Ghost WalkerGHOSTWALKER Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Intuition, Cunning CursesInnate Racial AbilitiesGhastly: The Ghost Walker is not fully undead, but they are not fully alive, either.Their bodies are frail. Lower their death limit by 10. They are harmed by healingmagics, instead of healed.Advanced Abilities COST: 2TIER12Advanced AbilitiesDiscorporate Ally: When using any of their discorporating abilities,the Ghostwalker can also affect an adjacent ally for 4 additional feedback.They must be touching this ally to do so.Soul Speak: The Ghost Walker can empathically commune with the dead.By meditating with a corpse for at least one hour, they can summon thespirit that belonged to that body and can converse with it normally.Discorporate: By concentrating, the ghost walker can make themselves completelyinsubstantial. Remove them from the combat wheel, as though they were waiting.During this time, physical objects pass right through them. They cannot be grappled,and all physical damage is reduced by 6. They will still take normal damage fromspell effects or physical attacks empowered through arcane means, as well asattacks made with silver weaponry. This effect does not stack with armor. Startingthis incurs 4 feedback initially, and 4 additional feedback for each full round theycontinue this state.34Ghost Skills: The Ghost Walker’s bonus to Sneak, Perception and Spiritincreases to +3.Mastery: The feedback cost for all Ghostwalker abilities decreasesfrom 4 to 2.Spirit Skills: The Ghost Walker gains a +1 technique bonus to Sneak, Perception,and Spirit checks.Ghost Form: The Ghost Walker can discorporate while moving. This incurs4 feedback. They may pass through solid objects, such as walls, doors, or evenenemies without touching them. They must, however, begin and end their move onan unoccupied space. If they are unable to do so, they will be ejected to the nearestunoccupied space, suffering 20 damage and 5 additional feedback. They may notmove through silver.“I walk untouched by the world. I go where I want andtake what I want, and yet it all seems so cold anddistant, like a fine painting viewed through frostedglass. Ah well, there’s nothing to do for it but to keepmoving forward.”Defensive Discorporation: When attacked by a physical attack, the Ghost Walkermay incur 4 feedback to discorporate defensively. Reduce the damage from thisattack by 6. This does not negate arcane attack, attacks made with silver, or physicalattacks empowered by arcane means. This does not stack with armor.The Ghost Walker walks the linebetween the living and the dead.They tend to be frail, falling easily toillness and injury, but have the capacityto shift into an incorporeal form and backagain, providing great mobility and defense.The Ghost Walker’s personality is distant and a littlecold. The tend to have an unemotional, detached way ofrelating to others. Their talents make them natural spiesand thieves.The Ghost Walker can come from any race,although it is much more common among themortal races. Their tendency to walk theline between life and death is much lessappealing to one who might otherwiselive much longer, as the GhostWalker’s mortal connection canbe somewhat tenuous.85
VampireVAMPIRE Abilities COST: 20Type Inhuman attributes IncompatibilitiesCurse Strength, Agility Curses, Divine RacesInnate Racial AbilitiesBlood Bank: The Vampire must feed off of mortal blood to survive. They have a‘blood bank,’ of points representing how much they have consumed. These pointscannot go higher than 10, and is used to power the Vampire’s abilities.Feeding: The Vampire has pronounced fangs, used to feed on a victim’s blood. Thisis a relatively slow process, and cannot be effectively done in combat. Feeding onan animal gives 5 blood points, while a humanoid being gives them 10. They neednot kill their victim, but may not feed from the same victim for at least 24 hours.The victim is nauseous afterward, reducing their skill dice by two steps for one hour.Unwilling victims will fight back.Regeneration: As a fast action, they may spend 1 blood point to trigger aregeneration, healing 20 damage.Immortal Dead: The Vampire is granted a form of immortality. They do not agepast the time when they were turned, and some will actually regress some overthe centuries. Every week, however, their blood bank goes down by 1. If their bloodbank is at 0 for more than a week, they will begin to starve, aging very rapidly. Inone month’s time, they will become comatose.Light Sensitivity: Every full round they spend exposed to sunlight they take 10damage. This cannot be stopped by simple fabric, but must be stopped by the wallsof a building, a thick box, or otherwise enclosed structure. Vampires are able to seein natural darkness as easily as they can in daylight.Fragile Dead: Reduce the Vampire’s death and unconsciousness limits by 10.When a Vampire’s damage is greater than their death limit, they do not die, butare disabled. They are completely comatose, and require some form of necromantichealing, or to be fed blood so that they can regenerate. To truly kill a Vampirerequires cutting off its head, incinerating it entirely, or staking it to the groundthrough its heart. Healing magics harm a Vampire. The Vampire may not walk onholy ground, such as a churchyard or a dedicated cemetery, without suffering2 feedback per round. This also applies of they are within 2 meters of holy symbols.Advanced Abilities COST: 2TIER1234Advanced AbilitiesVampiric Fangs and Claws: If a vampire has at least 1 blood point,they may grow sharp claws and longer fangs. These have a range of 1,equipment bonus of +1, dealing 1d6 damage with a crit value of 3/6and a speed of very fast. They may not parry. Fangs may only be usedwhile grappling. They appear and disappear as an instant action.Blood Leap: If the Vampire has at least 3 blood points, The Vampire mayspend 1 as a very slow action to hurl themselves 10 meters through the air.They may make an attack at the end of this movement.Wall Crawl: If they have at least 5 blood points, the Vampire may climbacross normal walls and ceilings without a climb check.Hypnotism: If the Vampire has at least 7 blood points, they can mesmerizetheir victim. When speaking calmly with a sentient victim with whom theyhave at least a good first impression, they can make an opposed Autonomycheck to put them under a mesmer. Once hypnotized, they may beginfeeding on them, at which point the opponent gets another Autonomycheck to resist. The hypnotism will break if the target is about to be fed onto the point of death.“Humans are so much more than just food.They’re food, sport, company and entertainment,all rolled up into one convenient, bite-sized package.”Contagion: If an individual is killed by the vampire’s feeding, they may be infected.While most do not survive this transition, some become a Vampire themselves. Thischoice is ultimately up to the storyteller and the player to decide what is best forthat particular character.The Vampire is a cold, pale imitation of human life.Their skin is ashen and cold to the touch, and theyare often thinner than appears healthy. Vampires areimmortal predators, and feed on mortal bloodto survive. As such, they frequently gain anelitist attitude toward mortals, and oftenseclude themselves away from civilization.Vampires are soulless undead, and sospend much of their time avoidingthe feeling of death. Many do thisthrough opulent living andhedonistic pleasure-seeking.Others do this throughviolence, bringingmisery to others.86
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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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For example, a character wielding a
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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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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