Ascended Saga: Tales of Asura Beginner's Guide

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Tales of Asura Beginner’s Guide

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ASCENDED SAGATM is a tabletop role-playing game developed by Justin Harper and produced by Anonygon Studios.


Table of Contents

4 Introduction 5 Chapter 1: The Character Sheet 14 Chapter 2: Character Personalization 17 Chapter 3: Races 27 Chapter 4: Classes 56 Chapter 5: Skills 70 Chapter 6: The Ascended 78 Chapter 7: Game Preparation


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Introduction

“I have seen this world grow and develop for a millennium and yet it is not nearly enough time to grasp the wonders that she has to offer. Fortunately, my race has been blessed with vast knowledge and with that blessing we shall reveal the truth of this world to the people who share her. She tells me her story and I document her every word. Here are maps detailing tallest mountains and the deepest oceans; I know all of her secrets. Observing her is my burden until the end of her days. I am called the Mapmaker. I have gathered you here to embark on a journey into the depths of this world we call Asura.” The Ascended Saga is a table top role playing game. This world is set in a fantasy universe full of magic and wonder. The player can create any character they can imagine and place them into this game and watch them flourish. The Ascended Saga allows players to fall into the different societies and landscapes, to become immersed in this world. This game offers choices of many different races and classes, allowing all the players to become the characters they want to be. The game is broken up into two groups of people, the players and the Sagaman. The Sagaman is the person telling the story and guiding the players through the world of Ashura. The SM controls the monsters and the non-player characters, sets the scene for the adventure. “The tale of how this world came to exist is a long one and even goes beyond the creation itself. For now, I feel you should just know that this world was birthed by death, a death of the first Ascended, Galtaea. She was a great phoenix, both beautiful and powerful. Betrayed by the ones she called family, Galtaea was wounded and left at the far edge of a nameless cold star to fade away unto death. As she died, she decided that her last act of defiance would be to give life to that star. Galtaea turned the star into a world full of life, using the star’s essence. This essence that flows through us all is mana. The mana evolved this world rapidly. Plant life quickly spread across this world. Creatures of all kinds started to appear. Asuran, Silva, and Dverg also came to be. She named this new world Asura. She realized that this world would need to be protected so she gave her last bit of power to the people. In her final moments, she created the Ascended and made them the guardians of this world. 5000 years has passed since that that day, and there are fewer Ascended than there were. This is now our story to create. 4


Chapter 1: The Character Sheet Each character sheet is made up of two front-back pages. Both pages have a combat side and a role playing side. The combat sides consist of the combat sheet and the skill sheet. The roleplaying sides consist of the identity sheet and the items sheet. This chapter will help players easily fill out the sheet and begin creating the character that they will play as for the entirety of the game.

Identity Sheet Character Name

Player Name

Race | Gender Alignment

Campaign|SM’s Name

Identity Sheet At the top of the identity sheet is the area “Character Name” and “Player Name”. The character name is the name you choose for the character you are playing as. It can be whatever you want, and is your first choice in creating a fine fantasy character. Below that we have the “Race|Gender” line. A full list of races are available in Chapter 3. Your chosen race decides more than mere appearance, it also decides important gameplay mechanics such as your special inherited skills and abilities. Your gender is your choice and has no real effect on gameplay unless your Sagaman deems it so. The “Campaign| SM’s Name” line is where you list the name of the campaign your Sagaman has built and the name of the Sagaman leading your campaign. The “Alignment” line is there to record a character’s alignment in respect to good vs. evil. Alignment varies from lawful good to chaotic evil. These alignments line up with the Ascended and should be somewhat similar to the Ascended you pledge yourself to. Alignment is discussed further in Chapter 6. 5


Class

Path

Ascended

Level

Element

Current EXP|To Next Lvl EXP

Power Blessing

Character Conflicts

Players filling out the identity sheet will now move on to the black bar at the top of the page, starting with choosing a class. Chapter 4 has a list of classes for players to pick from. Once a class is chosen, a player can also announce a path, but a path is not required until level ten. The character path is a new branch of classes based on the starting class and are listed at the end of chapter 4. Paths allow characters to develop a wider range of skills outside their chosen class. The next big choice for the player is pledging their character to an Ascended. The Ascended are beings of great power than gain strength from the prayers of their followers. In return, they grant players blessings and abilities. For a list of Ascended, please refer to chapter 6. Now we will tackle the “Character Conflicts”, “Character Sketch”, and “Unique Item|Ability Description” sections. The “Character Conflicts” section is meant to develop your character’s personality by giving them a list of three to five traits to follow during your quest. The “Character Sketch” area is there for players to either draw their character or to write a more detailed description. The “Unique Item|Ability Description” is a very special area where players can either pick a unique item that will aid them on their quest or develop a unique ability for their character to struggle with. These special items and abilities can range from watches that stop time to the unfortunate need to belch fire in the presence of beautiful women. Anything is possible.. as long as the Sagaman approves. A more detailed outline of character personalization can be found in chapter 2. Next to the “Character Conflict” section we have the “Level” and “Current EXP| To Next Lvl EXP” lines. This is one of the few areas of the identity sheet that will continuously update during the campaign. Your level will begin at one, unless your Sagaman directs you otherwise. Your experience will begin at zero and you must get ten experience points make it to level two. Experience gain is covered in Chapter 7.

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The “Element”, “Power”, “Blessing”, and “Quest Description” sections are all related to the Ascended the player chooses. Each Ascended is tied to an element. Powers and Blessings are obtained by completing quests for the Ascended. The quest description box is below the “Blessing” line. An Ascended quest is usually gained a while into a campaign after players have had enough time to develop a relationship with their Ascended unless a player has written the Ascended quest as part of their backstory. Item Slot Slot Effect Head Equipment Item Slot Slot Effect Chest Equipment Item Slot Slot Character Sketch

Effect Back Equipment

Ascension Quest Description Item Slot Effect

Item

Ring

Slot Slot

Item

Effect

Slot

Hands Equipment

Effect Ring

Item Slot

Item

Slot

Slot

Effect Unique Item|Ability Description

Feet Equipment

Effect Necklace

The rest of this sheet is used for various pieces of equipment. The Items and Equipment Book discusses equipment and will help explain what equipment characters typically start with. Starting equipment can change if the Sagaman wants to alter equipment choices.

Racial Traits

Skills Sheet Skills are used for any situation. They are just as important in combat as they are outside of combat. Racial traits are traits given to players because of their chosen race. These traits can be found in chapter 3 under a player’s race section. 7


The skill section is available for listing the skills a player chooses. The box is broken up into the “Skill Name”, “Rank”, “Stat”, “Mod”, and “Effect” areas. Player’s are allowed to pick and choose their own skills depending on what kind of character they are building. You can find available skills in chapter 5. Under the Skills box is the “Inherited Abilities” box. Inherited Abilities are racial traits you can choose. You begin with two inherited abilities and acquire new abilities as you level up. Inherited Abilities can be found in chapter 3. The last section of the Skill Sheet is the “CLass|Path Techniques” box. Class and path techniques are based on the class and path chosen. They are detailed in chapter 4. Combat Sheet The Combat Sheet is the most frequently used part of the character sheet. It contains all of the information needed to do battle in Ascended Saga. The sheet will require percentage dice and a D20 to complete. Fate

The first box on the combat sheet is the “Fate” box. Your fate is used to redo a dice roll, or a roleplaying decision, if you are unhappy with an outcome. Your fate is determined by a roll of the percentage dice. During gameplay, players must roll UNDER their fate percentage to succeed at a fate check. Players re-roll a fate percentage either each day, each game session, or at each level up depending on the Sagaman’s preferences. We will describe a fate percentage re-roll period as a day to keep things simple. You can make so many fate rolls a day depending on your influence points. Influence is located under the Fate box and is determined by how well you follow your character conflicts. A Sagaman rewards players with influence points if they deem a player is playing their character true to the character’s personality. If a player is playing a character poorly a Sagaman has the right to take influence points away. You always start with three influence every day, meaning you can use your fate roll three times a day. Your influence does not stack from day to day, but after your first day, if you have influence points remaining you can use it to re-roll your fate percentage if your new fate is particularly poor. More information on fate and influence points is located in the Sagaman’s Rights section of chapter 7.

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Combat Movement Fast Free Actions The “Actions” box is next to the “Fate” area of the combat sheet. This box contains the different types of actions a character can take in combat. All characters start with 1 of each action. Some class paths will give characters more actions later but at the beginning of a campaign all actions start at 1. Actions are explained in the combat encounters section of chapter 7. Movement

Evasion

Refresh Rate

Death Check

The “Movement”, “Evasion”, “Refresh Rate”, and “Death Check” areas are governed by your stats. Movement, evasion, and refresh rate are connected to your speed(SPD) stat. A player’s death check is based on the addition of a player’s constitution(CON), willpower(WIL), and their level number. Your movement begins at 3 and increases based on your speed. It is the maximum number of squares a character can move during a movement action. Diagonal movement counts as two movement.. A character’s evasion is the minimum number a monster must roll to hit the player. The refresh rate usually starts at 10 and is the number of turns on the battle wheel a character must wait through before they can take another turn. If your refresh rate is less than 10, such as 8, then you will refresh 8 turns after your initial turn instead of the usual 10 turns. This means if you go on turn 1 you will refresh on turn 9 instead of turn 10 when most characters refresh. Death checks are used when your character’s HP hits 0. More information on these actions is located in the combat section of Chapter 7. The following page details each Core Attribute and how it affects your character. STR

DEX

Core Attributes

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CON

INT

WIL

WIS

PER

CHA

SPD


Strength: Strength will determine how strong your character is. It also determines how far your character can throw an item and the kind of armor they can wear. This stat is also used for some skills, such as intimidate and fire. Strength is used to boost the damage of melee attacks. Dexterity: Dexterity determines your character’s Melee hit rate. This stat also determines how acrobatic your character is. Dexterity boosts the damage of ranged attacks and some skills, such as sleight of hand and water. Constitution: Constitution is used in drinking alcohol and seeing if you pass out from pain. Constitution influences your death check along with willpower. One point of constitution equals 1% in a death check. Constitution is also used to determine a character’s Hit Points when they level up. Constitution boosts some skills like survival and earth. Intelligence: Intelligence determines magic damage. It also determines which types of armor a player can use. It boosts skills, such as tinkering and shadow. Willpower: Willpower is your magic hit rate. It is also used to determine a character’s Magic Points when they level up. This is a powerful stat for players interested in using astral magic, because it is used for all combat instances involving the astral plane. Willpower influences your death check along with constitution. One point of willpower equals 1% in a death check. Wilpower boosts skills like discipline and cold. Wisdom: Wisdom gives you one skill point per point of wisdom. It is extremely important because it is the only way to level up skills aside from leveling up. Wisdom dictates certain skills such as rally and decay. Perception: Perception increases the chance for critical hits. Perception is also used for critical damage and determining Onslaught damage. Perception is your ranged hit rate. Perception skills include callshot and wind. Charisma: Charisma can be used to charm people. Race and sex governs the difficulty of charming, where it may be easier for a man to charm a woman rather than another man, or vice versa. Charmed characters are more likely to react positively to situations and may even give the charmer items. Charisma also guides your character to the Ascended of his or her choice. If an ascended is called on for an attack, Charisma grants bonus damage. Charisma determines the number of points you can place in your resistances. Each resistance has a max of 100 points. Charisma governs skill such as deceive and light. Speed: Speed is used to calculate Movement, Evasion, and Refresh Rate. It is also used to boost skills like accelerate and lightning. 10


STR

DEX

CON

INT

WIL

WIS

PER

CHA

SPD

Core Attributes

The chart below is meant to help players determine the bonuses for the Core Attributes they take. Stats

Bonus

Per Stat Point

Strength Dexterity Intelligence Constitution Willpower Charisma Charisma Perception Perception Wisdom Speed

Melee Damage Range Damage Magic Damage Health Points Mana Points Summon Damage Resistance Points Critical Damage Onslaught Damage Skill Points Evasion

50 50 50 100 100 50 10 50 100 1 1

This chart shows what your bonus is when a Core Attribute reaches a certain value, regardless of level.

Stats

Bonus

DEX PER PER SPD SPD WIL

Melee Hit Rate Critical Hit Rate Ranged Hit Rate Movement Refresh Rate Magic Hit Rate

Lvl 1

Lvl 4

+0 18 +0 3 10 +0

+1 17 +1 4 9 +1

Lvl 8 Lvl 12 Lvl 16 Lvl 20 +2 16 +2 5 8 +2

+3 15 +3 6 7 +3

+4 14 +4 7 6 +4

+5 13 +5 8 5 +5

This information is all you will need to fill out your character’s Core Attributes. A character gains 4 stat points to put anywhere each level starting at level 1. Characters also gain 1 skill point per level to level up or receive new skills. Characters get a one time stat point based on their class and race. 11


Health Points (HP) start at a value based on a character’s class plus 100 points per level. Characters then gain 100 HP per point of Constitution.

Health

Mana Points (MP) start at a value based on a character’s class plus 100 points per level. Characters then gain 100 MP per point of Willpower.

Mana Decay Light

Shadow

Resistances

Fire

Water

wind

Earth

Cold

Lightning

Melee

DEX

Range

PER

Magic

WIL

Critical

PER

Hit Rate Melee

STR

Range

DEX

Magic

INT

Critical

PER

The sun wheel contains your character’s resistances. Each point of charisma nets 10 resistance points to place anywhere in the resistance wheel. Each element has an array of status ailments that can hinder your character. Element descriptions and status ailments are in the spell skills section of chapter 7 . Each resistance starts at 1 unless otherwise stated. Using the two charts on the previous page, a player can fill the “Hit Rate” and “Damage” section of the combat sheet located under the HP and MP boxes.

Damage Name DMG

R

Name Stat

DMG

R

Name Stat

AP

D

Name Stat

AP

D

Effect

Effect

Effect

Effect

Synth

Synth

Synth

Synth

Enchantment

Enchantment

Enchantment

Enchantment

Weapon

Weapon

Armor

Stat

Shield

The “Weapon”, “Armor”, and “Shield” sections are present to record the stats of your weapons, armor, and shields for use in battle. These items are listed in the Items and Equipment book. 12


1 2 3 Onslaught Abilities

Dmg

Range Effect

“Onslaught Abilities� is the last section of the combat sheet. Onslaught abilities are given at level 1, 10, and 20. These abilities are based on your class and path. Onslaughts are explained further in the combat section of chapter 7. Inventory Sheet This page is for listing any items of interest characters acquire during their journey. The bottom area is regulated for gold, the currency of Asura.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Item Name

Amount Effect

Gold

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Chapter 2: Character Personalization

You are encouraged to build interesting and fun characters, because you will be spending alot of time with your creation. Players will spend a majority of Ascended Saga in character, meaning they are actively attempting to portray their character through their dialog and actions at the game table. If a player portrays their character accurately to the character conflicts they have chosen, they can gain bonus experience and influence points from their Sagaman. This chapter will help players develop their character conflicts and discover their unique items or abilities, which can be considered one of the hardest parts of the character building process.

Character Conflicts

Character Conflicts Character conflicts help fine tune your character and give them depth, which will help fellow characters interact with you. Players need to think of 3-5 conflicts their 14


character struggles with. There are 5 areas of conflict to choose from (while there are 5 sections you do not need one conflict from each section, these sections are examples, not rules). Though players can choose less than 5 conflicts, choosing 5 conflicts will give players more chances to gain role playing experience and influence points. The 5 conflict sections are Phobias, Prejudice, Personality, Minor conflicts, and Major conflicts. Phobias are something your character is irrationally afraid of. Your character can have a phobia of anything but you would want it to be something that would come up on occasion. Each occasion to accurately express your phobia can gain you experience from your Sagaman. Prejudice is an irrational position regarding a particular topic. Perhaps you dislike Silva and refuse to listen to what they have to say or help them when they are in need. Maybe you trust Asurans and wouldn’t recognize it if one was lying to you. Personality conflicts are the personal aspects of your character, like gluttony or being fickle. There are countless different personality conflicts for your character. Minor conflicts don’t really affect the story but they do help define your character. Minor conflicts can be learned habits or tendencies, such as a thick accent or cracking your knuckles. These conflicts add personality to your creation and help to build a more memorable character. Major conflicts are essentially major hindrances to your character. A character doesn’t need a major conflict but these conflicts will be the main source of role playing experience and influence for your character. Major conflicts do not need to be negative. Your character could have blindness, amnesia, or an overwhelming greed, but you could also be a highly devout follower of an ascended or have a strict code of honor. Build your character conflicts so they are fun to role play with, don’t force yourself to play something you will not enjoy. Also, conflicts can appear over the course of the role playing session. If you are having trouble, try letting them develop naturally.

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Unique Item|Ability Description

Unique Item or Ability A unique item or ability is personally tailored to your character. Perhaps it’s a family heirloom or a technique passed down from generation to generation. This process is the hardest part of the character sheet for some players because of the freedom that comes with creating your personal item. Unfortunately, there are some restrictions. The Sagaman has the final say on your item or ability. The main reason an item or ability is denied is because it is considered overpowered. For example, let us say that you want your character to have a cloak of invisibility. Invisibility is an immediate scapegoat in most situations and will be a difficult element for your Sagaman to work around. The Sagaman could then make suggestions to make the cloak less powerful. Perhaps the cloak only works once a day, and functions like stealth, rather than full invisibility. This suggestion would help to balance the item. Your unique item or ability could even tie into your major conflict. For example, your character could get bonuses to combat, if they are drunk. Their major conflict could involve excessive drinking to the point of spending all of their money. Have fun with this process and remember to make it something you will enjoy playing through in the future.

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Chapter 3: Race

A character’s race determines everything from their appearance to their abilities in combat. Race also determines how well characters will interact with other races in Asura, as certain races have latent prejudice. Each race has special inherited abilities. You can even have mixed blood and be two different races. Choose the race that best fits the style of character you want to create. Inherited Abilities: Each character can only have 6 inherited abilities, beginning with 2 at level 1 and gaining a new ability every 4 levels (level 4, 8, 12, and 16) not including level 20. Some abilities are static and work constantly in the background while some have to be enacted by the player using influence points or MP. Each race has 9 abilities to choose from. If you are a mixed race then you can choose from either list. As a reminder, any ability that uses influence, can use only one point of influence at a time. Dual Races: Sometimes one race is not enough and you need the added challenge of uniqueness. You can choose to be a combination of any two races. The downside is usually mistreatment, as you have more chances for others to be prejudice against you. Also some abilities cannot be chosen, if you are a duel race. You gain all racial traits with a maximum of 4 and can choose your inherited abilities from both races.

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Asuran Inherited Abilities 1. Gifted: +1 to all weapons and Spells Skill rolls 2. Tech Wiz: +2 To Tinkering Skill Rolls 3. Haggle: +1 Rank in barter. 4. Willful: If a status or death check fails, you may roll your fate to try again once. This does not use your influence. 5. Natural: If you roll a 1 with a check, you can re roll that check or attack. Asuran only. 6. Scrapper: This allows the user to apply scrap to weapons and armor to reinforce the equipment. Each piece of scrap has a point value to hit to apply. More than one scrap can be applied but the point values of each piece are added together. Normally scrap can only be applied at the blacksmith but the Asuran can add scrap to a weapon or armor if they have it. The Asuran can also use their influence to find scrap after battle. 7. Ascension: Ascended blessings last twice as long. Can pray anywhere for blessings. Asuran only. 8. Lucky: +10 to your fate. 9. Dreamer: The Asuran can enter the astral plane while sleeping. This requires a Fate roll. This does not use influence. This can be used to talk to spirits and gain useful information. Asuran only.

Stat+

Resist

Weakness

Racial Traits

WIL +1

None

None

None

Favored Class Any

Many consider the asurans to be the ancestors of all natural races. History describes the asurans as a strong race that began as nomads roaming far and wide across the four continents. Their tribes were small and their lives were dependent on following game and avoiding the harsh seasons. They were, and continue to be, a hardy and intuitive people. As the centuries passed, tribes began to settle upon the four continents, creating permanent homes for their people in places of plenty. It was the settling of these tribes that spurred the emergence of the other natural races, the dverg, silva, and parvta. While much of the race has settled into a more sedentary role, many asurans continued their nomadic existence with the added benefit of travelling between these permanent encampments for goods and supplies. Asurans have become skilled barterers and are hailed as the inventors of trade and commerce. Because of their nomadic roots, even today’s asurans have short lifespans in comparison to the settled races, the exception being the parvta, who also have relatively short lives. Within the past few hundred years, asurans have begun to form permanent settlements along many of their ancestral trading routes. The transition from nomad to a settled community has not been an easy one. Many of the natural races, while accepting the asurans as necessary trade partners, see the people as uncivilized and barbaric. Many have taken to calling the asurans humans, pronounced “hue-mahns’, a vulgar term meaning a beast who is subject to or indicative of weakness, imperfections, and fragility. 18


Caelum

Inherited Abilities 1. Angel Senses: This allows the Caelum to re live a malicious event if it had happened within the last 24 hours. The SM can give any amount of details they desire but they must give you something. This uses your influence. Caelum only. 2. Luminous: This allows the Caelum to glow, allowing vision in a dark place. 3. Flight: +1 rank in flight. 4. Barter: +1 rank in barter. 5. Healing Aura: The Caelum rejuvenates the party each round. The Caelum heals in a radius 1 equal to its magic bonus. Caelum only. 6. Willpower: +2 Willpower 7. Wisdom: +2 Wisdom 8. Pure Touch: The Caelum can bring back the dead using his own life force. 200 HP for every 100 HP restored. This affect can reconnect a soul to its body. 9. Holy Gift: When the Caelum adds weapon damage from the weapon skill, this damage is considered Light Damage. Caelum only.

Stat+

Resist

Weakness

Racial Traits

CHA +1

Holy +10%

Shadow -10%

Flight, Broken Effects x2

Favored Class Priest

The caelum were originally immortal entities created by the ascended Alexander to aid him in maintaining law across Asura. Caelum were, and in many places still are, considered mythical creatures. It was not until recently that caelum have begun integrating into mortal society; many believe the increased number of daetus on Asura is in some manner to blame. Stories say that the caelum are immortal, but the multiple instances during their initial appearance where dissidents and fearful folk burned them alive, fearing them monsters, prove this is not true. It is theorized that the traumatic transition from the heavens to asura strips a celestial being of its immortality. While their existence is unsettling, they have slowly been accepted as brethren to the civilized races. Their form is quite silvan in appearance, with light skin, soft features, and pale hair, but no telltale long ears. They are much taller than any natural race, easily standing a full head above silvans and asurans. Their defining characteristics are the glossy white wings springing forth from their backs.

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Daetus

Inherited Abilities 1. Shift: Shift allows the daetus to move in the blink of an eye, this skill takes a Move action and a fast action (can move on any turn).The daetus can move up to his movement. This looks like a teleport but it is just fast movement. Daetus Only. 2. Darkness: This allows the daetus to enter stealth while immersed in a shadow. They must spend a full turn there. 3. Accelerate: +2 to Accelerate Checks. 4. Intimidate: +2 to Intimidate Checks. 5. Brute Force: All Daetus weapons add Broken 1. This does not require MP or a Skill check. 6. Constitution: +2 Constitution 7. Speed: +2 Speed 8. Umbra Mantle: All Allies within Radius 1 of the Daetus are in stealth, but just while in the Radius. Daetus only. 9. Shadow’s Grasp: When the daetus adds weapon damage from the weapon skill, this damage is considered shadow Damage. Daetus only.

Stat+

Resist

Weakness

Racial Traits

WIS +1

Shadow +10%

Shadow -10%

Nigh Vision, Flight if has wings

Favored Class Medium

A race of beings more feared than the daetus would be a rare sight on Asura. These beings are a dark mirror to the law brandishing Caelum of Alexander. Daemeon, the ascended of chaos, created these beings to spread his dark influence over Asura. They are a conniving race, whose sole purpose seems to be furthering the destruction of Alexander’s law. In our stories, these were the foul beings that came to the aid of bloody monarchs, murderers, and liars. As with the Caelum, these beings were once considered pure myth, but have since been accepted as unwelcome realities. Daetus are also now believed to be mortal, as the civilized races had no qualms attempting to eradicate them upon their discovery. The daetus have since formed a shaky truce with the civilized people, as many of them who appear in civilized communities have little care to attack unprovoked. It also appears that many of them are keeping hidden from the prying eyes of both Daemeon and Alexander. Daetus are truly an unusual sight in the civilized realm. They are only equaled in height by the Caelum, but tend to have a stockier build than the birdlike race. Their skin contrasts darkly to the civilized beings, with tones ranging from midnight ebony to bright piercing reds. Their bodies are marred by a myriad of abnormalities including horns, bat-like wings, fins, and even reptilian tails. 20


Dverg Inherited Abilities 1. Forging: This allows the user to repair armor on the fly or use scrap to build new armor. To repair armor or craft new armor influence is used. 2. Barter: +1 Barter Skill. 3. Survival: +2 to all Survival Skill rolls 4. Experienced: At the start of battle, the Dverg can choose an enemy and roll an Intelligence check. Every 5 points allows the Dverg to know something about the enemy. Dverg only. 5. Enhancing: This allows the Dverg to improve armor and weapons beyond what it can be. This is a skill. Dverg only. 6. Strong: +2 Strength. Can Lift 50 more pound of weight. 7. Gem Sense: Use your fate to find a gem after combat. Gem’s vary in price and are located in the treasure section. This uses influence. 8. Hardy: +1 Constitution. Can re roll checks for drinking and unconsciousness. 9. Battle Ready: Allows you to be ready for combat anytime. Always start on turn 1. Dverg only.

Stat+

Resist

Weakness

Racial Traits

CON +1

None

None

Nigh Vision

Favored Class Guardian

The dverg were the second race to make a permanent home on the four continents. They were born of five asuran tribes that fell in love with the gems and ores of Asura’s rich mountains. While they initially lived in fertile valleys nestled in the folds of their mountainous land, their quest for glittering treasures drew them deeper underground and their homes followed. The dverg are known for their expertise in metalworking and farming. Their metalworking has taken countless generations to perfect; their armor and weapons are heralded as the highest quality items in all of the known world. Their surprisingly vast knowledge of farming stems from their need of plants that could grow in the scant light of their subterranean homes. They have cultivated tubers that can grow in zero light caverns and their fungi farms can produce fungus well over 7 feet tall. Their greatest accomplishment, though, is their success at domesticating the mooshbun, an unusual breed of giant cave dwelling beetle. They raise these insects as mounts, beasts of burden, and for slaughter. It is said that a Dverg has a gut of iron, because only a gut made of metal could stomach mooshbun meat. Dverg are a small but exceedingly strong people. The demands of centuries of living and working in small tunnels have stunted the race. They now rarely grow over three feet in height. While small, they are built stout, and on average can heft twice the weight of their larger cousins. In response to the cold of their subterranean environment, the dverg have sprouted thick, curly hair over much of their bodies. In a bout of cultural pride, the dverg have grown quite fond of their hair and one can usually tell the mountain range a dverg hails from simply by the wear of their beard. The harsh mountain winds that can blow hundreds of feet below the surface have leathered and darkened the dverg’s one pale skin. Love for all things glittering has caused some dverg to take a strange liking to Asura’s oceans. Scattered throughout the oceans are floating settlements of dverg who seek nothing more than the rarest of corals, pearls, sea monster hides, and fish. 21


Ogre

Inherited Abilities 1. Super Strength: This allows the ogre to lift really heavy things or grapple and throw big heavy things. Ogre only. 2. Intimidate: +2 to Intimidate Skill Rolls. 3. Survival: +2 to Survival Skill Rolls. 4. Vile Blood: The ogre becomes immune to decay. 5. Anti Magic: The first spell used on the Ogre is nullified each battle. Ogre only. 6. Strong: +2 Strength. 7. Tough: +2 Constitution. 8. Bad Luck: -60 to Fate. +2 to Int, Wis, Will, and Cha. 9. Weapon Skill: Anything can be used as a weapon. Big objects deal X2 bonus damage. Ogre only.

Stat+

Resist

Weakness

Racial Traits

STR +1

None

None

Twilight Vision

Favored Class Berserker

Ogres are a race contaminated by the nether. They were originally asurans, but that was many centuries ago. It is said that these asurans made a deal with Daemeon to increase their ability to travel over long distances and expand their trading routes. As with many of Daemeon’s pacts, something went terribly wrong and these beings were warped by foul forces, producing the bulky ogres. The asurans lost their civilized demeanor, becoming nothing better than beasts. Fellow asurans tamed these ogres and used them for work, in essence fulfilling their deal with Daemeon. Over the centuries ogres have regained their sentience and have recently regained their freedom. Some ogres are still kept as slaves under the asurans and the dverg, but much of the population has been emancipated. Many free ogres still carry the scars of identification from their time as slaves and much prejudice against them remains. The ogres are generally ill-treated by most of the civilized races, with the exception of the parvta, who were heralded as the most stringent supporters of ogre freedom. Ogres are a strong and enduring people, with an untrusting attitude toward other races due to their mistreated past. Ogres have become commonplace in the mercenary industry and are widely recognized as skilled warriors. Ogres tower above even the silva, ranging from 7 to 9 ft in height. They are of a muscular build with powerful arms and legs. Some ogres have left civilized society altogether, founding the Ezelear Society in the southern plains of the First Continent. This society contains scribes and enlightened souls who seek refuge from the warrior ways of the civilized world. While founded by the ogres as a place of refuge, it serves as a hub of learning for all races. 22


Parvta

Inherited Abilities 1. Innocence: This makes the parvta seem harmless or innocent. The less the crime or attack, the better. Parvta only. 2. Sleight of Hand: +2 to Sleight of Hand Skill Rolls. 3. Deceive: +2 to Deceive Skill Rolls. 4. Charm: +2 Charisma 5. Lucky: +10 Fate. 6. Appraise: +1 Rank to Appraise. 7. Concealed Weapon: Any weapon can be concealed. (How did you hide that?) 8. Unnoticed: If someone else can be reached in combat they will be attacked first. Parvta only. 9. Shiny: Find extra gold at the end of combat equal to the difference of a Fate roll times your level (If your fate is 75 and you roll a 25, your character would gain 50 gold. At level 2 this would be 100 gold!). This uses influence. Parvta only.

Stat+

Resist

Weakness

Racial Traits

DEX +1

None

None

Twilight Vision

Favored Class Rogue

The parvta are considered distant cousins of the dverg and the last of the natural races. In history long forgotten, the parvta left the halls of the dverg, refusing their underground lifestyle. They eventually returned to the migratory ways of the asurans. Over the centuries the parvta have begun to reclaim the appearance of the asuran, softer skin and a less muscular build, but have retained the short stature of their dverg ancestors. The parvta are still shunned to an extent by the natural races. The dverg treat them as traitors, though only dusty stories remain of their grievances. The asurans see them as unwanted refugees, who put a strain on their trading routes and encroach on their livelihood. The silva don’t really seem to care either way. The parvta are the ignored people, they slink unnoticed by the larger races, and have become synonymous with thievery and ill repute. This is an unrealistic description, though, as the parvta are a hearty and hardworking people. The largest Parvta settlements appear in the southern plains of the First Continent, bordering the Migrating Swamp, away from most of the races who despise them. The parvta are one of the few races to successfully travel through the migrating swamp to spread trading routes across the Fourth Continent. This continent was once only reachable by ship, with the debris from the migrating swamp making these journeys extremely dangerous. The parvta have kept tight lipped as to the secret of their success, causing goods from their southern trade routes to skyrocket in price.

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Silva Inherited Abilities 1. Enchantment: This allows the user to apply enchantments to weapons or armor. The enchantments add effects from the Silva’s skill list. These enchantments work just like using a skill only the MP cost is retained (keeping the MP used for the enchantment sealed until the enchantment is broken). 2. Tempt Nature: Allows the user to command nature. This can be used with the Nature Spell skill. Nature must be present (the nature spell skill allows you to create nature). The nature can be manipulated as if the player was using alteration. This allows the Silva to modify nature 2 times for free (no mana cost). Nature can only be manipulated within movement range. Silva only. 3. Aware: +1 Rank in awareness skill. 4. Reflexive: +1 Rank in reflex skill. 5. Speedy: +2 Speed. 6. Ranged: +1 Range to all weapons. Silva only. 7. Keen Sight: All spot checks gain +3. 8. Light Footed: Will not set off floor traps. The first quick step does not take a Fast action. Silva only. 9. Animal Chatter: Can converse with animals. Can be used to gather information if the animal is willing to share. Usually they will only talk if given a gift of sorts.

Stat+

Resist

Weakness

Racial Traits

PER +1

None

None

Nigh Vision, Enhanced Hearing

Favored Class Archer

Silvas are the people of the forested lands and the third natural race to settle on the four continents of Asura. They are experts at magic, and can weave the trees themselves together to form awe inspiring cities among the treetops. The Silva believe themselves to be the purest of all races, and maintain a strict natural society. While they appear almost tribal, they are extremely advanced, and are some of the most sought after producers of fine luxury goods, such as furniture, clothing, and even organic crops. While they are great producers, they are shrewd when trading, as they only accept goods that are proven natural, with no chemical contact or magical alterations. It seems that while the silva are great magic users, they do not trust the magic use of outsiders. The Silva are a tall, slender people, whose major features are their pointed, upturned ears. Silva of older families even have ears that curve forward, almost touching their eyes. The forward turning ear is a sign of high breeding, and markedly separates silvan society into two major sects, the Alraen and the Eneari. The Alraen are members of the ruling class who pass their positions down to their children. The Alraen handle foreign affairs, oversee markets and trade, and manage the development of city building. The Eneari are workers, warriors, and priests. They handle the day to day workings of their society. While this method is unusual, it has been a successful tactic for generations. The Silvan military is an image of perfection. They specialize in guerilla tactics; small secretive forces that can move undetected over most terrains. Their keen eyes make them strong marksmen while their lithe and focused forms make them exceptional at close combat. 24


Therian Inherited Abilities 1. Tracking: Tracking allows the Therian to find stealthed characters or find lost things. This uses their infulence. 2. Reflexes: +1 rank in reflexes. 3. Accelerate: +2 to Accelerate Skill Rolls. 4. Transform: The Therian can change its shape into the shape of an animal. The animal form is chosen when the character is made. Changing forms only takes a fast action and Ÿ the therian’s max MP, retained until they revert to their normal form. See chart below for the shapes and their stats. 5. Animal Movement: The Therian gains +1 Movement and +2 Jump. Therian only. 6. Perception: +2 Perception. 7. Strength: +2 Strength. 8. Claws: Unarmed or fist type attacks deals X1.5 damage. Theirian only. 9. Pack Leader: All players gain damage equal to half the crtical hit bonus of the Therian. Radius 2. Therian only. Animal

Movement

Weapons

Armor

Resist

Action

Ability

+2 +3 +2/Wall +1 +1 +2 in flight +1/Wall +0 +3

+100 DMG +100 DMG +2 Range Piercing +100 DMG +100 DMG +150 DMG +200 DMG +100 DMG

+100 AP +100 AP +100 AP +50 AP +200 AP +50 AP +150 AP +200 AP +100 AP

Fire +10 Cold +10 Holy +10 Decay +10 Shadow +10 Wind +10 Water +10 Earth +10 Lightning +10

+1 Fast +1 Fast +1 Combat +1 Fast +1 Combat +1 Move +1 Move +1 Combat +1 Move

Range 4 Enter Stealth Quick Attacks Venom 2 Cone 1 Fire DMG Piercing Piercing +2 Durability Enter Stealth

Hodge Dog Woolcat Tecet Lion Rat Drake Great Falcon Chelipod Urunona Wolf

Stat+

Resist Weakness Racial Traits

SPD +1

None

None

Favored Class

Enhanced senses (+2 to sight, hearing and smell). Silver weapons deal X2 damage

Monk

While therians are not accepted into the folds of civilized society, they live quite well within it. Pure therians are alien beings who have crossed the veil of the nether and now live on Asura. They actively take on the appearance of the civilized races and live among them to feed. As with most beings of the nether, mortal flesh is a necessary meal and these monsters will actively hunt it. Pure therians are naturally beasts when they enter our world, but can easily transform into other races. Therians usually take the form of wolves, tigers, and lizards, but have been known to take the form of rats, tecet lions, and hodgedogs. If these pure therians breed with a non-nether being, then a half-breed therian is born. These half-breeds are born the race of their non-nether parent, but can transform into the beast of their therian parent after they have reached puberty. Half-breeds are always abandoned by the therian parent, leaving them to be raised by mortals, or die in the wilderness. Half-breed therians typically feed on wildlife, rather than the race they mimic. The half-breeds are despised by pure therians, and are unable to enter the nether, leaving them stranded on Asura. Most therians who live on Asura are half-breeds and many colonies exist throughout the four continents. 25


Vampire Inherited Abilities 1. Feed: This allows the vampire to can power from the victims they feed upon. Using an influence, the vampire can feed on someone without causing alarm or killing the target. This also can give the vampire some knowledge that the character being fed upon would have known. 2. Deceive: +2 to deceive skill rolls. 3. Reflexes: +1 rank in Reflexes. 4. Blood Manipulation: The Vampire can manipulate his or her own blood. The vampire can modify this 5 times. This works like any of the other skills only it costs HP and MP (If the attack would have cost 500 MP, it now costs 250 HP and 250 MP). Vampire only. This follows all skill rules of a rank 5 skill. 5. Glamor: The Vampire gains +1 to Deceive and Barter checks. 6. Dexterity: +2 Dexterity. 7. Strength: +2 Strength. 8. Form Shift: The Vampire can change shape to a small flying creature, a swift running beast, or a veil of haze. The small creature gives flight. The running creature give +3 movement. The haze cannot move but it also cannot be attacked. These transformations only take a fast action to complete and Ÿ of the vampire’s max MP to cast. The forms only last for the turn they are used on and the vampire must revert back to normal. Vampire only. 9. Dark Metamorphosis: +1 to Con, Per, Wis, and Wil. -20 Fate. Vampire only.

Stat+

Resist

Weakness

Racial Traits

INT +1

Shadow +10%

Holy -10%

Night Vision, Sense Heartbeat, Urge to feed*

Favored Class Archer

Vampires are another breed of nether beast that has infiltrated the civilized races. As with therians, these beings are drawn to mortals to feed. Unlike therians, vampires only seek mortal blood. Vampires take the form of a mortal race upon entering the mortal world, and use that form to hunt. Vampires are just as promiscuous as their therian cousins and most vampires living among mortals are now half-breeds, the leftovers of full blooded vampires who came, fed, and left. Half-breed vampires are cursed with the same blood lust of their nether parents, but have diminished powers. * The urge to feed is extremely strong in a Vampire. After going 24 hours without feeding, the Vampire take damage from the sun equal to 100 damage per round. 48 hours send the vampire in a frenzy, usually killing the first thing it finds as it feeds.

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Chapter 4: Class

There are 9 classes to choose from. Classes help direct a character’s battle abilities. At level 10 you will choose a path, which expands your potential abilities to encompass multiple class types. Some classes can lead to the same path, for example a Berserker can choose to become a Death Walker and so can a Medium. It just depends on how you want to start. Each class also has Class Techniques, which are special abilities specific to that class. Class Techniques are awarded in order, with the first art gained at Level 1, then at level 4, and finally at level 8.

27


Berserker The berserker is an offensive warrior class. Their favored weapons are swords and axes and they gain a +1 Hit rate while using them. Berserkers can wear armor up to the chain type and use medium shields or smaller. Class Techniques: 1. Enrage: When the Berserker is at half HP or less, The Berserker gains an additional Attack action. 4. Ignore Pain: The Berserker does not roll death checks, unless it is ¾ of his HP is lost in one blow. 8. Morale: Each time the Berserker slays a foe, the party heals 5% of their Max HP.

Bonus Strength +1 Intimidate +1

Base HP

Base MP

1200

400

Onslaught Shred- causes Bleed 2

Guardian Unlike berserkers, guardians are a defensive warrior class. Their favored weapons are maces and lances and they gain a +1 Hit Rate while using them. Guardians can wear up to the plate armor type and use up to tower level shields. Class Techniques: 1. Reinforce: The Guardian can use an unused Movement action to move and Guard or Shield oncoming damage to an ally. 4. Padded: Guardians take ½ Broken and ½ Bleed effects. (Bleed 1 and Broken 1 do not affect the Guardian) 8. Resilient: Guardians take ½ Stun and ½ Push effects. (Stun 1 and Push 1 do not affect the Guardian) Bonus Constitution +1 Survival +1

Base HP

Base MP

1200

400

Onslaught Crush-causes Broken 2 28


Rogue The rogue is a melee stealth class. Their favored weapons are daggers and they gain a +2 Hit Rate while using them. Rogues can wear up to leather type armor and can use small shields. Class Techniques: 1. Stealth: This gives the Rogue 1 rank in stealth and +2 to Stealth skill rolls. 4. Tumble: The Rogue can use an unused Movement action to dodge an attack before it is rolled moving 2 spaces away. (The offender wastes his attack.) 8. Lethal: The Rogue’s backstab damage is now X3.

Bonus Dexterity +1 Sleight of Hand +1

Base HP

Base MP

900

700

Onslaught Kill Spree-causes 1/3 damage 3 times and enter Stealth

Archer An archer is a ranged stealth class. Their favored weapons are bows and they gain a +2 Hit Rate while using them. Archers can wear up to leather armor and cannot use shields. Class Techniques: 1. Hidden: The Archer is not targeted by enemies if an ally is also within range. 4. Call Shot: The Archer gains 1 rank in Call Shot and has +2 to call shot rolls. 8. Evade: The Archer can use a fast action to dodge a ranged attack coming from at least 3 spaces away before the attack is rolled. (The offender wastes his attack.)

Bonus

29

Perception +1 Awareness +1

Base HP

Base MP

900

700

Onslaught Cripple, Stun 1


Sorcerer

The sorcerer is an offensive mage class. Their favored weapons are rods and they gain a +2 Hit Rate while using them. Sorcerers can wear cloth armor and cannot use shields. Class Techniques: 1. Specialist: The Sorcerer gains 1 rank in the element of his or her choice. They gain +2 to all skill rolls involving that element. 4. Elemental Weapon: This allows the Sorcerer to have their weapon deal elemental damage. They do not need to know the element. This effect does not add status effects. 8. Quick Casting: The Sorcerer can now use movement actions as combat actions while using a spell skill.

Bonus Intelligence +1 Knowledge +1

Base HP

Base MP

400

1200

Wizard

Onslaught Magic Flare, Range 1-2 Radius 2

A wizard is a defensive mage. Their favored weapons are staves and they gain +2 Hit Rate while using them. Wizards can wear cloth armor and cannot use shields. Class Techniques: 1. Form: The wizard gains 1 rank in Force. He can manipulate its shape as if he was using conjuration. This does not allow for constructs per se but they can make a shield or a cage. 4. Shielding: The wizard can use a fast action to put up a Force Shield up to 3 spaces away on themselves or an ally. 8. Veil: The wizard can cast a cloak of Stealth around his allies. This follows the same rules as stealth and can be augmented by the stealth skill, although this is not a skill itself.

Bonus Wisdom +1 Appraisal +1

Base HP

Base MP

400

1200

Onslaught Soul Gaze, Deals Magic damage and causes Stun 1. Range 5

30


Priest

A priest is a defensive spiritual class. Their favored weapons are staves and they gain a +2 hit rate while using them. Priests can wear cloth armor and cannot use shields. Class Techniques: 1. Guiding Light: The Priest gains +1 to the Light Skill. In addition, the priest can now heal allies using the light skill and even pull souls out of the astral plane back into their bodies. 4. Healing Touch: The Priest can now remove status effects using a fast action. This effect removes them 1 at a time. Healing Touch also heals 100 HP per the Priests level. 8. Purity: The Priest may enchant a weapon to smite undead. Thatweapon’s next attack deals X2 damage to undead creatures. This effect takes a fast action.

Bonus Charisma +1. Barter +1

Base HP

Base MP

700

900

Medium

Onslaught Soul Gaze, Deals Magic damage and causes Stun 1. Range 5

Mediums are an offensive spiritual class. Their favored weapons are rods and they gain a +2 hit rate while using them. Mediums can wear cloth armor and cannot use shields. Class Techniques: 1. Astral Call: The Medium gains 1 rank in the Astral Skill and +2 to all Astral skill rolls. 4. Helpful Spirit: The Medium can summon a spirit from the astral plane to either Shield or attack a foe up to 2 spaces away. This effect takes a fast action. 8. Astral Walk: The Medium can enter the astral plane with their body and move half of their movement in the plane. This effect costs a move action. This could allow them to pass through a door or a being.

Bonus

31

Willpower +1. Concentration +1

Base HP

Base MP

700

900

Onslaught Shadow’s Grasp: Shadow Damage. Negates Movement. 10% Death. Straight 4


Monks are a balanced class. Their favored weapons are gauntlets and they gain a +2 hit rate while using them. Monks can wear up to chain armor and cannot use shields.

Monk

Class Techniques: 1. Kai: Each of the monks attacks heal his MP equal to one tenth the damage dealt. 4. Meditation: The Monk can spend a full round in meditation. If they are uninterrupted, the Monk will fully recover his HP and MP by 50% of his current HP and MP. 8. Natural: The Monk needs no armor. If the monk chooses not to wear armor, then he has a natural armor 100 * Level. This works just like normal armor but only has a durability of 2. This is restored when the Monk rests. Bonus

Base HP

Base MP

Speed +1 Reflexes +1

800

800

Onslaught Kai Strike- Hp and Mp damage. Range 1

Choosing a Path At level 10 the player can choose a path to follow. Paths are determined by the class your character started with.

32


Assassin Rogue only. Their favored weapons are the Hidden Blades and they gain a +2 hit rate while using them. Assassins can wear up to leather armor and can use small shields. Path Techniques Armed: The assassin is always armed, even if he gets searched or stripped, the blades he wields are hidden from all until he chooses to reveal them. The assassin now has rank 2 Hidden Blades. Fading: At the end of a round of combat, the Assassin enters stealth.

Side Step: The Assassin can do one 5 foot step at any time for a free action once per round of combat. Backstab: The Assassin now has X4 backstab. Assassinate: If the Assassin kills a target while in stealth, he does not lose the stealth effect.

Onslaught Double Kill: Deals damage to one target. If another target is within movement range then move up to them and Deal the new target damage. Both targets must roll death checks.

Assassination: Deals damage to a target. Death check. If the target dies then move to another target if it is within half your movement. Repeat until you cannot reach anymore targets.

Banisher Sorcerer or Priest. Their favored weapons are Runic Tattoos and they gain a +2 hit rate while using them. Banishers can wear up to cloth armor and cannot use shields. Path Techniques Tattoo Manipulation: The Banisher can manipulate his tattoos in many ways. There are some limitations but this works just like a mancy. This skill starts at Rank 3. Unlike other skills, this one cannot be ranked up. Binding: The Banisher can bind his tattoos to other targets. This allows him to manipulate them from a distance. Tattoo Manipulation is now Rank 4. Storing: The Banisher can now store spells in his tattoos. The spells can be reactivated at any time by paying the mana cost of the spell plus 500 MP. All spells wear off after one round of combat once activated. This effect takes a fast action. Only three spells can be

stored in this fashion Release: The Banisher can release the effects of all stored spells at once. This takes a whole action. Releasing the spells in this way takes ž of His maximum MP to use. Tattoo Manipulation is now Rank 5 Tattoo Control: The Banisher is a master of the ink. Tattoo weapons gains additional bonus damage equal to the Banisher’s magic bonus. Tattoo Manipulation is now Rank 7. Up to 4 spells can now be stored.

Onslaught Black Dome: Deals damage. Radius 2.

33

Banishment: Deals damage. Surviving creatures are pulled into the Nether. Cone 1.


Blademaster Berserker or Sorcerer. Their favored weapons are Rune Swords and they gain a +2 hit rate while using them. Blademasters can wear up to chain armor and cannot use shields. Path Techniques Elemental Splice: Elements can be crafted together and stacked as long as they are not opposing elements. Using a fast action, the Blademaster can coat his blade in an element of his or her choice. Quick Strike: Using a Fast action, the Blademaster can attack on any turn. This can be used for Joint attacks. Spell Stock: The Blademaster can keep up to three spells ready to cast in his or her sword. These spells

all have the quick keyword and are treated as retain while they are stored. (The Retain cost is the Spell cost). Absorb: The Blademaster can remove a spell without casting it from the stock to heal HP in the amount of MP that was retained using a fast action. Release: All spells stored in the Rune Blade are released at once using a fast action. This effect causes the Blade master to lose his or her remaining MP.

Onslaught Flame Cross: Deals Fire/Holy damage range 3 radius 1. Causes Overheat 2, Repent 2.

Apocalypse: Deals Ice/Water/Decay/Shadow Damage Range 1. Causes Venom 2, Chill 2, Soak 2, and Fear 2.

Blood Mage Priest or Medium. Their favored weapons are Chain Swords and they gain a +2 hit rate while using them. Blood Mages can wear up to cloth armor and cannot use shields. Path Techniques Blood Manipulation: The Blood Mage has control over his own blood. This mancy starts a rank 4. Unlike other skills, this skill cannot rank up. Infused Essence: The Blood Mage adds his Magic bonus to attack damage. Snake Sword: The Blood Mage can control his sword to an unnatural degree. Attacks now only take a fast action. Attacks can’t miss if the target is

still in range. Blood Manipulation is rank 5. Bound: The Blood Mage is bound to this world and cannot enter the astral plane unwillingly. Allies marked with the blood of the Blood Mage can only enter the astral plane with his consent. Sanguine Shaper: The Blood Mage can now manipulate the blood of his enemies. This mancy is now rank 6.

Onslaught Weaponize: Uses one target enemy to attack another. Range 5. The attacking enemy rolls a death check.

Blood Drain: Deals damage. Radius 2. Death check for all affected.

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Bombardier Archer or Wizard. Their favored weapons are Hand Mortars and they gain a +2 hit rate while using them. Bombardiers can wear up to leather armor and cannot use shields. Path Techniques Radial Shots: The Bombardier’s attacks hit in a radius 1. Backfire: The Bombardier carries explosives. Whenever an enemy strikes with a melee attack, they have a 50% to be dealt damage equal to the Bombardier’s magic bonus. Reload: The Bombardier reloads without the need

of a fast action. Detonate: The Bombardier can detonate his shot prematurely, adding a bonus 1 radius. This takes a fast action. Force Shots: The Bombardier also deals magic bonus damage when he attacks with the Hand Mortar.

Onslaught Rain of Fire: Deals damage Radius 3.

Force Impact: Deals damage. Range 3 Radius 1. Broken 2 Stun 2.

Champion Berserker or Guardian. Their favored weapons are War Hammers and they gain a +2 hit rate while using them. The champion can wear up to plate armor and can use any shields. Path Techniques Heroic: Whenever the Champion is adjacent to an ally he can take the damage instead of that ally. On the Champion’s Next turn, his first attack is roll is 19. No roll necessary. Hammer Toss: The War Hammer can now be thrown. The Hammer now has a range of 1-4. Using a fast action you can call your hammer back to you. Dual Wield: The Champion can dual wield War Hammers.

Stunning Blows: Attacks cause Stun 1. Godlike: Champions take Half Broken, Bleed, Stun, and Push effects rounded down. Non Elemental Damage is reduced by 1/2. This effect can be stacked with the Guardians effect to nullify Broken, Bleed, Stun, and Push.

Onslaught Pulverize: Deals damage. Broken 3. Radius 1.

35

Bone Splinter: Deals Damage. Broken 5. Range 1.


Crusader Berserker or Priest. Their favored weapons are whips and they gain a +2 hit rate while using them. Crusaders can wear up to chain armor and cannot use shields. Path Techniques Purity: Using a fast action, the Crusader can increase his damage equal to his magic bonus. In addition, this effect cures any status effect he might have had, increasing his attack by 500 for each status effect removed. Whip Mastery: Whips can be used, just using a fast action. Giving 3 attacks a round!

Holy Touch: The Crusader now deals holy damage. In addition, undead now suffer death checks per hit. Chosen: The Crusader heals 200 HP and 200 MP each Action he or she takes in combat. Battle Ready: The Crusader gains 1 move action and 1 fast action.

Onslaught Whip Lash: Deals Holy damage to 2 targets. Weapon Range.

Judgment: Deals Damage Weapon Range. Kills undead radius 2 from impact.

Cultist Rogue or Priest. Their favored weapons are Throwing Crosses and they gain a +2 hit rate while using them. Cultists can wear up to cloth armor and cannot use shields. Path Techniques Sacrifice: The Cultist can use his HP instead of MP for casting spells. (One or the other) Inverted Healing: Light magic can now heal allies. In addition, healing magic can be used to hurt enemies. Soul Magic: Whenever the Cultist uses HP for

casting a spell, that spell adds on His Attack and Range damage bonus. Essence Capture: The Cultists attacks heal the Cultist equal to damage dealt. Health Swap: The Cultists HP value and his MP value are swapped.

Onslaught Multi Drain: Causes damage and Heals that damage as Hp. Radius 3. All allies in the radius are healed this amount.

Soul Drain: Deals damage to HP and MP. Heals HP and MP. Range 5

36


Death Walker Berserker or Medium. Their favored weapons are Death Scythes and they gain a +2 hit rate while using them. Death Walkers can wear up to chain armor and cannot use shields. Path Techniques Limbo: Upon death, the Death Walker can continue to act for the next 10 turns. Reaper’s Touch: All Death Walker attacks have a 10% chance to cause death. Life Syphon: The Death Walker can heal allies at the cost of his Hp for a fast action, and he can also hurt enemies to heal to his max hp at the cost of a

fast action. Reaper’s Scythe: The Death Walkers Attacks cause Shadow damage and Fear 1. Death’s Shadow: Using a fast action, The Death Walker can animate his shadow. The Shadow Uses the Death Walkers MP as HP. If the shadow casts a spell, it uses the Death Walkers HP instead of MP.

Onslaught Death’s Army: Summon 3 Spirit Warriors equal to half your level rounded up.

Reaper’s Veil: Sends all enemies in a radius 3 to the astral plane. Enemies must roll willpower higher than the Death Walker or die instantly.

Dragon’s Bane Berserker only. Their favored weapons are Great Weapons and they gain a +2 hit rate while using them. Dragon’s Bane can wear up to chain armor and cannot use shields. Path Techniques Adrenaline: While Enraged, +2 Movement and 1 additional Move action. You can end Enrage using a fast action to recover ¼ of Max Hp and Mp. Rush: Using a fast action, the Dragon’s Bane can move 2. If in range of an enemy, the Dragon’s Bane can use a free attack. This attack only applies bonus damage. Vault: Using a move action, the Dragon’s Bane can

leap his movement. He can then use a fast action to create a shockwave radius 2 dealing Magic bonus damage. Quicken: Fast actions increase by 1. Using a fast action, the Dragon’s Bane can lose ¼ of his max HP and refresh on the next turn. Fearless: Combat actions increase by 1 and death checks are completely ignored.

Onslaught Lacerate: Deals Damage Bleed 5. Cone 1.

37

Eviscerate: Deals Damage. Range 1. If target dies then all enemies in radius 2 roll death checks.


Druid Archer or Monk. Their favored weapons are Soul Gauntlets and they gain a +2 hit rate while using them. Druids can wear up to Leather and can’t use shields. Path Techniques Nature’s Touch: The Druid prefers to be barefoot wherever he goes to feel nature. The Druid Heals 500 HP a round as long as he is on plant life. Using a fast action, the Druid can cover the area he is standing on in plant life. Spirit Within: The Druid is able to call forth a spirit animal to aid him in combat. Each Druid has a different spirit animal and to call it requires a fast action. The animal list is in the monster section. Nature’s Gift: The Druid can give his allies the

gift of Nature’s Touch. Nature’s Touch now affects all allies. In addition, the Druid has his movement increased +2 while on nature. Arbormancy: The Druid now has the Arbormancy Skill. This works just like any of the race mancys only for plant life. This skill starts at Rank 3. Dryad: The Druid now has Arbormancy Rank 6. In addition, the Druid now heals 500 MP a round while on nature. -2 Refresh Rate while on nature.

Onslaught Falcon Storm: Deals damage. Cone 2.

Drake Fire: Deals fire damage. Straight 2. Overheat 2.

Elemental Grafter Guardian or Sorcerer. Their favored weapons are Created Elemental Weapons and they gain a +2 hit rate while using them. Elemental Grafters can wear up to plate armor and can use any shields. Path Techniques Grafting: The Grafter can graft different spells to each arm, leg, body, and head. Retaining any spells costs half the retain amount. (If the spell costs 500 you pay the full 500 but only retain 250). Release: The Grafter can release a retained spell to heal the spells full cost in MP. This takes a Fast action. Fast Grafting: The Grafter can graft a spell at the beginning of combat for a free action. This graft costs half the MP.

Passing: The Grafter can pass a graft to an ally. This ends the spell for the grafter so the retain effects go away. The new owner can only support the graft for turns equal to his or her willpower. This is considered a free action. Touch range only. Limb Grafting: The Grafter can double the cost of a grafting spell to create and attach the graft to the created limb. The Grafters attacks are now considered Fast and the new limb can be used with a fast action.

Onslaught Elemental Weapon: Creates an elemental weapon of choice, dealing damage in weapon range.

Grafted Combat: Deals damage. 9 hits dividing the damage evenly, each different elements. Range 1.

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Eon Seer Wizard or Sorcerer. Their favored weapons are Tomes and they gain a +2 hit rate while using them. Eon Seers can wear up to cloth armor and cannot use shields. Path Techniques Time Magic: The Eon Seer can use Time magic. In addition to this, the Eon Seer can use a fast action to ripple effect his spell, causing it to cast every other round on the same turn it was cast on. Time Magic is a spell skill that starts at rank 1. Visions: The Eon Seer looks into the future at the start of combat. All allies evade the first attack of every enemy. The enemy does not get a roll and the attack is wasted. Teleportation: The Eon Seer’s movement is now teleportation. He must make a willpower check to move. The farther the move the harder the check 3 points per move, with an additional 6 points if traveling through a wall. Failure results in movement lost.

Accelerate: The Eon Seer can accelerate himself or anyone by touch. This effect requires a fast action. (He can make someone go earlier or later in a round, he can only effect 2 turns away from the turn the character goes on. He cannot use this to move to a turn that has past but he can use it at the start of the round to move himself from turn 3 to 1). Time Jump: The Eon Seer is beyond time itself. He can forfeit his turn to send himself either forward in time 1 round or back in time 1 round. While there, he can aid in combat as in any way he sees fit. This effect only lasts that one round and he snaps back to his time as if he never left. (If he travels to the future, the round plays out as if there are two Eon Seers, same as the past.)

Onslaught Time Shift: Enemies in the affected area lose their turns, Allies gain an additional turn. Radius 2.

Paradox: The Eon Seer Pulls a copy of target ally from space and time. This copy lasts until the end of the next round. A random enemy rolls a death check. Range Field.

Exorcist Priest Only. Their favored weapons are Scrolls and they gain a +2 hit rate while using them. Exorcists can wear up to cloth armor and cannot use shields. Path Techniques Healing Aura: The Exorcist gives of a Healing Aura, healing everyone within the aura equal to the Priests magic bonus at the end of each round. Radius 2. Life Aura: The Exorcist gives off a Life Aura, reviving all characters within the aura at the end of the round. Resurrect 1 Radius 1. Revoke: The Exorcist can pull a person from the astral plane back into their body. This effect

removes a possession if that character is possessed. This takes a fast action. Transfer: The Exorcist can use a fast action to move one status effect to another character. Weapon range. Destroy Undead: The Exorcist destroys undead with each attack. Undead roll death checks with each attack

Onslaught Holy Pulse: Heals HP. Deals Holy damage Wave 2.

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Holy Light: Deals Holy damage. Radius 2. Repent 3.


Force Brawler Wizard or Monk. Their favored weapons are Knuckles and they gain a +2 hit rate while using them. Force Brawlers can wear up to Leather and can’t use shields. Path Techniques Energy Combat: The Brawler’s attacks have Piercing. Force Field: At the Start of combat, the Brawler’s AP in increased by his Magic Bonus. Extended Combat: The Brawler’s attacks have +1 Range. In addition, the Brawler gains +1 Fast action.

Combo: The Brawler can end a string of two or three attacks with a spell from his arsenal. This takes a fast action. Kinetic Fists: The Brawler adds his Magic bonus to his attacks.

Onslaught Energy Wave: Deals damage. Wave 2.

Force Uppercut: Deals X2 damage. Range 1. Stun 2.

Grappler Guardian or Monk. They use no weapon in combat, but gain a +5 to grappling and throwing checks. Grapplers can wear up to leather armor and cannot use shields. Path Techniques Grappling: The Grappler gains +5 to grappling checks. In addition, the Grappler can grapple something up to 2 sizes bigger or 3 sizes smaller than himself. Throwing: The Grappler gains +5 to Throwing Checks. In addition, the Grappler can throw something up to 2 sizes bigger or 3 sizes smaller than himself.

Fast Footed: The Grappler gains an additional fast action. In addition he can make a five foot step using a free action once a round. Inhuman Grapples: The Grappler can now grapple up to 4 times his size. The amount of pounds he can lift is tripled. Holds and Throws are effective as well. Judo Master: The Grappler can now grapple and throw or hold using fast actions. +1 Movement action.

Onslaught Close Line: Deals damage. Charge 4.

Leaping Pile Driver: Deals X2 Damage. Range 1. Broken 3.

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Gunslinger Berserker or Archer. Their favored weapons are Guns and they gain a +2 hit rate while using them. Gunslingers can wear up to chain armor and cannot use shields. Path Techniques Stare: The Gunslinger’s gaze strikes fear in his enemies. Using a fast action, the Gunslinger can stare down an enemy, forfeiting any chance to react to his next attack. Sharp Shooter: +1 Range to all gun weapons. Extended Clip: +2 bullets to all gun weapons.

Deadly: Call shot penalties are reduced by 3. In addition, call shots can be made with just a combat action. Quick Draw: At the start of every combat the gunslinger can attack a foe within range. This is considered a free action.

Onslaught Head Shot: Causes Damage, Death Check. Weapon range.

Rapid Fire: 6 Attacks. Deals damage divided evenly. Can hit multiple targets if in range.

Illusionist Rogue or Medium. Their favored weapons are Kukri and gain +2 hit rate while using them. Illusionists can wear up to Robes and can’t use shields. Path Techniques Reality: The Illusionist can now add the effect Illusion to his spells and maneuvers. Illusion gives the spell or maneuver +1 to the roll. In addition, Illusion adds the status effect Vision, giving the target +1 to his skill rolls. The Illusionist’s spells deal additional damage based on the level of illusion in the spell X100. Facade: All Spells the Illusionist casts have Illusion 1. (If the spell has Illusion already the add this to the total.)

Vanish: Whenever the Illusionist casts a spell, he can use a fast action to enter stealth. Misdirection: All Spells the Illusionist casts have Illusion 1. (If the spell has Illusion already then add this to the total.) In addition, the Illusionist can use a fast action to cast an additional spell this turn. Prestige: All Spells the Illusionist casts have Illusion 1. (If the spell has Illusion already then add this to the total.) In addition, the Illusionist can use a move action to cast an additional spell instead of moving for the turn.

Onslaught Death Fog: Causes Venom 4 and Corrode 4. Stealth for allies. Radius 3.

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Dragon’s Breath: Deals Fire damage Cone 2. Overheat 2.


Juggernaut Guardian or Wizard. Their favored weapons are themselves and they gain a +5 Hit rate when using no weapons. Juggernauts can wear up to plate armor and cannot use shields. Path Techniques Kinetic Armor: The Juggernaut’s current MP is added to his natural Ap. Attacks can wear this down only after his normal armor has be accounted for. This armor is immune to piercing. Reserve: The Juggernaut can hold some of his MP in a Reserve. This Reserve is not counted toward his Kinetic Armor but it can be used for spells. It takes a fast action to store or release MP. The Reserve can only hold 2000 MP.

Knockback: The Juggernaut’s attacks can cause Push. Reinforced Hits: The Juggernaut’s attacks now deal bonus damage equal to His Kinetic Armor total. Kinetic Wall: Using a fast action, the Juggernaut can use his Kinetic Armor MP to put up a Wall 3x2x1. This wall can be placed up to Range 3 away. This can have many uses, from knocking your enemies into it, to protecting your allies. Don’t forget if the wall is up, your reserve could be a new set of armor

Onslaught Kinetic Shockwave: Deals damage Radius 2. Push 1.

Impact Drive: Deals X2 damage. Push 5. Range 1.

Marauder Berserker or Rogue. Their favored weapons are Estocs and they gain a +2 hit rate while using them. Marauders can wear up to chain armor and cannot use shields. Path Techniques Mug: After an attack, the Marauder can roll a sleight of hand and attempt to steal. Feint: The Marauder can use a fast action to make a Feint without making a check. Parry: Using a fast action, the Marauder can parry an attack. This parry works with no check, but can’t be followed with a counter strike.

Fast: This class gains 2 extra Fast actions. Flurry: The Marauder can use all of his actions for the turn to attack furiously. He makes one attack for each action used +1. He must have a combat action to attempt this maneuver and it uses all of his actions. The attack roll is only rolled once. Each attack can hit different targets within range.

Onslaught Distraction: Causes Damage Death Check. If the target dies enter Stealth. Range 1.

Flurry Strike: 7 Normal Attacks. Can hit multiple targets if in range. The damage is divided evenly.

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Martial Artist Monk only. Their favored weapons are Greaves and they gain a +2 hit rate while using them. Martial Artists can wear up to leather armor and cannot use shields. Path Techniques Enhanced Speed: The Martial Artist gains an additional fast action. In addition, the Martial Artist can force evade, 5 foot step, parry, and Grapple once per round of combat using a free action. Combination Attacks: The Martial Artist can string his attacks together with several maneuvers. Using his Whole action, the Martial artist can perform 4 of these actions during the same turn. Attack, Kick, Slide Kick (only once), 5 foot step and Grapple or Throw. Combo Attacks cost 1/10 of their maximum MP.

Advanced Parry: The Martial Artist can parry projectiles as well as melee weapons. +5 to all parry rolls. If the parry is successful, the Martial Artist gets a counter attack with no check for only a free action. Ultimate Actions: All actions are interchangeable. (A whole action is equal to two actions.) Continuing Blows: The Martial Artists attacks are lethal, each consecutive attack deals more damage than the first. 1 is normal, 2 is 1.5, 3 is 2, 4 is 2.5 and so on.

Onslaught Low Sweep: Deals damage. Radius 2. Stun 1.

10 Janken: Make 10 attacks. Damage divided evenly. Range 1.

Merlin Wizard only. Their favored weapons are Wands and they gain a +2 hit rate while using them. Merlins can wear up to cloth armor and cannot use shields. Path Techniques Evocation: The Merlin can add Counter to any of his spells by paying an additional 500 MP. Spells with counter can be cast using a fast action. Counter spells can be used on any turn. Thaumaturgy: The Merlin is a master at delicate work, MP costs for a spell is halved by using a fast action. Divination: The Merlin can use his magic to foresee attacks. Using a fast action the Merlin can evade an

attack or spell. Spell Caster: The Merlin uses spells with ease, and can make any spell a Quick spell for 500 additional MP. Wizardry: The Merlin is a master in the arcane arts. All of his spells have +1 Range. In addition the Merlin can use a fast action to have a spell deal X2 damage.

Onslaught Kinetic Force: Deals damage. Cone 1

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Death Curse: Deals damage. Death Check Range Field. The Merlin must roll a Death check as well.


Necromancer Medium Only. Their favored weapons are Scepters and they gain a +2 hit rate while using them. Necromancer can wear up to cloth armor and cannot use shields. Path Techniques Necromancy: The Necromancer can manipulate the dead. Rank 4. This skill cannot be ranked up. Astral Command: The Necromancer calls full command in the astral plane. Using an astral check, the Necromancer can control others in the astral plane. Range 3. This takes a fast action. Death Aura: The Necromancer is surrounded by death. Characters radius 1 of the necromancer must roll a willpower check or be pulled into the astral

plane for each action performed and at the end of each round. Spirit: The Necromancer can manifest his astral self to aid in combat. This shade can only cast spells. This takes a whole action. 1000 MP Retain. Undead Master: Necromancy is now Rank 7. In addition, the undead within Radius 1 of the Necromancer fall under his control if their level is lower than his.

Onslaught Creeping Death: Deals Decay damage. Radius 1. Each round on the same turn, this attack deals ½ damage and increases its Radius 1. This attack ends at Radius 4.

Zombie Nation: Summons 10 level 15 Zombies. Zombies appear around the Necromancer.

Ninja Rogue or Monk. Their favored weapons are Shuriken, Wakizashi and Kunai they gain a +2 hit rate while using them. Ninja can wear up to leather armor and cannot use shields. Path Techniques Chakra: The Ninja can use his MP to enhance himself. Each enhancement is a 300 MP retain, and takes a fast action to perform. Each additional enhancement doubles the cost of the retain for each additional enhancement (1 is 300, then 600, then 1200). +1 fast action, - 1 Refresh Rate, +1 to skill rolls, +1 Movement, or +1 Jump. Hidden: The Ninja can use a Whole Action to enter stealth.

Vital Blows: The Ninja can use a fast action to increase his bonus damage X2. Reflexes: The Ninja can parry projectiles. +1 Fast action. Master: All Chakra effects are doubled. In addition the retain cost is increased from 300 to 500 (1 is now 500, then 1000, then 2000).

Onslaught Kunai Rain: Deals damage. Bleed 3. Radius 2.

Shuriken Hurricane: Deals damage. Bleed 5. Straight 5.

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Paladin Guardian or Priest. Their favored weapons are Alabarda and they gain a +2 hit rate while using them. Paladin’s can wear up to plate armor and can use any shields Path Techniques Divine Faith: The Paladin’s Ascended will aid him without fail, as long as he is faithful to them alone. The Battle effects that the Ascended grant are doubled. Leadership: The Paladin’s abilities as a leader grant the party +1 fast action. In addition, Damage is increased by 1.5X for the party rounded up. Blessing: The Paladin can use a fast action to pass one of his blessings to a fellow party member. This

effect lasts as long as it would have for the Paladin. Order: The Paladin has the power to remove chaos. Using a fast action, the Paladin can remove any or all status effects from surrounding party members and any buffs from surrounding enemies. Radius 2. Smite: The Paladin’s attacks are righteous. He now deals Holy damage. His attacks cause Repent 1. Undead must roll death checks upon hits.

Onslaught Divine Justice: Deals Holy damage. Range 2 Radius 1. Repent 1

Reckoning: Deals Holy Damage. Radius 1. Repent 3

Protector Guardian only. Their favored weapons are Battle Shields and they gain a +2 hit rate while using them. Protectors can wear up to plate armor and can use any shields. Path Techniques Shield Throw: The Protector can throw his shield. Range is now 1-4. Defender: The Protector can throw his shield to defend an ally using a fast action, and if another ally is in range, the Protector can use Reinforced as a free action. Better Shields: The Protector’s shields have 1.5X the AP rounded up. All shields can now be used as weapons, and deal x2 bonus damage for non-battle

shields. Magic Shield: The Protector can shield against magic attacks. While shielding these attacks, damage is halved. Charging: The Protector can choose to move one direction to add the Charge effect to his movement, dealing damage equal to an attack as he passes through enemies.

Onslaught Ricochet: Deals Damage. Two different Targets. Range 3 then Range 3.

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Justice: 4 Normal Attacks divided evenly, then a burst of damage Charge 3.


Ranger Rogue or Archer. Their favored weapons are the Split Chakram and they gain a +2 hit rate while using them. Rangers can wear up to leather armor and can use small shields. Path Techniques Ally: The Ranger gains an ally from the list of allies in the Mount section. This partner will follow the Rangers commands if it can perform them. Aerodynamic: The Split Chakram now has twice the range. Fast Connect: The Ranger can now attack with the Chakram while its apart then attack with a ranged

throw using a fast action. Advanced Stealth: The Ranger will not leave stealth if his ally attacks. Also Stealth checks gain a +2. Enhanced Movement: +1 Movement Action. +1 Fast action. The Ranger gains +4 to move silently checks.

Onslaught Slicing Throw: Deals damage. Death Check. Range 5.

Chakram Flurry: Deals damage. Range 3. If another target is within this range of the first target then it will hit them as well. Repeat until out of targets that have not been hit.

Ravager Archer or Sorcerer. Their favored weapons are Blunderbuss and they gain a +2 hit rate while using them. Ravager can wear up to leather armor and cannot use shields. Path Techniques Elemental Ammo: The Ravager has elemental ammo. Ammo increased by 1. In addition, the Ravager can change the element type of his ammo using a fast action. Straight Shot: The Ravagers shots now fire Straight the same as the weapon range (Range 3 is now Straight 3). +1 Range.

Status Shots: The Elemental shots now cause these status effects, Overheat 1, Chill 1, Overload 1, Soak 1, Venom 1, Pulverize 1, Funnel 1, Fear 1, and Blind 1. Reload: The Ravanger no longer takes a fast action to reload. Magic Ammo: The Ravanger’s attacks also deal magic bonus damage.

Onslaught Twin Flames: Deals fire damage to two targets (or the same target twice) Range 4.

Water Dragon: Deals water damage. Straight 4. Drown 3

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Reaper Archer or Medium. Their favored weapons are Kursaigama and they gain a +2 hit rate while using them. Reapers can wear up to cloth armor and cannot use shields. Path Techniques Suffering: The Reapers attacks cause Bleed 1. Soul Bleed: The Reapers attacks now deal MP damage and add an additional Bleed 1. These added effects also affect MP. Spirit Chains: The Reaper can use a fast action to bind his enemy in the chains of his weapon. This effect takes a fast action and the enemy must be within half weapon range. The enemy must roll

a willpower check to escape or be pulled into the astral plane on the Reapers Next turn. +1 Range Agony: The Reapers attacks now cause Venom 1 and add an additional Bleed 1. Reapage: The Reaper heals Âź his HP and MP for each Kill. In addition, his attacks add an additional Venom and Bleed 1.

Onslaught Slaughter: Deals damage. Bleed 5. Range 4.

Massacre: Deals damage. Bleed 5 Straight 3.

Sage Sorcerer only. Their favored weapons are Orbs and they gain a +2 hit rate while using them. Sages can wear up to cloth armor and cannot use shields. Path Techniques Elemental Splice: The Sage can combine elements. The elements do NOT have to follow the opposing rules. (A shadow/holy spell could exist in this manner.) Spells gain bonus damage equal to 200 damage per additional element (each element beyond the first adds 500 bonus damage). Radial Burst: The Sage can use a fast action to give a spell + Radius 1. Mystic Aura: The Sage gives off magical energy all the time. Allies within a radius 2 of the Sage Heal 1000 MP at the start of the round. This does not affect the sage.

Combine: The Sage can combine two spells into one, paying all MP costs but only taking one Combat action to cast. This does not count as linking (effectively it is two attacks at the same time, with one roll). Elemental Master: The Sage can imbue his Orbs with the elements. Each element he chooses to add gives his attacks +200 damage per element. This takes a fast action. In addition, the Sage can reduce the cost of a spell that matches the same elements as his weapon by half.

Onslaught Fire Spark: Deals Lightning Fire Damage. Range 4 Overload 1 Scald 1

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Black Ice: Deals Shadow Ice damage. Radius 2. Fear 1, Brittle 1


Saint Wizard or Priest. Their favored weapons are Scriptures and they gain a +2 hit rate while using them. Messiahs can wear up to cloth armor and cannot use shields. Path Techniques Chosen: The Saint’s Healing Spells also restore 1 status effect on the target. Light Magic and Force magic can now heal. Divinity: The Saint Heals X2. Healing Spells have +1 Range. Untainted: Status effect turns and effects are halved. In addition the Saint takes half damage

from Shadow Element. Holy Grace: The Saint’s attacks now deal Holy damage. In addition, if the Saint dies during combat, he revives on the next round with ½ Max HP. This effect works once per combat. Miracles: The Saint’s Healing spells now heal ¼ the heal effect in MP. Healing spells have radius 1.

Onslaught Healing Field: Creates a field that heals all within it each round for 3 rounds. Heals HP and MP. Radius 2.

Miracle: Resurrect 1. Fully heals all HP, MP, and AP. Range 3 Radius 1.

Samurai Berserker or Monk. Their favored weapons are Katana and they gain a +2 hit rate while using it. Samurai can wear up to chain armor and cannot use shields. Path Techniques Shift: The Samurai can change stances using a fast action. Attack Stance increases damage by his ranged bonus. Defensive Stance creates a natural shield equal to his ranged bonus. Focused: The Samurai can Parry or Force Evade once per round using a free action. Counter: The Samurai can Counter attack after a parry or force evade using a Fast action. Ready: The Samurai can participate in Joint attacks

on enemies on any turn if he is in range to attack that enemy. Gain 1 additional fast action. Valor: Using MP, the Samurai can increase his next attack by double the amount of MP used. This action takes a fast action and causes the Samurai to rest for 10 turns. This effect can be applied to any weapon attack, including counter attacks and Onslaughts. It must be used before damage is calculated.

Onslaught Crescent Moon: Deals Damage. Piercing. Radius 1.

Blood Moon: Deals Damage. Piercing. Straight 2. Death Check

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Seeker Archer or Priest. Their favored weapons are Spirit Bows and they gain a +2 hit rate while using them. Seekers can wear up to cloth armor and cannot use shields. Path Techniques Healing Arrows: The Seeker’s arrows can heal allies for the same amount as damage dealt. Holy Arrows: The Seeker’s arrows now deal holy damage, death checks to undead. Effect Arrows: The Seeker’s arrows now cause

Repent 2 and Blind 2. Multi Arrows: The Seeker can now shoot 2 arrows at once. Seeking Arrows: The Seeker’s arrows now cannot miss.

Onslaught Healing Dome: Heals HP and MP. Radius 3.

Spirit Arrow: Deals holy damage. Straight 5. Repent 2

Sensei Sorcerer or Monk. Their favored weapons are Bo Staves and they gain a +2 hit rate while using them. Sensei can wear up to leather armor and cannot use shields. Path Techniques Staff Combat: The Sensei is a master of the staff. Staves are considered Quick weapons. Using a fast action, the Sensei can add an additional staff attack to a two attack combo. Elemental Attacks: The Sensei can add an element to his staff. The staff can only hold one element at a time. This effect takes a fast action. +500 damage to all elemental weapon attacks. Elemental Field: The Sensei can charge the area around him with a particular element. Creatures in this Field become weak to the element that it is charged with. All enemies within the field take X2

damage from attacks with the same element as the field. This effect takes a fast action. Radius 2. 1000 MP Retain. Staff Master: The Sensei has his attacks deal bonus damage equal to his range bonus damage. In addition the Sensei gains an additional fast action and another combo attack opportunity. Elemental Control: The Sensei can manipulate the element of his staff. This works like any mancy and is considered to be Rank 5 in that skill. This skill cannot be ranked up.

Onslaught Whirlwind: Deals damage. Range 3. Push/Pull 5.

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Elemental Force: Deals Elemental damage equal to the lowest resistance or the highest damage multiplier. Radius 2.


Shadow Knight Guardian or Medium. Their favored weapons are Umbra Lances and they gain a +2 hit rate while using them. Shadow Knights can wear up to plate armor and can use any shields. Path Techniques Visions of the Dead: The Shadow Knight can use the skills and path techniques of his fallen allies. In addition, if they are in the astral plane, the Shadow Knight can use those skills if his friends are living (but not Path Techniques). Magic Syphon: The Shadow Knight’s attacks heal ½ damage to MP. If he is in the astral plane, these attacks heal full damage to MP. Dark Touch: The Shadow Knight’s attacks cause Darkness 1. While in the Astral Plane, attacks cause Darkness 2.

Shadow Stock: The Shadow Knight can store three spells skills of fallen allies into his Lance for later use. These spells only take a fast action to cast and cost half the MP. Casting one removes the spell from his stock. Astral Form: The Shadow Knight lives in a perpetual twilight. His physical form and Astral form are one and the same. He can attack things in the astral plane and they can attack him. Effects that only work in the astral plane for him now work in the Physical plane as well.

Onslaught Looming Darkness: Deals shadow damage. Causes Darkness 3. Radius 3.

Astral Sphere: Deals Shadow Damage. Death Check Radius 3. Anyone that survives the sphere gets sucked into the astral plane.

Shaman Medium or Monk. Their favored weapons are Beads and they gain a +2 hit rate while using them. Shamans can wear up to leather armor and cannot use shields. Path Techniques Spirit Guide: The Shaman has a Spirit Guide while in the astral plane. This Guide is chosen from the familiar list and the guide will increase in power at level 15 and again at 20. Astral Healing: The Shaman can bend the fabric of the astral plane to focus his Mana to HP to heal allies. This has a range of 2 and is point per point. This effect takes a fast action. Infliction: The Shaman can inflict status effects

while in the astral plane. Each effect takes a fast action and 300 MP. Range 3. Lucid Dreaming: The Shaman uses a fast action to enter a dreamlike state. Anyone within range 1 of the Shaman behaves as if they are in the astral plane. Astral Manipulation: The Shaman can manipulate the astral plane as any mancer would. Rank 4.

Onslaught Astral Warp: All creatures within radius 3 enter the astral plane. If this attack is used within the astral plane, Deals damage radius 2.

Possession: The Shaman’s Spirit Guide Possess him. While possessed, the Shaman has his HP and MP increased by the Spirit Guides HP and MP. The Spirit Guides Bonuses all add the Shamans bonuses. The Spirit Guides Spells and Attacks are now the Shamans. This effect lasts until the Shaman loses consciousness. 50


Silver Tongue Rogue or Wizard. Their favored weapons are Instruments and they gain a +2 hit rate while using them. Silver Tongues can wear up to leather armor and cannot use shields. Path Techniques Soothing Notes: The Silver Tongue’s weapon attacks can also heal ally MP. Smooth Talker: If the Silver Tongue speaks the enemy’s language, then he can attempt to end the battle with conversation. Ending a battle in this fashion will net the party items but no exp. Each round into the battle yields a higher percentage of working starting at 10%. This ends the Silver Tongue’s turn. Magic Voice: The Silver Tongue can use his voice to inflict extra damage during an attack. This takes

a fast action and deals Magic Bonus damage in a radius 3 around the Silver Tongue. Bard: The Silver Tongue can increase the damage his allies do in a round by singing an epic. This takes a full action and the affected party members increase their attack equal to the Silver Tongues magic bonus. This effect only lasts the current round. Siren: The Silver Tongue can enchant an enemy to fight for him. The enemy makes a will check against the Silver Tongue. The enemy will now fight its allies for the round. This effect takes a fast action.

Onslaught Enchanted Melody: Heals HP and MP. Deals damage. Range Field.

The Last Overture: Causes death checks. Deals Damage Range Field.

Sniper Archer only. Their favored weapons are Long Bows and they gain a +2 hit rate while using them. Snipers can wear up to leather armor and cannot use shields. Path Techniques Distance: The Sniper’s attacks deals +100 damage for each space away from the Sniper (not counting range 1) the target is. In addition, call shots gain a +1 bonus for each space away. Side Step: The Sniper can force evade one attack a round for a free action. Accurate: The Sniper gains +3 Ranged Hit Rate

and Attacks cannot be force evaded by using a fast action. Long Shot: The Sniper gains +1 range to his weapons. Critical Shots: All Critical hits now deal 1.5x critical bonus. Onslaughts now hit a 2x the critical bonus.

Onslaught Hail Of Arrows: Deals damage Range 4 Radius 2.

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Last Arrow: Deals damage. Death Check Range 8.


Spell Hunter Berserker or Wizard. Their favored weapons are Bane Swords and they gain a +2 hit rate while using them. Spell Hunters can wear up to chain armor and cannot use shields. Path Techniques Magic Sever: The Spell Hunter can use a Fast action + a Movement action during a Combat action to seal an opponent’s MP. This effect lasts for 10 turns. Anti-Magic: Using a Fast action, the Spell Hunter can cancel a spell that would hit him or her. This calls for a willpower check from both parties. Spell Parry: As if the spell was an attack against

them, than can attempt to parry it with a fast action. +3 to this kind of parry. Syphon: MP damage dealt to the enemy heals the Spell Hunter the same amount of MP. Reflect: All spells with a single target can be reflected using a fast action.

Onslaught Nullify: Deals HP and MP Damage. Weapon Range.

Essence Sever: Deals Damage and Locks MP usage for enemies in a Radius 3

Stalker Guardian or Rogue. Their favored weapons are Tonfas and they gain a +2 hit rate while using them. Stalkers can wear up to plate armor and cannot use shields. Path Techniques Concealed: The Stalker starts combat in stealth. Shadow Parry: The Stalker can use a fast action to move in front of an ally to parry an attack. This parry can be turned into a counter attack. The parry does not end stealth. Swift Strike: The Stalker can use both of his attacks in a turn before stealth would end.

Light Steps: The Stalker gains an additional Fast action. The first 5 step movement of a round is considered a free action. Stunning Blows: The Stalker’s attacks cause Stun 1. This effect is always applied without using MP or making a check.

Onslaught Double Strike: Deals damage. Twice. Weapon Range.

Shadow Slay: Enter Stealth, Move 4, Deals damage. Enter Stealth.

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Telekinetic Sorcerer or Medium. Their favored weapons are Psionic and they gain a +2 hit rate while using them. Telekinetics can wear up to cloth armor and cannot use shields. Path Techniques Psionic Weapon: The Telekinetic can create weapons and armor with his mind. This has its limits but works like a mancy. This Skill starts at Rank 3. Telekinesis: The Telekinetic can manipulate objects with his mind. This includes people. The bigger the objects the harder the check and this works just like a mancy. This skill starts at Rank 3.

Astral Affect: The Telekinetic can affect the astral plane with his weapons. In addition, he can see into the astral plane using a fast action. Weapon Master: The Psionic Weapon is now rank 6. Psionic weapons are now considered fast weapons. Telekinetic Master: The Telekinesis is now rank 6.

Onslaught Psi Cleave: Deals Damage. Bleed 2 Cone 1

Psi Storm: Deals damage. Radius 2.

Telepath Wizard or Medium. Their favored weapons are Headbands and they gain a +2 hit rate while using them. Telepaths can wear up to cloth armor and cannot use shields. Path Techniques Telepathy: The Telepath can communicate telepathically to anyone within radius 3 of him. In addition to this, in the astral plane, Astral or willpower checks gain +2. Astral Project: The Telepath can enter the astral plane using a fast action. He gains +2 Astral or Willpower checks. Pain Link: Using a fast action, the Telepath can

link the pain of two targets, allies or enemies. While linked they share damage. Range 4. Control: The Telepath can use a fast action to Control the body of someone who is in the astral plane. Astral Pull: The Telepath can forfeit his turn to pull everyone within a radius 2 into the astral plane. Astral or Willpower checks gain +2.

Onslaught Psionic Scream: Deals damage. Stun 3. Range 5

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Reality Crush: Deals damage. Stun 5. Range 3


Templar Priest or Monk. Their favored weapons are Claws and they gain a +2 hit rate while using them. Templar can wear up to chain armor and can use up to medium shields. Path Techniques Holy Essence: The Templars attacks deal Holy damage. Holy damage heals the Templar. Focused Attacks: The Templars attacks deal bonus damage equal to Half their Critical Bonus. Purify: The Templar can use a fast action to destroy undead. This has a range of one and must be done during their turn.

Mana Surge: After the Templar casts a spell, allies within a radius 1 heal the same amount of MP as the spell. Protection: The Templar is immune to all status effects. In addition, his charisma now functions like an attack bonus. His attacks deal additional damage equal to this bonus.

Onslaught Light Aura: Heals HP and MP. Radius 2.

Holy Order: Deals Holy damage. Repent 2 Cone 1.

Warlock Rogue or Sorcerer. Their favored weapons are Catalysts and they gain a +2 hit rate while using them. Warlocks can wear up to leather armor and cannot use shields. Path Techniques Collateral Damage: The Warlocks spells can also hit allies if they are in the affected area. The Warlocks spell damage is increased by his attack bonus. Shadow Veil: The Warlock can use a fast action to enter stealth. The effect ends at the end of the turn. Destructive Force: The Warlocks spells have Radius 1 added to them.

Focus: The Warlock can use a fast action to have his spell ignore allies. This effect only lasts that turn and must be used again to take effect for a different spell. Silent Spells: The Warlocks spells can now cause backstab damage.

Onslaught Plague: Causes Venom 6 Infect 2 Disperse 6. Radius 2. Allies and Enemies.

Lightning Field: Lightning damage Radius 3.Overload 2 Allies and Enemies.

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Wyvern Rider Guardian or Archer. Their favored weapons are Bardiche and Mounted Ballista and they gain a +2 hit rate while using them. Wyvern Riders can wear up to plate armor and cannot use shields. Path Techniques Wyvern Mount: The Wyvern Rider gets a unique Wyvern mount. He chooses what type of Wyvern also. The Wyvern follows basic commands of movement. Lift: The Rider can command his Wyvern to pick up a target using a fast action. Target must be in half of the characters movement range. The target rolls a strength check against the Wyvern. The Wyvern can also drop said target. This is a free action. Quick Load: The Rider can load his ballista using a fast action. In doing so, he may fire an additional

shot with his Whole action. Bite: The Rider can command his Wyvern to attack a target. This is a free action for the Rider but takes a whole action for the Wyvern. The Wyvern will now attack on its own if the rider should die. Mystical Beast: The Wyvern can now use spells to attack from a distance. All of the wyvern stats are in the Mounts section. It is a free action to ask the Wyvern to cast any of its spells. Spells take a whole action to cast.

Onslaught Heavy Rain: Deals damage. Range 4 Radius 2.

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Breath Weapon: Deals Elemental damage. Cone 2.


Chapter 5: Skills Using Skills Skills are the easiest way to customize your character’s abilities both in and out of battle. They allow characters to branch out, becoming more cunning thieves, stronger warriors, or even a more dashing flirt who can turn a person’s head with a look. Skills generally work off of a check system. If a check is needed, the player will roll a d20. Not all skills have a roll, as non-combat skills can be acted out, or role played, for success. If the player is convincing when portraying his character’s skill the Sagaman can grant the player a pass on the check. A roll is only necessary if there is a dispute between players as to the success of a role play skill. While taking a skill isn’t necessary to use it, taking that skill allows you to rank it up while playing. Each skill can be upgraded to a maximum of rank 7. Each Rank gives the player perks and an improved a skill check requirement. Some classes and races effect skills and/or add ranks to a skill. It only takes 1 point to learn a new skill and only 1 point to level a skill up. Players gain 1 skill point each time they level up and for each point in their willpower stat. If a character is using the a skill against another character, the receiving character gets a chance to save themselves by rolling against it. The reacting character can use his own skill, if it seems applicable and is Sagaman approved, or they roll a d20 + a stat bonus. Either player adds their stat modifier to the roll. A tie goes to the defender. Some inherited abilities grant bonuses to rolls for some skill checks. (Every 4 points in a stat equals 1 modifier point. The stat in question would be a stat that corresponds with the skill being used). If the player is using a skill against an object, like a lock, then they are rolling against the object’s hidden difficulty number. The formula for determining the number a player has rolled against an object or NPC is [(5 points per rank)+(modifier points)+(roll amount)]. Players will not know an object’s difficulty number, that is the realm of the Sagaman, but we will show the difficulty here as an example of how a player’s skill roll is determined to be pass or fail. This lock’s difficulty number is 10. If a player rolls a 12, has a rank 1 in sleight of hand, and has a Dex modifier of 1, then the number a player has made for their skill is 18, [(5 points for rank 1 sleight of hand)+(1 point for the Dex modifier)+(the dice roll of 12)]. Since this number is greater than the 10 difficulty of the lock, the lock has been defeated. If the skill check fails, meaning the player rolled 56


below the difficulty number, the player can make one more attempt (without using an influence) before it fails completely. This effect resets at the end of the day. Some skills aid the character in battle by unleashing magical or physical attacks against an opponent, or multiple opponents. These skills can even be used in combination with other skills a character possesses. Battle skills take MP to use and are coupled with the player explaining how they want the attack to function. It’s more fun to say “I incinerate the enemy with a fiery vortex created by weaving my fireball with a raging gust of wind” rather than saying “I attack the enemy with a fire and wind skill combination”. While how a player explains their skill use doesn’t appear to increase the chances of an attack’s success, it may sway the Sagaman’s favor and help you pass their rolls. Important: Skills in battle always take a single “Combat Action” to use. But, as explained in later sections, skills can be used in combination with movement actions. Rank

Mods 0 +1 Per Rank

Damage 0 +100

Target 1 +1

MP Cost Per Range Effect Linking Cost Modification 1 +1

0 +1

N/A 500

N/A 100

As seen in the chart above, the MP used by skills is based on the number of targets, damage, effects, and range. The number of modifications that can be added to a skill is based on the character’s skill rank. The base line listed above is the starting point for any skill; meaning all skills start with 1 target and 1 range. A player can use a weapon skill or element skill, without using any MP, and can target 1 enemy within 1 square of the character. Remember, this only applies to skills not actual weapons, which have their own range and damage. The attack damage would be the character’s magic, melee, or range damage listed on the combat sheet. Each skill rank gives the player 1 opportunity to modify a base rank attack. For example, if a player uses their rank 3 shadow skill, they can add three skill modifications. In the diagram below, the player has chosen two shadow effects and a damage boost. These modifications each cost 100 MP. Shadow Skill

Rank 3 Curse 1 Zombie 1 +100 DMG

300 MP 57

Diagram E.1


Important: It is critical to remember that when building your battle skills enemies with a higher challenge rating than your chosen skill are not affected by it. The enemy challenge rating system goes from 0 to 7; lower numbers are weaker enemies and higher numbers are stronger enemies. The player must use a skill equal to or greater than the challenge rating of the enemy to successfully affect it. This may seem unfair, but this rule keeps players from exploiting an enemy’s resistance weaknesses without culturing the appropriate skill. So, you cannot attack an undead monster with a challenge rating of 4 with a holy skill with a challenge rating of 1.

Linking Skills More modifications can be added by linking skills together. Linking the same skill will make it more powerful and linking different skills will add more diversity. For example, if you are using an “Axe” skill, there are multiple effects possible under that skill. Let’s say I want to use a rank 2 axe skill against an enemy. Since it is a rank 2 skill I can choose two effects. I choose Broken 1 and Bleed 1. But, I want to do more with this attack. I want it to blow my enemy into tiny pieces. So, I decide I will weave a rank 1 Earth skill with my attack. This time I choose the effect Pulverize 1. But I want to do even more, so I choose to enact another Earth skill, this time to add +100 damage. Now to do this, I must link these three separate skills together. Each Link costs 500 MP. In conclusion, even though I am enacting one attack, it has a wealth of effects tagged onto it.

Axe Skill

Earth Skill

Earth Skill

Rank 2

Rank 1

Rank 1

Broken 1

Link

Bleed 1

500 MP

200 MP

Pulverize 1

100 MP

Total Cost 1400 MP

Link 500 MP

+100 DMG

300 MP Diagram E.2

Linking Skills with other Characters If two players are able to attack during the same turn, they can link their skills together to produce powerful team attacks. When two players link skills together, BOTH players must roll to hit the target. Linking skills with an ally allows the players to split the mana cost between them. Let’s use the example above to explore this process. One character 58


is using the rank 2 Axe Skill and another player is using the two rank 1 Earth skills. The total mana cost of this skill attack is 1400, meaning each player must offer 700 MP to complete the skill attack. Linking Skills with Movement Players can use their skills with their movement actions to create more outstanding methods of attack. The example below may seem rather lackluster, but when movement is added, the attack is given new meaning.

Combat Action Movement Action 4 Movement

Alteration Skill Rank 2 +2 Targets

200 MP

Total Cost 1000 MP

Decay Skill Rank 3 Link 500 MP

Corrode 1 Venom 1 Disperse 1

300 MP Diagram E.3

In this example, a rather ruthless character wants to use his movement action to move 4 spaces while damaging all enemies in his path by altering his body and warping it into a cloud of decay. Through the effects added to his alteration skill the character can affect up to 3 targets. By using his Decay skill he can hit these enemies with Corrode 1, Venom 1, and Disperse 1 using a combat action just as he would normally using his skills to perform an attack. Alternatively, this player can use the same configuration of skills and actions to evade an attack by turning into a cloud of decay and retreating 4 spaces, affecting up to 3 enemies along the way. This example is a great way to show two very different methods of utilizing movement attack skills.

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The Skill List There are tons of skills for your character to choose from. Each skill is governed by a particular stat, which will add bonuses to your character’s skill rolls. Ascended Saga’s skills are broken up into four unique types: basic, passive, combat, and spell skills. Basic Skills Basic skills are the skills that players use in most out of combat situations. Basic skills are either used against a fellow player’s roll or against a set number. When rolling a Basic skill check, refer to the formula listed at the beginning of the chapter: [(5 points per rank)+(modifier points)+(roll amount)]. Skill

Stat

Action

Effect

Intimidate Sleight Of Hand Survival Detect Tinkering Craft Resilience Deceive Accelerate Fortune

STR DEX CON PER INT WIS WIL CHA SPD FATE

Fast Fast Combat Fast Full Full Fast Fast Fast Fast

Used to scare the opposition Pickpocket, open locks Mend broken, bleed, and status effects Used to see things or detect something Used to mend armor or deal with traps Alchemy, Syth, Blacksmith, Ect. Used to Survive a Death check. Used to trick someone Used to move fast Used to find things of use

Intimidate: Intimidate is used to scare your opponent. By threatening them, you can gain leverage in bargaining, conversation, or even during a fight. Intimidate can work in a variety of situations. Sleight of Hand: This skill is used to open locks or to pickpocket someone. It can also be used to steal an item from an enemy in combat. This skill can encompass any kind of delicate work uses sleight of hand. Survival: Survival is a skill used to heal status effects, such as Broken and Bleed. Each rank of a status effect is given a difficulty rating of 10 for players to roll against. For example, a Broken 2 status effect would have a difficulty rating of 20. If a player has a high enough rank in Survival they may not even need to roll to enact a survival skill. For example, if a player has a rank 3 survival they already have 15 points to put toward an effect, because players gain 5 points per rank of skill. So, they already have more points than the base of 10 for healing a rank 1 status. If a player has a status effect 60


greater than their skill rank, they may have to break the effect into smaller parts, like saying Broken 5 is actually Broken 1 enacted 5 times. So, a player can use their survival to cure a single rank from the status effect, making the effect easier to heal. This means that instead of rolling better than a 50 to cure Broken 5 a player would spend 5 turns curing Broken 1. Also, survival has the potential to mend several status effects at once. If a player has Broken 1, Bleed 1 and Venom 1, the player can make a check at difficulty rating of 30 to cure all three afflictions. Survival is a malleable skill that can be used in most instances to help the character survive nasty encounters. Detect: Detect is used to help find hidden objects or people. Detect can be used instead of a sight, or listening, check to give that player an edge. Detect can even be used to tell if someone is hiding something, whether it be an object or information. This does not necessarily cover outright lying which is handled by the decieve skill. Tinkering: This skill is used to assemble and disassemble contraptions like traps. Tinkering is also used to mend broken weapons and armor. The guide to performing tinkering actions is located in the armor section unter durability in the Items and Equipment book. Craft: Crafting is similar to tinkering, but is meant for making and customizing rather than repairing. The different crafts are Alchemy, Synthesizing, Smithing, Scraping, and Enchanting. Each of these crafts use items that enemies drop at the end of battle to make or improve weapons and armor, or to make potions. Resilience: This skill is used to survive a death check one has failed. The player makes a skill roll against how much the player failed their check by (if the player has a 10% and they rolled a 30, then they would need to make a check against 20). This follows all the same check rules as the other skills. Deceive: Deceive is used to lie to your opponent. Deceiving can reward characters with treasures, information, or even change their appearance. This skill can be used against itself, meaning that a player can use their deceive skill to see if another player is lying to them. Accelerate: This is the only basic skill that uses MP. Accelerate is used to increase your movement, decrease your initiative (so you can go on an earlier turn of the Battle Wheel), or make your major actions act like fast actions. This functions just like a combat skill but can be used outside of combat just as fluently, such as allowing you 61


to rush over to someone or move swiftly. Each space traversed is made at a base of 10 . Fortune: Fortune is used to help the character find something useful when there may be nothing useful to find. This skill has no modifier. The player can ask for a certain fortune, such as a lock pick or even the key to a cell, and the Sagaman then decides what the challenge roll is. There is a chart of generic fortunes in the chapter 7. Passive Skills Passive skills apply a passive effect to the character, meaning they do not have to be enacted or have an upkeep. The effects vary from skill to skill. Passive skills can be used like “Basic” skills if the situation applies, but usually they just work in the background of the game session. If they are used for something other than their passive effects, they require a fast action. Skill

Stat

Action

Effect

Effect Per Rank

Athletics Ambidexterity Swim/Flight Awareness Knowledge Appraise Resistance Barter Reflexes Probability

STR DEX CON PER INT WIS WIL CHA SPD FATE

Fast Fast Fast Fast Fast Fast Fast Fast Fast Fast

Increased Movement Duel Wield Non Quick Weapons Increased Swim/Flight Movement Keeps the Player aware of an ambush Gives the player Knowledge of a topic Allows the player to Sell Higher Grants the player more Resistances Allows the player to Buy for less Allows the player a free chance to dodge Grants the player the ability to roll better

+1 Movement +1 Melee Hit Rate +1 Movement -1 Initiative Rolls +1 Topic +5% More Gold +5 Resistance 5% off +1 to dodge rolls +1 to Die rolls

Athletics: Through intense training the character has strengthened their muscles allowing them to have a bonus to their normal movement. Ambidexterity: This skill allows the player to duel wield non-quick one handed weapons, effectively making them quick weapons. The keyword “Quick” is detailed more in the weapons section of the Items and Equipment book. Ambidexterity also increases a character’s melee hit rate. Swim/Flight: This works like athletics but only applies to swimming or flying (one or the other not both). Awareness: Awareness gifts the player with the ability to be overly aware and alert comrades to hidden dangers, such as an ambush. It also lets them act sooner in combat by lowering their initiative roll to a lower number (Min of 1). In the event of an unforeseen ambush, the player with awareness can roll his initiative and take a turn during the free round of combat the ambushing enemies would normally have. 62


Knowledge: Knowledge is used to give the player specific information of a topic. This could refer to a certain kind of enemy, such as if the orc standing before the party was a lowly grunt or a powerful chieftain. The skill could also encompass knowledge of a town, like the locations of helpful back alleys or the best vendors. Knowledge is a broad skill and the player can request any kind of topic as long as it’s not too vague. Appraise: This skill is used to sell a player’s items for a higher amount. This can be performed by simply using the fixed rate applied or a Sagaman could require the players to vocally attempt to haggle a better price. Appraise can also be used to identify unknown items. Resistance: Resistance is solely used to increase your natural resistances to nine elements. Barter: This skill is used to buy an item at a cheaper rate. This can be accomplished by using the fixed rate applied or a Sagaman could have the players vocally attempt to haggle for a lower price. Reflexes: Reflexes give the player a free dodge attempt each round without using a fast action. Reflexes also give bonuses to dodge rolls per rank gained in reflexes. Probability: This skill gives the player bonuses to all skill rolls. Unlike the other skills in this set, probability requires a Fate Check in order to work. This fate check counts against a player’s influence for the day, but Probability lasts the entire battle it is enacted. This skill can only be used once a battle, pass or fail.

Combat Skills Combat skills are used primarily in combat. These skills follow the combat rules discussed at the beginning of the chapter. Most of these skills are used to make intricate combat maneuvers easier to perform. Combat Skills usually do not use a player’s MP. 63


Skill

Stat

Action

Effect

Weapon Judo Rage Dodge Feint Bash Guard/Shield Call Shot Parry Third Sight Tactics Lore Rally Volition Discipline Recovery Evoke Martial Arts Quick Draw

VAIRES STR STR DEX DEX CON CON PER PER INT INT WIS WIS WIL WIL CHA CHA SPD SPD

Varies Combat Fast Fast Fast Combat Fast Full Fast Fast Fast Fast Fast Free Free Full Full Fast Fast

Used for normal Combat Used for grappling and throwing Can increase some aspects temporarily Used to evade a successful attack Used to make an opponent mess up Used to temporarily Stun an opponent Used to guard or shield more effectively Used to hit a weak spot on an enemy Used to block an oncoming strike Used to see/strike astral plane enemies Used to foresee an enemy’s next move Used to learn enemy weaknesses Used to increase allies stats temporarily Used to increase your actions at a cost Used to carry over an action Used to heal some injuries Used to heal some Mana Used to combat with hands and feet Allows two handed weapons to be quick

Weapon: This skill varies based on the weapon you are using. This will be your primary source of attack. Weapon skills cannot increase damage or range because the damage and range are set by the actual weapon being used. This skill is used in diagram E.3 where it is referred to as the “Axe” skill. Judo: This skill is used to make varying throws and holds. Someone with this skill will throw and grapple opponents with ease. Judo is rolled against the opponent just like a basic skill. Rage: This skill is used to increase damage and can be used to ignore effects briefly. Dodge: This skill is used to dodge an attack. Unlike normal evade, this skill gives characters a chance to move (at an MP cost of course). Feint: This skill can give you the edge in combat. Fainting can trick an opponent into parrying early, or guarding, forcing them to waste a fast action. Feinting is rolled 64


against the opponent just like a basic skill , not a combat skill. Bash: This skill is used to knock an opponent over or even stun them briefly. Bashing is rolled against the opponent just like a basic skill, not a combat skill. Guard/Shield: This is a defensive skill that makes it easier for the player to guard or shield (one or the other). Guarding and Shielding are detailed more in the combat section of chapter 7. Call Shot: This skill is used to make Call shots easier to perform. Parry: This skill makes Parrying easier. Third Sight: The Third Sight allows the player to view and attack things on the astral plane. Viewing the astral plane does have its risks. The Astral PLane is a foreign place and can potentially scar a character’s psyche. Tactics: Tactics allow a player to foresee an opponent’s next move. This check works just like stealing from battle with sleight of hand. The Roll is based on the opponent’s level or Challenge Rating. Lore: Lore helps a player find the weakness within his opponent. This is also based on the opponent’s level or challenge rating. Rally: Rally allows a player to boost the morale of their party. Rally gives all party members +1 to die rolls for each rank in Rally. It is a check made against the amount of turns you would like it to last. Unlike other skills, rally does not offer +5 per rank. Volition: Volition is a skill that allows a player to gain additional actions. The player rolls at a base of 10 + (5 for fast actions, 10 for movement actions, and 15 for combat actions). Volition can only be used once a round. For example, if a player wants all three types of extra actions they would need to make a skill check of 40) This allows the player to use actions they would earn at a normal refresh before the refresh happens. It is important to remember that when your character refreshes, they won’t gain actions already used with ahead of time Volition. Discipline: Discipline works like Volition only for actions the player didn’t use. This skill lets the player carry over actions from one round to the next. The player rolls at a base of 10 + (5 for fast actions, 10 for movement actions, and 15 for combat actions). Discipline can only be used once a round. For example, if a player wants all three types 65


of extra actions they would need to make a skill check of 40) Actions kept by discipline must be used by the following round or they expire. Recovery: Recovery allows the player to heal HP by using a full action (both a combat action and a move action together). Recovery heals 5% of your Maximum HP per rank. Recovery does not require a skill check. The player also heals an additional 100 HP times their modifier. Evoke: Evoke allows the player to heal MP by using a full action (both a combat action and a move action). Evoke heals 5% of your Maximum MP per rank. Evoke does not require a skill check. The player also heals an additional 100 MP times their modifier. Martial Arts: This allows the player to use their fists and feet as weapons. This allows the player to use a movement action and a fast action as combat actions. The fast action is always a kick. This can be used in the place of a weapon if the player chooses. Quick Draw: This allows a player to draw their weapon quickly, fast enough to make them armed any time. This skill is also used to allow a character to make a two handed weapon quick.

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Spell Skills Spell skills take MP to use. These skills are best used in combination with other skills. Examples of spell skills can be seen in diagram E.1, E.2, and E.3 in this Chapter.

Skill

Stat

Action

Effect

Fire Force Water Stealth Earth Summon Wind Alteration Shadow Astral Decay Nature Cold Conjuration Light Ascended Lightning Illuision

STR STR DEX DEX CON CON PER PER INT WIL WIS WIS WIL INT CHA CHA SPD SPD

Combat Combat Combat Combat Combat Full Combat Combat Combat Combat Combat Combat Combat Full Combat Full Combat Combat

Used to create fire Used to wield unseen forces Used to create water Used to stealth oneself or others Used to create earth Used to summon a lesser creature Used to create wind Used to alter densities Used to create shadow Used to manipulate the Astral Plane Used to create decay Used to create nature Used to create ice Used to create constructs Used to create light Used to beckon an Ascended Used to create lightning Used to create illusions

Fire: This allows the player to create fire. The fire created by this magic does not have the power to last without the aid of another skill. Fire used from this skill can only be used to make a one-time attack. Fire causes Overheat, Scald, Fury and Combust. Force: This spell skill enables the player to create kinetic force. The kinetic force created by this magic does not have the power to last without the aid of another skill. Kinetic force used from this skill can only be used to make a one-time attack. Water: The Water spell skill lets the player to create water. The water created by this magic does not have the power to last without the aid of another skill. Water used from this skill can only be used to make a onetime attack. Water causes Drown, Slow, Sleep and Soak. Stealth: Stealth is affected by light levels and enemy vision. In order to cast a successful 67


stealth spell, the player must be out of an enemy’s vision range. The player may increase his stealth effect to be closer to the enemy when casting stealth. If an enemy can see 10 spaces away, and the player is 7 away from the enemy, he needs to cast Rank 1 stealth with 3 effects in order for his stealth to be successful. Light levels are explained further in Chapter 7. Earth: Earth spells allow the player to call upon the earth to create earth based forces. The earth created by this magic does not have the power to last without the aid of another skill. Earth used from this skill can only be used to make a onetime attack. Earth causes Pulverize, Root, Petrify and Silence. Summon: Summoning calls lesser creatures to aid the character. The player can summon any array of monsters. The higher the creature’s challenge rating, the more MP it takes to summon it. The player cannot summon something higher than their level. The summoned monster can have its HP, Damage, and AP raised through the use of MP. Wind: This allows the player to create forces of wind. The wind created by this magic does not have the power to last without the aid of another skill. Wind used from this skill can only be used to make a onetime attack. Wind causes Funnel, Dizzy, Uplift and Reject. Alteration: Alteration allows the player to alter surfaces and densities. An example of alterations is using alteration plus ice magic to turn a surface to ice, or mixing alteration with wind to turn a character into a gust of air to travel underneath a locked door. Alteration is only limited by the player’s imagination and the Sagaman’s decisions. Shadow: This spell skill allows the player to create shadow. The shadow created by this magic does not have the power to last without the aid of another skill. Shadow used from this skill can only be used to make a onetime attack. Shadow causes Darkness, Fear, Zombie, and Curse. Astral: This skill is used to send people to the astral plane, fight in the astral plane, and do just about anything else with the astral plane. Astral combat is explained in chapter 7. Decay: Decay allows the player to create decay. The decay created by this magic does not have the power to last without the aid of another skill. Decay used from this skill

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can only be used to make a onetime attack. Decay causes Venom, Corrode, Disperse, and Infect. Nature: This power allows the player to create nature. The nature created by this magic does not have the power to last without the aid of another skill. Nature used from this skill can only be used to make a onetime attack. Cold: The cold spell skill allows the player to create ice. The ice created by this magic does not have the power to last without the aid of another skill. Ice used from this skill can only be used to make a onetime attack. Cold causes Chill, Brittle, Frostbite and Freeze. Conjuration: Conjuration allows the player to create constructs out of the different elements. The constructs can be golems made out of the nine elements or even weapons and armor. Light: This allows players to use light magic. The light created by this magic does not have the power to last without the aid of another skill. Light used from this skill can only be used to make a onetime attack. Light causes Repent, Fading, Blind and Loyalty. Ascended: This magic is used to call on an player’s Ascended for power, usually gifting the player with a blessing or the ability to bless the entire party. Lightning: This spell skill allows the player to create lightning. The lightning created by this magic does not have the power to last without the aid of another skill. Lightning used from this skill can only be used to make a onetime attack. Lightning causes Conduit, Overload, Paralyze and Attract. Illusion: This magic is used in combination with the other types of magic to create illusions and falsities to trick the opponent.

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Chapter 6: The Ascended

Long ago countless Ascended ruled over Asura. It was a simple and harmonic age. Each Ascended blessed the world with bliss, giving thanks to the humble uncivilized people whose prayers gave them strength and purpose. Over the ages, the prayers of mortal creatures began to shift and deities who lost followers became weak and crumbled sadly into dust. Now, only nine Ascended are left to look after Asura. While they are strong, bordering on omniscient, they are afraid, terribly afraid, that another more powerful Ascended will steal away their followers and relegate them to a slow, dishonorable death. Your Ascended is a mark of power, and is a simple way to show your character’s allegiance in the world. They are much more than simple story arcs. Each Ascended can grant buffs for the day, knowledge of future events, and even pure power. Ascended govern different areas of the world and have varying talents. Choose an Ascended that meets your play style. In order to ask a favor of an Ascended you must either pray at a temple or pass an Ascended check. Alignment Each Ascended has a particular alignment that depicts their level of good vs. evil. Characters also follow these rules of alignment. Players should choose an ascended whose alignment contains at least one descriptive word in common their character’s alignment. If your character is neutral good, then an Ascended whose alignment contains either the word neutral or good would be accepting of your beliefs and be more willing to aid you in your time of need. There are nine typical alignments ranging from the extreme of good, Lawful Good, to the extreme of evil, Chaotic Evil. 70


Lawful Good means being a person of great compassion and strongly opposing all things evil. Characters and Ascended with this alignment believe the law is the backbone of society and it is written on a holy stone. Lawful Good beings are extremely passionate about their beliefs, but can be overly restrictive in matters they believe are self serving or greedy. Neutral Good characters are highly moral beings who will put the good of others first. This alignments means being the best person you can be and always try to help others. They are characters who strive to do good, but will not necessarily push their beliefs on others. Neutral Good is being a good person without being told how to be one. Chaotic Good beings are believers in their own conscience. They will act out strongly if their beliefs are in conflict with a governing power. They are rebels, who do what they think is right no matter what the rules say. Lawful Neutral characters are those who follow the rules no matter what. They are not concerned for doing good, but are believers in order over all else. Order is the cornerstone of all society and should never be ignored. True Neutral means doing whatever seems right at the time. They are not necessarily evil, but they are not overly concerned with doing good. They are not believers in lofty ideas of goodness, or pureness. A True Neutral character tends to understand the basic idea that good is better than evil, but feel it isn’t an important matter to concern oneself with. Chaotic Neutral is a character that sees nothing important outside of the self. What is good for them at that moment is what truly matters. They tend to skirt around rules and perpetuate the idea of freedom for all, but are inherently out to get their due. They will join others and be a team player, but only if it serves them in some manner. Lawful Evil beings are those who take all within their power, but uphold ideals of order and tradition without compassion for those considered beneath them. They will force all freedom from the world, if it means that order is established and they are its opulent shepard. Neutral Evil characters will take what they feel is theirs without much care for the lives of those around them. They will turn on others in a flash if it will help them attain their 71


goal. The Neutral Evil being is a treacherous soul. They will not go out of their way to kill and cause mayhem, but they will do what they must. Chaotic Evil are characters whose power drives them to a place of all encompassing evil. They are not necessarily sadistic all the time, just most of the time. Compassion is a foreign idea and considered a realm of the weak. They are ruthless souls whose search for power has driven all humanity from their being. There are no rules that can sway their violent tendencies and all are their enemies. Ascended Quests An Ascended can give the player a Quest. Quests can be completed to receive items, blessings, or information. The first quest grants the player a power. These can only be used once per day using a free action. In order for you to ask for a quest, you must pray at a temple or use the ascended skill at a base of 40. You can also use the ascended skill to ask for aid in combat. 15 for a group heal of HP, 20 for Healing MP, 25 to revive a party member, 30 for some other support (listed below), 35 for an elemental attack against your enemies, and 50 to revive you upon death. Blessings work like powers but they only work once and then vanish. Blessings also only last the day so if you don’t use it within 24 hours you must get another. The Sagaman can also create quests for the players and different rewards. The ones listed on the following pages are generic ones that the players can seek out and are simple enough to not disrupt gameplay.

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The Ascended Alexander Lawful Good, Light Element Alexander is depicted as a knight with shining white armor. His skin is an immaculate light that brightens all who he protects. He wields a two handed greatsword that is called Lucidus. Alexander is the embodiment of order. He detests foul creatures of darkness like the undead, seeing them as abominations. Alexander wants the best for his followers and will aid them when he can. He has no tolerance for Daemeon’s followers and will even have his followers detain or kill them. Alexander feels that Daemeon will be the end of this world and all of creation. He has recently lost a sibling to Daemeon’s treachery. Because of this, Alexander has declared war on Daemeon and has sent his Caelum to Asura to do battle. Alexander is the most widely worshiped Ascended.

Quest

Reward

Effect

Offer the blood of a Daetus

Alexander’s Might

Invincibility for 5 turns

Heal the sick

Purity

Heal your Status effects

Mend the wounded

Revitalize

Heal 50% of your Max HP

Restore a spirit

Reborn

Revive with 200 HP*

Cleanse the Undead

Smite

Deal Holy Summon damage to one target range 3 *this blessing works automatically when your characters HP hits 0

Daemeon Chaotic Evil, Shadow Element Daemeon is depicted as an eternal shadow. He can take any form, but is oft seen as a mist of darkness with the faint image of a person standing within. He prefers to take the form of an Asuran, the race he once held in an old life. Daemeon sometimes is seen wielding his bloodthirsty axe, Tenebrae. Daemeon is the last being to ascend. Some say Daemeon made sure that the way to ascend was lost in the ages. He is the embodiment of chaos. Daemeon is the most vocal of the ascended, always trying to recruit new followers or convert followers of Alexander. He longs after the destruction of Alexander above all else and recently he came close. By killing Alexander’s sister, Daemeon started the Heavens war. Now he sends his Daetus to the surface to do battle with the Caelum. Daemeon is the second most worshiped Ascended of Asura.

Quest

Reward

Effect

Offer the Feather of a Caelum

Shadow’s Veil

Invincibility for 5 turns

Kill from the shadows

Hidden

Heal your Status effects

Steal from someone

Magic Gift

Heal 50% of your Max HP

Talk about the darkness

Shadow’s Grasp

Revive with 200 HP*

Enter the astral plane 73

Astral touch

Deal Holy Summon damage to one target range 3


Rudra True Neutral, Earth Element Rudra is depicted as a great oak tree. He prefers to contact players as either a tree or a small animal, like a mouse or a rabbit. Rudra’s true form looks like a giant, half man half tree creature, wielding his war hammer Lignum. Rudra will only offer his help and aid to people that respect nature. Good or evil is irrelevant as long as they love the nature as he. Rudra is also considered a protector of the weak always favoring the weaker party to make things fair. He has a grandfather like temperament, always thoughtful and friendly until angered. An Ascended can give the player a Quest. Quests can be completed to receive items, a Blessing, or information. The first quest grants the player a power. These can only be used once per day. In order for you to ask for a quest, you must pray at the temple or use the ascended skill at a base of 40. You can also use the ascended skill to ask for aid in combat. 15 for a group heal of HP, 20 for Healing MP, 25 to revive a party member, 30 for some other support (listed below), 35 for an elemental attack against your enemies, and 50 to revive you upon death. Blessings work like powers but they only work once and then vanish. Blessings also only last the day so if you don’t use it within 24 hours you must get another.

Quest

Reward

Effect

Offer the hide of a nether creature

Power of Asura

Heals 25% of Max HP and MP

Speak with nature

Nature’s Gift

Heal all status effects

Protect someone weaker

Rudra’s Armor

Increase armor by Summon damage

Become one with nature

Fate’s Gift

Pass an influence roll

Kill a nether creature

Nature’s Fury

Attack 1 target with Earth damage range 3

Pyralis Chaotic Good, Fire Element Pyralis is depicted as a flame with a vaguely feminine shape. She appears to her followers as a small orb of piecing flame. When last seen in battle, Pyralis was wielding her lance, Ignus. Pyralis views herself as an ally to Alexander and uses her flame to “purify” the wicked. Pyralis has her own sense of justice and honor. She cannot support a person that uses dirty tricks in a fight or someone who won’t fight with honor. She encourages battle and will bless warriors if she sees the fight is a just one.

Quest

Reward

Effect

Offer a weapon gained in Battle

Kiss of Flame

Attacks deal fire +Summon Damage

Hold the flame

Flame Shield

Deals damage to a melee attacker

Kill an enemy with a weapon

Fire’s Touch

Attack 1 target with fire damage Range 3

Become victorious

Warmth

Heal 25% Max HP and MP

Kill an undead

Purity

Heal status effects 74


Glaciel Neutral Evil, Cold Element Glaciel is depicted as a grizzled warrior encased in a layer of ice. He prefers to use reflections to contact his followers. Glaciel’s features tend to change at his whim, but he is always a male and always covered in ice. Glaciel wields a frost bow, called Gelida. Glaciel was once the lover of Pyralis. Pyralis left him for her love of battle and Glaciel became a frozen shell of his former self. Glaciel hates affection, preferring lust and jealousy. Glaciel has been known to bring harsh winters on places that worship Pyralis or Sylph (Sylph governs passion). Glaciel is more likely to help someone get revenge on a lover than aid someone who is happy.

Quest

Reward

Effect

The Blood of a Lover Scorned

Touch of Winter

Armor is increased by Summon Damage

Embrace winter

Winter’s touch

Attack 1 target with Cold damage range 3

Ruin a love

Frozen Heart

Heal 25% Max HP and MP

Extinguish a flame

Winter’s kiss

Negate an attack against you

Ignore a plight

Frosted gift

Heal status effects

Sylph Neutral Good, Air Element Sylph is depicted as a female Silva with beautiful butterfly wings that shimmer as a spring rainbow. Sylph is ever drawn to the moment two people fall for each other, and can sometimes be seen nearby. She is a fierce opponent in battle, wielding her twin Scimitars, Ventus and Aether. Sylph is a loyal friend to Alexander, though she wished she could warm his heart. Sylph is the most caring of all the Ascended, helping the “mortals” whenever she can. Sylph likes to spread love and harmony. Sylph has been busy as of late, preparing for the coming despair that will be upon the world. Alexander and Daemeon’s war might be the end of everything and Sylph wishes to fill the world with as much happiness and hope as she can.

Quest

Reward

Effect

Offer a gift from the heart

Sylph’s Guidance

+5 to all skill rolls.

Return a kindness

Healing wind

Heal the party 25% of your Max HP and MP

Help a stranger

Blessed wind

Heal status effects

Spread the word of Sylph

Wind’s Whisper

Deal wind damage to 1 target range 3

Heal another

Breath of life

Recover with 200 HP upon death*

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*this blessing works automatically when your characters HP hits 0


Leviathan Lawful Neutral, Water Element Leviathan is depicted as a large sea serpent riding upon the churning waves. Leviathan usually takes the form of a humanoid fish when he meets with a follower. Leviathan takes on his serpent form in battle, but can sometimes be seen in human form fighting with his trusty dagger, Mador. Leviathan is the Ascended of water, and hols sway over all bodies of water. Leviathan respects all that respect the sea. He has been known the join with Lithrana, matron of storms, to cause havoc on sailors that do not heed his warnings. Leviathan is more inclined to come to the aid of someone near, or in water.

Quest

Reward

Effect

Offer some enchanted water

Water’s Embrace

+1 Movement, +1 Fast Action

Embrace the sea

Liquid Shield

Block damage equal to summon damage

Drown in water

Water of Life

Revive with 200 HP*

Attack with water

Aqua Breath

Deal water damage Cone 1

Warn travelers of a sea storm

Sea’s Wrath

Deal water damage Radius 1 *this blessing works automatically when your characters HP hits 0

Thanatos Lawful Evil, Decay Element Thanatos is depicted as a specter, with no discriminating features to pin it as man or woman. The form glows faintly, but emanates the cold feeling that death itself is wrapped within. The spirit is always cloaked with tattered, decaying robes. He/she can sometimes be seen using their staff, Obitus. Thanatos is the Ascended of death and decay. It loves death and welcomes it. Thanatos is one of Daemeon’s few allies though the alliance is tenuous at best. It does not tolerate begging and expects mortals to accept their demise without frivolous emotions. Thanatos is not a forgiving Ascended and most of his/her followers pray to him/her specifically for the dark powers it grants.

Quest

Reward

Effect

Offer something living

Reaper’s Sight

Allows you to attack and view into the Astral Plane

End a life

Death’s Gift

Heals 50% of Max HP

Ruin something new

Restore Self

Heal status effects

Enter the astral plane

Death’s Touch

Send a target to the astral plane range 3

Die

Immortal Soul

During an attack, damage heals you.

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Lithrana Chaotic Neutral, Lightning Element Lithrana is depicted as massive, blue heron shrouded in a thunderous storm. The bird is, in truth, only her mount. Lithrana is sometimes seen as a tall slender female wearing a cloak of woven lightning. She rides her great bird, Tempest, and wields her mace, Fulmen, when dashing into battle. Lithrana likes to spread her views of world to the people below. She often brings storms and grants power to those who face the gales head on. Lithrana deals with Leviathan almost exclusively but sometimes she and Leviathan will meet up with Rudra to discuss upcoming floods and storms. Lithrana’s temperament is akin to a deadly hurricane.

Quest

Reward

Effect

Let lightning grace you*

Lithrana’s Cloak

Melee attacks hurt the attacker for Summon Damage.

Face a powerful foe

Heroic Stance

Negate an attack used against you

Enter a storm

Lightning Blast

Deal lightning damage cone 1

Embrace your fury

Extra attack

+1 Combat action +1 fast action

Defeat an enemy

Recover wounds

Heal 50% of Max HP

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Chapter 7: Game Preparation

What is a Sagaman? A Sagaman is a storyteller and a world builder. The Sagaman weaves players into a grand saga, allowing them to be part of an awesome tale and make their characters legend. The Sagaman’s job is to keep the story interesting and keep gameplay balanced. An unbalanced game feels bulky and slow, and will quickly lose the interest of its players. A Sagaman is allowed the freedom to make decisions on the fly and can even change rules if the need arises. The rules of this game are not set in stone, they are guidelines to get players and storytellers engaged enough to build their tales and lose themselves in a fantastic adventure. To be a great Sagaman, you and your players need to be having a good time. Remember, Ascended Saga is a cooperative game, not a chance for revenge, though, it very well could be... Encounter Types A Sagaman’s story should be centered around encounters. These encounters are essential to creating a fun and unique story. There are two types of encounters; combat encounters and story encounters. These encounters can be combined to make more intricate and realistic wartime scenarios, but are generally separated to give players a chance to breathe between harsh battles. Combat encounters involve players fighting enemies and using their awesome skills to do cool maneuvers to win the day. Story encounters involve player interaction to further the story and help coax characters into new directions. Story encounters should make use of the player’s noncombat related skills. Both Combat and Story encounters can award experience for the players.

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Encounter Guidelines

Story Encounters During a story encounter it is important for all the players and the Sagaman to be involved in role playing. Role playing is a great chance for players to practice acting out their character’s conflicts and introduce their backstory. The Sagaman acts the part of all non-player characters for the players to interact with. These NPC’s (non-player characters) should have some personality and help the players along the story path. When players roll for a skill check they are seeking to beat a number that the sagaman has developed. When building traps, locks, NPC’s and the like, a Sagaman needs to decide, based on their player’s skill level, how difficult skill checks need to be. This is generally done starting at a base of 15. Normal, everyday locks, traps, and people should have a number between 15 and 20. Remember each rank in a skill lowers the difficulty for a player’s roll by 5, meaning it will take 5 points off of whatever number the sagaman chooses for a skill check. If you absolutely do not want the player to open a door or persuade an NPC, then the difficulty needs to be set to at least 60. The trick to perfecting a Saga session is to learn to adjust the difficulty accordingly. If the players are too restricted, they won’t have fun and that is what everyone is gathered around to do. Experience gain for story encounters should be based on how well the character’s role is played. The Sagaman should award one of the following adjusted amounts of experience for good Saga play: Half a level, a full level, or a full level and halfway to the next. These experience totals can be awarded to the entire party or to individuals. If role playing is going poorly the incentive of experience can perk the player’s attention. A basic experience chart is located at the end of the combat section later in this chapter. 79


Combat Encounters Grid combat will initially feel a bit slow until players get a feel for using their different actions. This section will guide you through a round of combat, touching on what can be done during this time, and how certain things work. Combat is done in Rounds. 1 Round of combat equals 10 separate turns. Characters can only take actions during their turn unless stated otherwise. In order to decide what turn you go on, characters will roll initiative. Initiative decides the turn order. A character’s initiative number is rolled on a d10, a 10 sided dice. Turns start at 1 and move around the battle wheel to turn 10. After turn 10 is finished the next round of combat begins. If two players get the same number, they go on the same turn. The ability to act on the same turn allows players to make team attacks if they choose.

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5

6 7

4

8

9

3 2

1

10

Actions There are 4 possible actions a player can use during their turn, a Combat Action, a Move Action, a Fast Action, and a Free Action. Players are allowed to combine their combat and movement action to create a Full Action, allowing them to create unusual skill attacks.

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Full Actions: This term describes an action that requires a movement action and a combat action to perform. There are a few skills that outright require a full action to use. Combat Actions: These actions are used primarily for combat skills or spell skills. When casting a spell or swinging a sword, you will use this action. Some weapons and spells may be used during a move action, allowing you to use two attacks at once, these are called Quick attacks and are explained later in this chapter. Each character only has one combat action per turn. A player can opt to use the Combat action as an extra Move Action. Move Action: These actions use your character’s movement to move them across the battlefield. Some classes or races may be able to break up a move action during a turn but they can still only move their max movement total (if their Move is 6 and they move 3, they can only move another 3) Each character only has one movement action per turn. Fast Action: Fast actions are malleable actions that can conform to many different actions and skills. Most commonly they are used as a reaction to an attack. Fast Actions can be used on any player’s turn of the battle wheel and usually require a check to pass. Some character classes will have combat arts that require a Fast Action to use. In fact, some spells may only cost a fast action to cast! Some classes may have an extra Fast Action. Free Action: These actions are used for things that really don’t take time to do, like talking. As long as it is not a speech, then talking is acceptable during a battle. Players have any number of these and should ask the Sagaman before using one. These actions are to be used in when needed. In order to hit, a D20 is rolled. If you roll higher than the enemy’s Evasion Number you hit, make sure you add any bonuses. If it is lower you miss. An 18 is a critical attack. Critical attacks add your critical bonus as well as the normal damage bonus. 19 is an Onslaught. Onslaught first do the attack or spell that was originally going to be used. A new target can be used for the Onslaught. 20 is a Critical Onslaught. This attack applies critical damage and an Onslaught. This ends your turn. A 1 is a Critical Miss. This ends your turn and you take 10% of your max Hp in damage. Only roll to hit if you are attacking or if the spell you are casting is harmful. 19 and 20 natural rolls hit automatically. Also, if you roll a critical hit, 18 let’s say, and their stat is 19 but your bonuses add up to 20, it’s still considered a Crit. because you rolled an 18. If your bonuses add up to 18, it’s just a normal hit. 82


Combat Terms Attack: Uses a Punch/Kick or weapon attack. Attacks cost one Combat Action. Magic: Uses a Spell. Using a spell takes 1 Combat action. Item: Characters can use an item from their gear. Using an Item takes a Fast action. Summon: By passing an Ascended check you may summon the power of your Ascended. The effect depends on what you are asking, refer to chapter 6 for Ascended information. Summoning takes a Full action. Run: Characters use an action to attempt to run away. Roll a Fate check. If they pass the check, then they successfully get away from combat. This takes 1 Fast Action, however this can only be done on your turn. Move: This allows the character to move across squares of the grid board based on their movement. It takes 1 Move Action to move up to the character’s max movement. Movement can be broken up in-between attacks. Force Dodge: The player can use a fast action to roll a d20 to evade an attack adding a Dex for melee, Per for ranged, and Wil for magic modifier. The d20 roll must be higher than the attack roll. Shielding: This can only be used if you have a shield. Character uses 1 Fast action to block an attack with their shield.

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Call Shot: Uses 1 Full action to do a Call Shot. In order to pass a call shot, you must roll to hit, plus the modifier. The Call Shot skill can be used to make the modifier lower than normal. Call Shot Modifier

Target

+5

Left Foot

+100

-1 Movement

+5

Right Foot

+100

-1 Movement

+5

Left Hand

+100

-2 Hit Rate

+5

Right Hand

+100

-2 Hit Rate

+10

Left Leg

+300

-3 Movement

+10

Right Leg

+300

-3 Movement

+10

Left Arm

+300

-5 Hit Rate

+10

Right Arm

+300

-5 Hit Rate

+12

Body

+500

+100 Damage

+14

Head

+700

Death Check

DMG

Effect

A Call Shot causes the Broken status effect, meaning it will break a bone and cause the corresponding effect in the chart (not the damage). This means if a player rolls an 8, the right arm is broken, causing a -5 hit rate for the affected enemy. Grapple: Grappling takes 1 Fast action. In order to grapple you must pass a Judo check (or an untrained Judo check) against an enemy’s grapple. If you pass, you then grapple the opponent. During a grapple, you can try restraining them, Feed on them if you are a Vampire, use them as a shield, or try and throw them. If you attempt to restrain them every round you must roll another grapple check. While grappled you and your opponent cannot take actions. There are two kinds of throws. First, the overhead throw. This throw is risky because a Judo Check is needed. If failed the enemy goes free. If passed the enemy is thrown to the space behind you and is dealt your attack bonus damage. The second throw is the toss. This action tosses them two spaces away dealing no damage. To use the opponent as a shield, it takes 1 Fast action and another grapple check. Also, if you can imagine a new use for Grapple, just ask your Sagaman to see if they feel it is cool enough to try. Steal: Uses a Fast action to steal an item from the enemy. The player must roll a sleight of hand check. Turn Delay: Any character can choose to delay their turn and come in on any turn first. This can allow for Team Attacks or let players wait and see how combat turns out. 84


Refresh Rate: This is how fast your character gets his actions back. Most players begin with a refresh rate of 10, so they will stay on their initial initiative space until they perform an action that alters it. The lower the refresh rate, the faster the character can refresh their actions. Sometimes a character can even act twice in the same round. Make sure to count turns clockwise on the Battle Wheel. Team Attack: A team attack is the most complicated maneuver a character can attempt in battle. First the characters must go on the same turn. This can be accomplished by luck or by initiating a turn delay. All characters in a team attack must be within attacking range of the creature. If some of the characters need to move closer they should do so. Then the characters must decide how they plan on attacking the target or targets. This is the most trying part of the Team Attack. Team attacks are moments of great freedom and are limited solely by a player’s imagination. If you are team attacking with a spell caster, try adding a spell effect to a weapon attack or combining more than one spell effect! In order pass a team attack, each character must roll a skill check applying any modifiers. If the attack is successful, then the characters deal damage and continue their turn. Fall Damage: Whenever falling, Each Range you fall deals damage as revealed by this chart:

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Fall Length

DMG

Range 1

100

Range 2

200

Range 3

300

Range 4

400

Range 5

500 Broken 1

Range 6

600 Broken 1

Range 7

700 Broken 2

Range 8

800 Broken 2

Range 9

900 Broken 3

Range 10

1000 Broken 3


Death Your character dies when his HP hits 0. However, your character’s soul will attempt to stay connected to this plane for a small amount of time. This gives your allies (or enemies) a chance to mend your broken body and coax the soul back to it. The time varies from person to person. You have 10 turns upon death. On the 11th turn you must roll a death check or be sent to the astral plane. If you pass, you gain ten more turns. Once you fail, your character enters the astral plane and then loses 100 MP per turn in the astral plane. If the player’s MP hits 0 before someone reconnects their soul to a mended body, the player loses their soul to Thanatos. After this your character is dead and a player must make a new character to continue in the Sagaman’s campaign.

Astral Plane Combat Combat in the astral plane is similar to the normal plane, except characters lose 100 MP per round just for being there. If or when you run out of MP there is no way to get back to your body and you will die. It takes 100 MP to attempt to re-enter your body. Mana is the only way to perform any actions on the astral plane. If it can be avoided, refrain from fighting while in the astral plane. Each action your character wishes to take costs 100 MP. In order to re-enter your body, your character must pass a willpower check or an astral check at a base of 10, unless someone is already in your body, then you must fight them for possession to reclaim it.

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Element and Status Effects Fire

Overheat

Scald

Fury

Combust

Cold

Chill

Brittle

Frostbite

Freeze

Lightning

Paralyze

Overload

Attract

Conduit

Water

Drown

Slow

Sleep

Soak

Decay

Venom

Infect

Corrode

Disperse

Earth

Petrify

Silence

Root

Pulverize

Wind

Funnel

Dizzy

Reject

Uplift

Shadow

Fear

Curse

Zombie

Darkness

Light

Blind

Loyalty

Fading

Repent

Status effects stack.

Effects List Overheat: Deals 5% of maximum HP for each Combat taken. Scald: Deals 5% of maximum HP for each Movement Action taken Fury: Forces the player to move toward and attack (if able) the closest enemy. Lasts 5 turns Combust: Fire attacks cause an explosion dealing 100 additional damage and 100 damage to everyone in a radius 2. Damage scales radius does not. Chill: -1 to check and hit rolls. Brittle: Physical attacks cause Broken 1. Frostbite: 1 section of the body cannot be used. This part is random. Freeze: Causes weapon or armor to freeze, breaking it in 10 hits. This effect scales down and cannot be made lower than one. Paralyze: Cannot attack or move. Spells can still be cast. Lasts 5 turns. Overload: Actions cause 100 lightning damage. This triggers conduit and Soak. Attract: Spells and ranged weapons within range 1 will swerve to hit you. This includes ally attacks. Conduit: Lightning Spells will chain dealing 100 damage to anyone in range 1 of you. Drown: Causes the player to drown. After 40 turns the player rolls a death check on each of his turns until dead. 87


Slow: Move -1 and Refresh rate +1. For 5 turns. Sleep: Character falls asleep. 5 turns. Soak: This soaks the player in water, increasing water, cold and lightning damage dealt to that player by 100. Venom: Deals 5% max HP each round. Corrode: Deals 5% max AP each Round. Disperse: Deals 5% Max MP each round. Infect: Other status effects you have can spread to others each round in a range 1. Petrify: Slowly turns to stone. 1 limb per round. This effect does not kill the character but instead turns them to stone. The affected area cannot be used. Silence: Cannot cast spells for 5 turns. Root: Cannot take any move actions for 5 turns. Pulverize: 100 Damage and Broken 1. Funnel: Actions cause Bleed 1. Dizzy: After each action Stun 1. Reject: After each attack Push 1. Uplift: Causes character to Rise above the ground 1 range. Then they fall back to the ground taking fall damage. Fear: Causes character to flee from the caster and not attack him for 5 turns. Curse: Cannot use skills for 5 turns. Zombie: Healing and Light magic deal x2 damage. Immune to Shadow for 5 turns. Darkness: anything within range 10 can be seen. All things outside of this range are in stealth. Blind: 15 or higher is a hit. Cannot critical hit or use an Onslaught. This does effect spells. 5 turns. Loyalty: Obey casters orders for 5 turns. Fading: Slowly fade out of existence 1 limb at a time each round. Repent: Deals damage equal to 10 times your level X5. Bleed: Causes the affected character to lose 50 HP for Each action they take until bleed is cured. Broken: Causes the affected character to lose 150 HP and Break 1 bone rolled randomly unless caused during a call shot. Push: Causes your character to move the opposite way from where they are facing. Stun: The player must use a fast action to recover for each rank of stun used. Cannot add more stun while stunned.

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Experience Gain Chart

Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

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Experience Points

Needed to level up

0 10 30 60 100 150 250 400 600 850 1150 1550 2050 2650 3350 4150 5150 6350 7750 9350

10 20 30 40 50 100 150 200 250 300 400 500 600 700 800 1000 1200 1400 1600 1800


Quest Elements Quest elements are tools a Sagaman can use to make battle and roleplaying areas more interactive. They fill out the environment, and offer the player objectives to overcome. Illumination All areas are affected by light levels. Four light levels are present in Ascended Saga: Daylight, Twilight, Night, and Darkness. Daylight extends 9 spaces. Twilight extend 5 spaces. Night and darkness have two different illumination levels depending on the presence of a torch. A torch increases the illumination level one level. Night normally extends 3 spaces. Night with a torch extends illumination 5 spaces. Darkness, only extends 1 space. Darkness with a torch extends illumination 3 spaces. Doors A Sagaman can use doors to restrict players, or hide valuables from them. Doors blocking a character’s path will keep the room contents a secret until the door has been opened. Doors can be customized to make them more complicated barriers. They can be locked, forcing the player to either roll to pick the lock, find a key, or attempt to force the door open. If a player attempts to force a door they are rewarded with a new set of restrictions, because doors can be made of different materials that increase their difficulty. Door materials include wood, stone, iron, and silver. Wooden doors are relatively easy for players to force open. Stone and iron doors are harder to open and would require a higher strength. Silver doors are equivalent to wooden doors, but block undead, therians, and demons from entering. Doors may also be protected by traps and magical barriers. Traps are initially hidden and will damage the player, or cause status effects, if the player does not recognize it before opening the door. Magically blocked doors will be imbued with a particular element and can only be opened by imbuing the door with the opposing element. For example if a door is blocked with shadow magic, only light magic can free it. Other than using the sleight of hand skill, there are no set set restrictions for doors. The Sagaman is free to set the restrictions and determine if a player has succeeded in opening a door. Terrain A Sagaman can build terrain, or weather conditions into their battle and role playing environments. This area is fully customizable by the Sagaman. Ground can be “slippery” causing players to accidentally slide and extra space when moving, or snow 90


can be so deep on the ground that player’s movement is halved. Underbrush could be so thick in a forest that players much use actions to actually cut through the brush before moving. The only rule is that pLayers can only jump one space high, so any mountain must accommodate this rule if the player is to scale it. Traps Traps are hidden pitfalls for players. Traps encountered by players are the same traps available for players to construct, so a list of traps is available in Chapter 8. The only difference between player traps and encountered traps is the presence of difficulty. Traps created by the player do not have difficulty to roll against. Just like a door, a trap’s difficulty is set by the Sagaman. Treasure Treasure is dropped by defeated enemies and found throughout the world of Asura. it encompasses any kind of reward offered to the player by the Sagaman. It can be anything, including weapons, armor, clothing, and unique items. It is important to remember that these items should be of a similar level to a character. PLayers should receive treasures roughly near their level of use. For example, it would be rather useless to give a level 2 character silver plate armor, that they cannot use for many levels. Gems are items that currently have no use outside of their value, making them great treasures for players to come across.

91


Gem

Value

Drop Rate

Pyrite

100

92-100

Tiger’s-eye

100

86-91

Amethyst

200

81-85

Lapis Lazuli

250

76-80

Jasper

250

71-75

Turquoise

300

66-70

Agate

300

61-65

Moonstone

450

56-60

Opal

600

51-55

Snowflake Obsidian

1,000

46-50

Topaz

1,200

41-45

Peanut Wood

1,500

36-40

Pearl

2,000

31-35

Carnelian

2,500

26-30

Garnet

3,000

21-25

Tourmaline

3,800

16-20

Star Ruby

4,010

11-15

Clinohumite

5,200

7-10

Sapphire

7,000

06-07

Fossil Coral

7,600

05

Grandidierite

8,000

04

Emerald

8,500

03

Black Opal

9,500

02

10,000

01

Red Diamond

92


The Ascended Saga was created by Justin Harper. The Ascended Saga starter kit is the collaborative effort of developer Justin Harper, artist Krystal Harper and designer Parker Norman. All artwork, game mechanics, characters, races, classes, lore, graphics and logos were created for use in the Ascended Saga tabletop role-playing game.


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