《Thomas the Brawler》 Prologue: Jane Smoke curled from a forgotten cigarette, half ash, sitting in an ashtray. Next to the ashtray sat a pile of crumpled papers, and next to these lay a single sheet, deeply creased with lines and curves ¨C a rescue from the pile. A woman sat in a chair in front of this paper, cross-legged on a battered wooden kitchen chair. Her hair was shoulder-length and black-going-gray, framing square black spectacles slightly askew on her face ¨C a face too youthful for the grays already winning the war for her head. She was occupied chewing on the metal band of the eraser of a pencil as she stared at the dense script filling the document before her. The pencil was lowered, and three quick marks made, striking out part of the text, before writing new text above it, in an even tinier script than that which doubled up on the college ruled paper. The cigarette burned, forgotten, as she retrieved a new cigarette from the pack in the front breast pocket of her shirt, a blue button-up that was several sizes too large for her slender frame, and wrinkled almost as badly as the paper before her. A lighter in turn was produced from the pocket of her slacks, similarly disheveled, and lit after several failures. She took a long drag from the cigarette, and set it next to its abandoned predecessor, then started writing again. The first cigarette had burned out, and the second nearly half so, before a man''s voice interrupted her work. ¡°Jane, have you had food?¡± ¡°I ate.¡± Her attention didn''t shift from the paper, to the man on the other side of the door. Her brother. He''d brought her food, didn''t he remember? ¡°You brought it to me, Bill.¡± ¡°That was yesterday, Jane. Get some food. Also, it''s William.¡± ¡°Yeah, alright, Bill.¡± She waited until she heard his footsteps receding down the hallway, and returned her attention to her paper, frowning. You could be reading stolen content. Head to Royal Road for the genuine story. She tried to erase the section she''d crossed out, to write it again, but the eraser was soggy, and just smudged it. Jane frowned at the smudge, drew an arrow to the margin, and rewrote the crossed-out section. It was ¡ odd. The proof felt odd. She''d written it a dozen times now, and each time it felt off. It was just this little section, but it felt like ¨C it felt like her assumptions listed above changed every time she looked at them. She had been working on this part for three days without sleep, and had gone through a month''s supply of her meds in that time. She considered, then pulled a fresh sheet of paper from her desk drawer, and tried isolating the troublesome logic. Six cigarettes, one of which she actually finished, and thirteen sheets of paper later, she stared at the tiny ¨C it was a proof in itself, really, but she struggled to quite understand what it was she was looking at. The physical paper seemed to be vibrating, very gently, and, isolated like this, trying to read it was making her feel a little nauseous. Well, a little bit more nauseous, the nicotine and stimulants really didn''t help. But she could almost swear that every time she moved her eye, the parts of the logic she wasn''t directly looking at were ¡ changing. Jane smiled, just a bit, and rose from her chair to cross the pile of clean laundry ¨C the dirty laundry she kept by the door ¨C to get to her backpack. She was aware sleep deprivation was a thing, but this had been giving her trouble even before then, and now she had the problem isolated. As her laptop booted up, she debated where she would post it, and how. The word processor crashed halfway through writing it. The simplistic system editor got slightly further, but crashed the entire system when it did. She had to yank the battery out of the computer and put it back in before it came back up, and then tried a few websites. The first seven went down, and didn''t come back up immediately. Oddly, the meme generator finally worked, and she posted the tiny proof, under an absurdly stupid meme. Jane waited several minutes after posting it to one of the forums she frequented, but seeing no immediate response, headed to bed, the missing sleep coming upon her like a semitruck. She''d check the replies in the morning. Well, according to the clock, it was only slightly after noon now, so later tonight. She shoved the pile of folded clean laundry off her bed onto the clean pile to the side, where it belonged, and slid beneath the covers without bothering to undress. Ch 1. Avatar Creation Thomas sat upright, looking around with a jolt of panic, the light filtering in through his window far, far too bright. He was late, he had overslept! His eyes swung around to his alarm clock; a blank black screen greeted him. The covers on his twin bed were thrown aside, and he moved quickly to the closet in the corner of the room, nearly slipping on the dirty clothes discarded on the hardwood floor. The closet door opened, and he flicked the switch three times, on, off, and on again, before his sleep-addled mind caught up that the power was out. He dressed quickly, grabbing whatever of his nicer button-down shirts was closest on the rack, as well as a pair of slacks and a belt ¨C no clean underwear, no time. No socks, either, but he slipped on a pair of black socks from the floor, mismatched as finding a matching pair would take too long, and slipped on an already-tied pair of black wingtips that needed both cleaning and polishing, and he was out the door. The darkness outside the door didn''t fully register ¨C too dark, too complete, even without power - the sunlight from his window not filtering in at all ¨C until he had already stepped through, and the world lit up in blue.
| Welcome. |
| Do not be alarmed. You have been chosen. |
| Please select an archetype. Please be aware this selection cannot be changed once made. |
| Warrior |
| Magus |
| Rogue |
| Other |
| Warrior archetype chosen. Please select a class. |
| Warrior |
| Spellsword |
| Vanguard |
| Barbarian |
| Brawler |
| Phalanx |
| Accursed (Special) |
| Knight |
| Warden |
| Sergeant |
| Paladin |
| Mercenary |
| Noble |
| Warlord |
| Berserker |
| Monk (Special) |
| Warrior archetype chosen. Please select a class. | Detail |
| Warrior | The Warrior is the prototypical - well, Warrior. The Warrior specializes in dealing and absorbing damage, with a low critical hit chance but a high general hit chance. The Warrior typically chooses a single weapon and battle style to develop mastery in and of, and branches out into other fields of expertise only opportunistically. The Warrior gets a high number of Martial Distinctions, which permit either exceptional specialization into a particular form of combat, or broad mastery over a range of styles of combat. In battle, the Warrior is exceptionally good at dealing with Rogue and Rogue-like classes, soaking up their critical hits with a substantial Health pool and avoiding everything else, but may have more difficulty with Magic-wielding classes, whose less direct abilities can stymie attempted attacks and wear down the Warrior''s effectiveness over the course of a battle. |
| Spellsword | The Spellsword is a Warrior-like anti-Magus, emphasizing magical resistance, with a lighter emphasis on melee combat. Not as good in direct melee combat as most other Warrior-like classes, the Spellsword instead relies on a pool of mana and a small set of spells, which permit the Spellsword to more readily adapt to circumstances. The Spellsword is strongest in group combat, at higher levels providing a passive shield against offensive spells directed at nearby party members, and is exceptionally good at fighting Magus and Magus-like classes. The Spellsword is somewhat more vulnerable to Rogue-like classes, however, and is particularly vulnerable to other Warrior-like classes. |
| Vanguard | The Vanguard is a Warrior-like class with an emphasis on one-on-many combat, and the class is at its strongest in exactly this situation. The typical Vanguard wields a Halberd or Axe, wears Heavy Armor, and is the first into and out of every fight. The Vanguard relies heavily on the ability to get in and out of combat without impediment, and so may take Distinctions which improve Movement Speed. Each opponent beyond the first in melee attack range makes the Vanguard hit more often, and that much harder to hit, which results in a curious situation, whereby the Vanguard may be overwhelmed in a one-on-one fight, but completely in control when fighting three of the same enemy. The Vanguard is particularly vulnerable to Magus-like classes, who can hinder the Vanguard''s advance without entangling themselves in the fight, and particularly strong against other ranged combatants, whose movement speed can''t avail them much. |
| Barbarian | The Barbarian is a damage-and-armor oriented Warrior-like class, for whom every weapon is ultimately disposable. The typical Barbarian is a master of every weapon, and destroys weapons on enemy''s heads with disturbing regularity, pausing only briefly in the massacre to acquire the next stick to break on the next skull. The Barbarian deals extremely high damage, and has the potential for considerable protection using Heavy Armor, but the low Health pool mean the Barbarian is a very challenging class to use effectively, being vulnerable both against Rogue-like classes and offensive Magus-like classes. |
| Brawler | The Brawler is a Health and Damage Reduction oriented Warrior-like class, who excels at surviving pretty much anything. The typical Brawler is wielding bare fists and wears no armor, and is somewhere in the middle of the fighting, pounding on and getting pounded back for long, sustained bursts. The Brawler tends to be best against other Warrior-like classes, simply outliving them, and is weakest against Magus-like classes, who can gradually wear the Brawler down without ever getting directly involved, and Rogue-like classes, who the Brawler can never quite catch up to. |
| Phalanx | The Phalanx is a Warrior-like class emphasizing prolonged defensive combat. The typical Phalanx is to be found dual-wielding spiked tower shields and covered in Heavy Armor from head to toe, side-by-side with two or three allies, in the middle of the densest knot of enemies. The Phalanx gets more powerful the more allies are nearby, and is a potent force multiplier with other group-oriented classes, pairing particularly well with Sages. The Phalanx in group combat is particularly vulnerable to Magus-like classes, and in solo combat is vulnerable to other Warrior-like classes, although high Stamina regeneration and Health mean the Phalanx can simply outlast opponents. |
| Accursed (Special) | The Accursed, as a class, is all about randomization, and manipulating the results of randomization. A typical Accursed could be any class type whatsoever, but probably has a dense pool of Luck, used partially to help offset the otherwise completely random nature of leveling up, but also to offset situational disadvantages as they arise. An Accursed can be found in any role, in any position on the battlefield - and is, as a rule, doing very well, or doing very badly, with very little room in the middle. |
| Knight | The Knight is a tanking Warrior with slow but deadly attacks. The Knight''s core powers use large amounts of Stamina to deal incredible damage, and recharge Stamina while turtling against attacks. Typically found in Heavy Armor in the midst of the most violent fighting, wielding Sword or Mace and a sturdy shield, the Knight is an asset to any fight. |
| Warden | The Warden is a staff and crossbow wielding tanking Warrior who spins from opponent to opponent, keeping targets distracted and harried, disrupting their assault. Typically found in Medium Armor wielding a Staff against the opponent''s flanks, the Warden does best holding lines that would be abandoned by a lesser soldier. |
| Sergeant | The Sergeant is a two-handed weapon wielding tanking Warrior who is equally at home at the front or the rear of the battlefield, throwing opponents into constant disarray with a dizzying range of strategies and tactics. |
| Paladin | You have not been granted additional information about this class |
| Mercenary | You have not been granted additional information about this class |
| Noble | You have not been granted additional information about this class |
| Warlord | You have not been granted additional information about this class |
| Berserker | You have not been granted additional information about this class |
| Monk (Special) | You have not been granted additional information about this class |
| Please select your class path. Additional information requested. | Detail |
| Legend of Earth | You understand the earth, and prospecter''s maps whisper to you of caverns and ore and gem deposits |
| Legend of Fire | Yeah. You''re the guy. The guy who punches out dragons. People know your name, and come to you with their dragon-related woes. |
| Legend of Wind | Sure, the other guy might beat you in a short race, but you have -staying power-, and people trust you to always get their deliveries out |
| Please select your Background | Detail |
| Sharecropper | You were raised among sharecroppers, poorest of the poor |
| Farmer | You were raised among land-owning peasants |
| Country Craft | You were raised among the children of, or apprenticed at a young age to, a local country craftsman; a wainwright, or perhaps a blacksmith |
| Caravan | You were raised among a traveling caravan, perhaps the child of a merchant, or a traveling circus |
| Bandit Party | You were raised in a traveling party of bandits |
| Army Follower | You were raised among the army followers, mostly composed of prostitutes, craftsmen, and merchants |
| City Slum | You were raised in the city slums |
| City Gang | You were raised amidst a party of city thieves and rogues |
| City Merchant District | You were raised among a city''s lower burghers |
| City Craft District Stolen novel; please report. | You were raised, or apprenticed at a young age, to a city craftsman |
| City Court | You spent most of your young life in the city courts, surrounded by low and country nobility |
| Country Nobility | You were raised with the country nobility |
| County Courts | You were raised in the county courts, seeing a mixture of low and high nobility passing through |
| City Nobility | You were raised among the city nobility |
| Capital Slums | You lived most of your young life in the slums of a capital city, scrounging for scraps in the wealthiest city for miles |
| Capital Merchant District | You were raised among merchants in the wealthiest city for miles |
| Capital Craft District | You were raised, or apprenticed at a young age, to crafters in the wealthiest city for miles |
| Capital Court | You were raised in the capital courts, seeing mostly high nobility, and occasionally perhaps the ruling family |
| Capital Nobility | You were raised among the capital nobility, perhaps a distant cousin to the ruling family, and know most of the high nobility with at least passing familiarity |
| Ruling Family | You were raised in the ruling family itself, and have connections to the most powerful people in the land |
| Please select the profession you worked in | Detail | Stat Bonus | Starting Skill |
| Smith''s Assistant | A simple smith''s assistant, hoping someday to own a forge of your own. | +1 Strength, +1 Constitution, -1 Intelligence, -1 Perception | Endurance |
| Blacksmith | A blacksmith, strong and pure of body, from hours at intense labor over hellish heat. | +2 Strength, +2 Constitution, -2 Intelligence, -2 Perception | Endurance |
| Tanner''s Assistant | A tanner''s assistant, aiming to someday be a master tanner yourself. | +1 Constitution, +1 Perception, -1 Agility, -1 Wisdom | Woodcraft |
| Tanner | A tanner, skin thickened and hardened and stained from decades of chemical exposure. | +2 Constitution, +2 Perception, -2 Agility, -2 Wisdom | Woodcraft |
| Farmhand | A farmhand, who helps keep the animals in line and performs basic maintenance. | +1 Constitution, +1 Wisdom, -1 Perception, -1 Intelligence | Discipline |
| Farmer | A farmer, eyes squinted against years of glare, hands and mind strong and firm from years of use. | +2 Constitution, +2 Wisdom, -2 Perception, -2 Intelligence | Discipline |
| Carpenter | A carpenter, strong of hand, keen of mind, well-versed at turning thoughts into action. | +1 Strength, +1 Intelligence, -1 Wisdom, -1 Agility | Concentration |
| Builder | A builder, well-accustomed to taking diverse elements and making a complete whole of them. | +2 Strength, +2 Intelligence, -2 Wisdom, -2 Agility | Concentration |
| Dockhand | A dockhand, accustomed to the sway of the boat as heavy loads are carried to and fro. | +1 Strength, +1 Agility, -1 Wisdom, -1 Perception | Grace |
| Sailor | A sailor, agile and strong, as comfortable on a heaving ship as on dry land. | +2 Strength, +2 Agility, -2 Wisdom, -2 Perception | Grace |
| Pickpocket | A pickpocket, quick of hands and sharp of eyes, only as rich as his pickings. | +1 Agility, +1 Perception, -1 Strength, -1 Constitution | Dexterity |
| Thief | A thief, subtle of touch and careful of wit, best never known to his victims. | +2 Agility, +2 Perception, -2 Strength, -2 Constitution | Dexterity |
| Entertainer | An entertainer, a jack of all trades, from juggling to simple instruments. | +1 Agility, +1 Wisdom, -1 Intelligence, -1 Constitution | Grace |
| Musician | A musician, master of a single instrument, but skilled with all. | +2 Agility, +2 Wisdom, -2 Intelligence, -2 Constitution | Grace |
| Deliverer | A deliveryperson - getting things from here to there, and surviving the trip besides. | +1 Agility, +1 Constitution, -1 Intelligence, -1 Wisdom | Alertness |
| Messenger | Messengers live sometimes dangerous lives, on account of the dangerous messages they deliver to dangerous people. | +2 Agility, +2 Constitution, -2 Intelligence, -2 Wisdom | Alertness |
| Trapper | A trapper, skilled at luring prey with bait and killing or catching it, without ever having to be there. | +1 Perception, +1 Strength, -1 Intelligence, -1 Wisdom | Stealth |
| Hunter | A hunter, skilled at stalking and catching or killing prey, and skinning and dressing it. | +2 Perception, +2 Strength, -2 Intelligence, -2 Wisdom | Stealth |
| Detective | A detective - a thief-taker in modern times, following evidence more subtle than a fleeing perpetrator. | +1 Perception, +1 Intelligence, -1 Constitution, -1 Strength | Spycraft |
| Spy | A spy, slipping in plain sight amongst those who are seen but do not see. | +2 Perception, +2 Intelligence, -2 Constitution, -2 Strength | Spycraft |
| Research Assistant | A research assistant - the hardest working and least credited in the scholarly staff. | +1 Intelligence, +1 Wisdom, -1 Agility, -1 Strength | Arcana |
| Scholar | The scholar, who is most adept at making other people work very hard. | +2 Intelligence, +2 Wisdom, -2 Agility, -2 Strength | Arcana |
| Scribe | Scribes are universally treasured, but rarely paid commensurate wages for their value. | +1 Intelligence, +1 Strength, -1 Constitution, -1 Perception | Recollection |
| Librarian | Librarians work surprisingly hard, sorting and placing hundreds of pounds of tomes per day. | +2 Intelligence, +2 Strength, -2 Constitution, -2 Perception | Recollection |
| Healer | A healer, skilled with poultice and bandage and simple curatives. | +1 Wisdom, +1 Agility, -1 Strength, -1 Perception | Medicine |
| Doctor | A doctor, skilled with scalpel and needle and leech alike. | +2 Wisdom, +2 Agility, -2 Strength, -2 Perception | Medicine |
| Trader | A simple trader, perhaps owner of a modest store, perhaps moving from village to village, small wagon in tow. | +1 Wisdom, +1 Perception, -1 Agility, -1 Constitution | Spycraft |
| Merchant | A merchant, more possessed of the trappings of wealth than wealth itself. | +2 Wisdom, +2 Perception, -2 Agility, -2 Constitution | Spycraft |
| Chemist | A chemist, face marked with the scars of years of experience and learning. | +1 Intelligence, +1 Constitution, -1 Strength, -1 Agility | Woodcraft |
| Alchemist | An alchemist, discolored and scarred from experiments conducted over years. | +2 Intelligence, +2 Constitution, -2 Strength, -2 Agility | Woodcraft |
| Please select your ancestry | Detail | |
| Farmer''s Line | The lineage of a simple farmer from the days of Old Haven | +1 Strength, +1 Constitution, +1 Wisdom, -1 Intelligence, -1 Agility, -1 Perception |
| Bluebrim''s Line | The lineage of the Biomancer Ferran Bluebrim, who singlehandled fed the armies of Old Haven during the First Sundering | +1 Strength, +2 Constitution, +3 Wisdom, -1 Intelligence, -2 Agility, -3 Perception |
| Scholar''s Line | The lineage of a simple scholar from the days of Old Haven | +1 Constitution, +1 Wisdom, +1 Intelligence, -1 Agility, -1 Perception, -1 Strength |
| Fiern''s Line | The lineage of Seam Fiern, who is credited with identifying the source of The Sundering | +1 Constitution, +2 Wisdom, +3 Intelligence, -1 Agility, -2 Perception, -3 Strength |
| Merchant''s Line | The lineage of a simple merchant from the days of Old Haven | +1 Wisdom, +1 Intelligence, +1 Agility, -1 Perception, -1 Strength, -1 Constitution |
| Tegrile''s Line | The lineage of Leone Tegrile, who converted his mansion into a flying fortress - First Citadel, although it has crashed three times since and little resembles its original form - and his collection of rare artifacts into a magical arsenal. | +1 Wisdom, +2 Intelligence, +3 Agility, -1 Perception, -2 Strength, -3 Constitution |
| Thieftaker''s Line | The lineage of a simple thief-taker from the days of Old Haven | +1 Intelligence, +1 Agility, +1 Perception, -1 Strength, -1 Constitution, -1 Wisdom |
| Heunchmenn''s Line | The lineage of Lenne Heunchmenn, whose corps of thieftakers, remnants of six dozen different corps devastated by The Sundering, patrolled the streets even during the war, taking heavy casualties but keeping the city intact. | +1 Intelligence, +2 Agility, +3 Perception, -1 Strength, -2 Constitution, -3 Wisdom |
| Mariner''s Line | The lineage of a simple mariner from the days of Old Haven | +1 Agility, +1 Perception, +1 Strength, -1 Constitution, -1 Wisdom, -1 Intelligence |
| Vexbeard''s Line | The lineage of the captain Sern Vexbeard, whose ship, sole survivor of the raids on the ports during The Sundering, held off six dozen behemoth off-worlders for the six days it took for reinforcements to arrive | +1 Agility, +2 Perception, +3 Strength, -1 Constitution, -2 Wisdom, -3 Intelligence |
| Smith''s Line | The lineage of a simple smith from the days of Old Haven | +1 Perception, +1 Strength, +1 Constitution, -1 Wisdom, -1 Intelligence, -1 Agility |
| Tongesh''s Line | The lineage of the enchanter Irem Tongesh, who forged and enchanted the armaments of the First Company, who first turned back the invasion of The Breach | +1 Perception, +2 Strength, +3 Constitution, -1 Wisdom, -2 Intelligence, -3 Agility |
| Please select your quest | Detail |
| Destiny | The world has a destiny in mind for you, and you must pursue any means to fulfill it. |
| Repayment of Debt | You must repay a debt, whether to an individual, to society, or to the gods. |
| Hero Complex | You must help others, and will seek to help anybody in need. |
| Guardian | You must protect the innocent, defend the harmless, fight the power. |
| Find Purpose | You are motivated primarily by a lack of motivation, and are seeking to find a purpose in life. |
| Greed | You are motivated primarily by a desire to acquire more of something - money is the typical target. |
| Justice | You have an overwhelming desire to visit Justice upon the wicked. |
| Power | Your objective is to attain power - but even becoming emperor of all creation won''t satisfy this drive. |
| Chaos | You seek to disrupt order and introduce a little bit of chaos into the world. |
| Overcoming Failure | You are haunted by a great past failure, which you seek to overcome and/or rectify. |
| Honor | You are defined by your sense of honor. |
| Spreading Joy | You just want to make everybody happy. |
| Glory | You are haunted by the desire to attain ever-greater glory - it isn''t enough to die in battle, unless you do so strangling a dragon to death a mile above the ground to plummet to a fiery - but glorious - death. |
| Collector | You must complete a collection. Stamps, the heads of the enemies, kingdoms... |
| Entertainment | You just have to entertain everybody, all of the time. |
| The Buddha | You have no motivation, nor does you feel the need to acquire one. |
| Overcoming Weakness | You must overcome a weakness of body or spirit. |
| Vengeance | You need to visit vengeance upon an enemy, or perhaps a kingdom, or perhaps the world or the gods themselves. |
| Utopian | You seek to make the world Perfect. |
| Return Home | You just want to get Home. |
| What is your greatest value? | Detail |
| Money | Whoever has the most money when they die, wins. |
| Honor | Honor isn''t a way of living life, it is the way of living life. |
| Home | Home is where the heart is, and also where you stash your loot. Treat it well. |
| Self | Selfishness is only a fault when you do it wrong. |
| Mind | You have one tool, one weapon, that is always at your disposal - hone it well. |
| Body | You have but one canvas to paint with yourself, paint a masterpiece. |
| Soul | You have but one soul, treat it well. |
| Victory | The point of living is to win. Winning -is- living well. |
| Logic | The only correct decision is the provably correct decision. |
| Loyalty | Friends, family, and fine spirits, these are what make a life grand. |
| Friendship | Live alone, die alone; live together, instead. |
| Love | Whatever you achieve is meaningless if you can''t share that achievement with somebody. |
| Freedom | Liberty -is- life, anything else is to be mere machinery. |
| Patriotism | For one''s nation, for one''s people, for glory. |
| Knowledge | Acquire all the knowledge, acquire all the power. |
| Order | A well-ordered life, a well-ordered universe. |
| Inebriation | Better living through chemistry. |
| Faith | Be true to yourself, be true to what you know, that is the heart of faith. |
| Abstinence | Restraint is what separates man from beast. |
| Excess | What''s the point of life if you aren''t living it? |
| Choose two characteristics | Detail |
| Lust | You can figure this one out yourself. |
| Pride | A Prideful person is unlikely to engage in acts they consider beneath themselves; this can avert catostrophe in some situations, but in others may prevent that character from doing what is necessary. |
| Sloth | A Slothful person will generally prefer to do nothing over doing something, or to do less rather than more. |
| Wrath | A Wrathful person is prone to flashes of great rage, and may overreact to simple provocation - but may be the only person willing to rise to the occasion when the occasion merits it. |
| Gluttony | A Gluttonous person is one prone to excess - not necessarily of food, but to any of the pleasures of life. |
| Loyal | A Loyal person is unlikely to stray from their friends - whether or not their friends deserve to be strayed from or not. |
| Honorable | An Honorable person sticks by their own brand of ethics, even - or perhaps particularly - when those ethics handicap them. |
| Ambition | An Ambitious person is always seeking to improve their lot in life, sometimes to the detriment of others. |
| Perseverent | A Perseverent person is less likely to give up, even when giving up is the right thing to do |
| Diligence | A Diligent person dots every i and crosses every t - which can delay necessary action, or ensure that that action goes according to plan. |
| Honesty | An Honest person is disinclined to be untruthful, even when the truth is harmful. |
| Passion | A Passionate person is inclined to brash action and enthusiastic responses. |
| Mirth | A Mirthful person is disinclined to take anything too seriously. |
| Valor | A Valorous person is inclined to rush in, in spite of any danger a situation may pose, and whatever wisdom might say. |
| Stoicism | A Stoic person doesn''t take anything too personally, or respond strongly to any particular situation; a Stoic tries to stay in control of him or herself at all times. |
| Devotion | A Devoted person pursues their values to extremes. |
| Humility | A Humble person doesn''t think too highly of themselves - and perhaps doesn''t think highly enough of themselves. |
| Resourceful | A Resourceful person is always looking for the advantage in a situation. |
| Prudence | A Prudent person is inclined to wait for more information before taking any action, perhaps delaying action until it is too late. |
| Peacefulness | A Peaceful person is disinclined to engage in violence until it becomes absolutely necessary. |
| Avatar creation complete. Please stand by. |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 1 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 70/70 Health | 0/0 Mana | -2/-2 Stamina |
| 0 Distinctions Available | 11 Skill Points Available | 5 Customization Points Available |
| Strength | Constitution | Intelligence |
| 1 | 0 | -3 |
| 1 Melee Damage Bonus | 70 Maximum Health | 6 Additional Skill Points |
| 3 Maximum Worn Armor | 0 Damage Reduction | -2 Maximum Stamina Points |
| 0 Deflection * | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 5 | 0 | -3 |
| 5 Lores | 0 Bonus Targeting | -3 Reaction Time |
| 5 Arcane Resistance | 0 Evasion | -1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Class Distinction: Hurl | As a reaction to an attack by a creature no larger than one size category larger than you, you may throw your assailant up to 5ft, subject to a contest of Constitution; if your attacker hits another creature, both become Prone; if it doesn''t hit another creature, it still falls Prone |
| Class Distinction: Tough as Nails | You have a natural armor (Maximum Worn Armor Limits still apply) equal to twice your Constitution |
| Distinction: Weapon Expertise: Unarmed | Your base unarmed attack damage increases by one progression for each free hand, and your Melee Damage Bonus applies for each free hand |
| Please choose five lores. | Lore Detail |
| Lore: Locks | Your knowledge of the history and manufacture of locks, and how they have been bypassed in the past, as well as some particularly amusing stories involving broken locks on particularly inconvenient doors which would otherwise lead to particularly convenient rooms. |
| Lore: Traps | Your knowledge of the history and manufacture of traps, and in particular their faults and flaws. Also the ways in which ambitious young souls have completely failed to exploit those faults and flaws. |
| Lore: Pickpocketing | Your knowledge of the rich history of pickpocketing, famous pickpockets, and prominent failures, and the reasons for those failures - as well as the sentences resulting from those failures. |
| Lore: Throwing | Your knowledge of the most prominent games of skill, and the theoretical concepts underpinning the basic physical act of throwing on object, as well as what happens to the knees of those who bet more on their skill than would strictly be wise. |
| Lore: Magic Theory | Your knowledge of the nature and history of magic, its operations, and its most common uses, as well as its much more common misuses. |
| Lore: Magic Artifactuary | Your knowledge of the nature and history of magical artifacts, the most common types, their intended use, and some anecdotes which are amusing to some people, at least, about artifacts misused by those who probably should have known better, and many more who shouldn''t. |
| Lore: Ritual Performance | Your knowledge of famous rituals, and how they were performed, as well as the underpinning theory behind their execution - and what not to do if you don''t want to earn a particularly horrible death. |
| Lore: Ritual Disruption | Your knowledge of famous failed rituals, and how they were disrupted, as well as the theories on how best to disrupt rituals once begun without invoking adverse blowback. That would, of course, be bad. |
| Lore: Climbing | Your knowledge of the techniques involving in climbing, as well as the lore surrounding the act; sieges ended by intrepid souls, mountains peaked, ambushes averted - as well as its great failures, which tend to be more similar than its successes. |
| Lore: Leaping | Your knowledge of the history of leaping, a great sport in some places, where legendary figures are said to have traversed canyons and rivers with singular and great Distinctions - Distinctions whose attempted replication has resulted in more than a few hard-to-reach corpses. |
| Lore: Breaking | Your knowledge of the practical applications of reductionist theory, and the risks involved in the misapplication of reductionist dichotomies - that is to say, the art of hitting things, and breaking the thing you''re hitting instead of the thing you''re hitting them with. |
| Lore: Lifting | Your knowledge of the mechanical principles underlying the act of elevating objects beyond their resting position using muscular torsion and skeletal leverage, and the limits implying catastrophic mechanical failures. |
| Lore: Swimming | Your knowledge of fluid dynamics principles to the end of making yourself pointy and splashing more effectively. Fish will always be better than you. Eat a few of them. Remind them of the proper order of things. |
| Lore: Balancing | Your knowledge of the mechanical principles underlying acts of leverage, rotation, and other simple dynamics, simplifying the act of walking from one location to another without abrupt and unexpected death, or at least unpleasantness, befalling you, or you befalling it. Animals make it look easy. Show them the error of their carefree ways by making abrupt and unexpected death and unpleasantness befall them. |
| Lore: Acrobatics | Your knowledge of the mechanical principles underlying simple rotation, angular momentum, and similar mechanics, permitting you to perform seemingly miraculous Distinctions, such as controlling rotation speed by moving your hands closer and further from your center of mass, or getting six full rotations out of a single backflip, or breaking your neck by performing five and a half rotations in a single backflip. Some creatures are better at this than humans. They make for delightfully challenging archery targets. |
| Lore: Swinging | Your knowledge of the mechanical principles of angular momentum, gravitational force, and periodic motion, granting considerable insight into something monkeys do better than you could ever hope to. If you feel slightly bitter about it, put a fruit in a box with a hole the fruit won''t fit back through, and laugh at the stupid little monkeys as they try to get it out without letting go. Then hit it on the head with a heavy stick. |
| Lore: First Aid | Your knowledge of simple anatomy and basic emergency care, and how to correctly treat simple conditions, as well as to recognize the limits of your skill and knowledge, and what exactly might otherwise happen if you blundered on. |
| Lore: Surgery | Your knowledge of anatomy and surgical techniques, and how to correctly treat internal injuries, as well as the ability to recognize when a patient is beyond your ability to help rather than harm. |
| Lore: Stabilization | Your knowledge of emergency care, and how to stabilize a patient to prevent immediate death, so that more in-depth treatment can be undertaken under more favorable circumstances, such as when arrows aren''t still embedding themselves in said patient. |
| Lore: Symptoms | Your knowledge of the various conditions that afflict the human body, and how to recognize the causal patterns connecting the visible symptoms, and the underlying reason for their presentation. |
| Lore: Disguises | Your knowledge of the storied history of infiltration and deceit;secrets stolen, treasures taken, spies caught, tortured, and executed. Great rewards take a little risk. |
| Lore: Blend | Your knowledge of one of the most flexible arts in the spy''s arsenal, ceasing to stand out from a crowd, and becoming one with its members, just another quickly-forgotten face. The danger, of course, is that you''re generally surrounded by exactly those you''d rather not find you. |
| Lore: Forgeries | Your knowledge of the crisp, clean feel of good paper, the tactile sensation of the pen as it makes marks indistinguishable from the real thing, the pleasure in cashing a promissory note for somebody else''s money; less delightfully, you also know the penalties for failure, least among them the loss of a finger or five, and the quite unique experience of multiple fractures of things you''d rather keep intact. |
| Lore: Information | Your knowledge of that most versatile skill, the ability to take rumors from one or multiple sources, and turn it into useful information. Information is dangerous, however. Be careful what questions you ask, or you''ll get some very pointed questions from people with very pointed instruments. |
| Lore: Animal Handling | Your knowledge of the bond between man and beast, the simple language of controller and controlled, guide and guided, and occasionally, gored and gorer. Mind your fingers when giving your capricious fellow living beings treats as reward for good behavior, because punishing them immediately after for taking one off can send mixed signals. |
| Lore: Scavenging | Your knowledge of the ways of nature - where to find berries, which berries are safe to eat, what to do when you eat the wrong variety of berries. More broadly useful, of course - knowing what foliage to look for can tell you a surprising-to-a-layman amount about what kind of minerals can be mined, and where shallow springs can be found. |
| Lore: Shelters | Your knowledge of the intricate act of turning a few bug-ridden piles of brush into a single larger bug-ridden pile of brush that will keep the rain off your head and curious creatures from doing too much investigation. The wrong kind of shelter, of course, is just a meal wrapper for the right kind of fauna. |
| Lore: Scouting | Your knowledge of the trails man and beast leave in their wake - camp garbage and footprints, broken twigs and torn scraps of fabric or thread, disturbed leaves and twigs, scent, blood - and how to use this information to seek or evade an impromptu meeting, and thus how to set the terms of what meetings must take place. |
| Lore: Hiding Places | Your knowledge of the small places, the dark regions, the borders on the edge of notice that mankind, oft to its detriment, grows too complacent to monitor, for they are myriad and man''s time is short; mind that you hide well, lest your time be made shorter. |
| Lore: Sneaking | Your knowledge of the darkness, the silence, the creeping moonlight that obscures rather than illuminates, and how to insert yourself without disruption or ripple, like a skull slipping into a pool of purified mana. |
| Lore: Losing Tails | Your knowledge of the shadow, of the hunt, of that which pursues; you move as starlight, disappearing even as illuminated, and hardest to see when seen directly; the hare is quicker still, however, and but for a moment''s inattention is but an unwitting meal. |
| Lore: Concealment | Your knowledge of the darkest colors, the bodings, the penumbra that hides all around the umbra; your knowledge, not just of disappearing, but leaving no hole where once a thing was to draw the eye, being careful not to disappear too thoroughly from this world. |
| Lore: Spotting | Your knowledge of the subtle ways in which a thing may be made invisible without hiding at all; switches within pictures, eyes watching from between books in a library, a limping bird drawing notice away from its young; of course, such knowledge comes with the great mistakes, such as Hensil Mar, who walked off a cliff face while insisting the walkway was camoflaged to appear as the cliff wall behind. |
| Lore: Listening This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere. | Your knowledge of the subtle ways in which noises may be concealed; the creak of a door concealing the snap of the line of the trap it is triggering, a squirrel throwing an object as it runs in another direction, steel oiled to sound like leather; you also know of some of the great misidentifications, such as Talime the Farsighted, who walked into a dragon''s cave thinking the breathing to be a snoring bear. |
| Lore: Hidden Things | Your knowledge of the subtle ways in which a thing might be hidden entire; a loose floorboard, a carriage wheelbox, a false exterior; you also know how this knowledge can backfire on one who uses it not wisely but too well, such as Vade Scintille, who knocked a support wall out in search of a hidden room. |
| Lore: Following | Your knowledge of the subtle ways in which even a watched person may disappear; slipping into a crowd, ducking into an alley, swapping hats in a moment''s distraction; you''re also aware of pursuits turned foul, like Riesh Nocherre, who tackled his king, who had taken to walking in plain clothes throughout his own city. |
| Lore: Myths | Your knowledge of mythology - from Oakheart''s Ascension to the shadowy god-kings of the Otherworlders - and all its implications. |
| Lore: Common Knowledge | Your knowledge of common things - from how shaving is properly done to the best spices to take the mana taste out of silvertusk flesh - and all its implications. |
| Lore: Iconography | Your knowledge of iconography - from the symbol of the Door key to the ever-moving sigil of Thaumaturgy - and all its implications. |
| Lore: Languages | Your knowledge of the nature of languages - from the common roots of Northking''s Tongue and Sibilese to the types of conjugation that exist in Perriul - and all its implications. |
| Lore: Working under Pressure | Your knowledge of minds, and your own mind in particular; how to deal with time constraints and stress, and what happened to those who couldn''t think faster than the rocks coming at them. |
| Lore: Holding Rituals | Your knowledge of the nature of ritual, and how best to preserve it against subtle mistakes and gentle interferences, and what happened to those who couldn''t maintain their calm under the baleful gaze of a barely-contained mad god. |
| Lore: Conducting Power | Your knowledge of the nature of flesh, metal, and magic, and how they interact at the edges; you know exactly what happens when flesh keeps conducting and metal ceases, moreover. |
| Lore: Meditation | Your knowledge of the nature of harmony, and how it is sustained - as well as how it is not, and the nightmares that tear free of the mind that lets itself wander unguided through the aethersphere. |
| Lore: Volcanoes | Your knowledge of the desert, the magma, the lava, the world of the ever-burning embers, and the memories of dried-up husks of those who thought they, too, knew the land they traversed. |
| Lore: Glaciers | Your knowledge of the ice, the glacier, the white-out blizzards, the world of the ever-blowing wind, and the memories of frozen screams of those who thought they, too, knew the land they traversed. |
| Lore: Hurricanes | Your knowledge of the howling wind, the screaming tornados, the shuddering strokes of lightning, the world of the storm, and the memories of those who thought they, too, knew the land they traversed. |
| Lore: Survival | Your knowledge of the placid pond, the babbling brook, the silent meadow, the world of the endless peace, and the memories of the gutted, half-eaten corpses of those who thought they, too, knew the land they traversed. |
| Lore: Biomancy | Your knowledge of the nature of Biomancy, its origins, and some of its great feats; the Ascension of Oakheart, the purging of the poisoned river Eul, the restoration of the Desert of Souls. |
| Lore: Conjuration | Your knowledge of the nature of Conjuration, its origins, and some of its great feats; the Summoning of Arathao, the closing of the Maw of Far Reaches, the defeat of the offworld demigod Seizrul. |
| Lore: Elemental | Your knowledge of the nature of Elemental magic, its origins, and some of its great feats; the Eternal Pillars, the defense of Iasrune, the Great Bombardment. |
| Lore: Enchantment | Your knowledge of the nature of Enchantment, its origins, and some of its great creations; the Blade of Ages, the Eternal Shield, the Utterly Ordinary Spear. |
| Lore: Focal | Your knowledge of the nature of Focal magic, its origins, and some of its great feats; the Haunting of Sivil, the Purge of Names, the Heartarrow of Vin. |
| Lore: Illusion | Your knowledge of the nature of Illusion magic, its origins, and some of its great feats; the Forgotten Mountain, the Fell Giant, the end of the Siege of Falice. |
| Lore: Necromancy | Your knowledge of the nature of Necromancy, its origins, and some of its great feats; the Lord of the Undying Realm, the Fungal Bloom, the theft of Oakheart''s Soul |
| Lore: Planar | Your knowledge of the nature of Planar magic, its origins, and some of its great feats; the Great Seal, the discovery of The Underplanes, the creation of the Door Key. |
| Lore: Thaumaturgy | Your knowledge of the nature of Thaumaturgy, its origins, and some of its great feats; the Wall of Lights, the Terrible Undoing, and the Charm of Lakes. |
| Lore: Viviomancy | Your knowledge of the nature of Viviomancy, its origins, and some of its great feats; the creation of the Fountain of Life, the resurrections of Vin, Crell''s Last Stand. |
| Lore: Creature Type: Ocean | Your knowledge of the flora and fauna (mostly fauna) of the ocean; the majestic crab, the adorable mermouse, the malignant puddle... |
| Lore: Creature Type: Reptile | Your knowledge of the reptile kingdom; from the Frost Drake to the common Alligator to the deadly Aether Dragon, you''re familiar with the anatomy and nature of them all |
| Lore: Creature Type: Beast | Your knowledge of mundane and magical beasts; Brown Wolves surprise few, Rhinos surprise more, but you know all the legends even of the Ursanova. |
| Lore: Creature Type: Bug | Your knowledge of the creepy and crawly things that go often unnoticed, as well as the larger specimens, far from civilization (or busy consuming it), whose nature and names are rarely encountered. |
| Lore: Creature Type: Offworlder | Your knowledge of the beings from beyond, whose study has occupied many for many hundreds of years and resulted in no small number of deaths. Crevogs are a name familiar to you, as are the Esrule, and the Mantlesquid. |
| Lore: Creature Type: Bird | Your knowledge of the bird kingdom, both big and small, from the elephant-devouring Roc to the rat-devouring Seerhawk. |
| Lore: Creature Type: Elemental | Your knowledge of the elementals of the world, who hold sway and derive power from its primal naturalistic forces, from fire to fortune, from sea to storms. |
| Lore: Enchantment | Your knowledge of the nature of Enchantment, its origins, and some of its great creations; the Blade of Ages, the Eternal Shield, the Utterly Ordinary Spear. | +1 to Arcane Resistance Thresholds of Enchantment spells you cast | +1 to Arcane Resistance Bonus against Enchantment spells |
| Lore: Swimming | Your knowledge of fluid dynamics principles to the end of making yourself pointy and splashing more effectively. Fish will always be better than you. Eat a few of them. Remind them of the proper order of things. | +2 to Grace when swimming | You know the difficulty involved to swim across a difficult area or at a given pace |
| Lore: Disguises | Your knowledge of the storied history of infiltration and deceit;secrets stolen, treasures taken, spies caught, tortured, and executed. Great rewards take a little risk. | +2 to Spycraft when preparing disguises | You know the difficulty involved to pass basic scrutiny under disguise |
| Lore: Shelters | Your knowledge of the intricate act of turning a few bug-ridden piles of brush into a single larger bug-ridden pile of brush that will keep the rain off your head and curious creatures from doing too much investigation. The wrong kind of shelter, of course, is just a meal wrapper for the right kind of fauna. | +2 to Woodcraft when preparing shelter | You know the difficulty involved to prepare functional shelter against the local elements |
| Lore: Volcanoes | Your knowledge of the desert, the magma, the lava, the world of the ever-burning embers, and the memories of dried-up husks of those who thought they, too, knew the land they traversed. | +2 to Endurance when navigating extremely hot environments | You know the difficulty involved to go without injury in a given hot environment |
| Inserting avatar. Please stand by. |
| Major objective complete: Escape prison. 5 characterization points awarded. You have reached class level 2. |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 2 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 52/80 Health | 0/0 Mana | -1/-1 Stamina |
| 0 Distinctions Available | 15 Skill Points Available | 10 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 | 0 | -3 |
| 1 Melee Damage Bonus | 80 Maximum Health | 8 Additional Skill Points |
| 3 Maximum Worn Armor | 0 Damage Reduction | -2 Maximum Stamina Points |
| 0 Deflection * | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 5 | 0 | -3 |
| 5 Lores | 0 Bonus Targeting | -3 Reaction Time |
| 5 Arcane Resistance | 0 Evasion | -1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Class Distinction: Call Out | You may Call Out an opponent; subject to a Discipline contest against your Endurance, they must move towards you and attack you whenever possible |
| Class Distinction: Shake Off | You may expend Stamina to increase your Worn Armor by 4, knock back all adjacent opponents 5 feet, and, subject to an Endurance contest against your Endurance, knock all affected targets prone |
| Skill Name | Current Rank | Skill Point Cost | Skill Detail |
| Armor Aptitude: Light Armor | 0 | 1 | Grants Aptitude with Light Armor |
| Armor Aptitude: Medium Armor | 0 | 2 | Grants Aptitude with Medium Armor |
| Armor Aptitude: Heavy Armor | 0 | 3 | Grants Aptitude with Heavy Armor |
| Armor Aptitude: Shield | 0 | 1 | Grants Aptitude with Shields |
| Weapon Aptitude: One-Handed Sword | 0 | 1 | Grants Aptitude with One-handed Swords |
| Weapon Aptitude: Knife | 0 | 1 | Grants Aptitude with Knives and Daggers |
| Weapon Aptitude: Spear | 0 | 1 | Grants Aptitude with Spears and other piercing polearms, and javelins and similar weapons when used in melee |
| Weapon Aptitude: Shortbow | 0 | 2 | Grants Aptitude with Shortbows |
| Weapon Aptitude: Longbow | 0 | 3 | Grants Aptitude with Longbows |
| Weapon Aptitude: Staff | 0 | 1 | Grants Aptitude with Staves |
| Weapon Aptitude: Crossbow | 0 | 1 | Grants Aptitude with Crossbows |
| Weapon Aptitude: Mace | 0 | 1 | Grants Aptitude with Maces and other bludgeoning weapons |
| Weapon Aptitude: Thrown | 0 | 3 | Grants Aptitude with Throwing Knives, Throwing Stars/Shurikens, Throwing Axes, Javelins, and similar thrown weapons |
| Weapon Aptitude: Greatsword | 0 | 1 | Grants Aptitude with Greatswords and other two-handed swords |
| Weapon Aptitude: Axe | 0 | 1 | Grants Aptitude with one and two handed axes |
| Weapon Aptitude: Halberd | 0 | 1 | Grants Aptitude with Halberds |
| Weapon Aptitude: Katana | 0 | 2 | Grants Aptitude with Katana and other Eastern weapons |
| Weapon Aptitude: Fencing | 0 | 3 | Grants Aptitude with fencing weapons, such as rapiers and epees |
| Stealth | 0 | 2 | Increases Progression of Stealth checks by 1 |
| Discipline | 0 | 2 | Increases Progression of Discipline checks by 1 |
| Grace | 1 | 2 | Increases Progression of Grace checks by 1 |
| Arcana | 0 | 2 | Increases Progression of Arcana checks by 1 |
| Medicine | 0 | 2 | Increases Progression of Medicine checks by 1 |
| Spycraft | 0 | 2 | Increases Progression of Spycraft checks by 1 |
| Woodcraft | 0 | 2 | Increases Progression of Woodcraft checks by 1 |
| Dexterity | 0 | 2 | Increases Progression of Dexterity checks by 1 |
| Recollection | 0 | 2 | Increases Progression of Recollection checks by 1 |
| Alertness | 0 | 2 | Increases Progression of Alertness checks by 1 |
| Concentration | 0 | 2 | Increases Progression of Concentration checks by 1 |
| Endurance | 0 | 2 | Increases Progression of Endurance checks by 1 |
| New Language | 0 | 4 | Grants the ability to speak a new language |
| Lore: Enchantment | Your knowledge of the nature of Enchantment, its origins, and some of its great creations; the Blade of Ages, the Eternal Shield, the Utterly Ordinary Spear. | +1 to Arcane Resistance Thresholds of Enchantment spells you cast, +1 to Arcane Resistance Bonus against Enchantment spells |
| Lore: Swimming | Your knowledge of fluid dynamics principles to the end of making yourself pointy and splashing more effectively. Fish will always be better than you. Eat a few of them. Remind them of the proper order of things. | +2 to Grace when swimming, You know the difficulty involved to swim across a difficult area or at a given pace |
| Lore: Disguises | Your knowledge of the storied history of infiltration and deceit;secrets stolen, treasures taken, spies caught, tortured, and executed. Great rewards take a little risk. | +2 to Spycraft when preparing disguises, You know the difficulty involved to pass basic scrutiny under disguise |
| Lore: Shelters | Your knowledge of the intricate act of turning a few bug-ridden piles of brush into a single larger bug-ridden pile of brush that will keep the rain off your head and curious creatures from doing too much investigation. The wrong kind of shelter, of course, is just a meal wrapper for the right kind of fauna. | +2 to Woodcraft when preparing shelter, You know the difficulty involved to prepare functional shelter against the local elements |
| Lore: Volcanoes | Your knowledge of the desert, the magma, the lava, the world of the ever-burning embers, and the memories of dried-up husks of those who thought they, too, knew the land they traversed. | +2 to Endurance when navigating extremely hot environments, You know the difficulty involved to go without injury in a given hot environment |
| Minor objectives complete: Find shelter, receive healing. You have earned 2 customization points! |
| Trait: Lust satisfied. You have earned 1 customization point! |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 2 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 71/80 Health | 0/0 Mana | -1/-1 Stamina |
| 0 Distinctions Available | 15 Skill Points Available | 13 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 | 0 | -3 |
| 1 Melee Damage Bonus | 80 Maximum Health | 8 Additional Skill Points |
| 3 Maximum Worn Armor | 0 Damage Reduction | -2 Maximum Stamina Points |
| 0 Deflection * | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 5 | 0 | -3 |
| 5 Lores | 0 Bonus Targeting | -3 Reaction Time |
| 5 Arcane Resistance | 0 Evasion | -1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Moderate objective complete: Assist with surgery. You have earned two customization points. You''ve reached class level 3! Free distinction gained. |
| Class Distinction: Shrug Off | Damage less than 4 is reduced to 0 |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 3 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 90/90 Health | 0/0 Mana | -1/-1 Stamina |
| 1 Distinctions Available | 17 Skill Points Available | 15 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 0 | -3 |
| 3 Maximum Worn Armor | 90 Maximum Health | 10 Additional Skill Points |
| 0 Deflection * | 0 Damage Reduction | -2 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 5 | 0 | -3 |
| 5 Lores | 0 Bonus Targeting | -3 Reaction Time |
| 5 Arcane Resistance | 0 Evasion | -1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Distinction Name | Effect |
| Endurance Training | You get +1 Constitution at level 5, +2 Constitution at level 13, and +3 Constitution at level 20 |
| Overbalance | Whenever you hit an enemy no more than one size larger than you, you may expend one Stamina to knock them Prone, subject to a contest of their Grace against your Strength plus your Constitution. +2 to Maximum Stamina |
| Soul Replenishment | If your maximum HP is less than your Constitution times your level, plus your level, increase your maximum HP by 1 per day |
| Unarmored Defense | When wearing no armor and not using a Shield, you get Worn Armor equal to your Agility plus your Perception. +3 to Maximum Health |
| Shatter | After successfully hitting an opponent with a physical attack dealing Blunt Damage, you may choose to attempt to destroy a piece of equipment they are using or wearing, subject to a contest of your Discipline against their Endurance. +1 to Maximum Stamina |
| Shieldwall | When using a non-buckler shield, when an opponent moves into a Protected Space, you may expend one Stamina to immediately end that opponent''s turn subject to a contest of Endurance. +1 to Maximum Stamina |
| Feral Tenacity | You may use your Constitution score in place of Strength for any Skill. +2 to Maximum Health |
| Distinction Name | Prerequisites | Effect |
| Fortune Master | Cannot have taken Weapon Master, Cannot have taken Spell Master | Doubled Epiphany Bonus. +1 to all Skill attempts for every ten unspent skill points |
| Moderate objective complete: Clear the fields. You have earned two customization points. |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 3 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 67/90 Health | 0/0 Mana | -1/-1 Stamina |
| 1 Distinctions Available | 17 Skill Points Available | 17 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 0 | -3 |
| 3 Maximum Worn Armor | 90 Maximum Health | 10 Additional Skill Points |
| 0 Deflection * | 0 Damage Reduction | -2 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 5 | 0 | -3 |
| 5 Lores | 0 Bonus Targeting | -3 Reaction Time |
| 5 Arcane Resistance | 0 Evasion | -1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Name | Point Cost | Prerequisite | Description |
| Bonus: Distinction | 5 | Take an additional Distinction | |
| Bonus: Class Distinction | 20 | You may pick either improve a Class Distinction you already have if you meet the level prerequisites (Level 5 for Improved, Level 10 for Greatly Improved, Level 15 for Legendary), or pick a new improvable Class Distinction at its basic level | |
| Emphasis: Aether | 5 | Have not already taken an Emphasis | Increases damage done with Aether by 100% |
| Emphasis: Earth | 5 | Have not already taken an Emphasis | Increases damage done with Earth by 100% |
| Emphasis: Fire | 5 | Have not already taken an Emphasis | Increases damage done with Fire by 100% |
| Emphasis: Ice | 5 | Have not already taken an Emphasis | Increases damage done with Ice by 100% |
| Emphasis: Lightning | 5 | Have not already taken an Emphasis | Increases damage done with Lightning by 100% |
| Emphasis: Death Energy | 5 | Have not already taken an Emphasis | Increases damage done with Death Energy by 100% |
| Emphasis: Life Energy | 5 | Have not already taken an Emphasis | Increases damage done with Life Energy by 100% |
| Emphasis: Void | 5 | Have not already taken an Emphasis | Increases damage done with Void by 100% |
| Fortune: Blessed | 3 | Grants 1 Blessing | |
| Fortune: Cursed | -3 | Do not currently have a curse | Gives the player 1 Curse |
| Fortune: Fortune | 1 | Grants One Fortune | |
| Fortune: Misfortune | -1 | Do not currently have a Misfortune | Gives the player one Misfortune |
| Improvement: Constitution | 3 | Has not already been taken 5 times | Increases Constitution by 1 If you spot this narrative on Amazon, know that it has been stolen. Report the violation. |
| Improvement: Agility | 3 | Has not already been taken 5 times | Increases Agility by 1 |
| Improvement: Intelligence | 3 | Has not already been taken 5 times | Increases Intelligence by 1 |
| Improvement: Perception | 3 | Has not already been taken 5 times | Increases Perception by 1 |
| Improvement: Strength | 3 | Has not already been taken 5 times | Increases Strength by 1 |
| Improvement: Wisdom | 3 | Has not already been taken 5 times | Increases Wisdom by 1 |
| Martial School: Flowing River | 10 | Allows use of the Flowing River Martial School | |
| Martial School: Ironwood | 10 | Allows use of the Ironwood Martial School | |
| Martial School: Mighty Ox | 10 | Allows use of the Mighty Ox Martial School | |
| Martial School: Mountain | 10 | Allows use of the Mountain Martial School | |
| Martial School: Snake | 10 | Allows use of the Snake Martial School | |
| Martial School: Tower | 10 | Allows use of the Tower Martial School | |
| Resilience: Aether | 5 | Have not already taken a Resilience | Increases Aether Resistance by 50% |
| Resilience: Earth | 5 | Have not already taken a Resilience | Increases Earth Resistance by 50% |
| Resilience: Fire | 5 | Have not already taken a Resilience | Increases Fire Resistance by 50% |
| Resilience: Ice | 5 | Have not already taken a Resilience | Increases Ice Resistance by 50% |
| Resilience: Lightning | 5 | Have not already taken a Resilience | Increases Lightning Resistance by 50% |
| Resilience: Death Energy | 5 | Have not already taken a Resilience | Increases Death Energy Resistance by 50% |
| Resilience: Life Energy | 5 | Have not already taken a Resilience | Increases Life Energy Resistance by 50% |
| Resilience: Void | 5 | Have not already taken a Resilience | Increases Void Resistance by 50% |
| Vulnerability: Aether | -3 | Aether Resistance > -100% | Decreases Aether Resistance by 50% |
| Vulnerability: Defense | -3 | Base AC > 5 | Decreases Base AC by 1 |
| Vulnerability: Earth | -3 | Earth Resistance > -100% | Decreases Earth Resistance by 50% |
| Vulnerability: Fire | -3 | Fire Resistance > -100% | Decreases Fire Resistance by 50% |
| Vulnerability: Ice | -3 | Ice Resistance > -100% | Decreases Ice Resistance by 50% |
| Vulnerability: Lightning | -3 | Lightning Resistance > -100% | Decreases Lightning Resistance by 50% |
| Vulnerability: Death Energy | -3 | Negative Energy Resistance > -100% | Decreases Death Energy Resistance by 50% |
| Vulnerability: Life Energy | -3 | Positive Energy Resistance > -100% | Decreases Life Energy Resistance by 50% |
| Vulnerability: Void | -3 | Void Resistance > -100% | Decreases Void Resistance by 50% |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 3 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 67/110 Health | 0/0 Mana | -1/-1 Stamina |
| 1 Distinctions Available | 17 Skill Points Available | 11 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | -3 |
| 3 Maximum Worn Armor | 110 Maximum Health | 10 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | -2 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 5 | 0 | -3 |
| 5 Lores | 0 Bonus Targeting | -3 Reaction Time |
| 5 Arcane Resistance | 0 Evasion | -1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| A wise decision. You''ve earned one wisdom! |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 3 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 67/110 Health | 0/0 Mana | 0/2 Stamina |
| 0 Distinctions Available | 23 Skill Points Available | 2 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | 0 |
| 3 Maximum Worn Armor | 110 Maximum Health | 16 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | 1 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | -3 |
| 6 Lores | 0 Bonus Targeting | -3 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | -1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Lore: First Aid | Your knowledge of simple anatomy and basic emergency care, and how to correctly treat simple conditions, as well as to recognize the limits of your skill and knowledge, and what exactly might otherwise happen if you blundered on. |
| Minor objective complete: Clear the fields. You have earned one customization point. |
| Trait: Stoicism satisfied. You have accepted your nature as a stoic, and earned five customization points. You''ve reached class level 4! |
| Class Distinction: Improved Hurl | Hurl has a range of 10ft, and the thrown creature deals its Total Armor in damage to any hit creatures |
| Class Distinction: Latent Power | +1 Maximum Stamina |
| Trait: Stoicism satisfied. You have accepted your nature as a stoic, and then moved beyond it. You have earned five customization points. You''ve reached class level 5! You''ve reached path level 2! |
| Class Distinction: Inhuman Size 1 | You get 25 additional health. Additionally, you may Enlarge at will, becoming Large. |
| Path Distinction: Deft Nature | You can''t be caught flat-footed, and can dodge as easily prone as standing |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 5 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 146/155 Health | 0/0 Mana | 3/3 Stamina |
| 0 Distinctions Available | 27 Skill Points Available | 4 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | 0 |
| 3 Maximum Worn Armor | 130 Maximum Health | 20 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | 1 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Great objective complete: Survived a small herd of level 12 Silver Fawn as part of a party. You''ve earned six customization points. You''ve reached class level 6! Free distinction earned! |
| Class Distinction: Thick Skull | You are immune to non-lethal damage |
| Class Distinction: Latent Power | +1 Maximum Stamina |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 6 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 27/165 Health | 0/0 Mana | 2/4 Stamina |
| 1 Distinctions Available | 29 Skill Points Available | 10 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | 0 |
| 3 Maximum Worn Armor | 140 Maximum Health | 22 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | 1 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Armor Expertise: Heavy | When wearing Heavy Armor, you may spend 1 Stamina to apply your full Deflection Bonus to your Worn Armor until the beginning of your next turn, +1 Strength |
| Unarmored Defense | When wearing no armor and not using a shield, you get Worn Armor equal to your Agility plus your Perception; +3 to Maximum HP |
| Improved Unarmored Defense | When wearing no armor and not using a shield, you get Damage Reduction equal to your Intelligence plus your Wisdom |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 6 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 121/165 Health | 0/0 Mana | 2/4 Stamina |
| 0 Distinctions Available | 29 Skill Points Available | 5 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | 0 |
| 3 Maximum Worn Armor | 140 Maximum Health | 22 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | 1 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 6 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 42/165 Health | 0/0 Mana | 4/4 Stamina |
| 0 Distinctions Available | 29 Skill Points Available | 5 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | 0 |
| 3 Maximum Worn Armor | 140 Maximum Health | 22 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | 1 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Moderate objective complete: Defeated a small band of bandits. You''ve earned three customization points. You''ve reached class level 7! Five skill points earned. New class distinction. |
| Class Distinction: Improved Shrug Off | Damage less than 7 is reduced to 0 |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 7 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 41/175 Health | 0/0 Mana | 2/4 Stamina |
| 0 Distinctions Available | 36 Skill Points Available | 8 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | 0 |
| 3 Maximum Worn Armor | 150 Maximum Health | 24 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | 1 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 7 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 178/178 Health | 0/0 Mana | 2/4 Stamina |
| 0 Distinctions Available | 36 Skill Points Available | 8 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 1 Melee Damage Bonus | 2 | 0 |
| 3 Maximum Worn Armor | 150 Maximum Health | 24 Additional Skill Points |
| 0 Deflection * | 4 Damage Reduction | 1 Maximum Stamina Points |
| 1 Melee Damage Bonus | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Lore: First Aid | Your knowledge of simple anatomy and basic emergency care, and how to correctly treat simple conditions, as well as to recognize the limits of your skill and knowledge, and what exactly might otherwise happen if you blundered on. |
| Lore: Enchantment | Your knowledge of the nature of Enchantment, its origins, and some of its great creations; the Blade of Ages, the Eternal Shield, the Utterly Ordinary Spear. |
| Lore: Swimming | Your knowledge of fluid dynamics principles to the end of making yourself pointy and splashing more effectively. Fish will always be better than you. Eat a few of them. Remind them of the proper order of things. |
| Lore: Disguises | Your knowledge of the storied history of infiltration and deceit;secrets stolen, treasures taken, spies caught, tortured, and executed. Great rewards take a little risk. |
| Lore: Shelters | Your knowledge of the intricate act of turning a few bug-ridden piles of brush into a single larger bug-ridden pile of brush that will keep the rain off your head and curious creatures from doing too much investigation. The wrong kind of shelter, of course, is just a meal wrapper for the right kind of fauna. If you encounter this tale on Amazon, note that it''s taken without the author''s consent. Report it. |
| Lore: Volcanoes | Your knowledge of the desert, the magma, the lava, the world of the ever-burning embers, and the memories of dried-up husks of those who thought they, too, knew the land they traversed. |
| Name | Effect |
| Fortune Master | Doubled Ephiphany Bonus, +1 to all Skill Rolls for every ten unspent skill points |
| Shrug Off | Damage less than 4 is reduced to 0 |
| Improved Shrug Off | Damage less than 7 is reduced to 0 |
| Unarmored Defense | When wearing no armor and not using a shield, you get Worn Armor equal to your Agility plus your Perception, +3 to Maximum HP |
| Improved Unarmored Defense | When wearing no armor and not using a shield, you get Damage Reduction equal to your Intelligence plus your Wisdom |
| Thick Skull | You are immune to non-lethal damage |
| Latent Power | +1 Maximum Stamina (x2) |
| Hurl | As a reaction to an attack by a creature no larger than one size category larger than you, you may throw your assailant up to 5ft, subject to a contest of Constitution; if your attacker hits another creature, both become Prone; if it doesn''t hit another creature, it still falls Prone |
| Improved Hurl | Hurl has a range of 10ft, and the thrown creature deals its Total Armor in damage to any hit creatures |
| Call Out | You may Call Out an opponent; subject to a Discipline contest against your Endurance, they must move towards you and attack you whenever possible |
| Shake Off | You may expend Stamina to increase your Worn Armor by 4, knock back all adjacent opponents 5 feet, and, subject to an Endurance contest against your Endurance, knock all affected targets prone |
| Tough as Nails | You have a natural armor (Maximum Worn Armor Limits still apply) equal to twice your Constitution |
| Weapon Expertise: Unarmed | Your base unarmed attack damage increases by one progression for each free hand. Your Melee Damage Bonus applies for each free hand |
| Deft Nature | You can''t be caught flat-footed, and can dodge as easily prone as standing |
| Inhuman Size 1 | You get 25 additional health. Additionally, you may Enlarge at will, becoming Large. |
| Endurance Training | You get +1 Constitution at level 5, +2 Constitution at level 13, and +3 Constitution at level 20 |
| Welcome. |
| Do not be alarmed. You have been chosen. |
| Please select an archetype. Please be aware this selection cannot be changed once made. |
| Warrior |
| Magus |
| Rogue |
| Other |
| Warrior | The Warrior is the prototypical - well, Warrior. The Warrior specializes in dealing and absorbing damage, with a low critical hit chance but a high general hit chance. The Warrior typically chooses a single weapon and battle style to develop mastery in and of, and branches out into other fields of expertise only opportunistically. The Warrior gets a high number of Martial Distinctions, which permit either exceptional specialization into a particular form of combat, or broad mastery over a range of styles of combat. In battle, the Warrior is exceptionally good at dealing with Rogue and Rogue-like classes, soaking up their critical hits with a substantial Health pool and avoiding everything else, but may have more difficulty with Magic-wielding classes, whose less direct abilities can stymie attempted attacks and wear down the Warrior''s effectiveness over the course of a battle. |
| Spellsword | The Spellsword is a Warrior-like anti-Magus, emphasizing magical resistance, with a lighter emphasis on melee combat. Not as good in direct melee combat as most other Warrior-like classes, the Spellsword instead relies on a pool of mana and a small set of spells, which permit the Spellsword to more readily adapt to circumstances. The Spellsword is strongest in group combat, at higher levels providing a passive shield against offensive spells directed at nearby party members, and is exceptionally good at fighting Magus and Magus-like classes. The Spellsword is somewhat more vulnerable to Rogue-like classes, however, and is particularly vulnerable to other Warrior-like classes. |
| Vanguard | The Vanguard is a Warrior-like class with an emphasis on one-on-many combat, and the class is at its strongest in exactly this situation. The typical Vanguard wields a Halberd or Axe, wears Heavy Armor, and is the first into and out of every fight. The Vanguard relies heavily on the ability to get in and out of combat without impediment, and so may take Distinctions which improve Movement Speed. Each opponent beyond the first in melee attack range makes the Vanguard hit more often, and that much harder to hit, which results in a curious situation, whereby the Vanguard may be overwhelmed in a one-on-one fight, but completely in control when fighting three of the same enemy. The Vanguard is particularly vulnerable to Magus-like classes, who can hinder the Vanguard''s advance without entangling themselves in the fight, and particularly strong against other ranged combatants, whose movement speed can''t avail them much. |
| Barbarian | The Barbarian is a damage-and-armor oriented Warrior-like class, for whom every weapon is ultimately disposable. The typical Barbarian is a master of every weapon, and destroys weapons on enemy''s heads with disturbing regularity, pausing only briefly in the massacre to acquire the next stick to break on the next skull. The Barbarian deals extremely high damage, and has the potential for considerable protection using Heavy Armor, but the low Health pool mean the Barbarian is a very challenging class to use effectively, being vulnerable both against Rogue-like classes and offensive Magus-like classes. |
| Brawler | The Brawler is a Health and Damage Reduction oriented Warrior-like class, who excels at surviving pretty much anything. The typical Brawler is wielding bare fists and wears no armor, and is somewhere in the middle of the fighting, pounding on and getting pounded back for long, sustained bursts. The Brawler tends to be best against other Warrior-like classes, simply outliving them, and is weakest against Magus-like classes, who can gradually wear the Brawler down without ever getting directly involved, and Rogue-like classes, who the Brawler can never quite catch up to. |
| Phalanx | The Phalanx is a Warrior-like class emphasizing prolonged defensive combat. The typical Phalanx is to be found dual-wielding spiked tower shields and covered in Heavy Armor from head to toe, side-by-side with two or three allies, in the middle of the densest knot of enemies. The Phalanx gets more powerful the more allies are nearby, and is a potent force multiplier with other group-oriented classes, pairing particularly well with Sages. The Phalanx in group combat is particularly vulnerable to Magus-like classes, and in solo combat is vulnerable to other Warrior-like classes, although high Stamina regeneration and Health mean the Phalanx can simply outlast opponents. |
| Accursed (Special) | The Accursed, as a class, is all about randomization, and manipulating the results of randomization. A typical Accursed could be any class type whatsoever, but probably has a dense pool of Fortune, used partially to help offset the otherwise completely random nature of leveling up, but also to offset situational disadvantages as they arise. An Accursed can be found in any role, in any position on the battlefield - and is, as a rule, doing very well, or doing very badly, with very little room in the middle. |
| Knight | The Knight is a tanking Warrior with slow but deadly attacks. The Knight''s core powers use large amounts of Stamina to deal incredible damage, and recharge Stamina while turtling against attacks. Typically found in Heavy Armor in the midst of the most violent fighting, wielding Sword or Mace and a sturdy shield, the Knight is an asset to any fight. |
| Warden | The Warden is a staff and crossbow wielding tanking Warrior who spins from opponent to opponent, keeping targets distracted and harried, disrupting their assault. Typically found in Medium Armor wielding a Staff against the opponent''s flanks, the Warden does best holding lines that would be abandoned by a lesser soldier. |
| Sergeant | The Sergeant is a two-handed weapon wielding tanking Warrior who is equally at home at the front or the rear of the battlefield, throwing opponents into constant disarray with a dizzying range of strategies and tactics. |
| Paladin | You have not been granted additional information about this class |
| Mercenary | You have not been granted additional information about this class |
| Noble | You have not been granted additional information about this class |
| Warlord | You have not been granted additional information about this class |
| Berserker | You have not been granted additional information about this class |
| Monk (Special) | You have not been granted additional information about this class |
| Please select your class path. Additional information requested. | Detail |
| Wanderer | The future is not ours. The Wanderer seeks to find out what fate awaits them, rather than controlling it, although doing so with gusto and energy. Theirs is a fate unwritten, and those seeking to write their fate for them will find the task increasingly difficult. |
| Fortune Teller | Accept that to which fate brings you. The Fortune Teller, ultimately, seeks to manipulate not just their own fate, but the fate of others, ultimately developing the ability to not only aid their allies, but curse their enemies to unending doom. |
| Gambler | A flip of the card, a roll of the dice, that''s all life is. The Gambler doesn''t see chance as a thing to be controlled, but ridden. A Gambler accepts the good and the bad that life gives them, but capitalizes on the good. |
| Please select your Background | Detail |
| Sharecropper | You were raised among sharecroppers, poorest of the poor |
| Farmer | You were raised among land-owning peasants |
| Country Craft | You were raised among the children of, or apprenticed at a young age to, a local country craftsman; a wainwright, or perhaps a blacksmith |
| Caravan | You were raised among a traveling caravan, perhaps the child of a merchant, or a traveling circus |
| Bandit Party | You were raised in a traveling party of bandits |
| Army Follower | You were raised among the army followers, mostly composed of prostitutes, craftsmen, and merchants |
| City Slum | You were raised in the city slums |
| City Gang | You were raised amidst a party of city thieves and rogues |
| City Merchant District | You were raised among a city''s lower burghers |
| City Craft District | You were raised, or apprenticed at a young age, to a city craftsman |
| City Court | You spent most of your young life in the city courts, surrounded by low and country nobility |
| Country Nobility | You were raised with the country nobility |
| County Courts | You were raised in the county courts, seeing a mixture of low and high nobility passing through |
| City Nobility | You were raised among the city nobility |
| Capital Slums | You lived most of your young life in the slums of a capital city, scrounging for scraps in the wealthiest city for miles |
| Capital Merchant District | You were raised among merchants in the wealthiest city for miles |
| Capital Craft District | You were raised, or apprenticed at a young age, to crafters in the wealthiest city for miles |
| Capital Court | You were raised in the capital courts, seeing mostly high nobility, and occasionally perhaps the ruling family |
| Capital Nobility | You were raised among the capital nobility, perhaps a distant cousin to the ruling family, and know most of the high nobility with at least passing familiarity |
| Ruling Family | You were raised in the ruling family itself, and have connections to the most powerful people in the land |
| Please select the profession you worked in | Detail | Stat Bonus | Starting Skill |
| Smith''s Assistant Unauthorized usage: this tale is on Amazon without the author''s consent. Report any sightings. | A simple smith''s assistant, hoping someday to own a forge of your own. | +1 Strength, +1 Constitution, -1 Intelligence, -1 Perception | Endurance |
| Blacksmith | A blacksmith, strong and pure of body, from hours at intense labor over hellish heat. | +2 Strength, +2 Constitution, -2 Intelligence, -2 Perception | Endurance |
| Tanner''s Assistant | A tanner''s assistant, aiming to someday be a master tanner yourself. | +1 Constitution, +1 Perception, -1 Agility, -1 Wisdom | Woodcraft |
| Tanner | A tanner, skin thickened and hardened and stained from decades of chemical exposure. | +2 Constitution, +2 Perception, -2 Agility, -2 Wisdom | Woodcraft |
| Farmhand | A farmhand, who helps keep the animals in line and performs basic maintenance. | +1 Constitution, +1 Wisdom, -1 Perception, -1 Intelligence | Discipline |
| Farmer | A farmer, eyes squinted against years of glare, hands and mind strong and firm from years of use. | +2 Constitution, +2 Wisdom, -2 Perception, -2 Intelligence | Discipline |
| Carpenter | A carpenter, strong of hand, keen of mind, well-versed at turning thoughts into action. | +1 Strength, +1 Intelligence, -1 Wisdom, -1 Agility | Concentration |
| Builder | A builder, well-accustomed to taking diverse elements and making a complete whole of them. | +2 Strength, +2 Intelligence, -2 Wisdom, -2 Agility | Concentration |
| Dockhand | A dockhand, accustomed to the sway of the boat as heavy loads are carried to and fro. | +1 Strength, +1 Agility, -1 Wisdom, -1 Perception | Grace |
| Sailor | A sailor, agile and strong, as comfortable on a heaving ship as on dry land. | +2 Strength, +2 Agility, -2 Wisdom, -2 Perception | Grace |
| Pickpocket | A pickpocket, quick of hands and sharp of eyes, only as rich as his pickings. | +1 Agility, +1 Perception, -1 Strength, -1 Constitution | Dexterity |
| Thief | A thief, subtle of touch and careful of wit, best never known to his victims. | +2 Agility, +2 Perception, -2 Strength, -2 Constitution | Dexterity |
| Entertainer | An entertainer, a jack of all trades, from juggling to simple instruments. | +1 Agility, +1 Wisdom, -1 Intelligence, -1 Constitution | Grace |
| Musician | A musician, master of a single instrument, but skilled with all. | +2 Agility, +2 Wisdom, -2 Intelligence, -2 Constitution | Grace |
| Deliverer | A deliveryperson - getting things from here to there, and surviving the trip besides. | +1 Agility, +1 Constitution, -1 Intelligence, -1 Wisdom | Alertness |
| Messenger | Messengers live sometimes dangerous lives, on account of the dangerous messages they deliver to dangerous people. | +2 Agility, +2 Constitution, -2 Intelligence, -2 Wisdom | Alertness |
| Trapper | A trapper, skilled at luring prey with bait and killing or catching it, without ever having to be there. | +1 Perception, +1 Strength, -1 Intelligence, -1 Wisdom | Stealth |
| Hunter | A hunter, skilled at stalking and catching or killing prey, and skinning and dressing it. | +2 Perception, +2 Strength, -2 Intelligence, -2 Wisdom | Stealth |
| Detective | A detective - a thief-taker in modern times, following evidence more subtle than a fleeing perpetrator. | +1 Perception, +1 Intelligence, -1 Constitution, -1 Strength | Spycraft |
| Spy | A spy, slipping in plain sight amongst those who are seen but do not see. | +2 Perception, +2 Intelligence, -2 Constitution, -2 Strength | Spycraft |
| Research Assistant | A research assistant - the hardest working and least credited in the scholarly staff. | +1 Intelligence, +1 Wisdom, -1 Agility, -1 Strength | Arcana |
| Scholar | The scholar, who is most adept at making other people work very hard. | +2 Intelligence, +2 Wisdom, -2 Agility, -2 Strength | Arcana |
| Scribe | Scribes are universally treasured, but rarely paid commensurate wages for their value. | +1 Intelligence, +1 Strength, -1 Constitution, -1 Perception | Recollection |
| Librarian | Librarians work surprisingly hard, sorting and placing hundreds of pounds of tomes per day. | +2 Intelligence, +2 Strength, -2 Constitution, -2 Perception | Recollection |
| Healer | A healer, skilled with poultice and bandage and simple curatives. | +1 Wisdom, +1 Agility, -1 Strength, -1 Perception | Medicine |
| Doctor | A doctor, skilled with scalpel and needle and leech alike. | +2 Wisdom, +2 Agility, -2 Strength, -2 Perception | Medicine |
| Trader | A simple trader, perhaps owner of a modest store, perhaps moving from village to village, small wagon in tow. | +1 Wisdom, +1 Perception, -1 Agility, -1 Constitution | Spycraft |
| Merchant | A merchant, more possessed of the trappings of wealth than wealth itself. | +2 Wisdom, +2 Perception, -2 Agility, -2 Constitution | Spycraft |
| Chemist | A chemist, face marked with the scars of years of experience and learning. | +1 Intelligence, +1 Constitution, -1 Strength, -1 Agility | Woodcraft |
| Alchemist | An alchemist, discolored and scarred from experiments conducted over years. | +2 Intelligence, +2 Constitution, -2 Strength, -2 Agility | Woodcraft |
| Please select your ancestry | Detail | |
| Farmer''s Line | The lineage of a simple farmer from the days of Old Haven | +1 Strength, +1 Constitution, +1 Wisdom, -1 Intelligence, -1 Agility, -1 Perception |
| Bluebrim''s Line | The lineage of the Biomancer Ferran Bluebrim, who singlehandled fed the armies of Old Haven during the First Sundering | +1 Strength, +2 Constitution, +3 Wisdom, -1 Intelligence, -2 Agility, -3 Perception |
| Scholar''s Line | The lineage of a simple scholar from the days of Old Haven | +1 Constitution, +1 Wisdom, +1 Intelligence, -1 Agility, -1 Perception, -1 Strength |
| Fiern''s Line | The lineage of Seam Fiern, who is credited with identifying the source of The Sundering | +1 Constitution, +2 Wisdom, +3 Intelligence, -1 Agility, -2 Perception, -3 Strength |
| Merchant''s Line | The lineage of a simple merchant from the days of Old Haven | +1 Wisdom, +1 Intelligence, +1 Agility, -1 Perception, -1 Strength, -1 Constitution |
| Tegrile''s Line | The lineage of Leone Tegrile, who converted his mansion into a flying fortress - First Citadel, although it has crashed three times since and little resembles its original form - and his collection of rare artifacts into a magical arsenal. | +1 Wisdom, +2 Intelligence, +3 Agility, -1 Perception, -2 Strength, -3 Constitution |
| Thieftaker''s Line | The lineage of a simple thief-taker from the days of Old Haven | +1 Intelligence, +1 Agility, +1 Perception, -1 Strength, -1 Constitution, -1 Wisdom |
| Heunchmenn''s Line | The lineage of Lenne Heunchmenn, whose corps of thieftakers, remnants of six dozen different corps devastated by The Sundering, patrolled the streets even during the war, taking heavy casualties but keeping the city intact. | +1 Intelligence, +2 Agility, +3 Perception, -1 Strength, -2 Constitution, -3 Wisdom |
| Mariner''s Line | The lineage of a simple mariner from the days of Old Haven | +1 Agility, +1 Perception, +1 Strength, -1 Constitution, -1 Wisdom, -1 Intelligence |
| Vexbeard''s Line | The lineage of the captain Sern Vexbeard, whose ship, sole survivor of the raids on the ports during The Sundering, held off six dozen behemoth off-worlders for the six days it took for reinforcements to arrive | +1 Agility, +2 Perception, +3 Strength, -1 Constitution, -2 Wisdom, -3 Intelligence |
| Smith''s Line | The lineage of a simple smith from the days of Old Haven | +1 Perception, +1 Strength, +1 Constitution, -1 Wisdom, -1 Intelligence, -1 Agility |
| Tongesh''s Line | The lineage of the enchanter Irem Tongesh, who forged and enchanted the armaments of the First Company, who first turned back the invasion of The Breach | +1 Perception, +2 Strength, +3 Constitution, -1 Wisdom, -2 Intelligence, -3 Agility |
| Please select your quest | Detail |
| Destiny | The world has a destiny in mind for you, and you must pursue any means to fulfill it. |
| Repayment of Debt | You must repay a debt, whether to an individual, to society, or to the gods. |
| Hero Complex | You must help others, and will seek to help anybody in need. |
| Guardian | You must protect the innocent, defend the harmless, fight the power. |
| Find Purpose | You are motivated primarily by a lack of motivation, and are seeking to find a purpose in life. |
| Greed | You are motivated primarily by a desire to acquire more of something - money is the typical target. |
| Justice | You have an overwhelming desire to visit Justice upon the wicked. |
| Power | Your objective is to attain power - but even becoming emperor of all creation won''t satisfy this drive. |
| Chaos | You seek to disrupt order and introduce a little bit of chaos into the world. |
| Overcoming Failure | You are haunted by a great past failure, which you seek to overcome and/or rectify. |
| Honor | You are defined by your sense of honor. |
| Spreading Joy | You just want to make everybody happy. |
| Glory | You are haunted by the desire to attain ever-greater glory - it isn''t enough to die in battle, unless you do so strangling a dragon to death a mile above the ground to plummet to a fiery - but glorious - death. |
| Collector | You must complete a collection. Stamps, the heads of the enemies, kingdoms... |
| Entertainment | You just have to entertain everybody, all of the time. |
| The Buddha | You have no motivation, nor does you feel the need to acquire one. |
| Overcoming Weakness | You must overcome a weakness of body or spirit. |
| Vengeance | You need to visit vengeance upon an enemy, or perhaps a kingdom, or perhaps the world or the gods themselves. |
| Utopian | You seek to make the world Perfect. |
| Return Home | You just want to get Home. |
| What is your greatest value? | Detail |
| Money | Whoever has the most money when they die, wins. |
| Honor | Honor isn''t a way of living life, it is the way of living life. |
| Home | Home is where the heart is, and also where you stash your loot. Treat it well. |
| Self | Selfishness is only a fault when you do it wrong. |
| Mind | You have one tool, one weapon, that is always at your disposal - hone it well. |
| Body | You have but one canvas to paint with yourself, paint a masterpiece. |
| Soul | You have but one soul, treat it well. |
| Victory | The point of living is to win. Winning -is- living well. |
| Logic | The only correct decision is the provably correct decision. |
| Loyalty | Friends, family, and fine spirits, these are what make a life grand. |
| Friendship | Live alone, die alone; live together, instead. |
| Love | Whatever you achieve is meaningless if you can''t share that achievement with somebody. |
| Freedom | Liberty -is- life, anything else is to be mere machinery. |
| Patriotism | For one''s nation, for one''s people, for glory. |
| Knowledge | Acquire all the knowledge, acquire all the power. |
| Order | A well-ordered life, a well-ordered universe. |
| Inebriation | Better living through chemistry. |
| Faith | Be true to yourself, be true to what you know, that is the heart of faith. |
| Abstinence | Restraint is what separates man from beast. |
| Excess | What''s the point of life if you aren''t living it? |
| Choose two characteristics | Detail |
| Lust | You can figure this one out yourself. |
| Pride | A Prideful character is unlikely to engage in acts they consider beneath themselves; this can avert catostrophe in some situations, but in others may prevent that character from doing what is necessary. |
| Sloth | A Slothful character will generally prefer to do nothing over doing something, or to do less rather than more. |
| Wrath | A Wrathful character is prone to flashes of great rage, and may overreact to simple provocation - but may be the only character willing to rise to the occasion when the occasion merits it. |
| Gluttony | A Gluttonous character is one prone to excess - not necessarily of food, but to any of the pleasures of life. |
| Loyal | A Loyal character is unlikely to stray from their friends - whether or not their friends deserve to be strayed from or not. |
| Honorable | An Honorable character sticks by their own brand of ethics, even - or perhaps particularly - when those ethics handicap them. |
| Ambition | An Ambitious character is always seeking to improve their lot in life, sometimes to the detriment of others. |
| Perseverent | A Perseverent character is less likely to give up, even when giving up is the right thing to do |
| Diligence | A Diligent character dots every i and crosses every t - which can delay necessary action, or ensure that that action goes according to plan. |
| Honesty | An Honest character is disinclined to be untruthful, even when the truth is harmful. |
| Passion | A Passionate character is inclined to brash action and enthusiastic responses. |
| Mirth | A Mirthful character is disinclined to take anything too seriously. |
| Valor | A Valorous character is inclined to rush in, in spite of any danger a situation may pose, and whatever wisdom might say. |
| Stoicism | A Stoic character doesn''t take anything too personally, or respond strongly to any particular situation; a Stoic tries to stay in control of him or herself at all times. |
| Devotion | A Devoted character pursues their values to extremes. |
| Humility | A Humble character doesn''t think too highly of themselves - and perhaps doesn''t think highly enough of themselves. |
| Resourceful | A Resourceful character is always looking for the advantage in a situation. |
| Prudence | A Prudent character is inclined to wait for more information before taking any action, perhaps delaying action until it is too late. |
| Peacefulness | A Peaceful character is disinclined to engage in violence until it becomes absolutely necessary. |
| Trait: Sloth satisfied. You have accepted your nature as a slothful person, and then moved beyond it. You have earned ten customization points. You''ve reached class level 3! |
| Avatar creation complete. Please stand by. |
| Trait: Honesty satisfied. You have accepted your nature as an honest person. You have earned five customization points. You''ve reached class level 4! |
| Madelaine Tegrile | Accursed | Wanderer |
| Level 4 | 0 Misfortunes / 3 Fortunes | 1 Curses / 0 Blessings |
| 20/20 Health | 5/5 Mana | 6/6 Stamina |
| 2 Distinctions Available | 46 Skill Points Available | 25 Customization Points Available |
| Strength | Constitution | Intelligence |
| -4 | -5 | 2 |
| -3 Melee Damage Bonus | 20 Maximum Health | 33 Additional Skill Points |
| -1 Maximum Worn Armor | -4 Damage Reduction | 4 Maximum Stamina Points |
| -3 Deflection * | 6 Base Armor | 2 Spell Piercing * |
| Wisdom | Agility | Perception |
| 1 | 5 | 1 |
| 2 Lores | 6 Bonus Targeting | 1 Reaction Time |
| 2 Arcane Resistance | 6 Evasion | 3 Stamina Regeneration |
| 5 Mana * | 30 Movement * | 2 Missile Range Bonus * |
| Class Distinction: Accursed | Special: You randomly get one of three available Distinctions for this class on each level. Use of a Fortune permits rerolling; use of a Blessing permits specification. |
| Class Distinction: Lucky Streak | You begin with 3 Fortunes and 1 Curse; you may gain 3 Fortunes and 1 Curse once per day |
| Fated Distinction: Dance of Death | You recover one additional Stamina per turn, and your maximum Stamina is increased by 1 |
| Fated Distinction: Spell School: Illusion | If you have at least 1 Stamina, and adding 2 to any form of Defense would result in a successful Defense, spend 1 Stamina to increase that Defense by 2 |
| Cursed! |
| Fated Distinction: Dance of Death | You recover one additional Stamina per turn, and your maximum Stamina is increased by 1 |
| Fated Distinction: Armor Expertise: Heavy | When wearing Heavy Armor, you may spend 1 Stamina to apply your full Deflection Bonus to your AC until the beginning of your next turn; +1 to Strength |
| Class Distinction: Accursed | Special: You randomly get one of three available Distinctions for this class on each level. Use of a Fortune permits rerolling; use of a Blessing permits specification. |
| Class Distinction: Lucky Streak | You begin with 3 Fortunes and 1 Curse; you may gain 3 Fortunes and 1 Curse once per day |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Distinction: Flippancy | Opponents striking you get +2 Imprecision, +1 Precision |
| Class Distinction: Pessimistic | You get -4 maximum MP, and +10 maximum HP |
| Fated Distinction: Dance of Death | You recover one additional Stamina per turn, and your maximum Stamina is increased by 1 |
| Fated Distinction: Armor Expertise: Heavy | When wearing Heavy Armor, you may spend 1 Stamina to apply your full Deflection Bonus to your AC until the beginning of your next turn; +1 to Strength |
| Madelaine Tegrile | Accursed | Wanderer |
| Level 4 | 0 Misfortunes / 3 Fortunes | 0 Curses / 0 Blessings |
| 30/30 Health | 1/1 Mana | 6/6 Stamina |
| 2 Distinctions Available | 46 Skill Points Available | 25 Customization Points Available |
| Strength | Constitution | Intelligence |
| -3 | -5 | 2 |
| -2 Melee Damage Bonus | 20 Maximum Health | 33 Additional Skill Points |
| 0 Maximum Worn Armor | -4 Damage Reduction | 4 Maximum Stamina Points |
| -2 Deflection * | 6 Base Armor | 2 Spell Piercing * |
| Wisdom | Agility | Perception |
| 1 | 5 | 1 |
| 2 Lores | 6 Bonus Targeting | 1 Reaction Time |
| 2 Arcane Resistance | 6 Evasion Reading on Amazon or a pirate site? This novel is from Royal Road. Support the author by reading it there. | 3 Stamina Regeneration |
| 5 Mana * | 30 Movement * | 2 Missile Range Bonus * |
| Lore: Breaking | Your knowledge of the practical applications of reductionist theory, and the risks involved in the misapplication of reductionist dichotomies - that is to say, the art of hitting things, and breaking the thing you''re hitting instead of the thing you''re hitting them with. | +2 to Discipline when attempting to break mundane objects | You know the difficulty involved in breaking mundane objects |
| Lore: Volcanoes | Your knowledge of the desert, the magma, the lava, the world of the ever-burning embers, and the memories of dried-up husks of those who thought they, too, knew the land they traversed. | +2 to Endurance when navigating extremely hot environments | You know the difficulty involved to go without injury in a given hot environment |
| Inserting avatar. Please stand by. |
| Trait: Honesty satisfied. You have accepted your nature as an honest person, and then moved beyond it. You have earned five customization points. You''ve reached class level 5! You''ve reached path level 2! |
| Class Distinction: Stubborn | You get -2 Wisdom, and +6 Spell Resistance |
| Class Distinction: Absent-Minded | You get +2 Wisdom, and -2 Spell Resistance |
| Class Distinction: Stubborn | You get -2 Wisdom, and +6 Spell Resistance |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Distinction: Accursed | Special: You randomly get one of three available Distinctions for this class on each level. Use of a Fortune permits rerolling; use of a Blessing permits specification. |
| Class Distinction: Lucky Streak | You begin with 3 Fortunes and 1 Curse; you may gain 3 Fortunes and 1 Curse once per day |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Distinction: Flippancy | Opponents striking you get +2 Imprecision, +1 Precision |
| Class Distinction: Pessimistic | You get -4 maximum MP, and +10 maximum HP |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Path Distinction: Free Will | You may reroll for your Distinction once per level |
| Fated Distinction: Dance of Death | You recover one additional Stamina per turn, and your maximum Stamina is increased by 1 |
| Fated Distinction: Armor Expertise: Heavy | When wearing Heavy Armor, you may spend 1 Stamina to apply your full Deflection Bonus to your AC until the beginning of your next turn; +1 to Strength |
| Fated Distinction: Weapon Expertise: Sword | +2 Targeting when attacking with a one-handed slashing sword. When an opponent moves adjacent to you, you will spend 1 Stamina to immediately Attack them. |
| Fated Distinction: Weapon Expertise: Rapier | +1 Armor while wielding a rapier, epee, or similar fencing weapon. +1 Precision when attacking with a rapier/epee. |
| Class Distinction: Accursed | Special: You randomly get one of three available Distinctions for this class on each level. Use of a Fortune permits rerolling; use of a Blessing permits specification. |
| Class Distinction: Lucky Streak | You begin with 3 Fortunes and 1 Curse; you may gain 3 Fortunes and 1 Curse once per day |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Distinction: Flippancy | Opponents striking you get +2 Imprecision, +1 Precision |
| Class Distinction: Pessimistic | You get -4 maximum MP, and +10 maximum HP |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Path Distinction: Free Will | You may reroll for your Distinction once per level |
| Fated Distinction: Dance of Death | You recover one additional Stamina per turn, and your maximum Stamina is increased by 1 |
| Fated Distinction: Armor Expertise: Heavy | When wearing Heavy Armor, you may spend 1 Stamina to apply your full Deflection Bonus to your AC until the beginning of your next turn; +1 to Strength |
| Fated Distinction: Weapon Expertise: Rapier | +1 Armor while wielding a rapier, epee, or similar fencing weapon. +1 Precision when attacking with a rapier/epee. |
| Fated Distinction: Spell School: Necromancy | You may learn and cast spells of the Necromancy school of magic. +2 to Maximum MP |
| Personal quest complete. You have brought justice to those who killed. You''ve reached class level 6! |
| Madelaine Tegrile | Accursed | Wanderer |
| Level 6 | 0 Misfortunes / 3 Fortunes | 0 Curses / 0 Blessings |
| 4/41 Health | 5/5 Mana | 6/6 Stamina |
| 2 Distinctions Available | 49 Skill Points Available | 35 Customization Points Available |
| Strength | Constitution | Intelligence |
| -3 | -5 | 2 |
| -2 Melee Damage Bonus | 28 Maximum Health | 39 Additional Skill Points |
| 0 Maximum Worn Armor | -4 Damage Reduction | 4 Maximum Stamina Points |
| -2 Deflection * | 6 Base Armor | 2 Spell Piercing * |
| Wisdom | Agility | Perception |
| 1 | 5 | 1 |
| 2 Lores | 6 Bonus Targeting | 1 Reaction Time |
| 2 Arcane Resistance | 6 Evasion | 3 Stamina Regeneration |
| 7 Mana * | 30 Movement * | 2 Missile Range Bonus * |
| Madelaine Tegrile | Accursed | Wanderer |
| Level 6 | 0 Misfortunes / 3 Fortunes | 0 Curses / 0 Blessings |
| 24/49 Health | 5/5 Mana | 6/6 Stamina |
| 2 Distinctions Available | 49 Skill Points Available | 35 Customization Points Available |
| Strength | Constitution | Intelligence |
| -3 | -3 | 2 |
| -2 Melee Damage Bonus | 36 Maximum Health | 39 Additional Skill Points |
| 0 Maximum Worn Armor | -2 Damage Reduction | 4 Maximum Stamina Points |
| -2 Deflection * | 6 Base Armor | 2 Spell Piercing * |
| Wisdom | Agility | Perception |
| 1 | 5 | 1 |
| 2 Lores | 6 Bonus Targeting | 1 Reaction Time |
| 2 Arcane Resistance | 6 Evasion | 3 Stamina Regeneration |
| 7 Mana * | 30 Movement * | 2 Missile Range Bonus * |
| You have endured the unendurable. +2 Constitution |
| Class Distinction: Accursed | Special: You randomly get one of three available Distinctions for this class on each level. Use of a Fortune permits rerolling; use of a Blessing permits specification. |
| Class Distinction: Lucky Streak | You begin with 3 Fortunes and 1 Curse; you may gain 3 Fortunes and 1 Curse once per day |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Distinction: Flippancy | Opponents striking you get +2 Imprecision, +1 Precision |
| Class Distinction: Pessimistic | You get -4 maximum MP, and +10 maximum HP |
| Class Distinction: Fate''s Hand | Randomly receive two distinctions from the Distinction list |
| Class Distinction: Precise | +1 Imprecision, +2 Precision |
| Class Path Distinction: Free Will | You may reroll for your Distinction once per level |
| Fated Distinction: Dance of Death | You recover one additional Stamina per turn, and your maximum Stamina is increased by 1 |
| Fated Distinction: Armor Expertise: Heavy | When wearing Heavy Armor, you may spend 1 Stamina to apply your full Deflection Bonus to your AC until the beginning of your next turn; +1 to Strength |
| Fated Distinction: Weapon Expertise: Rapier | +1 Armor while wielding a rapier, epee, or similar fencing weapon. +1 Precision when attacking with a rapier/epee. |
| Fated Distinction: Spell School: Necromancy | You may learn and cast spells of the Necromancy school of magic. +2 to Maximum MP |
| Distinction: Blood Magic | You may expend Health instead of Mana to cast spells; the Health cost is 3x the mana cost of the spell. +3 to Maximum HP. |
| Improved Weapon Expertise: Rapier | When attacking with a rapier/epee, increase your damage progression by 1. You may expend 1 Stamina to reduce incoming physical damage by (Agility Modifier). |
| Distinction: Armor Expertise: Light | When wearing Light Armor, you may spend 1 Stamina to increase your Movement Speed by 10 until the beginning of your next turn. +1 to Agility |
| Improved Armor Expertise: Light This tale has been unlawfully lifted from Royal Road; report any instances of this story if found elsewhere. | When wearing Light Armor, you may spend 1 Stamina to apply your Evasion to your Damage Reduction until the beginning of your next turn. +1 Strength |
| Strength Training | You get +1 Strength at level 5, +1 Strength at level 13, and +1 Strength at level 20 |
| Endurance Training | You get +1 Constitution at level 5, +1 Constitution at level 13, and +1 Constitution at level 20 |
| Research | You get +1 Intelligence at level 5, +1 Intelligence at level 13, and +1 Intelligence at level 20 |
| Meditation | You get +1 Wisdom at level 5, +1 Wisdom at level 13, and +1 Wisdom at level 20 |
| Practice | You get +1 Agility at level 5, +1 Agility at level 13, and +1 Agility at level 20 |
| Target Training | You get +1 Perception at level 5, +1 Perception at level 13, and +1 Perception at level 20 |
| Madelaine Tegrile | Accursed | Wanderer |
| Level 6 | 0 Misfortunes / 3 Fortunes | 0 Curses / 0 Blessings |
| 53/53 Health | 6/6 Mana | 7/7 Stamina |
| 0 Distinctions Available | 52 Skill Points Available | 0 Customization Points Available |
| Strength | Constitution | Intelligence |
| -1 | -2 | 3 |
| 0 Melee Damage Bonus | 40 Maximum Health | 42 Additional Skill Points |
| 2 Maximum Worn Armor | -1 (7) Damage Reduction | 5 Maximum Stamina Points |
| 0 Deflection * | 6 Base Armor | 3 Spell Piercing * |
| Wisdom | Agility | Perception |
| 2 | 7 | 2 |
| 3 Lores | 8 Bonus Targeting | 2 Reaction Time |
| 3 Arcane Resistance | 8 Evasion | 4 (2) Stamina Regeneration |
| 8 Mana * | 30 (40) Movement * | 3 Missile Range Bonus * |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 8 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 218/218 Health | 0/0 Mana | 4/4 Stamina |
| 0 Distinctions Available | 38 Skill Points Available | 0 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 2 | 5 | 0 |
| 2 Melee Damage Bonus | 190 (218) Maximum Health | 26 Additional Skill Points |
| 4 Maximum Worn Armor | 10 (16) Damage Reduction | 1 Maximum Stamina Points |
| 0 Deflection * | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 Movement * | 0 Missile Range Bonus * |
| Class Distinction: Hurl | As a reaction to an attack by a creature no larger than one size category larger than you, you may throw your assailant up to 5ft, subject to a contest of Constitution; if your attacker hits another creature, both become prone; if it doesn''t hit another creature, it still falls prone |
| Class Distinction: Tough as Nails | You have a natural armor (Maximum Worn Armor Limits still apply) equal to twice your Constitution |
| Class Distinction: Weapon Expertise: Unarmed | Your base unarmed attack damage increases by one progression for each free hand, and your Melee Damage Bonus applies for each free hand |
| Class Distinction: Call Out | You may Call Out an opponent; subject to a Discipline contest against your Endurance, they must move towards you and attack you whenever possible |
| Class Distinction: Shake Off The narrative has been taken without authorization; if you see it on Amazon, report the incident. | You may expend Stamina to increase your Worn Armor by 4, knock back all adjacent opponents 5 feet, and, subject to an Endurance contest against your Endurance, knock all affected targets prone |
| Class Distinction: Shrug Off | Damage less than 4 is reduced to 0 |
| Class Distinction: Improved Hurl | Hurl has a range of 10ft, and the thrown creature deals its Total Armor in damage to any hit creatures |
| Class Distinction: Latent Power | +1 Maximum Stamina |
| Class Distinction: Inhuman Size 1 | You get 25 additional health. Additionally, you may Enlarge at will, becoming Large. |
| Class Path Distinction: Deft Nature | You can''t be caught flat-footed, and can dodge as easily prone as standing |
| Class Distinction: Thick Skull | You are immune to non-lethal damage |
| Class Distinction: Latent Power | +1 Maximum Stamina |
| Class Distinction: Improved Shrug Off | Damage less than 7 is reduced to 0 |
| Class Distinction: Greatly Improved Hurl | Hurl has a range of 15 ft, and hurled creatures take their total Armor in damage |
| Distinction: Unarmored Defense | When wearing no armor and not using a shield, you get Worn Armor equal to your Agility plus your Perception. +3 to Maximum HP |
| Distrinction: Improved Unarmored Defense | When wearing no armor and not using a shield, you get Damage Reduction equal to your Intelligence plus your Wisdom |
| Distinction: Fortune Master | Doubled Epiphany Bonus, +1 to all Skill attempts for every ten unspent skill points |
| Distinction: Unarmed Combat Mastery | Your unarmed attacks deal an additional progression of damage. Your unarmed attacks ignore 50% of damage reduction. |
| Strength Training | You get +1 Strength at level 5, +2 Strength at level 13, and +3 Strength at level 20 |
| Endurance Training | You get +1 Constitution at level 5, +2 Constitution at level 13, and +3 Constitution at level 20 |
| Moderate objective complete: Survived a medium herd of level 9 Silver Fawn as part of a party. You''ve earned two customization points. |
| Class Distinction: Stone Fists | Your base unarmed attack increases by an additional progression for each free hand |
| Minor objective complete: Survived a medium herd of level 8 Jade Hunters as part of a party. You''ve earned one customization point. You''ve reached class level 10! You''ve reached class path level 2! |
| Class Distinction: Inhuman Size 2 | You get 25 additional health. Additionally, you may Enlarge at will, becoming up to Extra Large. |
| Class Distinction: Latent Power | +1 Maximum Stamina |
| Class Path Distinction: Fleet Footed | +10 Movement Speed |
| Distrinction: Greatly Improved Unarmored Defense | When wearing no armor and not using a shield, you get Tier 4 bonus Arcane Resistance |
| Distinction: Mastery of Flesh | +3 Damage Reduction, +3 to Maximum HP |
| Thomas Bluebrim | Brawler | Legend of Wind |
| Level 10 | 0 Misfortunes / 0 Fortunes | 0 Curses / 0 Blessings |
| 211/266 Health | 0/0 Mana | 6/6 Stamina |
| 1 Distinctions Available | 38 Skill Points Available | 2 Customization Points Available |
| Strength | Constitution**** | Intelligence |
| 2 | 5 | 0 |
| 2 Melee Damage Bonus | 210 (266) Maximum Health | 26 Additional Skill Points |
| 4 Maximum Worn Armor | 10 (19) Damage Reduction | 1 (6) Maximum Stamina Points |
| 0 Deflection * | 12 Base Armor | 0 Spell Piercing * |
| Wisdom | Agility | Perception |
| 6 | 0 | 0 |
| 6 Lores | 0 Bonus Targeting | 0 Reaction Time |
| 6 Arcane Resistance | 0 Evasion | 1 Stamina Regeneration |
| 0 Mana * | 20 (30) Movement * | 0 Missile Range Bonus * |
| Moderate objective complete: Help your friend escape the law. 2 customization points awarded. New major objective: Escape the law. |
| 129/266 Health | 0/0 Mana | 6/6 Stamina |
| Distinction: Soul Binding | Spells may be made permanent at a cost of a permanent reduction in your maximum mana for the full mana cost of that spell; mana spell cost reductions do not apply. You may Reclaim Soul Bound spells in order to recover your maximum mana; if this results in a maximum mana beyond your inherent limitations, this bonus will decrease by 1 per day. |
| Distinction: Siphon Soul | If your attack kills an opponent, you may spend mana equivalent to the ascensions of the target creature to attempt to store its power, gaining a temporary bonus to your maximum mana up to its number of ascensions. This bonus decreases by 1 per day |
| Distinction: Spell School: Viviomancy | You may learn and cast spells of the Viviomancy school of magic; +2 to Maximum Mana |
| Distinction: Blood Magic | You may expend Health instead of Mana to cast spells; the Health cost is thrice the Mana cost of the spell. +3 to Maximum HP |
| Regenerate | Ritual - 3 Days | Restores lost limbs, and restores functionality to damaged limbs |
| Take Harm | Immediate | Caster may absorb up to (Empowerment)*5 worth of HP damage, healing the target and damaging themselves; at Empowerment 5, a Misfortune may additionally be transferred from the target to the caster; at Empowerment 8, a Curse may additionally be transferred from the target to the caster |
| 221/279 Health |
| Trait: Lust satisfied. You have finally accepted your nature as a lustful person, and moved beyond it. You have earned eight customization points. You''ve reached class level 14! |
| Battle with the Gray Guards complete. You have earned four customization points. You''ve reached class level 15! You''ve reached path level 3! |
| Class Distinction: Inhuman Size 3 | You get 25 extra HP. Additionally, you may Enlarge at will, becoming up to Giant. |
| Class Path Distinction: Turbulent Strikes | Your unarmed strikes deal splash damage equal to half your damage, rounded down. |
| Distinction: Improved Weapon Expertise: Unarmed | Your base unarmed attack increases by an additional progression, and gets +1 Precision |
| Distinction: Greatly Improved Weapon Expertise: Unarmed | Your base unarmed attack increases by an additional progression, and is unimpaired by durability or hardness |
| Distinction: Legendary Weapon Expertise: Unarmed | Your base unarmed attack increases by an additional progression; Precise Hits can instantly kill targets subject to an Endurance of (Ascensions - 3) |
| Distinction: Improved Unarmed Combat Mastery | Your base unarmed attack increases by an additional progression, and gets +3 Accuracy |
| Distinction: Greatly Improved Unarmed Combat Mastery | You may increase either Accuracy or damage by one progression when attacking unarmed, and ignore up to (Strength) points of target Damage Reduction |
| Distinction: Legendary Unarmed Combat Mastery | When attacking unarmed, reduce Imprecision by 1; deal an additional Full Progression of damage on Precise Hits, and knock targets back 5 feet for every 10 points of damage. |
| Class Distinction: Legendary Shrug Off | Damage less than 25 is reduced to 0 |
| Distinction: Improved Mastery of Flesh | +3 Damage Reduction, Immunity to Unnatural Aging |
| Class Distinction: Hard to Kill | Having negative HP doesn''t knock you unconscious |
| Happy Go Lucky | Once per day, you may turn Misfortune to Fortune - if you can make it happen |