WereratWERERAT Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Endurance, Cunning Curses, Animal RacesInnate Racial AbilitiesSilver Soul: The Wererat takes damage and can be knocked unconscious normally,but they may not be killed except by some silver object or silver-flashed weapon.Shapeshifter: The Wererat has three forms, their natural form, their rat form, and ahybrid, somewhere between the two. They may change from one form into anotheras a very fast action. This incurs 10 damage. When they shift, any organic clothing,such as cloth or leather, shifts with them. If they sleep or fall unconscious from theirhybrid shape, the character automatically reverts to either their human or rat shape.Night Shift: Every night, the Wererat has a chance to involuntarily change forms.At nightfall, roll 1d10. On a 1, the Wererat will automaticlaly shift to their hybridform. If they change in this manner, they will lose control of their actions, and willseek murder. While the wererat does not rampage like the werewolf, they will slylyhunt and murder those who they see as weak or small.Rat Form: While in their rat form, the Wererat does is tiny. THey gain a+4 bonus to sneak checks, and may fit into tiny cracks and holes. They gaina+4 circumstance bonus to Dodge.Hybrid Form: When in the hybrid form, the Wererat’s Cunning, Agility andEndurance increase by 2.Tooth and Nail: While in their hybrid form, the Wererat may bite or claw,making a Melee attack as a very fast action, with a +1 equipment bonus,dealing 1d6 damage, with a crit value of 3/6.Advanced Abilities COST: 2TIERAdvanced Abilities1 Tough: Raise the character’s unconsciousness and death limits by 10.234Ratshift: When being attacked the Wererat may change into their rat formas a free action, taking the according damage. They may use their rat form’sdodge bonus when defending in this way.Infectious Bite: Damage dealt from the hybrid form’s bite attack mustbe treated with a medic check with a difficulty of 10 in order to heal. Thistreatment takes considerable. This check takes considerable time, and maynot be done during combat.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.“Life as a wererat isn’t so bad. You can get into placeswhere other people can’t, hear conversations otherpeople don’t, and when things go bad, you get smalland get lost. Useful, that.”Contagion: When a character is seriously injured by a wererat’s bite orclaw attacks, there is a small chance that they will be infected withthe Wererat’s curse. many of those who are so afflicted will notsurvive this transition, and many are simply not affected.The decision of whether a character becomes a werewolf isup to the player and the storyteller.The Wererat appears just likewhatever race is their base, exceptthat they tend to seem more haggardor shifty. They tend to take a slightlyskewed stance on moral judgements, and sooften find themselves at home with the less savorycomponents of any given culture, among the thievesand cutthroats. Their natural talents make themexcellent thieves.Wererats are found in most of the world,particularly in urban human settlements,and often pass themselves off asnormal people. They often avoidconflict whenever possible.The Wererat carries the longevity ofwhatever race carry their curse, but theirgenerally violent existence usually precludesexceptionally long life.79
ChangelingCHANGELING AbilitiesType Inhuman attributes IncompatibilitiesRace Agility, Cunning Races, ShapeshiftersInnate Racial AbilitiesIron Taboo: As a Fae creature, the Changeling 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, thy suffer 1d4 damage.Arcane Resilience: The Changeling is especially resilient against magic. They gain a+1 bonus to any check made to resist the effects of magic.Shapeshift: The Changeling can shift into an animal form or back as a very fastaction, incurring 10 feedback. They may maintain any form indefinitely. Regardlessof their form, they will always carry with them some distinguishing characteristic ormark, such as a color of hair, a mark, pattern, or some other striking feature.When this sign is known, identifying a Changeling from other animals is easy.Advanced Abilities COST: 2TIER1234Advanced AbilitiesBird Form: The Changeling has the capacity to change into a normalbird. While in this form the changeling gains the ability to fly at perfectmaneuverability.Dog Form: The Changeling has the capacity to change into a dog or wolf.While in this form they can scent-track and communicate with all canines.They gain a bite attack, with an equipment bonus of +1, dealing 1d8damage, with a crit value of 3/6 and a speed of fast.Cat Form: The Changeling has the capacity to change into a cat. While inthis form they can climb vertical wooden surfaces easily and communicatewith all felines.Fish Form: The Changeling has the capacity to change into a fish. While inthis form the Changeling has the capacity to swim at normal movementspeeds, to breath underwater, and to communicate freely with fish.Changeling Choice: Choose their first form from the advanced abilities, at no cost.Additional animal forms may be purchased in any order, but only four forms can bechosen, after which they may purchase the Changeling Master ability.56789Mouse Form: The Changeling may turn into a mouse or other rodent.While in this form the changeling can fit into many small spaces and gainsa +4 technique bonus to dodge, as well as the ability to Dodge Meleeattacks with no penalty. They may also change into other rodents, andcommunicate freely with any rodent.Otter Form: The Changeling has the capacity to change into an otter.While in this form they can swim at normal movement speeds, hold theirbreath for up to five minutes and communicate freely with other marinemammals.Snake Form: The Changeling may change into a small snake. They mayswim at normal movement speeds without making Athletics checks,and fit into small spaces. They cannot bite and are not venemous.Turtle Form: The Changeling has the capacity to change into a turtle.While in this form they gain an armor of 10, and a movement penalty of 3.Changeling Master: The Changeling’s Arcane Resilience bonus increasesto +3. The Changeling may not take this tier until they have acquired fourdifferent animal forms. Changing only incurs 6 feedback.The Changeling is a bizarre race, an amalgamation ofmany different animal features, which change fromindividual to individual. They are small in stature,and uneasy among most cultures. Changelings comefrom the Karkik, a jungle continent to the southeast,and make unpredictable friends and enemies.Their animal forms are not meant for combat, however,but give them great flexibility in navigating theirenvironments. They can live to be centuries old,but are not immortal.“Adapting to new situations is the key to happinessand victory. Failure to adjust will result in not justlosing in combat, but much worse, in tedium.”80
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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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Section TwoCOMBAT & EQUIPMENT
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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 77 and 78: SephretSephret AbilitiesType Inhuma
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- Page 99 and 100: Chapter SevenWeapon TechniquesThe c
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- Page 111 and 112: Scythe TechniquesOriginally a farme
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- Page 117 and 118: Light Sword TechniquesThe Light Swo
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- 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
- Page 129 and 130: 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