YazataYAZATA Abilities COST: 20Type Inhuman attributes IncompatibilitiesTalent Intuition, Cunning TalentsInnate Racial AbilitiesDivine Presence: The Yazata 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.Voice of Power: When their talent is awakened, the Yazata gains one ability fortheir voice of power, from the list below. After that, they may purchase additionalvoice abilities one by one, in any order as they develop their talent. All of the voiceof power abilities incur 12 feedback, have a range of 20 meters, and have a recoilof 1 hour.Spirit: The Yazata gains a +1 technique bonus to Spirit. When they have purchasedall of the voice of power abilities, this bonus is increased to +3.Advanced Abilities COST: 2TIER12345Advanced AbilitiesVoice of Awakening: The Yazata can utter a quiet phrase, calling out to allfallen allies. All unconscious allies are awakened.Voice of Deafening: The Yazata can utter a quiet phrase, deafening allwithin hearing. All individuals are deafened for 6 rounds. This can benegated with a Grit check, opposed by the Yazata’s Spirit skill.Voice of Healing: The Yazata can utter a quiet phrase of healing. All alliesheal 15 damage.Voice of Rebuke: The Yazata can utter a quiet phrase, rebuking thosewithin hearing. All undead, curses, or demons suffer 3d12 damage. This canbe negated with an opposed Spirit check.Voice of Quaking: As a very slow action, the Yazata can utter a quietphrase, shaking the souls of all within hearing. All enemies take 3 initiativedamage. This can be negated with an opposed Spirit check.67Voice of Binding: The Yazata can utter a quiet, but very powerful phrase.One individual is paralyzed with the fear of divine wrath, unable to takeany actions for several minutes. This does not function during combat, andwill end if combat begins, granting that individual the ability to defendthemself normally. This can be negated with an opposed Spirit check.Voice of Blasting: The Yazata can utter a quiet but very powerful phrase.All enemies suffer 3d10 damage. This can be negated with an opposedSpirit Check.The Yazata can be called from among any race orcivilization, as a calling that grants the subject greatdivine power. This power manifests in great words ofpower, that have the capacity to have a great impact onall of those who heard it.In personality, the Yazata is placid, to the point ofdisconnection with others. They tend to take aharsh view on life, and are quick to a make quietjudgement of others, although not prone to gossipor interpersonal problems.The Yazata are most frequently found and trained inthe Sublime Havens and in the Karkik, and occasionally,very rarely, by other Yazata elsewhere across the world.They are a secretive organization, mostly noted for theirimmense power. Not all yazata belong to their order,however, and can be found on their own or in otherorganizations as well.The Yazata are held with respect and caution by thosethey deal with. They are universally hated by undeadand demons.“KNEEL.”71
Artan“Patience, quiet, and craftsmanship. This is what we canlearn from the stone at the foundation of the earth. Ittakes eons to forge a diamond, and mortal workings arehard pressed to match its beauty.”The Artan have dark skin, and pale white, gray, or blondehair. Their skin has stone growths protecting from theirskin. The Artan are cold and thoughtful in temperament.They are creatures of routine, and dislike surprises anddramatics. As Fae, they are slightly smaller in staturethan normal humans, averaging four to five feet in height.Unlike most fae, the Artan have limited business withmortal races and others as craftsmen. Despite theirphysical aversion to steel, they are experts in metalwork,and are very cautious while working it. They craft finematerials for trade amongst the wealthy and elitearound the world. They belong to the Unseelie councilof the Fae, and tend to view those of the Seelie councilas lazy fools.The Artan, as Fae, can live for hundreds, even thousandsof years. Fae birth-rates are very low, but their existencesof solitude in deep caves and mountainsides gives themlittle reason to seek trouble that might get them killed.When disturbed by mortals, they would just as soon trapthe offender in a cave-in than confront them directly.Artan AbilitiesType Inhuman attributes IncompatibilitiesRace Intuition, Endurance RacesInnate Racial AbilitiesEarth Resistant: Due to their natural affinity with that element, the Artan isresistant to earth and acid. Reduce all Earth damage by 10.Iron Taboo: As a Fae creature, the Artan is harmed by iron, steel and other metals. Ifthey touch such a metal, even through cloth or leather, they suffer 1d4 damage perround. If attacked by a metal weapon, that weapon deals 1d4 additional damage.Advanced AbilITIES aDvanced Tier COST: 2TIER1Advanced AbilitiesStone Sink: The Artan can meld their body with earth and stone.They may take a very slow action to push themselves and all theirequipment through up to 3 meters of earth or stone. They cannot breatheinside this stone, and so cannot stay inside for extended periods of time.Arcane Resilience: The Artan is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Stone Skin: The Artan’s skin is embedded with stone and crystal, acting as anatural armor. Reduce all damage by 4, and an armor move penalty of -2.Fae Skills: The Artan are very perceptive and tough, gifted at reading emotions.They gain a +1 bonus to Empathy, Perception, and Grit.Earth Sense: The Artan, if touching a stone surface, can sense that stone and allthe stone connecting it for 20 meters. This allows them to sense the structure andlayout of connected walls, caverns, and other structures to fine detail.Stone Sense: The Artan may sense pressure on the surface of earth and stone,able to sense any individual standing on that stone within 10 meters, even indarkness or other invisibility.234Improved Resilience: The Artan’s elemental resistance increases to 20.They gain a +3 bonus to resist magic effects.Fae Skills: The Artan is perceptive and tough. Increase the Artan’s bonus toEmpathy, Perception and Grit to +3.Stone Servant: The Artan may call a small rock-servant from normalEarth or stone. This creature is made from earth matter, and follows theArtan around wherever they go. It can follow simple commands, andcan be commanded to make melee attacks. This creature has 20 life andis immune to Earth or Air effects. It has an attack range of one, meleeand dodge skills equal to the Artan’s Earth elemental skill, and deals2d6 damage as an average action, with a crit range of 5/10. It willautomatically be destroyed if it moves more than 3 meters away from theArtan. It has a duration of 6 rounds, a recoil of 24 hours, and requires a veryslow action to summon.72
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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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Chapter TWOBasic GameplayLaid out b
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STRENGTH SKILLSWhether maneuvering
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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
- Page 49 and 50: Skill KitsA skill kit contains the
- Page 51 and 52: Chapter FiveRaces, Curses & Talents
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- Page 57 and 58: Leeven“Where am I going? I dunno,
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- Page 117 and 118: Light Sword TechniquesThe Light Swo
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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