Necretesh“The living are like firewood. They are to be harvestedand burned for the fuel necessary to go about one’sown business.”The Necretesh is an engine of war. Their innateregeneration creates bone matter that is solid andthick, with sharp protrusions at angles that makethem often look more like a creature made from bonearmor than just a skeleton.In temperament, the Necretesh is generally calm andpatient, but knows when the time comes to put awaywords and draw blades. Sooner or later, their magicrequires that they harvest the souls of livingcreatures to fuel their magics.Necretesh are eternally patient, and oftenambitious. The generals of the NecromanticRealm of the Seven Southern Kingdoms havebeen at war for thousands of years, waiting forthe right opportunity tospread their massiveforces out of thosevalleys and onto therest of the world.Necretesh Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Agility, Endurance Curses, Divine RacesInnate Racial AbilitiesTrue Dead: The Necretesh is quite dead. They have no death limit, but are stilldisabled if they take damage equal to or higher than their consciousness limit.While disabled they are completely comatose and may take no actions. They areharmed by healing magics, and are immune to poisons and diseases. Materialconcerns, such as food and sleep, mean nothing to them. They may not walk on holyground, such as a churchyard or a dedicated cemetery without suffering 2 feedbackper round.Soul Gem: The Necretesh has a gemstone embedded in their forehead thathouses their life energies. They use the soul energy contained in this gemstone tofuel their undead state. The Soul Gem can contain 10 fragments of a soul. Everytime a living creature at least the size of a rodent dies within 100 meters, theygain a soul fragment. If they have no soul fragments in their Soul Gem, they willbecome completely disabled. This means they cannot act or move, but watchhelplessly as events around them progress. The Necretesh will slowly regenerateover time, rebuilding bones at a rate of 5 damage per hour, unless their Soul Gem iscompletely destroyed, which will destroy them permanently.Soul Sight: The Necretesh can easily detect life within 10 meters, seeing livingsouls as bright lights, surrounding their physical form.Necrotic Touch: The Necretesh may spend 1 soul fragment to make an unarmedMelee attack against an opponent. If this attack hits they deal 10 damage, healingthemselves of 10. This effect can only be used once per target per hour, and can benegated by making a Spirit check with a difficulty equal to the Melee attack. Thisdamage is not reduced by armor.Bone Armor: Due to their shifting bone form, the Necretesh cannot effectivelywear armor. They can, however, expend 2 soul fragment to instantly absorb up to10 damage as it is dealt, negating it.Advanced Abilities COST: 2TIER1234Advanced AbilitiesSome Assembly Required: So long as the Necretesh has at least 3 soulfragments in their Soul Gem, they may disassemble and reassemble theirbones as a very slow action.Undead Speed: So long as the Necretesh has at least 5 soul fragments,they expend 1 soul fragment to make a full move as a very fast action.Fierce Soul: So long as they have at least 7 soul fragments, the Necreteshmay increase their Strength, Agility, Endurance and Willpower skill diceby one step.Soul Strike: If the Necretesh has at least 9 fragments of soul, they mayspend 3 fragments to make a colossal attack, gaining a +4 bonus to asingle Melee attack.83
GheistGHEIST Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Willpower, Intuition CursesInnate Racial AbilitiesGhostly Dead: The Gheist is an undead spirit, and so has no corporeal body. Theymay not interact with physical objects, but are affected by normal barriers such asdoors, walls, and gravity. They can still be affected by physical weapons, but have anarmor value of 5 against all physical attacks. They take full damage from any sourceof magic, or any physical attack empowered by magic. They are harmed, rather thanhealed, by healing magics.Talisman: The Gheist is supernaturally bound to a specific object, such as a skull,coin, weapon, or anything else that can be picked up and carried around. This isreferred to as their Talisman. The only way to permanently destroy the Gheist is todestroy their talisman by melting, shattering or burning it. The Gheist cannot movemore than 7 meters away from this object. They cannot move or carry that objectthemselves, and so must depend on others to carry it for them. If their talisman ismoved away from them, or they are forcibly pulled outside of its range, they willdiscorporate and immediately reappear within range.Retiring Rest: The Gheist can discorporate intentionally, and will return at the nextsunset. If they have gotten at least 4 hours of rest, they heal all damage.Discorporation: The Gheist is dead, so they do not have a Death Limit. If they reachtheir Consciousness limit, they will discorporate. They reform at the next sundown.In the meanwhile, they are unaware of their surroundings.Manifest Gear: The Gheist can manifest themselves with whatever gear they hadused in life. This does not include any supernatural properties. Manifested armordoes not provide protection, but they may use any weapons that they had whileliving. They may attack with these weapons. Damage dealt is not reduced by anopponent’s armor, but all physical damage is reduced by 5.The Gheist is the spirit of a dead being, tied to this worldthrough a powerful curse. This curse leaves the soulconnected to the mortal realm, without a physical bodyto anchor it. In its place, the Gheist is connected to someobject, a physical talisman of some sort that had somevital connection to them in life. The Gheist’s connectionto this object is so strong that they maynever really be too far from it.Due to their spiritual nature, the Gheist has limitedinfluence over the outside world, and no control overtheir own talisman. They must depend on others tointeract with the world, and to carry their object fromplace to place.The Gheist can come from any race, and can take onany manner of personality or disposition. There are afew consistent trends, however. First, the Gheist arefrequently very old, hundreds if not thousands of years,and they tend to cling to the ideas and cultural normsof their time. As such, they can seem a little odd wheninteracting with mortals.Additionally, the incorporeal form of the Gheist can bevery inconvenient, leaving them unable to interact muchwith the physical world. This, in addition to the factthat they are dead, leaves many Gheist in a perpetuallyirritable state.“I’m dead. Did you expect me to be chipper about it?”Advanced Abilities COST: 2TIER1234Advanced AbilitiesGhost Touch: The Gheist may push or move minor movable objects,but may not carry them. They could hit or throw a book or open a door,but could not carry an object over any significant distance. They may notmove or impact their own talisman.Transition Shift: As a very fast action, the Gheist may discorporate andre-corporate anywhere within range of their talisman. This allows them toshift through walls or doors.Weightless: The Gheist is unaffected by gravity. They may not walk in airor fly, but may shift to anywhere within range, without falling.Faded Soul: When standing still and taking no actions, the Gheistbecomes nearly invisible. They gain a +4 technique bonus to Sneak.5 Long Range: The Gheist may move up to 15 meters from the talisman.84
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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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Combat ClockThere are many times in
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MovementMovement is critical to man
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- Page 47 and 48: WEAPON CHART CONTINUEDWEAPONS STYLE
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- Page 51 and 52: Chapter FiveRaces, Curses & Talents
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- Page 125 and 126: Chapter EIGHTElemental MagicThe Syl
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- Page 129 and 130: ExtinguishHeat FieldPersistent Flar
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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