Sylph“To commune with the very stars in the sky, to fall throughthe clouds and play tag with the lightning storm, all tocome home to a good book. This is the life of the Sylph.”Sylph are quite frail looking. Their bodies are physicallyvery light, and their affinity for air magics gives them thecapacity for a hovering sort of flight. Their skin is pale orblue tone and they like to accentuate their ambient windby growing their hair out long and wearing clothingthat includes billowing fabrics or streamers. As Fae,they are slightly smaller in stature than normal humans,averaging four to five feet in height.The Sylph are calm by nature, but tend to be easilydistracted, which gives them a distant or aloofpersonality. They are wanderers, moving from place toplace among their sky islands, and don’t like being inclosed spaces. Seeing a Sylph flying nearby or followingthe events of people below is a rare sign of good luck.The Sylph own most of the sky, having built cities inthe upper atmosphere. Their elders do business withthe stars and other heavenly bodies, and tend not tocome to earth very often, except to research the loreand history of the rest of the world. Thy can live forhundreds, even thousands of years, and their distancefrom dangers encourages longevity.Sylph AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Intelligence RacesInnate Racial AbilitiesWind Resistant: Due to their elemental affinity, the Sylph is resistant to air andlightning. Reduce all Wind damage by 10.Iron Taboo: As a Fae creature, the Sylph 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.Arcane Resilience: The Sylph is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Whispy: The Sylph’s body is extremely light. They suffer no falling damage,even when unconscious, but take a -4 penalty to all grapples.Fae Skills: The Sylph are very intelligent, perceptive and charming. They gain a+1 bonus to Lore, Perception and Charm.Float: The Sylph may stop themselves from falling entirely, allowing them to floatin the air easily.Altitude: The Sylph may survive normally in very cold temperatures and veryhigh altitude, low oxygen environments, such as those in the high reaches of theatmosphere or the tallest mountains.Advanced Abilities COST: 2TIER12Advanced AbilitiesFly: The Sylph may propel themselves through the air in any direction atnormal movement speeds. They need not continue moving to stay in the air,as winged flight does.Flying Sprint: When sprinting through the air, the Sylph may improvetheir action speed by one step.3 Fae Skills: Increase the Sylph’s bonus to Lore, Perception and Charm to +3.4Wind Servant: The Sylph may call a small wind-based servant from theair around them. This creature is made from solid air, although it is stillvisible, and follows the Sylph around wherever they go. It can follow simplecommands, and can be commanded to make melee attacks. This creaturehas 20 life and is immune to air, lightning, earth, and acid effects. It hasan attack range of one, Melee and Dodge skills equal to the Sylph’s Airelemental skill, and deals 2d6 damage as an average action, with a critrange of 5/10. It will automatically be destroyed if it moves more than 3meters away from the Sylph. It has a duration of 6 rounds, a recoil of 1 hour,and requires a very slow action to summon.77
WerewolfThe Werewolf’s natural appearance is thatof their born race, except that they mayseem a little more grizzled or feral thana normal individual. They tend to befairly aggressive, and enjoy rough fights,if only for the chance to make theirhybrid transformation.Werewolves are found all overthe world, especially in ruralhuman settlements. Theyare usually loners, and stayaway from civilized society.They sometimes, however,find themselves at homeamongst adventurers,where they can puttheir skills to good use.They are also sometimesfound in packs, where theycan enjoy the company of theirown kind. These tend to beaggressive groups, bandits, and raiders,who make their living off of violence.The Werewolf carry the longevity of whatever racecarry their curse, but their generally violent existenceusually precludes exceptionally long life.Werewolf Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Willpower, Endurance Curses, Animal RacesInnate Racial AbilitiesSilver Soul: The Werewolf can be damaged or knocked unconscious normally,but they may not be killed except by some silver object or silver-flashed weapon.Shapeshifter: The Werewolf has three forms, their natural form, their wolf form,and a hybrid, somewhere between the two. They may change from one form intoanother as a very fast action. This incurs 10 damage. When they shift, any organicclothing, such as cloth or leather, shifts with them. If they sleep or fall unconsciousfrom their hybrid shape, the character automatically reverts to either their humanor wolf shape.Lunacy: On the full moon, the Werewolf must adopt their hybrid form fromnightfall to dawn. During this time, they lose control of their actions, and will makeevery effort to spread destruction and death.Wolf Form: When in their full wolf form, the Werewolf may move up to 7 spacesas a full move.Hybrid Form: When in the hybrid form, the Werewolf’s Strength, Agility andEndurance increase by 2.Tooth and Nail: While in their wolf form, the Werewolf may bite, making a Meleeattack as a fast action, with a +1 equipment bonus, dealing 1d8 damage, with acrit value of 3/6. While in the hybrid form, they may make bite or claw attacks, usingthe same statistics.Contagion: When a character is seriously injured by a werewolf’s bite or clawattacks, there is a small chance that they will be infected with the Werewolf’s curse.many of those who are so afflicted will not survive this transition, and many aresimply not affected. The decision of whether a character becomes a werewolf is upto the player and the storyteller.“The moon calls me like a lost love, drawing me to thehunt like a river to the sea.”Advanced Abilities COST: 2TIERAdvanced Abilities1 Tough: Raise the character’s unconsciousness and death limits by 10.234Hamstring: While in the wolf form, the Werewolf may make a Meleeattack anywhere along their move.Raging Regeneration: While in their hybrid form, they may take a veryfast action to heal up to 30 damage. They suffer this damage when theynext change forms. This can only be used once per transformation.Raging Strength: While in their hybrid form, they may take a very fastaction and suffer 10 damage. Increase their Strength and Agility by 2 steps.This may only be done in combat, and ends when combat is over.5 Shifting: Shifting forms only deals 5 damage, instead of 10.78
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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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AnimalThe Animal skill includes an
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Charisma SKILLSCharisma is more tha
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- 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 44 and 45: ArmorAn adventurer’s gear can be
- 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
- Page 53 and 54: Races & Talents chartName Descripti
- Page 55 and 56: AhrlenThe Ahrlen is a winged creatu
- Page 57 and 58: Leeven“Where am I going? I dunno,
- Page 59 and 60: Ra'SharanRa’Sharan AbilitiesType
- Page 61 and 62: Cucacharan“Humans are pink, wiggl
- Page 63 and 64: FiendFIEND AbilitiesType Inhuman at
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- Page 67 and 68: Aeonic”The Guard has stood in the
- Page 69 and 70: Vanir“Deceit is for worms and dem
- Page 71 and 72: Divine Blade“I don’t pretend to
- Page 73 and 74: Artan“Patience, quiet, and crafts
- Page 75 and 76: Naiad“Oh to play among the weaves
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- Page 83 and 84: LicheLiche Abilities COST: 20Type I
- Page 85 and 86: GheistGHEIST Abilities COST: 20Type
- Page 87 and 88: VampireVAMPIRE Abilities COST: 20Ty
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- Page 91 and 92: Strength AbilitiesStrength abilitie
- Page 93 and 94: Intelligence AbilitiesThe Intellige
- Page 95 and 96: Endurance AbilitiesWhen the dust of
- Page 97 and 98: Charisma AbilitiesIn civilized soci
- Page 99 and 100: Chapter SevenWeapon TechniquesThe c
- Page 101 and 102: Heavy Axe TechniquesNothing hits ha
- Page 103 and 104: Light Axe TechniquesA hatchet maint
- Page 105 and 106: Bow TechniquesProviding fast and lo
- Page 107 and 108: Crossbow TechniquesThe Crossbow kee
- Page 109 and 110: Dagger TechniquesThe Dagger is a fa
- Page 111 and 112: Scythe TechniquesOriginally a farme
- Page 113 and 114: Spear TechniquesOne of the oldest,
- Page 115 and 116: Heavy Sword TechniquesCombining the
- Page 117 and 118: Light Sword TechniquesThe Light Swo
- Page 119 and 120: Unarmed and Grapple TechniquesUnarm
- Page 121 and 122: Whip TechniquesThe Whip is a utilit
- Page 123 and 124: Winged CombatThe capacity to move t
- Page 125 and 126: Chapter EIGHTElemental MagicThe Syl
- Page 127 and 128: 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