SeraphSERAPH AbilitiesType Inhuman attributes IncompatibilitiesRace Intelligence, Intuition RacesInnate Racial AbilitiesDivine Presence: The Seraph has a presence about them, an unmistakably regalaura that identifies them for something more than human. They age very slowlyand do not age beyond what mortals would consider full adulthood or middle age,although they can be killed.Karma: The Seraph has a pool of spirit points that they can use to fuel their abilities.Every time they do a good deed, they gain spirit points. The better the deed,the more spirit points they accrue. Helping an old lady with her chores, for example,would incur 1 spirit point, while saving a life might incur as many as 10. A Seraphcannot have more than 10 points. These good deeds should not be very difficult tocome by. Something as simple as making the adventuring party breakfast or givinga kind word when it is needed most is good enough to earn a spirit point. If theyperform a particularly wicked act, they lose all spirit points.Seer: The Seraph is completely blind, but they are able to use their prescience toguide their own movement. They are aware of the presence of other individuals,obstacles, and objects within 20 meters, and can act normally within those limits.They may attack and defend without penalty, and cannot be surprise attacked.Advanced Abilities COST: 2TIER12345Advanced AbilitiesHeavy Flight: The Seraph can increase their lifting and carrying weight by200 pounds. This stacks with the Flight Technique of the same name.Prediction: They may spend 1 spirit point as a free action to see a into thefuture of their actions. They may roll as though taking any action, but maychoose whether or not to take the action after the roll is made.Seer’s Knowledge: A Seraph can hold an object to identify exactly what itis and to learn a little about its history or future.Truth in Sight: The Seraph is completely immune to illusion magics andsimilar effects. They may easily see through invisibility, false objects orcreatures, and may identify an individual through any disguise.Scrying Sight: The Seraph may open their minds to the events of anotherlocation, anywhere they have visited within the last week, and to see orhear as though they were physically in that location. This cannot be donewhile in combat and uses 3 spirit points.Manifest Wings: As an a very slow action, the Seraph may manifest six massivefeathery wings. They have a wingspan of 5 meters, and may use these to fly with aturn radius of 4. Manifesting their wings requires 1 spirit point. They remain as longas needed and then disappear, but cannot be maintained indefinitely.Guidance: Once per day, a Seraph can find a spiritual guidance. This method isunreliable at giving direct information, but is particularly useful for hints andgeneral guidance, and is given by the storyteller.Prophecy: Once per day, the Seraph may make a prophecy, some small event thatwill certainly happen. This could be as specific as the death of a king or as trivial as achild crying. This costs 2 spirit points.Seraph can appear as a blind mortal, or can manifest sixmassive wings, with an overwhelmingly divine presence.The bearing of the Seraph is serene, confident anddeliberate, knowing the results of their movementsbefore making them.Like the Aeonic, the Seraph hails from the SublimeHavens. They are often well-received by the benevolent,but are frequently hunted or killed by others, based onthe suspicion that they will predict and foil theirmisdeeds. They often keep a stance of neutrality,preferring tolerance to conflict.A Seraph will often act as a guide for others, particularlythose who work for good. They rarely travel on theirown initiative. They are immortal, but not unkillable.The oldest Seraph often separate themselves entirelyfrom outsiders, to insulate themselves from physicalthreats and from the trauma of witnessing too manydark visions for their mortal neighbors’ brief lives.“The march of time is an eternal path.Though some steps are shrouded,it helps to know the final destination,and maybe a few signs along the way.”67
Vanir“Deceit is for worms and demonspawn. The Vanir makeno excuses and walk a clear path. Guided by the light ofEsseldein, we slay the wicked and wage war against thelands of eternal night.”Vanir, the race of the Valkyrie, are largelyhuman in appearance but with an aura ofmajesty and pride that identifies them as divine.They create ornate armor and weapons ofspirit energy.The Vanir are proud and aggressive, intolerable ofweakness and evil. They make loyal companions anddeadly enemies. The subtleties of intrigue often eludethem, but they never hesitate to strike down what theysee as wickedness and evil.The Vanir hail from the volcanic islands of Esseldein,also inhabited by the proud Aesir. Here they trainrecruits for their endless and unwinnable war againstthe demons.The Vanir have a deep-seated hatred for thedemonic races. Although they command the respectof others for their conflict with the demon lands,they are also deeply resented among other nationsand races. The Vanir send female representatives,titled Valkyrie, as recruiting agents across the world,convincing, coercing, or outright kidnappingsoldiers to join their cause.The Vanir, like most Elder Races, are immortal,in that they do not age past maturity or die of old age,but they are killable. The strongest among them areages old.Vanir AbilitiesType Inhuman attributes IncompatibilitiesRace Strength, Willpower RacesInnate Racial AbilitiesDivine Presence: The Vanir has a presence about them, an unmistakably regalaura that identifies them for something more than human. They age very slowlyand do not age beyond what mortals would consider full adulthood or middle age,although they can be killed.Spirit Blade: The Vanir may craft a shining blade from spiritual energy as a veryfast action. They may make any Melee or Thrown weapon, including shields. Thisincurs 4 feedback. None of the Vanir’s spirit constructs have a time limit, althoughthey will disappear after 1 round if they leave their hands. The spirit constructionsmay be made to appear as a translucent, hard light, or they may take the form ofnormal weaponry, either plain or finely crafted.Spirit Armor: As Spirit Blade, but the Vanir may craft spiritual armor. This armorfunctions as chain mail, with an armor of 3 and a move penalty of 1.Spirit Bow: As Spirit Blade, but they may craft a hunter’s bow or a longbow, withone arrow. This incurs 4 feedback.Advanced Abilities COST: 2TIER123456Advanced AbilitiesSummon Servant: The Vanir may summon the spirit of a departedwarrior. This spirit has no skills and may not attack, but they will appearand performing a single action within 10 meters of the Vanir for one round,after which they disappear. Commanding this servant takes up the Vanir’saction and incurs 8 feedback.Great Leap: A Vanir may make a very fast action to set themselves. Ontheir next action they may take a very slow action to make a tremendouslypowerful leap, leaping 10 meters through the air. They may attack at theend of this movement.Heavy Armor: The Vanir may craft heavier, more ornate armor. As spiritarmor, but they may armor with a bonus of 5 and a move penalty of 3.Fast Construct: The Vanir can summon a weapon or armor as an instantaction, incurring 6 feedback.Defy Physics: The Vanir may defy the laws of physics, stopping themselvesfrom falling and standing suspended in the air. They may propelthemselves horizontally using their ‘great leap,’ ability.Summon Einherjar: As Summon Servant, but the ghostly servant appearsin full combat regalia, wielding a normal weapon of the Vanir’s choice. Theymay make one attack, using the Vanir’s Spirit skill.68
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What is The Mayhem Game?Mayhem is a
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Chapter oneGetting StartedAlthough
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Character ConceptStep one: Before a
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Vital StatisticsStep Three: There a
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Assigning SkillsStep Four: Most of
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Races, Talents, Abilities & MagicsS
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- Page 28 and 29: Section TwoCOMBAT & EQUIPMENT
- Page 30 and 31: Combat ClockThere are many times in
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- Page 38 and 39: Damage, Death & DyingThe human body
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- Page 47 and 48: WEAPON CHART CONTINUEDWEAPONS STYLE
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Unarmed and Grapple TechniquesUnarm
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Whip TechniquesThe Whip is a utilit
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Winged CombatThe capacity to move t
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Chapter EIGHTElemental MagicThe Syl
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Other StatisticsSpeed, Range, and D
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ExtinguishHeat FieldPersistent Flar
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Armageddon FlareThird Circle Fire S
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Glacier BurstFirst Circle Ice Spell
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AvalancheThird Circle Ice Spell COS
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CorrodeQuicksandMeteoriteFirst Circ
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Acid Bath IIIThird Circle Earth Spe
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LightningFirst Circle Wind Spell CO
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Cutting Gale IIIThird Circle Wind S
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PoisonFirst Circle Plant Spell COST
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WoodcraftSecond Circle Plant Spell
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Gravity CrushFirst Circle Void Spel
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Gravity Crush IIIThird Circle Void
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Chapter NINEThe WorldStepping down
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The Six Pillars of CreationSix of t
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The Balance of the WorldThe combina
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SEVEN AGESAges Ascendant Races Even
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Last, there is the matter of perspe
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overly organized cities or civiliza
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The Kingdom of DavirPOPULATION LANG
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The KitkeThe Eastern CIty-StatesThe
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low crime-rates and have nearly era
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The Free People of DenPOPULATION LA
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The Ethean PlainsThe Ethean plains
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The City of Belbe LeldePOPULATION L
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The Demonic RealmsIn the western bo
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heavily, and so are filled with che
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The Sublime HavensThe DIVINE REALMS
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The FAEThe Fae keep their hearts cl
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Chapter TENStorytellingAn old, scar
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There are a variety of ways to do t
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THREE PRIMARY SETTINGSA role-playin
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190APOCALYPSE NOWBetween Demons, Un
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to make them interesting and unique
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Tricks & TipsThere are entire books
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Conversion from the D20 System And
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The transition of skills from one s
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IndexAbility Stacking 89, 99Acrobat
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Character:Race:Campaign:StrengthTot