an opponent within 6
  squares to take a -2 to all attack rolls.
  Awakening II: Occultists can spend 3 MP to deal 5 damage to an opponent
  within 6 squares if they are already Damned.
  Awakening III: Occultists can spend 5 MP to deal a -5 penalty to everyone’s
  Magical Defense while within 4 squares of the Occultist. This includes
  themselves, allies, and enemies. This lasts for 5 rounds.
  Type: Foot, Magic
  Bonus HP: 1d8 + 14 (or avg. 19)
  Move: 6 sq.
  CON: 9
  Weapon Proficiency: Axe, Dark
  STR: 8 | MAG: 8 | DEF: 4 | RES: 2 | SKL: 2 | SPD: 2 | LUK: 0
  Stat Caps:
  STR: 30 | MAG: 30 | DEF: 22 | RES: 24 | SKL: 22 | SPD: 21 | LUK: 30
  Intrigue Power: Occultists are guided (and tormented) by spirits, worming
  their way into their everyday life and complicating things. This gives the
  Occultist an air of being a creepy and rather insane individual who most wish
  to avoid. They can call upon this ability in order to cause NPCs within an area
  to clear, and avoid them at all costs. GMs may decide some individuals do not
  leave, however most common individuals will. This can help when needing to
  be the only ones in an area, or as a distraction.
  
  103
  Shadow Knight
  Donning black and red garbs, and standing firm when danger is afoot, Shadow
  Knights utilize their strange and eerie skill to stop and forcibly move foes.
  Innate Skill: Bloodthirsty: Shadow Knights receive an extra Simple action
  upon killing an opponent. This can only be triggered once per turn.
  Training: So long as the Shadow Knight has 1 SP they are immune to the
  Grappled, Tripped, and Fatigued conditions.
  Apex: Shadow Knights are able to toss their enemies around with ease,
  making the battlefield theirs. As a Complex action the Shadow Knight can
  target an enemy within 6 squares. That enemy is forcibly moved 4 squares in
  a direction of the Shadow Knight’s choosing. This cannot cause them to fly if
  they aren’t already.
  Awakening I: Shadow Knights can spend 1 SP to push an enemy 2 squares back
  after a successful attack.
  Awakening II: Shadow Knights can spend 3 SP to absorb Dark damage for 5
  rounds.
  Awakening III: Shadow Knights can spend 5 SP to select an opponent within 6
  squares. On that opponent’s turn, the Shadow Knight determines their
  movement and how they’ll take it.
  Type: Armored, Magic
  Bonus HP: 1d8 + 20 (or avg. 25)
  Move: 5 sq.
  CON: 15
  Weapon Proficiency: Sword, Dark
  STR: 6 | MAG: 4 | DEF: 6 | RES: 4 | SKL: 4 | SPD: 2 | LUK: 0
  Stat Caps:
  STR: 27 | MAG: 27 | DEF: 30 | RES: 24 | SKL: 23 | SPD: 20 | LUK: 30
  Intrigue Power: Shadow Knights are stoic, and never heed to an opponent -
  whether that be giving them any sort of space to move or any social standing.
  While out of combat they are not subject to fear, intimidation, or deception
  and they are unable to be moved physically unless by an opposed check.
  
  104
  Shifter
  Strange beings who are able to call upon the strength of various monstrous
  beings in order to enhance their combat capabilities.
  Innate Skill: Wild Strength: Shifters gain a +2 to Stamina Pool.
  Training: So long as the Shifter has 1 SP they gain a +2 Physical Defense.
  Apex: Shifters must choose a form they are able to shift into from the list
  below. Shifting into this form is a Simple action, and it lasts until the end of
  combat.
  Awakening I: Shifters can spend 1 SP to grant themselves +2 to Move for 3
  rounds.
  Awakening II: Shifters can spend 3 SP to give their Unarmed the Slayer
  (Mounted) or Slayer (Armored) quality for 4 rounds.
  Awakening III: Shifters can spend 5 SP to reduce physical damage by 10 for 5
  rounds. This cannot reduce damage below 0.
  Type: Foot
  Bonus HP: 1d8 + 18 (or avg. 23)
  Move: 6 sq.
  CON: 9
  Weapon Proficiency: Unarmed (Gains the Martial Arts Maneuver free)
  STR: 8 | MAG: 0 | DEF: 6 | RES: 0 | SKL: 6 | SPD: 6 | LUK: 0
  Stat Caps:
  STR: 28 | MAG: 20 | DEF: 28 | RES: 20 | SKL: 26 | SPD: 26 | LUK: 30
  Intrigue Power: Shifters are a combination between beast and humanoid,
  and stray this line constantly. They can use this to scare off foes, and unless
  an opposed check is needed they can call upon this to make NPCs flee in
  terror.
  Shifter Apexes
  
  Alien: You shift into an unidentifiable and terrifying form. All enemies
  within 3 squares who are a lower level than you gain the Fear condition
  for 3 rounds.
  
  Animal: You shift into one of many animal forms, taking on its properties
  for a time. This grants you the Mounted type, and a +2 to Move.
  
  Dragon: You shift into a bestial draconic form, halfway between man and
  lizard. This grants you the Dragon type, and a +2 to Physical Defense.
  
  Angel: You shift into a winged and holy creature. You gain Slayer (Demon),
  and gain the Flying type.
  
  Demon: You grow horns, and a forked tongue. You gain Slayer (Angel) and
  a +2 to Magical Defense.
  
  Fey: Magical energy surrounds you while shifted, constantly glowing.
  While shifted you gain Slayer (Magic) and a +1 to both Defenses.
  
  105
  Reclassing
  Characters are capable of reclassing instead of promoting, allowing
  characters to pick up new abilities usually locked behind other classes such as
  another class’ Awakening.
  Recruit classes are unable to reclass until they become a Standard class. Until
  becoming a Standard class, the Recruits are counted as not having class pack.
  When reclassing, you keep your stats from before and do not modify them
  unless a stat cap would otherwise limit it. This stat is lowered to the stat
  cap’s maximum number, however the points are not lost and once returning
  to a class with a stat cap high enough for the full stat, the points return to the
  stat.
  Each class has a ‘Class Pack’ of classes they can reclass into, along with a
  single class chosen by the character which they wish to include into the Class
  Pack. This can be any Standard class (except Lord).
  Standard Class
  Classes Available
  Advanced Class
  Classes Available
  Arcanist
  Monk, Shaman
  Bard
  Mage, Myrmidon
  Archer
  Hunter, Nomad
  Baron
  Choose two
  Brawler
  Fighter, Mercenary
  Dancer
  Myrmidon, Cleric
  Brigand
  Pirate, Hunter
  Dark Flier
  Pegasus Knight, Shaman
  Cavalier
  Knight, Soldier
  Dark Knight
  Cavalier, Knight
  Cleric
  Monk, Troubadour
  Dread Fighter
  Mercenary, Mage
  Fighter
  Pirate, Mercenary
  Einherjar
  Fighter, Monk
  Gunslinger
  Pirate, Myrmidon
  Inquisitor
  Monk, Myrmidon
  Hunter
  Archer, Mercenary
  Marksman
  Archer, Mage
  Knight
  Cavalier, Soldier
  Ninja
  Thief, Magus
  Lord
  Choose two
  Occultist
  Fighter, Voidcaller
  Mage
  Monk, Arcanist
  Shadow Knight
  Knight, Shaman
  Magus
  Mage, Mercenary
  Shifter
  Choose two
  Mercenary
  Fighter, Myrmidon
  Monk
  Mage, Cleric
  Myrmidon
  Thief, Mercenary
  Nomad
  Archer, Cavalier
  Pegasus Knight
  Soldier, Wyvern Rider
  Pirate
  Brigand, Gunslinger
  Shaman
  Voidcaller, Mage
  Soldier
  Cavalier, Pegasus Knight
  Thief
  Myrmidon, Archer
  Troubadour
  Cleric, Arcanist
  Voidcaller
  Shaman, Arcanist
  Wyvern Rider
  Pegasus Knight, Knight
  
  106
  Chapter 5: Rules
  Unless otherwise specified, round down.
  Hit Points
  Hit Points (abbreviated as HP) represents how tough a character is and how
  much damage they can handle. Upon being brought to 0 HP a character is
  knocked unconscious. Enemies are automatically killed at 0 HP unless Mercy
  is used. Player characters are slain when all PCs on a map are brought to 0.
  HP Calculations: Class HP + HP Level Bonus + Miscellaneous Bonuses
  Movement
  Character’s movement is determined by their class. The movement in Fires of
  War is calculated in squares (abbreviated as sq.) Moving diagonally counts as
  2 squares, not 1.
  If a character has a terrain and “Stride” listed next to their movement, this
  character is able to move at normal speed in this terrain.
  Stamina and Magic
  These are pools of energy which are intrinsically linked to a character’s
  maneuvers and spells. Characters must spend Stamina or Magic in order to
  activate these.
  The Stamina Pool is equal to half the character’s Strength stat.
  The Magic Pool is equal to half the character’s Magic stat.
  Defenses
  Characters have two defenses: Physical Defense and Magical Defense.
  Physical Attacks defend against weapon attacks, and Magical Defense defends
  against magical attacks.
  These defenses represent dodging, blocking, and all manners of avoiding
  damage in a thematic sense. Numbers-wise, it ties both blocking and avoiding
  together.
  Physical Defense (PD): 5 + Defense + Speed + ¼ Luck
  Magical Defense (MD): 5 + Resistance + Speed + ¼ Luck
  
  107
  Attacks
  To-Hit Formula
  Physical: 1d20 + ½ Strength + Skill
  Magical: 1d20 + ½ Magic + Skill
  If the wielder’s CON is less than the weapon’s weight, they take a -2 to-hit
  with the weapon.
  Damage
  Physical Weapon / Maneuver: Base damage + ½ STR
  Magical Weapon / Spell: Base damage + ½ MAG
  Natural 1s on a d20 are an automatic miss for attack rolls, and a natural 20 is
  an automatic hit for attack rolls.
  If a character’s Speed is 5 higher than the opponent they’re attacking, they
  can make two attacks against the opponent on their turn.
  Critical Hits
  Weapons have critical multipliers (x2, x3, and rarely x4
  or x5) and critical hit chance is determined based on a
  character’s Luck.
  Some classes include an ability which increases their
  critical hit chance. This treats the character’s critical
  hit chance as the next step as if their Luck is higher. For
  example, a character with 5 Luck and the Improved
  Critical Chance treats their Luck as if it was 13-20 and use the 19-20 critical
  hit chance.
  Counter Attacks
  Characters in Fires of War who are struck by an attack can follow-up with a
  counter attack. A follow-up attack must be made with a held weapon, and
  cannot be made against opponents outside of the weapon’s range.
  In order to counter attack, characters must have at least 1 point remaining in
  either their Stamina (if countering with a physical attack) or Magic (if
  countering with a magic attack) pools.
  Luck
  Critical Chance
  0-3
  Can’t critically hit
  4-10
  20
  11-16
  19-20
  17-22
  18-20
  23-28
  17-20
  29-30
  16-20
  Imp. Chance
  15-20
  
  108
  Rescuing
  The act of rescuing a character allows characters to take their fellow allies
  out of harm’s way. This is a complex action (see the actions section), and
  dropping a rescued ally is a swift action.
  In order to rescue an ally, your AID score must by higher than the allies’ CON.
  The following is how you calculate AID:
  Foot: CON - 1
  Mounted / Flying: 25 - CON
  Actions
  Each character has the following actions they can perform within a round:
  
  Complex: Attack, using a staff, using items, rescue a unit, use
  maneuver/spell.
  
  Simple: Move up to your speed.
  
  Swift: Equip weapon, drop/swap a rescued unit
  Characters receive one Complex, one Simple, and two Swifts that can be
  enacted in a turn. “Free” actions are non-actions which don’t take up combat
  time. Examples include talking, examining, or thinking (using Knowledge
  skills). Their usage has no bearing on the combat’s action economy.
  Weapon Durability
  Each weapon has a specific amount of uses tied to how many combats these
  weapons can participate in. After being reduced to 0 Durability, a weapon
  breaks and is considered unusable.
  The exceptions are Bronze Weapons and Legendary Weapons. Both of these
  weapon types are indestructible and can be used infinitely. Bronze Weapons
  are extremely weak weapons however, and Legendary Weapons are
  plot-important items only found by those seeking to slay deities and powerful
  entities.
  Initiative
  Player Characters choose their spots in the initiative round before combat
  starts, discussing among themselves what would tactically be most beneficial.
  Alternatively characters can roll for initiative by rolling 1d20 + Speed.
  Enemies and NPCs do not roll for initiative ever, and instead collectively go
  on their own turns. “Enemy Phase” takes place after all Player Characters
  have acted, and “NPC Phase” takes place after all Enemies have acted. After
  which, the initiative cycles back to the Player Phase.
  
  109
  In the initiative round, players can hold their turn in order to act later in the
  initiative round if they so choose, but their turn cannot leave the “Player
  Phase” and go between the Enemy Phase and NPC Phase.
  Similar to holding a turn, characters can also hold an action. This allows them
  to make a statement (example: If an enemy comes in range, I shoot them
  with my bow) and if that condition is met, the action is triggered.
  Abilities
  Qualifying for Abilities
  When an ability lists a level-based prerequisite, it will list EL (Effective Level)
  unless the ability ties to a specific class, in which it mentions the class and
  the level next to it (ex: Hero 5).
  As a promoted character, you qualify for your previous class’ feats and meet
  prerequisites. The same does not however apply to Recruit classes and
  Standard/Promoted classes.
  Damage Types
  There are three main types of elements, Physical, Arcane, and Divine.
  Physical relates to physical weapons, Arcane relates to Arcana tomes, and
  Divine relates to Light and Dark tomes.
  Physical: Slashing, Piercing, and Bludgeoning
  Arcane: Fire, Cold, Earth, Acid, Wind, Electricity, Sonic, and Arcane
  Spiritual: Light and Dark
  Unit Types
  Foot: Footmen with no armor or mount. This is the standard unit type.
  Magic: Tome-users deeply invested in magical power. This is the same as
  Foot.
  Armored: Heavy armor units that either trek on foot, or ride on horseback.
  Mounted: Horseback riders or riders other exotic ground animals.
  Flying: A rider of flying creatures such as pegasi, giant eagles, or similar
  creatures.
  Dragon: Enemies that are dragons themselves or riders of a draconic steed.
  Monster: This encompasses the non-playable beings from the Bestiary.
  Standard NPCs are not considered monsters.
  Gods: Entities that can only be killed by Legendary Weapons.
  
  110
  Terrains
  Many different types of terrains may come up within the battlefields of Fires
  of War. Some are hazardous, and others merely prove difficult to walk
  through. Some even provide advantages to those within it.
  Flying unit types are immune to movement-based terrain effects.
  Movement-reducing effects only apply when moving into or through the
  squares that are counted as that kind of terrain.
  Name: Flat Ground
  Description: This is the most common type of terrain. This includes
  grasslands, snow-laden earth, interior floors of buildings, and so on.
  Name: Desert
  Description: Deserts are much more difficult for some unit types to move
  through. Foot units’ speed is reduced by 1, and Mounted units’ speed is
  reduced by 3. Magic units are immune to this effect.
  Name: Mountains
  Description: Mountains are particularly treacherous terrains that provide
  defensive capabilities. Units standing on a mountain terrain gain a +2 to
  Physical and Magical Defense. Movement in a mountain (without Mountain
  Stride) cost 3 movement to move through. Mounted units can’t move in
  mountains. Mountains typically only occupy one square at a time.
  Name: Peak
  Description: Peaks are groups of mountains which occupy many squares at a
  time. Units without mountain stride or flying cannot enter a Peak. Units
  standing on a peak terrain gain a +5 to Physical and Magical Defense.
  Name: River
  Description: Rivers are water spaces that consist of a combination of water
  and land. Only non-mounted units can pass a river, though rivers cost 2
  movement to move through without Water Stride.
  Name: Sea
  Description: Sea terrain includes any body of water such as a lake, ocean, or
  even swamps. Only flying units and Water Stride units can move on sea.
  Name: Forest
  Description: A dense patch of trees positioned together. Forests grant a +2 to
  Physical and Magical Defense, however cost 2 movement to move through
  without Forest Stride.
  Name: Woods
  Description: Densely packed together forests, Woods are to Forests what
  Peaks are to Mountains. Woods grant a +5 to Physical and Magical Defense,
  however those without Forest Stride can’t move through it.
  
  111
  Name: Fort
  Description: Single square forts are usually peppered among areas where a
  castle or strategic location is nearby. Forts offer a +4 to Physical and Magical
  Defense and heal the person standing on it for 5 HP each round. This healing
  occurs at the beginning of the Player Phase.
  Name: Throne / Gate
  Description: These single square locations serve as a location which must be
  conquered. Sometimes, multiple Thrones/Gates must be conquered within
  the same map. They do not offer defensive bonuses however heal the
  character similar to a Fort above.
  A character can take the “Seize” action while adjacent or standing on a
  throne or gate. Seize actions are simple actions. Doing so causes all
  grunt-type enemies within the area to surrender. If there are enemies which
  would suffice as bosses, they do not surrender (however their lack of allies
  will make their defeat swifter).
  Name: Lava
  Description: Bubbling and dangerous, lava is a harmful terrain which
  characters typically do not wish to move through. Non-flying units who move
  through or end their turn on a lava square take 10 damage at the end of their
  turn. Flying units are immune to this. This is fire damage.
  Name: Acid
  Description: Pools of necrotic acid, this functions similar to lava except the
  characters take acid damage.
  Name: Poisonous Gas
  Description: This is applied on top of an existing terrain. Any characters who
  move through or end their turn in a square affected by poison gas take 5
  poison damage on the end of their turn. Flying is not immune to this.
  Name: Anti-Magic
  Description: This is applied on top of an existing terrain. Any characters who
  end their turn in a square affected by anti-magic cannot use Tomes or use
  abilities which require MP to be spent. Flying is not immune to this.
  
  112
  Status Conditions
  Status conditions is a catch-all term for positive or negative effects which can
  be applied to characters. These conditions are typically applied to characters
  through the use of special weapons, spells, or staves.
  Name: Poison
  Description: Characters are usually subject to poison from weapons such as
  the Toxic Sword however some spells may also inflict this. Poisoned enemies
  take 3 poison damage for 3 consecutive rounds, after which it’s cured.
  Name: Grappled
  Description: When a character is restrained by another character or an item
  (such as a rope tied around them) they have difficulty taking actions.
  Characters who are grappled cannot attack with weapons they have equipped
  unless they are under Weight 5. Characters also take a -5 to all Defenses.
  Name: Tripped
  Description: If a character is forcibly brought to the ground, they’re tripped.
  Characters who are tripped have their speed reduced to 1 and they take a -10
  to all Defenses. Foot units must spend a simple action to stand up, and
  armored units must spend a complex action. Mounted and Flying units are
  immune to being tripped.
  Name: Silenced
  Description: Characters who are silenced are unable to use tomes, staves, or
  use abilities which cost MP. This lasts for 3 rounds.
  Name: Berserk
  Description: If a character is under the effects of berserk they attack the
  closest character within their range - be they ally or enemy. This lasts for 3
  rounds.
  Name: Paralyzed
  Description: This can be from effects such as electricity, being turned to
  stone, or mind control magic stopping the mind from acting. Characters who
  are paralyzed cannot act and have an effective Physical and Magical Defense
  of 0. In order to break out of paralysis on a paralyzed character’s turn they
  must make a d20 roll adding CON, and beat a DC 20. On a success the
  character is no longer paralyzed and can act next round. They are immune to
  paralysis effects until the next turn.
  Name: Bleed
  Description: When a wound festers and the bleeding is difficult to staunch,
  characters take additional 3 additional damage for 3 rounds.
  Name: Blindness
  Description: Blinded characters are unable to move, and take a -4 to all
  Defenses. Attacks take a -10 penalty to-hit. Blindness lasts 3 rounds.
  
  113
  Name: Fear
  Description: Characters under the effects of fear are unable to attack unless
  they are unable to move, and must move away from the source of their fear.
  This lasts 3 rounds.
  Name: Deafened
  Description: Deafened characters are unable to use abilities which require
  MP however they can still use their tomes and staves.
  Name: Fatigue
  Description: Fatigued characters are only able to move at half speed and
  take a -2 to-hit. This lasts for 3 rounds.
  Name: Staggered
  Description: Characters who are staggered can only take a Simple or
  Complex action, not both. They are still able to take free actions. This lasts
  for 3 rounds.
  Name: Damned
  Description: Characters become Damned when demons or demon worshipers
  use curses. Damned causes the character to take the damage they deal
  against opponents. This lasts for 6 rounds.
  Name: Doomed
  Description: Doom is an incredibly rare, deity-like curse which slays those it
  affects. Characters who are under the effects of doom have 4 rounds to
  remove this. After the 4th round, the character is instantly slain.
  If the enemy who used doom is slain, all characters affected by its doom who
  have been slain by it are revived at the same age and appearance as they
  were when slain.
  
  114
  Chapter 6: Skills
  Skills are abilities which characters can perform outside of combat (or
  sometimes inside of combat) in order to do certain tasks such as sneaking,
  crafting, or even initiating diplomacy with enemies in order to cease fire.
  Each character starts with 3 skills, and their class’ rank determines their
  amount of bonus skills they gain. Bonus skills do not stack, instead they
  supersede each other. Recruit does not modify this. Unpromoted characters
  gain +1 skills. Promoted and Advanced characters gain +2 skills instead of +1.
  Special: Thieves gain +3 bonus skills and Rogues gain +4 bonus skills.
  With these skill points, characters mark skills as being trained or untrained.
  Trained skill add level to the roll while untrained skills do not.
  Skill roll formula: 1d20 + Skill’s Stat (+ Total Level if trained)
  Difficulty Classes:
  Very Easy: 1-15
  Easy: 15-25
  Normal: 25-35
  Hard: 35-45
  Very Hard: 45-55
  Impossible: 55-75
  Skill List
  
  Artisan (+SKL or LUK): Used for arts, crafts, performing, and professions.
  
  Acrobatics (+SPD): Used for climbing, running, jumping, and so on.
  
  Awareness (+SKL): Used for perception and lie detection.
  
  Deception (+LUK): Used to lie, feint, misguide, and disguise.
  
  Feats of Strength (+STR): Used for heavy lifting, pushing, and pulling.
  
  Fortitude (+DEF): Used for shrugging off exhaustion and starving.
  
  Handle Animal (+LUK): Used for dealing with animals and not people.
  
  Heal (+MAG or SKL): Used for treating injuries, poisons, and ailments.
  
  Knowledge {Any} (+SKL): Used for attaining information.
  
  Magic: Information on spells and magic. (May use +MAG instead)
  
  Tactics: Information on battlefield insight.
  
  History: Information on the world’s history or specific history.
  
  Royalty: Information on nobles and royal etiquette.
  
  Wilderness: Information on surviving the wilderness.
  
  Linguistics (+SKL): Used for making forgeries and discerning language.
  
  Persuasion (+LUK): Used for diplomacy, etiquette, and intimidation.
  
  Ride (+SPD): Used for performing riding tricks.
  
  Stealth (+SPD): Used for hiding, disabling traps, and picking locks.
  
  115
  Chapter 7: Weapons
  There are various weapon types, and a character’s weapon proficiency is
  determined by their class and potentially other abilities which they may
  have.
  Weapons use the following damage types:
  Physical: Bludgeoning (B), Slashing (S), Piercing (P)
  Arcane: Fire (F), Cold (Co), Electricity (E), Wind (W), Acid (A), Earth (Ea),
  Sonic (So), or Arcane (Ar)
  Divine: Light (L) or Dark (D)
  Weapon Triangle
  The weapon triangle and magic triangle determines which weapons are
  stronger than one another, similar to rock-paper-scissors.
  Physical
  Magical
  Weapon
  Strong vs.
  Weak vs.
  Weapon
  Strong vs.
  Weak vs.
  Axe
  Lance
  Sword
  Anima
  Light
  Dark
  Sword
  Axe
  Lance
  Dark
  Anima
  Light
  Lance
  Sword
  Axe
  Light
  Dark
  Anima
  The weapon that is classified as “Strong vs.” gains a +2 to attack and +1 to
  damage. The weapon that is classified as “Weak vs.” takes a -2 to attack and
  -1 to damage.
  Bows, Staves, and Firearms are outside the weapon triangle: they are
  unaffected by it completely and do not gain any bonuses or penalties.
  Starting Weapons: Characters in the game start with a free Bronze or similar
  E Rank weapon of each weapon type they have proficiency with. It is highly
  recommended not to give players weapons without prices as starting
  weapons.
  Illegal / Rare: These weapons are hard to find and only available at GM’s
  discretion. Illegal weapons may incur legal penalties.
  Legendary: These weapons are used for fighting and slaying deities. It is
  recommended GMs give these weapons to players at the late stage of the
  game when they’d fight enemies which must be defeated by Legendary
  weapons.
  Stat Bonuses: Some weapons grant stat bonuses that are only applicable
  while using this weapon in combat and having the weapon equipped. These
  bonuses can surpass a stat’s cap.
  
  116
  Uses: Weapon uses are depleted at the end of a combat. In order for the
  weapon’s uses to be depleted, they must have been used in combat. Weapons
  that are held but the user never attacks with it don’t expend their use.
  Might: This is the base damage of the weapon.
  Crit: This is the critical multiplier of the weapon. Weapons that cannot
  critically hit list “—” as the multiplier. The maximum the multiplier can be is
  a x6.
  Weight: This is how heavy a weapon is. If its weight exceeds your CON, you
  take a -2 to hit with the weapon.
  Rank: The minimum Weapon Proficiency required to wield this weapon. You
  cannot wield (however you can carry) weapons you’re not proficient with.
  Range: This is how many squares this weapon can attack out to. Weapons
  that do not include a range of “1” cannot be used in melee combat.
  Type: This determines the weapon’s damage type.
  Price: This is how much gold the weapon costs.
  Special: These are special abilities, stat bonuses, and so on that apply to the
  weapon. See the list of Weapon Special Abilities below.
  
  117
  Weapon Special Abilities
  
  Slayer (Unit type): This weapon gains +5 attack/damage to the unit types
  listed.
  
  Absorb: This weapon heals the user for half the damage they deal.
  
  Cursed: The user takes the weapon’s minimum damage on a hit.
  
  Poison: This weapon inflicts the Poison condition.
  
  Reverse: This weapon reverses the weapon triangle.
  
  Brave: This weapon doubles attacks per round.
  
  Shade: This weapon reduces the opponent it hits to half their current HP.
  At 1 HP if the opponent is hit by this they are slain.
  
  Deadly: On a critical hit this weapon gains a +2 to damage.
  
  Magical: This non-tome weapon is magic, and goes against Magic Defense.
  
  Savage: If this weapon’s damage is reduced, the minimum it can be
  reduced to is 1, not 0.
  
  Shielding: While equipped, this weapon grants the user a +2 Physical
  Defense. If this is on a magical weapon, this applies to Magical Defense.
  
  Unwieldy: This weapon cannot double attack.
  
  Legendary: This is a legendary weapon. These are plot items, and are
  used in defeating enemies such as deities.
  
  Mechanical: This weapon does not add Strength to damage.
  
  Targeting: This weapon uses Speed for damage, not Strength.
  
  Abuse: Double bonuses from the weapon triangle.
  
  Bold: Both you and the opponent you attack gain a +4 to attack and
  damage.
  
  Superior: This weapon does not benefit from the weapon triangle, but
  instead gains the weapon triangle bonuses against same-type weapons.
  
  Muting: This weapon inflicts the Silence condition.
  
  Nauseating: This weapon inflicts the Fatigue condition.
  
  Razor: This weapon inflicts the Bleed condition.
  
  Achilles: This weapon inflicts the Tripped condition for 2 rounds.
  
  Grasping: This weapon inflicts the Grappled condition for 2 rounds.
  
  Rattling: This weapon inflicts the Staggered condition.
  
  Nonlethal: This weapon cannot kill opponents when they hit 0 HP.
  
  Bright: This weapon inflicts the Blind condition.
  
  Petrify: This weapon inflicts the Paralyzed condition.
  
  Weaken: This weapon reduces an opponent to 1 HP. It cannot kill
  enemies, and can only affect an opponent once per encounter.
  
  118
  Sword
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Rapier*
  5
  1d6
  x3
  5
  E
  1
  P
  —
  Slayer (Armored, Mounted)
  Bronze Sword
  —
  1d6
  —
  4
  E
  1
  S
  150
  —
  Iron Sword
  5
  1d6
  x2
  5
  E
  1
  S
  400
  —
  Slim Sword
  4
  1d4
  x2
  2
  E
  1
  P
  300
  —
  Cursed Sword
  2
  2d6
  x2
  4
  E
  1
  S
  1,900
  Cursed
  Steel Sword
  4
  1d8
  x2
  10
  D
  1
  S
  600
  —
  Iron Blade
  4
  2d4
  x2
  12
  D
  1
  S
  800
  —
  Armorslayer
  2
  1d8
  x2
  11
  D
  1
  S
  1,200
  Slayer (Armored)
  Longsword
  2
  1d8
  x2
  11
  D
  1
  S
  1,200
  Slayer (Mounted)
  Toxic Sword
  3
  1d6
  x2
  6
  D
  1
  P
  3,000
  Poison
  Killer Sword
  2
  1d10
  x3
  7
  C
  1
  S
  1,000
  Deadly
  Steel Blade
  3
  1d12
  x2
  14
  C
  1
  S
  900
  —
  Flame Blade
  2
  1d12
  x2
  5
  C
  1-2
  F
  6,000
  Magical
  Lancereaver
  2
  1d10
  x2
  9
  C
  1
  S
  1,800
  Reverse
  Swordkiller
  3
  2d4
  x2
  5
  C
  1
  S
  2,000
  Superior
  Brave Sword
  3
  1d10
  x2
  12
  B
  1
  S
  4,500
  Brave
  Scimitar
  2
  1d8
  x4
  4
  B
  1
  S
  4,000
  Deadly
  Estoc
  2
  1d10
  x4
  6
  B
  1
  P
  6,000
  Slayer (Armored, Mounted)
  Ruby Sword
  3
  1d10
  x2
  7
  B
  1
  S
  3,600
  Abuse
  Silver Sword
  3
  2d6
  x2
  8
  A
  1
  S
  4,000
  —
  Silver Blade
  2
  2d8
  x2
  13
  A
  1
  S
  5,000
  Shielding
  Dark Sword
  2
  1d12
  x2
  11
  A
  1-2
  D
  4,000
  Absorb, Magical
  Tyrfing
  Inf
  2d8
  x2
  7
  S
  1
  S
  —
  Legendary, Slayer (Dragon)
  Exaccus
  Inf
  4d4
  x2
  15
  S
  1-2
  S/E
  —
  Legendary, Slayer (Monster)
  Bragi
  Inf
  3d6
  x2
  12
  S
  1
  S
  —
  Legendary, Slayer (Armored)
  Fólkvangr
  Inf
  2d8
  x3
  8
  S
  1
  S
  —
  Legendary, SKL +5
  Sol Katti
  Inf
  2d6
  X4
  5
  S
  1
  S
  —
  Legendary, Slayer (Dragon)
  * This weapon is a special weapon that the GM must approve giving the
  players.
  
  119
  Lance
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Reginleif*
  5
  1d8
  X2
  10
  E
  1
  P
  —
  Slayer (Armored, Mounted)
  Bronze Lance
  Inf
  1d6
  —
  4
  E
  1
  P
  150
  —
  Iron Lance
  5
  1d8
  x2
  7
  E
  1
  P
  400
  —
  Slim Lance
  5
  1d4
  x2
  2
  E
  1-2
  P
  400
  —
  Javelin
  3
  1d6
  x2
  11
  E
  1-2
  P
  400
  —
  Cursed Lance
  3
  2d8
  x2
  12
  E
  1
  P
  2,000
  Cursed
  Steel Lance
  4
  1d10
  x2
  13
  D
  1
  P
  500
  —
  Heavy Lance
  3
  1d12
  x2
  14
  D
  1
  P
  1,200
  Slayer (Armored)
  Horseslayer
  3
  1d10
  x2
  13
  D
  1
  P
  1,000
  Slayer (Mounted)
  Toxic Lance
  3
  1d8
  x2
  8
  D
  1
  P
  3,000
  Poison
  Harpoon
  2
  1d8
  x2
  7
  D
  1-2
  P
  500
  —
  Stun Lance
  4
  1d4
  x2
  3
  D
  1
  P
  600
  Nonlethal
  Killer Lance
  2
  1d10
  x3
  9
  C
  1
  S
  1,000
  Deadly
  Axereaver
  2
  1d10
  x2
  11
  C
  1
  S
  2,000
  Reverse
  Short Spear
  2
  1d10
  x2
  12
  C
  1-2
  P
  900
  —
  Cold Lance
  3
  2d4
  x2
  8
  C
  1
  C
  6,000
  Magical
  Mighty Lance
  3
  1d12
  x2
  13
  C
  1
  P
  4,000
  Bold
  Serrated Pike
  2
  1d10
  x3
  12
  C
  1
  P
  3,500
  Razor
  Lancekiller
  3
  1d8
  x2
  8
  C
  1
  P
  2,000
  Superior
  Brave Lance
  3
  1d12
  x2
  10
  B
  1
  P
  4,500
  Brave
  Spear
  2
  1d12
  x2
  10
  B
  1-2
  P
  4,000
  —
  Mancatcher
  2
  1d8
  x2
  9
  B
  1
  P
  2,000
  Grasping
  Fauchard
  2
  1d10
  x2
  11
  B
  1
  S
  2,000
  Achilles
  Scythe
  3
  2d4
  x3
  10
  B
  1
  S
  4,000
  Razor, Rattling
  Shield Spear
  4
  1d8
  x2
  7
  B
  1
  P
  2,000
  Shielding
  Sapphire Pike
  3
  1d8
  x2
  9
  B
  1
  P
  3,600
  Abuse
  Silver Lance
  3
  2d8
  x2
  10
  A
  1
  P
  1,200
  —
  Ranseur
  2
  1d12
  x4
  13
  A
  1
  P
  3,000
  Nauseating
  Bec De Corbin
  2
  2d6
  x2
  12
  A
  1
  B/P
  2,000
  Slayer (Armored)
  Bright Lance
  3
  1d8
  x2
  8
  A
  1-2
  L
  4,000
  Slayer (Monster)
  Dragon Lance
  3
  1d10
  x2
  12
  A
  1
  P
  4,000
  Slayer (Dragon)
  Víðópnir
  Inf
  2d10
  x2
  11
  S
  1
  P
  —
  Legendary, +5 DEF
  Siegmund
  Inf
  2d12
  x2
  11
  S
  1
  P
  —
  Legendary, Slayer (Monster)
  Mars Gradivus
  Inf
  2d8
  x2
  8
  S
  1-2
  P
  —
  Legendary, Absorb, Magical
  Maltet
  Inf
  2d8
  x2
  11
  S
  1
  P
  —
  Legendary, Slayer (Dragon)
  * This weapon is a special weapon that the GM must approve giving the
  players.
  
  120
  Axe
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Fáfnir**
  5
  1d8
  x2
  10
  E
  1
  S
  —
  Slayer (Armored, Mounted)
  Bronze Axe
  Inf
  1d6
  —
  4
  E
  1
  S
  150
  —
  Iron Axe
  5
  1d8
  x2
  10
  E
  1
  S
  400
  —
  Hand Axe
  2
  1d6
  x2
  8
  E
  1-2
  S
  400
  —
  Hatchet
  4
  1d4
  x2
  5
  E
  1-2
  S
  100
  —
  Cursed Axe
  2
  2d10
  x2
  18
  E
  1
  S
  2,000
  Cursed
  Steel Axe
  3
  1d12
  x2
  15
  D
  1
  S
  600
  —
  Poison Axe
  3
  1d8
  x2
  10
  D
  1
  S
  3,000
  Poison
  Halberd
  2
  1d10
  x2
  14
  D
  1
  S
  800
  Slayer (Mounted)
  Hammer
  2
  1d12
  x2
  15
  D
  1
  B
  800
  Slayer (Armored)
  Killer Axe
  2
  1d12
  x3
  11
  C
  1
  S
  1,000
  Deadly
  Swordreaver
  2
  1d10
  x2
  13
  C
  1
  S
  2,000
  Reverse
  Swordslayer
  2
  1d8
  x2
  9
  C
  1
  S
  9,000
  Slayer (Myrmidon*)
  Volant Axe
  2
  1d8
  x2
  7
  C
  2
  S
  2,000
  Slayer (Flying)
  Mighty Axe
  3
  2d8
  x2
  14
  C
  1
  S
  4,000
  Bold
  Giant’s Axe
  2
  3d6
  x4
  20
  C
  1
  S
  8,000
  Unwieldy, Rattling
  Axekiller
  3
  2d8
  x2
  12
  C
  1
  S
  2,000
  Superior
  Parrying Axe
  2
  1d6
  x2
  4
  C
  1
  S
  1,400
  Shielding
  Brave Axe
  3
  1d10
  x2
  16
  B
  1
  S
  4,500
  Brave
  Emerald Axe
  3
  1d8
  X2
  12
  B
  1
  S
  3,600
  Abuse
  Hurlbat
  2
  2d4
  x2
  6
  B
  2
  S
  2,000
  Unwieldy, Slayer (Mounted)
  Silver Axe
  3
  2d10
  x2
  12
  A
  1
  S
  1,500
  —
  Tomahawk
  2
  2d6
  x2
  11
  A
  1-2
  S
  1,000
  —
  Titan Axe
  2
  2d4
  x3
  20
  A
  1
  S
  9,000
  Shielding
  Garmr
  Inf
  2d12
  x2
  13
  S
  1
  S
  —
  Legendary, +5 SPD
  Almace
  Inf
  3d6
  x2
  18
  S
  1
  S
  —
  Legendary, +5 DEF
  Basilikos
  Inf
  4d4
  x2
  13
  S
  1
  S
  —
  Legendary, Slayer (Monster)
  Aurgelmir
  Inf
  3d8
  x2
  19
  S
  1
  S
  —
  Legendary, +5 STR
  Bölverkr
  Inf
  3d10
  x2
  22
  S
  1-2
  S
  —
  Legendary, Unwieldy
  * This includes Myrmidons who have promoted to Assassin or Swordmaster.
  ** This weapon is a special weapon that the GM must approve giving the
  players.
  
  121
  Bow
  All bows have Slayer (Flying) as an inherent weapon ability.
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Refen*
  5
  1d6
  x2
  2
  E
  2
  P
  —
  Slayer (Armored, Mounted)
  Bronze Bow
  Inf
  1d4
  —
  1
  E
  2
  P
  150
  —
  Iron Bow
  5
  1d6
  x2
  5
  E
  2
  P
  400
  —
  Cursed Bow
  2
  2d6
  x2
  8
  E
  2
  P
  2,000
  Cursed
  Steel Bow
  3
  1d8
  x2
  9
  D
  2
  P
  600
  —
  Longbow
  2
  1d8
  x2
  10
  D
  2-3
  P
  2,000
  —
  Shortbow
  2
  1d6
  x2
  3
  D
  1
  P
  1,000
  —
  Crossbow
  4
  1d8+8
  x2
  9
  D
  2
  P
  1,000
  Mechanical
  Hand Crossbow
  4
  1d4+4
  x2
  4
  D
  1
  P
  500
  Mechanical
  Poison Bow
  3
  1d4
  x2
  4
  D
  2
  P
  3,000
  Poison
  Killer Bow
  2
  1d10
  x3
  7
  C
  2
  P
  1,000
  Deadly
  Recurve Bow
  3
  2d4
  x2
  6
  C
  2
  P
  2,000
  Targeting
  Mighty Bow
  3
  2d6
  x2
  8
  C
  2
  P
  4,000
  Bold
  Bolt Bow
  2
  1d10
  x2
  9
  C
  2
  E
  6,000
  Magical
  Mage Killer
  2
  1d6
  x3
  4
  C
  2
  P
  6,000
  Slayer (Magic), Muting
  Brave Bow
  3
  1d10
  x2
  12
  B
  2
  P
  4,500
  Brave
  Jade Bow
  3
  2d6
  x2
  4
  B
  2
  P
  3,600
  Abuse
  Steel Recurve
  2
  3d4
  x2
  9
  B
  2
  P
  4,000
  Targeting, Unwieldy
  Silver Bow
  3
  1d12
  x2
  6
  A
  2
  P
  1,000
  —
  Great Bow
  2
  3d4
  x2
  10
  A
  2
  P
  3,000
  Razor
  Silver Recurve
  2
  4d4
  x2
  14
  A
  2
  P
  8,000
  Slayer (Armored), Unwieldy
  Yggdrasil
  Inf
  2d8
  x2
  7
  S
  2
  P
  —
  Legendary, +5 LUK
  Rienfleche
  Inf
  3d4
  x3
  7
  S
  2
  P
  —
  Legendary, Slayer (Dragon)
  Murgleis
  Inf
  2d8
  x2
  9
  S
  2
  P
  —
  Legendary, +5 SPD
  * This weapon is a special weapon that the GM must approve giving the
  players.
  
  122
  Firearm
  All firearms posses Slayer (Flying) and Targeting as inherent weapon abilities.
  Firearms use Skill * 1.5 for to-hit and do not add STR or MAG to-hit. Firearms
  also use Speed for damage in place of STR or MAG. Firearms with the Magical
  property use the normal formula for determining a magical to-hit and
  damage.
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Bronze Pistol
  Inf
  1d4
  —
  2
  E
  2
  P
  150
  —
  Iron Pistol
  5
  1d8
  x2
  6
  E
  2
  P
  400
  —
  Cursed Pistol
  2
  3d4
  x2
  5
  E
  2
  P
  2,000
  Cursed
  Steel Pistol
  3
  1d10
  x2
  8
  D
  2
  P
  600
  —
  Iron Rifle
  2
  1d12
  x2
  12
  D
  2-3
  P
  1,000
  —
  Iron Revolver
  4
  1d6+2
  x2
  6
  D
  2
  P
  800
  —
  Slug Pistol
  3
  1d8
  x2
  9
  D
  2
  P
  1,200
  Slayer (Armored)
  Horse Piercer
  3
  2d4
  x2
  8
  D
  1
  P
  1,500
  Slayer (Mounted)
  Poison Pistol
  3
  1d6
  x2
  6
  D
  2
  P
  3,000
  Poison
  Killer Pistol
  2
  1d8
  x3
  7
  C
  2
  P
  1,000
  Deadly
  Steel Rifle
  2
  2d6+4
  x2
  15
  C
  2-3
  P
  2,500
  —
  Double Barrel
  3
  3d6
  —
  10
  C
  1
  P
  5,000
  Unwieldy, Rattling
  Mighty Shotgun
  3
  4d4+4
  —
  8
  C
  1-2
  P
  4,500
  Unwieldy, Superior
  Æther Pistol
  2
  1d10
  x2
  6
  C
  2-3
  Ar
  6,000
  Magical
  Brave Pistols
  3
  1d10
  x2
  9
  B
  2
  P
  4,500
  —
  Quarts Rifle
  3
  2d6+1
  x2
  11
  B
  2-3
  P
  3,600
  Abuse
  Net Gun
  2
  —
  —
  4
  B
  2-4
  —
  1,200
  Grasping, Achilles
  Silver Pistol
  3
  2d8
  x2
  11
  A
  2
  P
  1,000
  —
  Silver Rifle
  2
  2d10
  x2
  18
  A
  2-3
  P
  1,500
  —
  Silver Shotgun
  2
  3d10
  —
  20
  A
  1
  P
  3,000
  Unwieldy
  Buckler Pistol
  4
  1d8
  x2
  4
  A
  1-2
  P
  1,000
  Shielding
  Firebird
  Inf
  2d12
  x2
  11
  S
  2
  P
  —
  Legendary, Slayer (Dragon)
  Era Gun
  Inf
  3d6+4
  x2
  8
  S
  2
  P
  —
  Legendary, Razor
  Shrapnel Rifle
  Inf
  3d4+2
  x4
  14
  S
  2-3
  P
  —
  Legendary, Savage
  
  123
  Anima
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Spark
  Inf
  1d4
  —
  2
  E
  1-2
  E
  150
  —
  Fire
  5
  1d6
  x2
  4
  E
  1-2
  F
  400
  —
  Wind
  5
  1d4
  x2
  2
  E
  1-2
  W
  400
  Slayer (Flying)
  Freeze
  5
  1d4
  x2
  5
  E
  1-3
  C
  400
  —
  Cursed Fire
  2
  2d8
  x2
  12
  E
  1-2
  F
  2,000
  Cursed
  Thunder
  4
  1d8
  x3
  6
  D
  1-2
  E
  600
  —
  Stone
  4
  1d10
  x2
  10
  D
  1
  Ea
  600
  —
  Corrode
  4
  1d6
  x2
  7
  D
  1-2
  A
  600
  Slayer (Armored)
  Elfire
  3
  1d8
  x2
  10
  C
  1-2
  F
  900
  —
  Elwind
  3
  1d6
  x2
  5
  C
  1-2
  W
  900
  Slayer (Flying)
  Elthunder
  3
  1d10
  x3
  12
  C
  1-2
  E
  900
  —
  Elfreeze
  3
  1d6
  x2
  7
  C
  1-3
  C
  900
  —
  Elcorrode
  3
  1d8
  x2
  8
  C
  1-2
  A
  900
  Slayer (Armored)
  Elstone
  3
  1d12
  x2
  12
  C
  1
  Ea
  900
  —
  Arcfire
  2
  1d10
  x2
  14
  B
  1-2
  F
  1,200
  —
  Arcwind
  2
  1d8
  x2
  9
  B
  1-2
  W
  1,200
  Slayer (Flying)
  Arcthunder
  2
  2d6+2
  x3
  16
  B
  1-2
  E
  1,200
  —
  Arcfreeze
  2
  1d8
  x2
  11
  B
  1-3
  C
  1,200
  —
  Arccorrode
  2
  1d10
  x2
  12
  B
  1-2
  A
  1,200
  Slayer (Armored)
  Arcstone
  2
  2d8
  x2
  15
  B
  1
  Ea
  1,200
  —
  Bolting
  3
  2d6+4
  x2
  14
  B
  3-10
  E
  5,000
  —
  Valfire
  2
  1d12
  x2
  16
  A
  1-2
  F
  3,000
  —
  Valwind
  2
  1d10
  x2
  13
  A
  1-2
  W
  3,000
  Slayer (Flying)
  Valthunder
  2
  1d12
  x3
  18
  A
  1-2
  E
  3,000
  —
  Valfreeze
  2
  1d10
  x2
  12
  A
  1-3
  C
  3,000
  —
  Valcorrode
  2
  1d12
  x2
  14
  A
  1-2
  A
  3,000
  Slayer (Armored)
  Valstone
  2
  2d10
  x2
  18
  A
  1
  Ea
  3,000
  —
  Excalibur
  Inf
  2d8+4
  x4
  8
  S
  1-2
  Ar
  —
  Legendary, +5 SPD
  
  124
  Light
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Bright
  Inf
  1d4
  —
  2
  E
  1-2
  L
  150
  —
  Lightning
  5
  1d4+1
  x2
  3
  E
  1-2
  L
  400
  —
  False Light
  2
  2d6
  x2
  8
  E
  1-2
  L
  2,000
  Cursed
  Shine
  4
  1d6+1
  x2
  4
  D
  1-2
  L
  800
  —
  Sun
  3
  1d6
  x2
  3
  D
  1-2
  L
  1,200
  Bright
  Moon
  3
  1d4
  x2
  5
  D
  1-2
  L
  1,200
  Muting
  Angel’s Feather
  2
  1d6+2
  x2
  8
  D
  2-3
  L
  2,000
  —
  Divine
  3
  1d8
  x3
  6
  C
  1-2
  L
  2,000
  Deadly
  Soothe
  4
  2d4+2
  x2
  5
  C
  2
  L
  1,400
  Nonlethal
  Archangel
  3
  1d8
  x2
  6
  C
  1-2
  L
  2,500
  Slayer (Monster)
  Toxic Serenity
  2
  1d4
  x2
  4
  C
  1-2
  L
  4,000
  Poison
  Purge
  2
  1d10
  x2
  14
  B
  3-10
  L
  5,000
  —
  Principalities
  3
  2d4
  x2
  5
  B
  1-2
  L
  4,000
  Razor
  Powers
  2
  2d6
  x2
  8
  B
  1
  L
  5,000
  Nauseating
  Virtues
  4
  1d8
  X2
  9
  B
  1-2
  L
  6,500
  Brave
  Aura
  2
  1d12
  x2
  8
  A
  1-2
  L
  3,000
  —
  Dominions
  3
  2d4
  x3
  7
  A
  2-3
  L
  7,000
  Abuse
  Thrones
  3
  2d6
  x2
  10
  A
  1-2
  L
  7,000
  Superior
  Cherubim
  2
  1d10
  x2
  9
  A
  1-4
  L
  6,500
  Rattling
  Heaven
  Inf
  2d8
  x3
  7
  S
  1-2
  L
  —
  Legendary, +5 SKL
  Seraphim
  Inf
  2d6+4
  x2
  8
  S
  1-3
  L
  —
  Legendary, Slayer (Dragons)
  YHVH
  Inf
  3d8+6
  x2
  12
  S
  1-2
  L
  —
  Legendary, Slayer (Monster)
  
  125
  Dark
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Dirge
  Inf
  1d6
  —
  5
  E
  1-2
  D
  150
  —
  Flux
  5
  1d8
  x2
  8
  E
  1-2
  D
  400
  —
  Cursed Dark
  2
  2d10
  x2
  18
  E
  1-2
  D
  2,000
  Cursed
  Nosferatu
  4
  1d10
  x2
  14
  D
  1-2
  D
  1,500
  Absorb
  Dark Eye
  3
  2d4
  x2
  6
  D
  1-2
  D
  1,200
  Nonlethal
  Waste
  5
  1d6+2
  x2
  4
  D
  1
  D
  950
  —
  Ruin
  2
  1d4+2
  x4
  6
  D
  1-2
  D
  3,000
  Slayer (Flying)
  Luna
  3
  2d6
  x2
  12
  C
  1-2
  D
  3,000
  Savage
  Jörmungandr
  2
  1d8+4
  x2
  15
  C
  1-2
  D
  3,000
  Poison
  Baal-berith
  2
  1d8
  x3
  10
  C
  1-2
  D
  3,600
  Deadly
  Demon Surge
  3
  2d6+5
  x2
  10
  C
  1-2
  D
  4,000
  Rattling
  Eclipse
  2
  —
  —
  12
  B
  3-10
  D
  5,000
  Shade
  Ars Goetia
  3
  2d4+6
  x2
  14
  B
  1-2
  D
  6,000
  Brave
  Ereshkigal
  4
  1d12
  x2
  12
  B
  1-3
  D
  6,400
  Superior
  Lopt
  3
  1d8+5
  x2
  15
  B
  1-2
  D
  6,200
  Nauseating
  Fenris
  2
  2d8
  x2
  18
  A
  1-2
  D
  3,000
  —
  Stone
  2
  —
  —
  15
  A
  1-3
  D
  5,000
  Petrify
  Carreau
  3
  1d8+8
  x2
  12
  A
  1-2
  D
  6,000
  Achilles
  Death
  2
  —
  —
  18
  A
  1-2
  D
  8,000
  Weaken
  Destruction
  Inf
  2d12
  x2
  12
  S
  1-2
  D
  —
  Legendary, +5 MAG
  Hell
  Inf
  2d4+8
  x3
  20
  S
  1-2
  D/F
  —
  Legendary, Slayer (Magical)
  Ragnarok
  Inf
  2d8+8
  x2
  18
  S
  1-2
  D
  —
  Legendary, +5 DEF
  
  126
  Staff
  Staves, if used as a weapon, only deal 1d4 damage with a crit of x2, and a
  range of 1. All staves can be used as weapons.
  When attacking with a staff, attack as if it were a spell/tome.
  Name
  Uses
  Heal
  Rank
  Range
  Price
  Special
  Cure
  Inf
  5
  E
  1-2
  150
  Cures poison.
  Heal
  5
  10 + (MAG / 2)
  E
  1
  400
  —
  Mend
  4
  20 + (MAG / 2)
  D
  1
  1,000
  —
  Unlock
  2
  —
  D
  1-2
  600
  Unlocks a door or chest as if it were a key
  Torch
  2
  —
  D
  All
  1,500
  All allies are able to see in darkness
  Fear
  D
  Enemy is afflicted with Fear for 3 rounds
  Recover
  2
  All
  C
  1
  2,000
  —
  Barrier
  2
  —
  C
  1
  2,000
  Grant an ally +7 RES for 3 rounds
  Restore
  2
  —
  C
  1
  2,000
  Cure all ailments an ally is affected by
  Hammerne
  2
  —
  C
  1
  6,000
  Restore 1 use to an allies’ weapon
  Robbery
  3
  —
  C
  1-4
  4,000
  Steal, as per the Thief’s skill
  Watch
  2
  —
  C
  1-MAG
  2,000
  Ally is immune to blindness for 3 rounds
  Freeze
  2
  —
  C
  1-2
  3,500
  Enemy has 0 MOV & -5 Defenses for 3 rounds
  Psychic
  3
  10 + (MAG / 2)
  B
  1-MAG
  4,000
  —
  Rescue
  2
  —
  B
  1-10
  2,000
  Teleport ally adjacent to you
  Silence
  2
  —
  B
  1-10
  5,000
  Enemy is afflicted with Silence for 3 rounds
  Berserk
  2
  —
  B
  1-MAG
  5,000
  Enemy is afflicted with Berserk for 3 rounds
  Sleep
  2
  —
  B
  1-MAG
  5,000
  Enemy is unable to act for 3 rounds
  Warp
  2
  —
  A
  1
  8,000
  Teleport ally 1-(MAG / 2) squares away
  Fortify
  2
  10 + (MAG / 2)
  A
  1-10
  8,000
  —
  Power
  3
  —
  A
  1-3
  6,500
  Increase an allies’ damage by +5 for 3 rounds
  Shell
  3
  —
  A
  1-3
  6,500
  Ally reduces 5 damage to them for 3 rounds
  Holy Staff
  1*
  All
  S
  1
  —
  Legendary, Revive a dead ally
  * This can only be used once ever before breaking.
  
  127
  Chapter 8: Items
  Items are items which players can use or must be held in order to gain its
  benefits.
  Players can have up to 5 Weapons/Items in their inventory.
  Name
  Uses
  Price
  Description
  Vulnerary
  3
  300
  Heals a small amount of HP.
  Potion
  3
  1,500
  Heals a moderate amount of HP.
  Elixir
  2
  3,000
  Heals a large amount of HP.
  Stamina Regen
  2
  600
  Recover a bit of Stamina.
  Magic Regen
  2
  600
  Recover a bit of Magic.
  Recuva
  1
  10,000
  Recovers all HP, Stamina, and Magic.
  Lockpick
  15
  2,000
  Allows thieves to bust doors/chests.
  Second Seal
  1
  2,500
  Reclasses the user.
  Name: Vulnerary
  Uses: 3 | Price: 300 Gold
  Description: When used this heals the user for 10 HP.
  Name: Potion
  Uses: 3 | Price: 1,500 Gold
  Description: When used this heals the user for 25 HP.
  Name: Elixir
  Uses: 2 | Price: 3,000 Gold
  Description: When used this heals the user for 45 HP.
  Name: Stamina Regen
  Uses: 2 | Price: 600 Gold
  Description: When used the user regains 4 Stamina points.
  Name: Magic Regen
  Uses: 2 | Price: 600 Gold
  Description: When used the user regains 4 Magic points.
  Name: Recuva
  Uses: 1 | Price: 10,000 Gold
  Description: When used the user regains all HP, Stamina, and Magic points.
  Name: Lockpick
  Uses: 15 | Price: 2,000 Gold
  Description: Thieves, Rogues, and Assassins only. This is a Complex action
  and allows them to unlock a lock on a door, chest, or disable a trap.
  Name: Second Seal
  Uses: 1 | Price: 2,500 Gold
  Description: When used the user changes their class to one of their available
  reclass options.
  
  128
  Chapter 9: Abilities
  Abilities is a blanket term for powers which you gain as you progress in level
  that aid in combat in one way shape or form. These come in three varieties,
  Knacks, Maneuvers, and Spells.
  Knacks are abilities which every character can perform so long as they meet
  the prerequisites. They do not need to be taken, as all characters inherently
  know them when meeting the prerequisites.
  Maneuvers are physical-related tasks and focus on melee/physical combat. It
  also includes more general abilities which can apply to magic users, however
  it is mostly geared towards physical characters.
  Spells are magic-related tasks and focus on magical combat. There are some
  spells which physical characters may benefit from, however without
  investment most are tailored to spellcasters.
  If a Maneuver is used as an attack, it goes against Physical Defense. Spells go
  against Magical Defense. Maneuvers use Stamina, Spells use Magic Points.
  Knacks
  Name
  Type
  Cost
  Prerequisites
  Description
  Detect Magic
  MP
  —
  MAG 2+
  Detect Magic in an area.
  Magical Spark
  MP
  —
  Anima E
  Send a small spark of arcane energy.
  Mercy
  SP
  —
  —
  Deal nonlethal damage.
  Minor Creation
  MP
  —
  MAG 6+
  Create some minor objects.
  Minor Shadow
  MP
  —
  Dark E
  Send a small dark shadow.
  Minor Sunray
  MP
  —
  Light E
  Send a minor ray of holy light.
  Run
  SP
  1
  —
  Move double your speed.
  Sound
  MP
  —
  MAG 4+
  Create minor sounds.
  Thieves’ Cant
  None
  —
  Thief, Rogue, or Assassin
  Can communicate using a cant.
  Name: Detect Magic
  Cost: N/A
  Prerequisites: N/A
  Description: This spell is always active for spellcasters. It can detect if there
  is any magic present within an 18 square radius. This can alert a spellcaster of
  an invisible or potentially hiding enemy, but does not reveal their position.
  
  129
  Name: Magical Spark
  Type: Magic
  Cost: N/A
  Prerequisites: Anima E Rank
  Description: This creates a small jolt of arcane energy that has a Might of 1d3,
  critical multiplier of x2, and range of 1-2.
  This can be Fire, Cold, Electricity, Wind, or Earth for damage.
  Name: Mercy
  Cost: N/A
  Prerequisites: N/A
  Description: You can choose to knock an opponent out with your attacks
  when they hit 0 HP rather than killing them.
  Name: Minor Creation
  Type: Magic
  Cost: N/A
  Prerequisites: Magic 6+
  Description: This can be used to create small objects that serve small
  purposes such as door blockers, nails, or small hammers. These objects last
  for 1 minute and cannot be used to harm people.
  Name: Minor Shadow
  Type: Magic
  Cost: N/A
  Prerequisites: Dark E Rank
  Description: This creates a small shadow of dark energy that has a Might of
  1d3, critical multiplier of x2, and range of 1-2.
  Name: Minor Sunray
  Type: Magic
  Cost: N/A
  Prerequisites: Light E Rank
  Description: This creates a small ray of holy energy that has a Might of 1d3,
  critical multiplier of x2, and range of 1-2.
  Name: Run
  Type: Stamina
  Cost: 1
  Prerequisites: N/A
  Description: This allows the user to move twice on their turn however they
  are unable to attack if they do this.
  Name: Sound
  Type: Magic
  Cost: N/A
  Prerequisites: Magic 4+
  Description: This allows the user to create illusory sounds. This can allow the
  use of Deception checks to fool people into believing the sounds are real.
  
  130
  Name: Thieves’ Cant
  Type: N/A
  Cost: N/A
  Prerequisites: Thief, Rogue, or Assassin
  Description: This enables all allies within the party of the thief to
  communicate with the Thieves’ Cant. This includes a series of nonsense
  words from other languages re-purposed for the cant. In addition to this, the
  cant also includes communication through knocks and whistles.
  Each party has a different cant that they learn, and unless the Thief makes a
  Linguistic check DC 20 they cannot understand other thieves’ cants.
  
  131
  Maneuvers
  Name
  Cost
  Prerequisites
  Description
  Accurate Heft
  —
  —
  Use your Strength for accuracy.
  Astral Strikes
  5
  Any A Rank
  Make five attacks at half damage each.
  Brave Stance
  —
  Unarmed B Rank
  Gain “Brave Weapon” like qualities.
  Bull’s Stance
  4
  STR 14+, Any A Rank
  Add Strength to damage.
  Cheetah’s Stance
  4
  SPD 14+, Any A Rank
  Add Speed to damage.
  Combat Healer
  1
  Heal trained
  Help an ally recover some HP.
  Curved Shot
  1
  Bow D Rank
  Make an accurate bow attack.
  Dangerous Rebuttal
  —
  SPD 10+, TL 5+
  Always strike first while under half HP.
  Defensive Gunfire
  3
  Firearm C Rank
  Grant self a defense bonus with weapon.
  Duelist’s Blade
  2
  Sword C Rank
  Temporarily increases damage if doubling.
  Eagle Eye
  1
  Awareness trained
  Gain a bonus to hit against enemies.
  Fake-Out Gambit
  2
  Any C Rank
  Ignore the opponent’s terrain bonuses.
  Feint
  1
  Deception trained
  Negate an enemies’ speed through deception.
  Ferocity Swipe
  2
  Lance C Rank
  So long as you go last, gain a bonus to-hit.
  Finesse
  —
  SPD 13+, TL 5+
  Use SPD instead of STR for damage.
  Flash of Inspiration
  6
  Any S Rank
  Automatically hit on an attack with no roll.
  Follow
  1
  —
  Follow an enemy if they move away.
  Follow-up Attack
  1
  —
  Double attack, even if you’re unable to.
  Grapple Technique
  2
  Unarmed D Rank
  Grapple opponents on a regular attack.
  Headshot
  3
  Firearm B Rank
  Add Slayer (Monster) to this weapon.
  Hexblade
  3
  No spells/tomes, TL 15+
  Add Slayer (Magic) to a weapon for rounds.
  Hit and Run
  1
  Lance D Rank
  After making an attack, move 1 sq. back.
  Improved Puncture
  —
  Puncture, TL 5+
  Gain an increased to-hit after a critical hit.
  Intense Swing
  3
  Axe C Rank
  Enemies hit by this attack are less accurate.
  Jump Away
  1
  Acrobatics trained
  Move while out of turn.
  Killer Stance
  —
  Unarmed C Rank
  Gain “Killer Weapon” like qualities.
  Many Shot
  2
  Bow C Rank
  Make three attacks at a large penalty.
  Martial Arts
  —
  —
  Use your unarmed strikes as a weapon.
  Mercy
  —
  —
  Stop your attack from killing an enemy.
  Mounted Charge
  4
  Mounted unit, TL 12+
  Add double squares moved as bonuses.
  No Escape
  2
  SPD 8+
  Enemies trying to move away get hit.
  Pass
  —
  SPD 16+
  Move through enemy squares freely.
  Puncture
  —
  —
  Gain increased damage on a critical hit.
  Rebuttal
  1
  SPD 10+
  Strike first if an opponent attacks you.
  Riposte
  —
  SPD 12+
  Make a free attack if you’re hit.
  Staying Strike
  3
  Axe B Rank
  Enemies hit by this are unable to move.
  Target Shot
  2
  Firearm D Rank
  Deal a penalty to attack or movement.
  Tiger Stance
  4
  SKL 14+, Any A Rank
  Add Skill to damage.
  Trip Technique
  2
  Unarmed D Rank
  Trip opponents on a regular attack.
  Weapon Focus
  —
  —
  Gain a bonus to-hit with a weapon.
  Weapon Master
  —
  Weapon Prodigy, TL 35+
  Weapon doesn’t reduce uses.
  Weapon Prodigy
  —
  Weapon Specialization
  Increase your bonuses further.
  Weapon Specialization
  —
  Weapon Focus
  Gain a bonus to damage with a weapon.
  Weapon Training
  —
  —
  Gain a minor proficiency in a single weapon.
  Wrath Strike
  1
  Sword or Axe D Rank
  Make a powerful attack.
  
  132
  Steel Wall Stance
  4
  DEF 14+
  Enter a stance to reduce damage.
  Sunder
  2
  Sword or Axe C Rank
  Make an attack that harms a weapon’s uses.
  Heavy Armor
  —
  DEF 10+
  Reduce damage against certain attacks.
  
  133
  Name: Accurate Heft
  Cost: N/A
  Prerequisites: N/A
  Description: Instead of using Skill, use Strength for to-hit.
  Name: Astral Strikes
  Cost: 5
  Prerequisites: Any A Rank
  Description: As a Complex action you can use this ability. This allows you to
  make five separate attacks in one action against an opponent, and for each
  one that hits the opponent takes half the regular damage that would be
  dealt.
  Brave weapons add an additional attack to this, making it six attacks.
  Abilities that give a character additional attacks besides Brave do not stack
  with Astral Strikes.
  Name: Brave Stance
  Cost: N/A
  Prerequisites: Unarmed B Rank
  Description: As a Simple action you can apply the Brave quality to your
  unarmed strikes. While this is active you can’t have another “Stance”
  Maneuver active.
  Name: Bull’s Stance
  Cost: 4
  Prerequisites: Strength 14+, Any A Rank
  Description: As a Simple action you can add Strength to damage. This is on
  top of the normal addition of Strength to damage. This Stance is active for 5
  rounds before it needs to be reinstated. While this is active you can’t have
  another “Stance” Maneuver active.
  Name: Cheetah’s Stance
  Cost: 4
  Prerequisites: Speed 14+, Any A Rank
  Description: As a Simple action you can add Speed to damage. This is on top
  of the normal addition of Strength to damage. This Stance is active for 5
  rounds before it needs to be reinstated. While this is active you can’t have
  another “Stance” Maneuver active.
  Name: Combat Healer
  Cost: 1
  Prerequisites: Heal trained
  Description: As a Complex action this can be used to heal an adjacent ally or
  yourself for 8 HP.
  
  134
  Name: Curved Shot
  Cost: 1
  Prerequisites: Bow D Rank
  Description: As a Complex action you can make a single accurate bow attack.
  This attack is made with a +5 bonus to-hit. Brave weapons and other abilities
  which grant extra attacks still grant an additional attack, but these additional
  attacks do not gain the +5 bonus.
  Name: Dangerous Rebuttal
  Cost: N/A
  Prerequisites: Speed 10+, Total Level 5+
  Description: When under half HP, you always strike first even if the
  opponent’s Speed is higher. If both you and the opponent have this Maneuver,
  its effect is negated.
  Name: Defensive Gunfire
  Cost: 3
  Prerequisites: Firearm C Rank
  Description: As a Simple action you can use this ability to grant yourself a +4
  bonus to Physical Defense. This lasts for 3 rounds.
  Name: Duelist’s Blade
  Cost: 2
  Prerequisites: Sword C Rank
  Description: If you double attack on your turn, you can use this Maneuver to
  gain a +4 bonus to damage for both attacks. This only comes into effect if
  your Speed is high enough to double, and does not work if you have a Brave
  weapon and cannot double attack.
  Name: Eagle Eye
  Cost: 1
  Prerequisites: Awareness trained
  Description: Use this ability to gain a +2 on attack rolls for this turn.
  Name: Fake-Out Gambit
  Cost: 2
  Prerequisites: Any C Rank
  Description: Use this ability to negate an opponent’s terrain bonuses for your
  attacks this turn.
  Name: Feint
  Cost: 1
  Prerequisites: Deception trained
  Description: Make a Deception check as a Complex action with a DC equal to
  the opponent’s Physical Defense. On a successful hit, the opponent loses
  their Speed as a bonus to Physical Defense for your next attack.
  
  135
  Name: Ferocity Swipe
  Cost: 2
  Prerequisites: Lance C Rank
  Description: If you go last when being attacked by an opponent due to them
  having a higher Speed, you can use this ability to gain a +4 bonus to hit.
  Name: Finesse
  Cost: N/A
  Prerequisites: Speed 13+, Total Level 5+
  Description: Instead of Strength you use Speed for damage.
  Name: Flash of Inspiration
  Cost: 6
  Prerequisites: Any S Rank
  Description: As a Simple action you can use this ability to automatically hit
  on your next attack without the need to roll. This attack cannot critically hit,
  even if abilities which make an attack automatically critically hit are used.
  Name: Follow
  Cost: 1
  Prerequisites: N/A
  Description: Use this ability to follow an opponent if they move out of melee
  range with you. You can move 1 square, or pay more in order to move
  additional squares to a maximum of your normal movement speed. (For
  example, an Assassin using this ability would spend 6 SP in order to follow the
  opponent for 6 squares.)
  Name: Follow-Up Attack
  Cost: 1
  Prerequisites: N/A
  Description: You can use this ability to double attack on your turn, even if
  you wouldn’t be able to. Your opponent still is able to double attack if they’d
  normally be able. This cannot be used with Brave weapons.
  Name: Grapple Technique
  Cost: 2
  Prerequisites: Unarmed D Rank
  Description: You can use this ability to apply the Grappled condition to any
  opponents hit by you on attacks you make this round.
  Name: Headshot
  Cost: 3
  Prerequisites: Firearm B Rank
  Description: You can use this ability to apply Slayer (Monsters) to your
  firearm for 5 rounds. In addition to this, against non-monsters you gain a +4
  to damage for aiming for the head.
  
  136
  Name: Hexblade
  Cost: 3
  Prerequisites: No spells, No Tome proficiency, Total Level 15+
  Description: You can use this ability to apply Slayer (Magic) to your weapon
  for 5 rounds.
  Name: Hit and Run
  Cost: 1
  Prerequisites: Lance D Rank
  Description: After making an attack with your Lance you can choose to use
  this ability to move 1 square back.
  Name: Improved Puncture
  Cost: N/A
  Prerequisites: Puncture, Total Level 5+
  Description: After you critically hit an opponent you gain a +4 bonus to-hit on
  your next attack. This supersedes the original bonus from Puncture.
  Name: Intense Swing
  Cost: 3
  Prerequisites: Axe C Rank
  Description: You can use this ability after successfully hitting an opponent
  with an axe attack. This opponent takes a penalty to-hit equal to half your
  level for 2 rounds.
  Name: Jump Away
  Cost: 1
  Prerequisites: Acrobatics trained
  Description: You can use this ability in order to move out of turn. This ability
  must be used before you make your movement and not on your turn, and you
  can only move up to half your move speed.
  Name: Killer Stance
  Cost: N/A
  Prerequisites: Unarmed C Rank
  Description: As a Simple action you can apply the Deadly quality to your
  unarmed strikes, and increase your unarmed strike’s critical multiplier by x1
  (increasing it effectively to x3). While this is active you can’t have another
  “Stance” Maneuver active.
  Name: Many Shot
  Cost: 3
  Prerequisites: Bow C Rank
  Description: As a Complex action you can make three attacks using your bow
  all at once. Make three attack rolls which take a -10 to-hit. Total the damage
  of all three bow attacks before applying defensive bonuses or damage
  reducing effects.
  
  137
  Name: Martial Arts
  Cost: N/A
  Prerequisites: N/A
  Description: You are able to use your unarmed strikes as a weapon. Unarmed
  strikes are outside of the weapon triangle, and can be used by any character -
  even without this maneuver. This maneuver makes unarmed combat easier
  for the recipient.
  Characters receive E Rank in Unarmed, and their proficiency in Unarmed does
  not raise beyond C unless they are a Brawler or Pugilist.
  Because unarmed strikes are unable to break and have a weight of 0, they
  tend to be weaker than due to their lack of special abilities.
  Unarmed
  Name
  Uses
  Might
  Crit
  Weight
  Rank
  Range
  Type
  Price
  Special
  Untrained Unarmed
  —
  1d4
  —
  0
  —
  1
  B
  —
  —
  Unarmed Strikes
  —
  1d6
  x2
  0
  E
  1
  B
  —
  —
  Trained Unarmed
  —
  1d8
  x2
  0
  D
  1
  B
  —
  —
  Skilled Unarmed
  —
  1d8+1
  x2
  0
  C
  1
  B
  —
  —
  Superior Unarmed
  —
  1d8+2
  x2
  0
  B
  1
  B
  —
  —
  Master Unarmed
  —
  1d10+1
  x2
  0
  A
  1
  B
  —
  —
  Mighty Unarmed
  —
  1d12+2
  x2
  0
  S
  1
  B
  —
  —
  Name: Mounted Charge
  Cost: 4
  Prerequisites: Mounted units, Total Level 12+
  Description: You can use this ability before moving in order to designate an
  opponent. You move up to this opponent and make a single attack, adding
  double the amount of squares you moved as a bonus to-hit and damage. You
  must move in a straight line to use this ability.
  Name: No Escape
  Cost: 2
  Prerequisites: Speed 8+
  Description: If an enemy within your melee range moves outside of your
  melee range, you can use this ability to make an attack against the opponent
  moving away, and the opponent cannot retaliate.
  Name: Pass
  Cost: N/A
  Prerequisites: Speed 16+
  Description: You can move through enemy squares freely as if they were
  allied squares. You cannot however end your turn on an enemy or allies’
  square as normal. This maneuver negates the No Escape maneuver.
  
  138
  Name: Puncture
  Cost: N/A
  Prerequisites: N/A
  Description: After you critically hit an opponent you gain a +2 bonus to-hit on
  your next attack.
  Name: Rebuttal
  Cost: 1
  Prerequisites: Speed 10+
  Description: You can use this ability to strike first if an opponent attacks you,
  similar to Dangerous Rebuttal. If an opponent has Dangerous Rebuttal and is
  under half HP, they go first instead. Against another opponent with Rebuttal,
  its effects are negated.
  Name: Riposte
  Cost: N/A
  Prerequisites: Speed 12+
  Description: If you are successfully hit by a melee attack, the opponent takes
  half the damage they dealt to you back at them if you’re able to hit their
  Physical or Magical Defense (depending on your weapon). Use your weapon’s
  attack roll for this. This does not work against bows, firearms, or tomes.
  Name: Staying Strike
  Cost: 3
  Prerequisites: Axe B Rank
  Description: You can use this ability before you make an attack. Your next
  attack reduces an opponent’s movement to 0 if it hits. This makes the
  opponent incapable of moving on their own. This lasts for 1 round.
  Name: Target Shot
  Cost: 2
  Prerequisites: Firearm D Rank
  Description: You can use this ability before you make an attack against an
  opponent and choose the arms or the legs for this attack. If the attack hits it
  deals a penalty to the opponent. If it hits the arms they take a -4 to attack for
  1 round. If it hits the legs it reduces movement by 3 for 1 round.
  Name: Tiger Stance
  Cost: 4
  Prerequisites: Skill 14+, Any A Rank
  Description: As a Simple action you can add Skill to damage. This is on top of
  the normal addition of Strength to damage. This Stance is active for 5 rounds
  before it needs to be reinstated. While this is active you can’t have another
  “Stance” Maneuver active.
  Name: Trip Technique
  Cost: 2
  Prerequisites: Unarmed D Rank
  Description: You can use this ability to apply the Grappled condition to any
  opponents hit by you on attacks you make this round.
  
  139
  Name: Weapon Focus
  Cost: N/A
  Prerequisites: N/A
  Description: Choose a weapon group you have proficiency in. You gain a +1
  to-hit with weapons of this group.
  Name: Weapon Master
  Cost: N/A
  Prerequisites: Weapon Prodigy, Total Level 35+
  Description: Weapons you own do not reduce their uses (including staffs).
  This doesn’t affect single use weapons/staffs (such as the Holy Staff).
  Name: Weapon Prodigy
  Cost: N/A
  Prerequisites: Weapon Specialization
  Description: Double the Weapon Focus and Weapon Specialization bonuses.
  Name: Weapon Specialization
  Cost: N/A
  Prerequisites: Weapon Focus
  Description: Choose a weapon group you have proficiency in. You gain a +2 to
  damage with weapons of this group.
  Name: Weapon Training
  Cost: N/A
  Prerequisites: N/A
  Description: Choose a weapon group you do not have proficiency in. This
  cannot be used on Unarmed (see Martial Arts). You proficiency in that
  weapon group, and this weapon group’s proficiency is two below the
  maximum weapon rank you can use (minimum of E Rank).
  Name: Wrath Strike
  Cost: 1
  Prerequisites: Sword or Axe D Rank
  Description: Gain a +1d6 on your next attack’s damage roll. This lasts for 3
  rounds or until the next attack you make hits.
  
  140
  Spells
  Name
  Cost
  Prerequisites
  Description
  Beyond Toughness
  5
  MAG 20+, Any Tome A Rank
  Grant yourself or an ally bonus HP.
  Blood Splinter
  3
  Dark C Rank
  Cause an opponent’s blood to splinter out.
  Corpse Bomb
  3
  Dark C Rank
  Cause a corpse to explode, dealing damage.
  Cursed Aura
  2
  Dark C Rank
  Create an aura that reduces defenses.
  Dark Poison
  2
  Dark D Rank
  Poison a target with dark magic.
  Dark Strike
  1
  Dark E Rank
  Send out a small bolt of dark energy.
  Earth Barrier
  4
  Anima B Rank
  Create a stone wall that occupies a square.
  Elemental Bolt
  1
  Anima E Rank
  Send out a small bolt of elemental energy.
  Elemental Purge
  6
  Anima S Rank
  Deal immense elemental damage.
  Energy Immunity
  5
  MAG 15+, TL 20+
  Grant yourself or an ally energy immunity.
  Fly
  2
  MAG 10+
  Grant a temporary Flying type.
  Force Armor
  1
  Any D Rank
  Grant yourself or an ally a magic armor.
  Force Shield
  1
  Any D Rank
  Grant yourself or an ally a magic shield.
  Gold Bullet
  —
  —
  Use gold pieces as a weapon.
  Holy Spark
  1
  Light E Rank
  Send out a small bolt of holy energy.
  Immunize
  3
  MAG 14+ or Staff C Rank
  Negate certain status conditions.
  Invisibility
  4
  MAG 14+, Stealth trained
  Become invisible and unable to be targeted
  Laughter Fits
  1
  —
  Prevent an opponent from drinking potions.
  Long Shot
  3
  Any Tome C Rank
  Give a bow a longer range for a time.
  Magic Blade
  1
  MAG 8+, Sword Proficiency
  Give yourself a temporary magic sword.
  Magic Buster
  4
  Any Tome B Rank
  Reduce an opponent’s tome or staff uses.
  Magic Drain
  1
  MAG 8+
  Make an attack to absorb stamina.
  Mass Heal
  3
  Staff C Rank
  Heal all allies in a radius with a staff.
  Mountaineer
  2
  MAG 10+
  Grant temporary Mountain Stride.
  Omnicide
  6
  MAG 18+, TL 25+
  Deal immense damage to an opponent.
  Paralysis
  6
  Any S Rank
  Paralyze an opponent.
  Plummet
  4
  Any Tome B Rank
  Do an attack with Slayer (Flying)
  Radiance
  3
  Light C Rank
  Prevent an opponent from attacking you.
  Raise Dead
  6
  Light S Rank
  Revive an ally from the dead.
  Redirect
  2
  —
  Cause an opponent’s attack to hit another.
  Safe Haven
  2
  Light D Rank
  Allies in a radius gain bonuses.
  See Invisibility
  4
  MAG 14+, Aware trained
  Able to see invisible foes.
  Silence
  2
  —
  Negate all sound, to grant a bonus to Stealth.
  Slay
  6
  Dark S Rank
  Kill an enemy instantly.
  Spell Reflection
  4
  Any Tome B Rank
  Cause an enemies’ spell to reflect.
  Stamina Drain
  1
  MAG 8+
  Make an attack to absorb magic.
  Swim
  2
  MAG 10+
  Grant temporary Water Stride.
  Thrown Weapon
  1
  Any D Rank
  Increase a melee weapon’s range by 1 square.
  Tome Line
  4
  MAG 12+, Any Tome B Rank
  Use a tome in a line attack.
  Tome Radius
  4
  MAG 12+, Any Tome B Rank
  Use a tome in a radius attack.
  Weapon Buster
  4
  Any Tome B Rank
  Reduce an opponent’s weapon uses.
  Wind Blast
  3
  Anima C Rank
  Trip a foe with a gust of wind.
  Woodsman
  2
  MAG 10+
  Grant temporary Forest Stride.
  Wreath of Elements
  2
  Anima D Rank
  Enemies who hit you take some damage.
  
  141
  Name: Beyond Toughness
  Cost: 5
  Prerequisites: Magic 20+, Any Tome A Rank
  Description: As a Complex action you can cast this spell on yourself or an
  adjacent ally. The one affected by this spell gains a number of bonus HP
  equal to your Total Level (maximum of +40 HP). This lasts until the end of
  combat, or until the bonus HP has been completely depleted (it is subtracted
  first from health before regular HP).
  Name: Blood Splinter
  Cost: 3
  Prerequisites: Dark C Rank
  Description: As a Complex action you can attack an opponent within a 1-2
  range with this, and it targets Magical Defense. This spell causes the target’s
  blood to harden and shoot from their veins like miniature spears. On a
  successful hit the opponent takes 4d6 + 1/2 MAG in cold damage and the
  target is fatigued.
  Name: Corpse Bomb
  Cost: 3
  Prerequisites: Dark C Rank
  Description: As a Complex action you can target a corpse within 1-4 range.
  This does not require an attack roll to hit the corpse, however when the
  corpse explodes you make an attack against their Magical Defense. This deals
  3d6+6 slashing damage on a hit.
  Name: Cursed Aura
  Cost: 2
  Prerequisites: Dark C Rank
  Description: As a Simple action you can activate an aura around you. All
  allies and enemies (excluding yourself) take a -4 to Physical and Magical
  Defense.
  Name: Dark Poison
  Cost: 2
  Prerequisites: Dark D Rank
  Description: As a Complex action you can target an enemy within a 1-2 range
  with this spell. On a successful hit against the opponent, they are Poisoned.
  Name: Dark Strike
  Cost: 1
  Prerequisites: Dark E Rank
  Description: As a Complex action you can target an enemy within a 1-2 range
  with this spell. On a successful hit they take 1d6+3 points of dark damage.
  
  142
  Name: Earth Barrier
  Cost: 4
  Prerequisites: Anima B Rank
  Description: As a Complex action you can use this spell in order to create a
  stone barrier that occupies a single square within 1-6 squares of you. This
  wall is impassable (except by Flying units) and must be broken. The wall has
  25 HP, and a 0 in both Physical and Magical Defense.
  Name: Elemental Jolt
  Cost: 1
  Prerequisites: Anima E Rank
  Description: As a Complex action you can use this spell against an opponent
  within 1-2 squares of you. On a successful hit this deals 1d6+2 damage of a
  single arcane element of your choice.
  Name: Elemental Purge
  Cost: 6
  Prerequisites: Anima S Rank
  Description: As a Complex action you can use this spell against an opponent
  within 1-3 squares of you. On a successful hit this deals 6d12+20 damage of a
  single arcane element of your choice.
  Name: Energy Immunity
  Cost: 5
  Prerequisites: Magic 20+, Total Level 20+
  Description: As a Complex action you can grant yourself or an adjacent ally
  immunity to a single arcane element for 5 rounds. This spell cannot be used
  multiple times on the same target.
  Name: Fly
  Cost: 2
  Prerequisites: Magic 10+
  Description: As a Complex action you can use this spell to grant yourself or an
  adjacent ally the Flying type. This comes with all of the positives such as all
  terrain being traverse-able, and all of the negatives such as being affected by
  Slayer (Flying) effects. This lasts for 5 rounds. If you end your turn on a
  square you wouldn’t normally be allowed to remain on you are shunted to the
  nearest square you can occupy. GMs can apply appropriate penalties for this.
  Name: Force Armor
  Cost: 1
  Prerequisites: Any D Rank
  Description: As a Complex action you can use this spell on yourself or an
  adjacent ally. This grants you or the ally a +4 bonus to Physical Defense for 3
  rounds.
  
  143
  Name: Force Shield
  Cost: 1
  Prerequisites: Any D Rank
  Description: As a Complex action you can use this spell on yourself or an
  adjacent ally. This grants you or the ally a +4 bonus to Magical Defense for 3
  rounds.
  Name: Gold Bullet
  Cost: N/A
  Prerequisites: N/A
  Description: You can make attacks, sacrificing 1 gold per use of this attack.
  This attack goes against Magical Defense, and deals 1d6+1 bludgeoning
  damage at a range of 1-2.
  Name: Holy Spark
  Cost: 1
  Prerequisites: Light E Rank
  Description: As a Complex action you can use this spell against an opponent
  within 1-2 range. On a successful hit the opponent takes 1d6+1d4 points of
  light damage.
  Name: Immunize
  Cost: 3
  Prerequisites: Magic 14+, Staff C Rank
  Description: As a Complex action you can use this spell on yourself or an
  adjacent ally. You or your ally is immune to the effects of poison, berserk,
  paralyzed, fatigue, and damned. If any one of these effects are on you when
  this spell is cast upon you, they immediately end.
  Name: Invisibility
  Cost: 4
  Prerequisites: Magic 14+, Stealth trained
  Description: As a Complex action you can use this spell on yourself or an
  adjacent ally. You or your ally turn invisible, and while invisible you are
  unable to be seen by anyone without See Invisibility or similar effects and
  cannot be targeted by anything so long as you remain out of sight. This grants
  a +40 bonus to Stealth checks, and lasts for 5 rounds or until you attack an
  opponent.
  Name: Laughter Fits
  Cost: 1
  Prerequisites: N/A
  Description: As a Complex action you can use this spell against an opponent
  within 1-2 range. On a successful hit the opponent is stricken with intense
  laughter and cannot use any potions or use voice-based effects. This lasts for
  3 rounds.
  
  144
  Name: Long Shot
  Cost: 3
  Prerequisites: Any Tome C Rank
  Description: As a Complex action you can use this spell on a bow within your
  possession or the possession of an adjacent ally. This bow receives a +1 to
  range (a 2 range bow is now 2-3, a 2-3 bow is now 2-4, and so on). This lasts
  until the end of the encounter.
  Name: Magic Blade
  Cost: 1
  Prerequisites: Magic 8+, Sword Proficiency
  Description: As a Simple action you can summon a magic sword. This sword
  functions as an Iron Sword and lasts for a number of rounds equal to half
  Magic. Only you can wield this sword while it is active.
  Name: Magic Buster
  Cost: 4
  Prerequisites: Any Tome B Rank
  Description: As a Complex action you can use this spell against an opponent
  within 1-3 range. On a successful hit the opponent’s tome or staff decreases
  its uses by 1. If this would reduce it’s uses to 0, it immediately breaks and is
  unusable. This can only affect it within the same combat once. Legendary
  Weapons are immune to this.
  Name: Magic Drain
  Cost: 1
  Prerequisites: Magic 8+
  Description: As a Complex action you can use this spell against an opponent
  within 1-2 range. On a successful hit you steal 1d4 points of the opponent’s
  Magic Pool and absorb it into your own.
  Name: Mass Heal
  Cost: 3
  Prerequisites: Staff C Rank
  Description: As a Complex action you can use modify your staff with this spell
  and use it. The staff affects all allies within a 4 square radius of you. This
  does not affect the Holy Staff, or staffs which affect enemies.
  Name: Mountaineer
  Cost: 2
  Prerequisites: Magic 10+
  Description: As a Complex action you can use this spell on yourself or an ally
  to grant Mountain Stride for 5 rounds.
  Name: Omnicide
  Cost: 6
  Prerequisites: Magic 18+, Total Level 25+
  Description: As a Complex action you can use this spell against an opponent
  within 1-4 range. On a successful hit the opponent takes 40 untyped damage.
  
  145
  Name: Paralysis
  Cost: 6
  Prerequisites: Any S Rank
  Description: As a Complex action you can use this spell against an opponent
  within 1-2 range. On a successful hit the opponent is paralyzed for 3 rounds.
  Name: Plummet
  Cost: 4
  Prerequisites: Any Tome B Rank
  Description: As a Complex action you can use this spell against a Flying
  enemy unit within 1-2 range. This attack has the Slayer (Flying) property. On
  a successful hit this spell deals 3d6+1d8 points of wind damage.
  Name: Radiance
  Cost: 3
  Prerequisites: Light C Rank
  Description: As a Complex action you can cast this spell on yourself. So long
  as you have not initiated an attack against an opponent (counter attacking
  does not count towards this) opponents can’t attack you. This lasts for 3
  rounds.
  Name: Raise Dead
  Cost: 6
  Prerequisites: Light S Rank
  Description: As a Complex action you can use this spell on an adjacent
  deceased ally who has not been dead longer than a day. This revives the ally
  at 1 HP. The same person cannot be revived twice, ever, unless by the action
  of a deity.
  Name: Redirect
  Cost: 2
  Prerequisites: N/A
  Description: If an opponent makes an attack against you, you can use this
  spell to change the target square of the opponent’s attack (within their
  range). This can be used to redirect attacks into hitting the opponent’s allies.
  Name: Safe Haven
  Cost: 2
  Prerequisites: Light D Rank
  Description: As a Complex action you can use this spell on yourself in order to
  create a 3 square radius. All allies within this radius (including you) receive a
  +2 bonus to Physical and Magical Defenses, and gain a +1 to attack and
  damage. This lasts for 3 rounds.
  
  146
  Name: See Invisibility
  Cost: 4
  Prerequisites: Magic 14+, Awareness trained
  Description: As a Complex action you can use this spell on yourself or an
  adjacent ally in order to see invisible enemies. Enemies who are invisible are
  highlighted by a bright and colorful aura with this vision, and their +40 bonus
  to Stealth is negated against you, with you also gaining a +5 bonus to
  Awareness in order to see them if they’re in Stealth. This lasts for 3 rounds.
  Name: Silence
  Cost: 2
  Prerequisites: N/A
  Description: As a Complex action you can use this spell to create a 4 square
  aura around you where sound ceases to function. Everyone (including you)
  within the aura is unable to cast spells (but you can still use tomes), talk, or
  other things which may require a voice. This also grants a +5 bonus to Stealth
  checks for those within the aura. This lasts for 3 rounds.
  Name: Slay
  Cost: 6
  Prerequisites: Dark S Rank
  Description: As a Complex action you can use this spell against an opponent
  within 1-2 range. On a successful hit the opponent takes 8d10+10 points of
  dark damage. If the opponent’s level is lower than your own, they
  immediately die on a successful hit instead (this also counts as dark damage
  for those immune).
  Name: Spell Reflection
  Cost: 4
  Prerequisites: Any Tome B Rank
  Description: If you are being attacked by an enemies’ spell and they are of a
  lower level than you, you can use this spell to instantly reflect their spell
  back at them. If they are of equal or greater level, you instead halve any
  damage the attack may deal.
  Name: Stamina Drain
  Cost: 1
  Prerequisites: Magic 8+
  Description: As a Complex action you can use this spell against an opponent
  within 1-2 range. On a successful hit you steal 1d4 points of the opponent’s
  Stamina Pool and absorb it into your own.
  Name: Swim
  Cost: 2
  Prerequisites: Magic 10+
  Description: As a Complex action you can use this spell on yourself or an ally
  to grant Water Stride for 5 rounds.
  
  147
  Name: Thrown Weapon
  Cost: 1
  Prerequisites: Any D Rank
  Description: As a Complex action you can use this spell on a melee weapon
  within your possession or the possession of an adjacent ally. This weapon
  receives a +1 to range (a 1 range is now 1-2). This only affects 1 (aka melee)
  range weapons and lasts until the end of the encounter.
  Name: Tome Line
  Cost: 4
  Prerequisites: Magic 12+, Any Tome B Rank
  Description: This can be used when making an attack with a tome to change
  it from a single target effect to instead target a 4 square line and making
  separate attacks against those within the line.
  Name: Tome Radius
  Cost: 4
  Prerequisites: Magic 12+, Any Tome B Rank
  Description: This can be used when making an attack with a tome to change
  it from a single target effect to instead target a 4 square radius and making
  separate attacks against those within the radius.
  Name: Weapon Buster
  Cost: 4
  Prerequisites: Any Tome B Rank
  Description: As a Complex action you can use this spell against an opponent
  within 1-3 range. On a successful hit the opponent’s weapon decreases its
  uses by 1. If this would reduce it’s uses to 0, it immediately breaks and is
  unusable. This can only affect it within the same combat once. Legendary
  Weapons are immune to this.
  Name: Wind Blast
  Cost: 3
  Prerequisites: Anima C Rank
  Description: As a Complex action you can create a 3 square line of wind and
  make an attack against all within the line. On a successful hit the opponents
  within the line are Tripped.
  Name: Woodsman
  Cost: 2
  Prerequisites: Magic 10+
  Description: As a Complex action you can use this spell on yourself or an ally
  to grant Forest Stride for 5 rounds.
  Name: Wreath of Elements
  Cost: 2
  Prerequisites: Anima D Rank
  Description: As a Simple action you can use this spell to surround yourself
  with the blazing inferno of a single arcane energy type. For 3 rounds enemies
  who hit you in melee combat take 4 points of that energy’s damage.
  
  148
  Chapter 10: Open Gaming License
  Credits:
  Writer: Jeremy Harris
  Artist: Sol Seba
  Product Identity: The following items are hereby identified as
  Product Identity, as defined in the Open Game License 1.0a,
  Section 1(e), and are not Open Content: All trademarks,
  registered trademarks, proper names (characters, deities,
  etc.), dialogue, plots, storylines, locations, characters,
  artworks, and trade dress. (Elements that have previously been
  designated as Open Game Content are not included in this
  declaration.)
  Open Content: Except for material designated as Product
  Identity (see above), the game mechanics of this Black Flame
  Studios game product are Open Game Content, as defined in
  the Open Game License version 1.0a Section 1(d). No portion
  of this work other than the material designated as Open Game
  Content may be reproduced in any form without written
  permission.
  The following text is the property of Wizards of the Coast, Inc.
  and is Copyright 2000 Wizards of the Coast, Inc. ("Wizards"). All
  Rights Reserved.
  1. Definitions: (a)"Contributors" means the copyright and/or
  trademark owners who have contributed Open Game Content;
  (b)"Derivative Material" means copyrighted material including
  derivative works and translations (including into other
  computer languages), potation, modification, correction,
  addition, extension, upgrade, improvement, compilation,
  abridgment or other form in which an existing work may be
  recast, transformed or adapted; (c) "Distribute" means to
  reproduce, license, rent, lease, sell, broadcast, publicly
  display, transmit or otherwise distribute; (d)"Open Game
  Content" means the game mechanic and includes the methods,
  procedures, processes and routines to the extent such content
  does not embody the Product Identity and is an enhancement
  over the prior art and any additional content clearly identified
  as Open Game Content by the Contributor, and means any
  work covered by this License, including translations and
  derivative works under copyright law, but specifically excludes
  Product Identity. (e) "Product Identity" means product and
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  "Trademark" means the logos, names, mark, sign, motto,
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  Game License by the Contributor (g) "Use", "Used" or "Using"
  means to use, Distribute, copy, edit, format, modify, translate
  and otherwise create Derivative Material of Open Game
  Content. (h) "You" or "Your" means the licensee in terms of this
  agreement.
  2. The License: This License applies to any Open Game Content
  that contains a notice indicating that the Open Game Content
  may only be Used under and in terms of this License. You must
  affix such a notice to any Open Game Content that you Use. No
  terms may be added to or subtracted from this License except
  as described by the License itself. No other terms or conditions
  may be applied to any Open Game Content distributed using
  this License.
  3. Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to
  use this License, the Contributors grant You a perpetual,
  worldwide, royalty-free, non-exclusive license with the exact
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  5. Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You
  represent that Your Contributions are Your original creation
  and/or You have sufficient rights to grant the rights conveyed
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  COPYRIGHT NOTICE portion of this License to include the exact
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  are copying, modifying or distributing, and You must add the
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  9. Updating the License: Wizards or its designated Agents may
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  11. Use of Contributor Credits: You may not market or
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  12. Inability to Comply: If it is impossible for You to comply
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  Material so affected.
  13. Termination: This License will terminate automatically if
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  breach within 30 days of becoming aware of the breach. All
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  149
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  based on material by E. Gary Gygax and Dave Arneson.
  Fires of War Copyright 2018, Black Flame Studios; Author: Jeremy Harris.
  
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