DryadDRYAD AbilitiesType Inhuman attributes IncompatibilitiesRace Endurance, Willpower RacesAdvanced Abilities COST: 2TIERAdvanced Abilities1 Sleepless: The Dryad need not sleep.Innate Racial AbilitiesPlant Resistant: The Dryad is resistant to plant and poison. Reduce all Plantdamage by 10.Iron Taboo: As a Fae creature, the Dryad is harmed by iron, steel and othermetals. If they touch such a metal, even through cloth or leather, they suffer1d4 damage per round. If attacked by a metal weapon, that weapon deals1d4 additional damage.Arcane Resilience: The Dryad is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Bark Skin: The Dryad’s skin is especially tough, with a bark-like grain in places thatacts as a natural armor. Reduce all damage by 2.Fae Skills: The Dryad are experts in wilderness lore. They gain a +1 bonus toWilderness, Empathy and Perception.Plantspeak: The Dryad feels the emotions of plants, and may even speak tothem on a limited scale. They can speak to a plant as though it were a sentient,if weakly intelligent, creature. A plant will remember all the events it has been near.They have very long memories.Photosynthesize: Dryads float They also photosynthesize, negating the need foreating normal food, although they still require water. They must have exposure tothe sun for several hours a day or they may run the risk of ‘starving.’234Regeneration: The Dryad needs only spend a few hours standing still inthe sunlight, with plenty of water, to regenerate all damage.Fae Skills: Increase the Dryad’s bonus to Wilderness, Empathy andPerception to +3.Plant Servant: The Dryad may call a small plant-servant from normalplant matter. This creature is made from plant mass, and follows the Dryadaround wherever they go. It can follow simple commands, and can becommanded to make melee attacks. This creature has 20 life and isimmune to plant, poison, and void effects. It has an attack range of one,Melee and Dodge skills equal to the Dryad’s Plant elemental skill,and deals 2d6 damage as an average action, with a crit range of 5/10.It will automatically be destroyed if it moves more than 3 meters awayfrom the Dryad. It has a duration of 6 rounds, a recoil of 24 hours, andrequires a very slow action to summon.The Dryad are darker skinned, tan or bronze, andthey develop some bark-like patterns along their skin.They can grow some leaves and vines among their hair.They have exceptionally large and dark eyes. As Fae,they are slightly smaller in stature than normal humans,averaging four to five feet tall, and are similarly thinner.The Dryad are patient and thoughtful, masters ofphilosophy and fiction in story form. They are irritated,however, by the brashness of others. They have a deepseatedfear of fire, and a strong dislike for technology ingeneral, which almost invariably requires more resourcestaken from the wild and brings other races closer to theirown homes.The Dryads can be found scattered throughout mostof the world, found anywhere there is forest or jungleor other places of heavy vegetation, and stay away fromdeserts and other similarly desolate places.The Dryad, as Fae, can live for hundreds, even thousandsof years. Their policy of avoidance generally makesthem long-lived. When confronted with other races,the Dryad will likely disappear into the forest,using their knowledge of the wood to hide.“We Dryad live with the trees. We want nothing morethan to dance with the leaves and to enjoy the shadeof the forest.”73
Naiad“Oh to play among the weaves and swim beneath the sea,Oh to toy with sailor’s hearts, and spurn their loving plea,Oh to sing a song of waves as far as eyes can seeOh to be a Naiad fair, what joy it is for me!Naiad AbilitiesType Inhuman attributes IncompatibilitiesRace Willpower, Charisma RacesInnate Racial AbilitiesWater Resistant: The Naiad is resistant to water and ice. Reduce all Icedamage by 10.Iron Taboo: As a Fae creature, the Naiad is harmed by iron, steel andother metals. If they touch such a metal, even through cloth or leather,they suffer 1d4 damage per round. If attacked by a metal weapon,that weapon deals 1d4 additional damage.Arcane Resilience: The Naiad is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Amphibious: The Naiad is gifted with the capacity to breathe both above andbelow the water. They have thin gills at the base of their neck.Fae Skills: The Naiad are good with people. They gain a +1 bonus to Perception,Empathy and charm.Sonar: When underwater, the Naiad can determine the shape of their environment,as well as any object in that water, through a capacity for echolocation. This negatesthe need for underwater light and has a range of 20 meters.Swim Sprint: The Naiad can travel particularly quickly underwater. They may travelat normal movement speeds without making athletics checks for swimming,and may sprint as though they were above ground.Naiad are extremely pale skinned, their skin eventaking a slightly bluish tone. They are cold to thetouch, and their skin may even have a sheen, as thoughit were perpetually wet. They are comfortable livingand breathing both in or out of water, in a variety oftemperatures. As Fae, they are slightly smaller in staturethan normal humans, averaging four to five feet tall,and are similarly thinner.Naiads are prone to rapid mod shifts. They get alongwell with others at least half of the time, and find itimpossible to keep a grudge for more than a few minutes.The Naiad own the oceans, and have built greatunderwater cities throughout the world’s great waters,which few mortals are privy to.The Naiads find other cultures curious, if dangerous,and have no problem initiating contact with others,if from a safe distance. In the eyes of the Naiad,friends from among other races are wonderful,but have the odd habit of drowning, which makesthem troublesome.The Naiad, as Fae, can live for hundreds, even thousandsof years. They are more prolific than many fae, claimingmost of the world’s oceans and lakes as their own.When confronted with difficulty from other races,they often simply submerge.Advanced Abilities COST: 2TIER1234Advanced AbilitiesGreater Swim Sprint: As above, but when sprinting in the water,they move two action speeds faster.Resilient: The Naiad are particularly resilient to ambient temperature,and may survive easily in very cold or high pressure environments, such asthose in very cold or very deep oceans.Fae Skills: Increase the Naiad’s bonus to Perception, Empathy and Charmto +3. They are quite perceptive of others and their surroundings.Water Servant: The Naiad may call a small water-servant from a normalwater source. This creature is made from water, and follows the Naiadaround wherever they go. It can follow simple commands, and canbe commanded to make melee attacks. This creature has 20 life and isimmune to water, ice, and fire effects. It has an attack range of 1, Melee andDodge skills equal to the Naiad’s Ice elemental skill, and deals 2d6 damageas an average action, with a crit range of 5/10. It will automatically bedestroyed if it moves more than 3 meters away from the Naiad. It has aduration of 6 rounds, a recoil of 24 hours, and requires a very slow actionto summon.74
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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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Intelligence SKILLSMastery of the m
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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
- Page 49 and 50: Skill KitsA skill kit contains the
- Page 51 and 52: Chapter FiveRaces, Curses & Talents
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- Page 117 and 118: Light Sword TechniquesThe Light Swo
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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