Races of Mordavia

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There are 8 races in the game world of Mordavia that can be chosen from, each have their own unique story and advantage lists which can be purchased from. The races are as follows: Created, Demons, Elves, Gypsies, Half-Orcs, Humans, Vampires and Zhana. Each race has it's own strengths, weaknesses, and common personality traits. Players are not restricted by the race's stereotypes, but usually characters of a race share some similarities for cultural reasons. These traits and the race's specific advantages are listed in their own section.

Starting and First Racial Advantages

  • Characters begin with all their race's Starting Advantages for free, which represent the basic traits a race shares
  • Players must choose two advantages from this list when making a character at starting level
  • Characters may not have higher then Novice rank in Racial Advantages at character creation
  • Each Racial Advantage may be purchased only one time (except “Constitution” which may be purchased unlimited times)

Racial Advantage Progression

  • Characters may use their Advantage Points to purchase Racial Advantages during the Update (see Beyond your First Game)
  • The Tier of the Character must be equal to or greater than the Tier of the Racial Advantage being purchased
  • Numbered Racial Advantages must be purchased in order (ex. “Strength” must be purchased before “Strength 2”)

Special Racial Advantages and Using Racial Advantages During the Episode

  • Racial advantages are mostly used In-Game, but some races receive bonuses to Universal Advantages
  • Most Racial Advantages can be used at will, but sometimes it may require a count verbal in the description
  • “Activated” Racial Advantages grant a once-per-day use of the described ability
  • Players are required to wear any make-up requirements listed with their race
  • Costume and make-up must be approved by staff at character check-in

Below are a basic description of the advantages of playing each race, as well as the common abilities of each race. This list gives a basic idea of what to expect from each race. More detailed story descriptions of the races are available at the start of each Race's section.

Created
Created tend to be very defensive in nature and usually serve a Master which allows them access to strange and powerful abilities. Created excel at Alchemy and using their “Magic Cannon”.
Demons
Demons tend to be sly and bureaucratic. They excel at making deals and controlling others with Black magic. They are physically tough as well as resistant to any kind of nonphysical attack.
Elves
Elves tend to be helpful but cunning. They are generally combat-oriented healers. Swift dodging and resistance to enchantments make them hard targets to hit.
Gypsies
Gypsies tend to be chaotic and elusive. They can gain animallike features and abilities, but most gypsies excel at causing chaos and escaping with their lives, but can be helpful to others too.
Humans
Humans tend to be magical and helpful. They are able to learn magic more quickly and excel in society. They can be very diverse and well-rounded making them hard to strategize against.
Half-Orcs
Half-Orcs tend to be usually warriors and shamans. Incredible strength and combat prowess makes them a formidable enemy, but an unpredictable ally. Often Half-Orcs act as front-line fighters.
Vampires
Vampires need blood to survive but are incredibly resistant to death otherwise. They are charming and powerful claw fighters skilled at sneaking and remaining hidden.
Zhana
Zhana tend to be mischievous and intensely magical. Zhana are hard to catch and can absorb their color magic. They can slip by defenses easily, but are physically weak with only a few defenses.

Created

Created aren't born, they're found. It is said that all Created were forged from the time before The Cataclysm. Due to their half-golem bodies, Created requires magical energy to survive and function normally. Without this magical power, they will go dormant until activated once again. All created that are reactivated for the first time have little or no memory of their prior existence. Due to this, there isn't much known about the origins of the race, other than a permanent and unique Alchemical Brand on each Created.

The Created is considered a perfect servant and gains special abilities that make them unable to harm or betray one whom they select as a master. Thus, many seek them out in the hopes of convincing a Created into servitude, temporary or even lifelong companionship, or to be simply questioned for information from before the Cataclysm. Some even believe the Created were built to be slaves, making Created a valuable commodity in nefarious circles. In General, the Created are thank-less, hard-working, and loyal. They usually take a back-seat to their master's will and many historical accomplishments of Created have been attributed to their masters.

Hardy bodies, Alchemical Affinity, and endless utility have made them popular bodyguards. Created find themselves in all walks of life, but usually where they have access to Magic Potions and Raw Metal. There are also those rare Created who choose to be masters to no one. They often see Created as having been tricked into servitude, or too weak to survive on their own. Some Created are even beginning to wake up on their own, pursuing some unknown agenda.

Makeup Requirements: Cover all exposed skin with interconnected Grey lines; and a Unique Orange Brand at least 2 by inches and must be put on the neck up.

Starting Advantages
Alchemy Affinity Access to each tier of Alchemy Magic grants a free Alchemy Spell of the tier; No scroll is required for this spell
Constitution 9 Health Point (HP)
Pure Body Activated - “Resist” any attack that includes an ailment in the Tag-line
Toughness +2 Toughness
Servitude Gain special abilities; Master Dependency - Without a Master, a Created gains 'Permanent Slow Enchantment' Complete a "Servitude" 5 Count with a willing Character, that Character becomes the Master; A Servant has the Attitude: Helpful, and may not harm/plot to harm the Master under any circumstance, including Enrage or Dominate; A Willing Master may release a Servant by saying "I release you from Service."; If the Master is absent for more than 2 consecutive Episodes, the Created may choose a new Master; Only choose a new Master once per Episode.; Characters with Servitude and no Master suffer from Magic Dependency. Servitude can also be broken by the Permanent Death of the Master. (see Magic Potion).
Novice Advantages
Constitution Additional +9 HP
Golem Appetite Eat Units of Metal; Make a “Consume Material” 5 Count; Destroy the Unit of Material; Heal at a rate based upon the Tier of the material: Tier1:5 Heal; Tier2:10 Heal; Tier3:15 Heal; Tier4:25 Heal; Tier 5:50 Heal;
Divine Fire Additional make-up requirement: Change the standard Grey lines of the character to Orange lines. Immunity to “Raise Corpse” ; Masters Magic Cannon now delivers an Innate 50 Magic Fire
Magic Cannon (requires Master) Activated – Once per day deliver an “Innate 50 Magic” when the Master gives a verbal command of “Activate Magic Cannon”
Master's Battery (requires Master) – Gain +2 Spell Point (SP); Target Master Only: Make a “Transfer Spell Points” 60 count “X Spell Point” ; Upon a successful count the Master gains X SP and the Created Loses X SP; This ability cannot transfer more SP than the Created has available nor give someone more then their max SP total
Scrivener The Created can make perfect copies of any written/drawn material that is presented to them for 1 IA per copy being made. The Created may also Scribe ANY spell scrolls from any school of magic without having to first know the spell, or casting Scribe Scroll, provided all material component costs for scribing the scroll are met
Transfer Essence Make a “Transfer Vitality” 5 count then Deliver an “Innate 10 Heal”; the Created then Loses 10hp; if this loss of life would reduce the Created to 0hp they instead go to Dissipation
Upgrade Body (Requires a one time cost of 5 Bronze Ingots (Tier 1 Metal) at check-out) Gain +1 Toughness; call the “Bronze” tag-line with unarmed attacks Additional make-up requirement: Character must wear a Mask/cover all exposed skin of the appropriate color
Adept Advantages
Magic Cannon 2 (requires Master) Activated – Additional once per day deliver an “Innate 50 Magic” when the master gives a verbal command of “Activate Magic Cannon”
Mechanical Mind +1 Prospecting IA during the Interlude; +1 Scholar IA during the Interlude; May allow for Role-play benefits
Pure Body 2 Activated – Additional “Resist” Ailment
Fortitude Activated – When starting dissipation say “Resist”; and instead go to 1 HP ; except a Death Blow 5 Count
Strength +1 Strength
Toughness 2 +2 Toughness
Upgrade Body 2 (Requires a one time cost of 5 Iron Ingots (Tier 2 Metal) at check-out) Gain +1 Toughness; call the “Iron” tag-line with unarmed attacks; “15 Heal” from drinking a Mend Potion; Additional make-up requirement: Character must wear a Mask/cover all exposed skin of the appropriate color
Meld Item Activated – Make a “Meld Item” 60 Count; The item is considered Soul Bound as per the binding spell on any single item you can hold with one hand; This is a Permanent Soul Bind effect (see Magic: Binding); The item will remain Soul Bound unless the Created Willingly puts down the Soul Bound Item.
Journeyman Advantages
Consume Materials 2 Allows Units of Tier 4 Stone (Gemstone) to be consumed; Make a 'Consume Materials'5 Count; Eat and Destroy a Unit of Tier 4 Stone; Store a single “Innate 25 [type]” attack for later use; Stored attacks are Persistent (Reset); Tag-line is based on Gem type (see Jeweler); Only a single attack may be stored at a time
Resist Ailment 3 Activated – Additional “Resist” Ailment
Masters Spell Battery 2 (requires Master) +4 Spell Points
Mechanical Mind 2 +1 Prospecting IA during the Interlude; +1 Scholar IA during the Interlude; May allow for Role-play benefits
Strength 2 +1 Strength
Transfer Vitality 2 Activated – Make a “Transfer Life” 5 count then Deliver an “Innate Life”; The Created loses all HP and goes to Dissipating Status.
Toughness 3 +2 Toughness
Upgrade Body 3 (Requires a one time cost of 5 Steel Ingots (Tier 2 Metal) at check-out) Gain +1 Toughness; call the “Steel” tag-line with unarmed attacks; Activated – “Resist” an attack with the Shatter Tag-line that targets any of the Created’s items. Additional make-up requirement: Character must wear a Mask/cover all exposed skin of the appropriate color

Complete a “Servitude” 5 Count with a willing Character, that Character becomes the Master; A Servant has the Attitude: Helpful, and may not harm/plot to harm the Master under any circumstance, including Enrage and Dominate; A Willing Master may release a Servant by saying “I release you from Service.”; If the Master is absent for more than 2 consecutive Episodes, the Created may choose a new Master.; Only choose a new Master once per Episode.; Characters with Servitude and no Master suffer from Magic Dependency. Servitude can also be broken by the Permanent Death of the Master.


Demons

Demons hail from a treacherous northern region known as “The Demon Kingdom”. This Kingdom was established shortly after The Cataclysm and has remained almost completely isolated from the rest of Mordavia. However, in very recent history, Demons have begun to migrate into The Kingdom of Mordavia spreading their culture, secrets, and their common belief in the 50 Laws of the Abyss. This makes them rare curiosities to some, but misconceptions make them feared and mistrusted by most. Though physically potent beings, the combat and magical prowess of Demons is not the source of fear for most other races. Demons have an obsession with secrets and are insidiously good at finding them...all of them. It is because of this trait, above all else, that Demons are feared across Mordavia. Demons are creatures of order, discipline, and a rigid hierarchy. Black Magic is part of their very essence and they are incredibly potent Black casters. Demons are drawn to adventuring because it is the most direct path to wealth, fame, and power. Most Demons are not content to sit idly but prefer a life of action. Those Demons who shy away from excitement of that kind are often spymasters, information brokers, and schemers of the highest order...and likely some of the most dangerous individuals in Mordavia. The Demons claim to be the first race and are theorized to come from the mysterious and unknowable Abyss. The Abyss, an endless, cavernous world effused with Black Magic, whispers to Demons in their dreams, uttering secrets and rumors. However, physical access to The Abyss has long been lost since the Age of the Mists.

Make-up Requirements: A minimum of two horns worn on the head and all exposed skin colored red with black runes upon it; Optional Make-up requirements – Tail (minimum 2 feet)

Starting Advantages
Constitution +8 Health Points
Demonic Skin Activated - “Resist” a Non-Physical Attack; Does not include the Shatter or Disarm maneuver
Black Affinity Access to each tier of Black Magic grants a free Black Spell of the tier; No scroll is required for this spell
Abyssal Secret Every Demon must pick a True Name at Character Creation; Activated: Deliver a “[True Name] Innate Pierce Dominate” packets at a Demon; The target is immune if it is not their True Name
Novice Advantages
Constitution Additional +8 HP (May be purchased multiple times)
Natural Claws Grow retractable claws that add +2 Damage to Unarmed Physical Attacks
Demonic Sigil (Requires Magic: Black: Dark Sigil) Augmentation – Place a Dark Sigil in the form of a black triangle instead of a circle on a Willing Character; The affected character is Dominated to the Demon (see Status Effects); This counts as a Greater Persistent Enchantment, lasting even through the end of an Episode; The Demon can Willingly remove their own Dark Sigil from a character by saying the verbal “I release [character true name] from my Demonic Sigil”
Dream Walker Dream Message – Spend an Interlude Action sending a Letter (see Interlude); This Letter is sent in the form of a Dream to one Target and is Immune to Tracking and Investigation
Resilience Add +1 minute to bleeding and dissipation counts; Activated - “Resist” Exsanguinate or Instant Death
Rune Crafting (Requires Magic: Grey: Scribe Scroll) Augmentation – Spell Scrolls can be created in the form of a rune on the Demons Skin instead of a Spell Scroll; Runes are colored by school of magic (see Zhana); All runes are lost upon Character Resurrection
Strength +1 Strength
Toughness +2 Toughness
Adept Advantages
Curse Affinity Immunity to the Soul Bind effect of Cursed Items
Demonic Skin 2 Activated – Additional “Resist” Non-Physical attack
Debilitate Activated – Deliver an “Innate 25 Fatigue” (see black magic)
Legion (Requires Magic: Black: Dark Sigil) Augmentation – Upon casting a Dark Sigil, the Demon may choose to say “Legion +1 Strength +1 Toughness” to add this bonus as an additional Enchantment Effect of the Dark Sigil
Resilience 2 +1 minute to bleeding and dissipation counts; Activated – Additional “Resist” Exsanguinate or Instant Death
Sleuth +1 Scout effective rank; +1 Rogue effective rank (Can increase past 5); May allow for Role-play benefits
Strength 2 +1 Strength
Toughness 2 +2 Toughness
Journeyman Advantages
Abyssal Contract Scribe Abyssal Contract – (Use a crafted tier 1 onyx gem and 1 magic potion) Title a document as an Abyssal Contract and include at least one condition in which the signing characters would lose their soul; Characters must Willingly sign the contract with their True Name; this contract can only be destroyed with a Destroy effect. Abyssal Offering – Spend 1 IA and turn in a Signed Abyssal Contract at character checkout and choose anycharacters who signed the contract; The Abyss rules on the Contract and information provided; the selected characters are is killed during the interlude and the contract is destroyed; if the Abyss decides in favor of the contract, the Demon is rewarded; otherwise the Demon is punished with unspeakable horror;
Blighted Hands Add the Fatigue Tag-line to all Unarmed Physical Attacks.
Demonic Skin 3 Activated – Additional “Resist” Non-Physical attack
Dream Walker 2 Once per Interlude; cause a successfully tracked or investigated character to lose their last 2 Interlude Actions
Natural Claws 2 Additional +2 Damage to Unarmed Attacks
Resilience 3 Add +1 minute to bleeding and dissipation counts; gain Immunity to Exsanguinate and Instant Death
Runic Skin 2 Choose one Runic Skin spell, this spell can now be cast as an 'Arcane' spell as long as the rune remains
Sleuth 2 +1 Scout effective rank; +1 Rogue effective rank (Can increase past 5); May allow for Role-play benefits


True Name

Every Demon is given a True name from the Abyss. These names are used as strong bargaining tools or signs of trust between demons. They are highly valued because Demons can Dominate other Demons with their True Name.

The 7 Abyssal Houses of Sin

7 Houses of Sin – Choose one – At character creation Demons must pick one of the 7 Houses of Sin. They include the Houses of: Greed, Gluttony, Envy, Lust, Pride, Sloth, Wrath.

Ancient tales tell of Abyssal Demons feeding off of the dark energy produced when others indulge in one of the Deadly Sins. These Sins were first mentioned in the Book of Gebelizes. it is unknown if the houses were created in direct defiance to the Sins listed in the Holy Book, or if the Holy Book warns against the sins due to the Ancient Abyssal Demons. Either way, this belief is the foundation of culture and society for the Demons of Mordavia. Demons have 7 Noble Families, each honoring the name of a Deadly Sin. Every Demon of Mordavia must choose one of the Sins. The Demon will always be pushed or driven to roleplay and embrace their Sin; although, some will try to fight against it. This inner struggle is the only thing that gives credibility to the rumors that the ancient Abyssal Demons were in some way connected to the Seven Abyssal Sins themselves

Elves

There are two types of Elves in Mordavia: Elves as they see themselves and then Elves as everyone else sees them. Elves consider themselves the “First Race”, and therefore, the natural protectors and teachers of the “lesser” races, especially Humans – whom the Elves liberated from Demonic enslavement in The Age of Mists. Elves generally view themselves as inherently superior. Elves are often polite but have the propensity to be perceived as arrogant, aloof, haughty, morally superior, sarcastic, or any combination thereof. Elves do not often understand the finer points of sarcasm or condescension and usually engage in both equally without noticing. Elves are also famous for often helping where they aren’t wanted or are not even needed, and giving unsolicited advice. The Elven race believes that it originates from the lost city of Elvanult where they developed White Magic and are supposed to have set down the first rituals in multiple schools of Magic. Naturally having an Affinity to White Magic, Elves are superb healers and tend to shy away from militarism as a culture. However, Elves have fought many historic battles against Demons, Half-Orcs, and Necromancers. To compensate for their lack of a warrior tradition and the physical strength of their historic allies, Elves developed the greatest weapon-smiths ever seen.

Today, the historic forest home of Mordavian Elves, The Great Forest Serapf Csalit, has been under relentless assault from organized war-bands of Half-Orcs hailing from the Southern wastelands of Morgrim. Many Elves have been slaughtered and the survivors are faced with the choice of fleeing to another land, joining The Order of the Right Hand, or venturing into A'Tul to search for the lost city of Elvanult.

Make Up Requirements: Pointed Ears. White eyes / eye shadow; (optional) blushed cheeks.

Starting Advantages
Constitution +6 Health Points
White Magic Affinity Accessing each tier of White Magic grants a free White Spell of the tier; No scroll is required for this spell Resist
Resist Enchantment Activated - “Resist” an Enchantment Tag-line
Pure Soul Elves are Immune to the Holy Tag-line; Immunity to the Raise Corpse tag-line
Novice Advantages
Constitution Additional +7 HP (May be purchased multiple times)
...of Elven Quality Craft Item – The Elf has the option to craft items “...of Elven Quality” to give them an additional “Resist Shatter” per Repair Slot; Requires a Tier 1 crafted diamond as an additional component cost; This does not count towards an items total recipe or gem limit
Accuracy 1 Activated – Add “Innate” to any ranged Physical attack Tag-line
Dodge Activated - “Dodge” (see Tier 3 Combat)
Holistic Affinity 1 Make a “First Aid” 60 count then “1 Heal Knockout”; Targets are healed for 1 HP but receive the Knockout ailment; This ability requires the Holistics Advantage (see Universals)
Ranged Precision 1 +2 Damage added to all attacks made with throwing weapons and bows.
Sleepless +1 Interlude Action per Interlude; Activated - “Resist” any attack that includes the Sleep Tag-line
Weapon Finesse +2 Strength used only with Waylay and Disarm Maneuvers (see Combat)
Adept Advantages
Accuracy 2 Activated – Additional “Innate” to any ranged Physical attack Tag-line
Outfitter Gain +1 IA Blacksmithing per Interlude ; gain +1 IA Tailoring per Interlude; May allow for Role-play benefits
Dodge 2 Activated – Additional “Dodge”
Holistic Affinity 2 Make a “First Aid” 60 count then “Healing Aid 10 Heal”; This ability modifies Holistics (see Ch. 4)
Acquire Enchantment Activated – Make an “Acquire Enchantment” 60 Count on a Willing or Incapacitated target; Upon success state the enchantment being Acquired; The target loses the enchantment of the Elf’s choice and the Elf gains the enchantment as though it was just cast ; Does not work on Greater Enchantments
Righteous Activated – Take a Soul Bound item from a willing character and have it become Soul Bound to yourself
Resist Enchantment Activated – “Resist” an Enchantment Tag-line
Divine Healer Activated – Deliver an “Innate 25 Heal”
Journeyman Advantages
Accuracy 3 Activated – Additional “Innate” to any ranged Physical attack Tag-line
Outfitter 2 Additional +1 Blacksmith IA per Interlude; +1 IA Tailoring per Interlude; May allow for Role-play benefits
Dodge 3 Activated – Additional “Dodge”
Persistent Enchanting Activated – Choose any target Enchantment on your character; It is now a “Persistent Enchantment”
Ranged Precision 2 Additional +2 Damage added to all attacks made with throwing weapons and bows.
Resist Enchantment Activated - “Resist” an Enchantment Tag-line
Sleepless 2 Additional +1 IA; Activated - “Resist” any attack that includes the Sleep Tag-line
Weapon Finesse 2 Additional +2 Strength used only when using the Waylay or Disarm Strike Maneuvers

The Seven Houses of Virtue

Choose one – At character creation Elves must pick one of the 7 Houses of Virtue which are: Charity, Temperance, Chastity, Diligence, Patience, Kindness, Humility It is said that every word of The Book of Gebelizes was written by the God of Creation himself, before he delivered this sacred text to his favored people, The Elves. Ancient Elves were given the task of spreading the Sacred Word during the Age of the Mists and endeavored to bring its truth to all the people of Mordavia. So zealous and fervent were the early Elves that they took these sacred texts and used them as the very foundation for many of their cultures and societies. This fervor was in direct response to the spread of the 7 Demon Houses of Sin and the spread of the 50 Laws of the Abyss, the heretical, corrupted, philosophy of the Demons. Furthermore, The Elves formed 7 Virtuous Noble Houses, each embodying one of the 7 Virtues mentioned in the Holy Book. They took oaths of protection to the people of Mordavia and the upholding of their sacred ideals. The influence of the Elven culture was paramount in the founding of The Order of the Right Hand of Gebelizes


Gypsy

Gypsies are the most infamous of all the races of Mordavia. More feared by Humans than even Demons or Vampires. Gypsies are known to be Necromantically cursed beings who are scoundrels, brigands, and should never be trusted.

They are particularly nefarious because they have no physical characteristics that distinguish them from Humans in any way if they desire. Some Gypsies unafraid of being labeled as a beast may even grow animallike features such as ears or tails. Most terrifying about the Gypsy curse is that legend says it can be transferred to anyone. That being said, in reality, not ALL Gypsies are evil, though these Nature Affinity free-spirits tend to be rambunctious and funloving, preferring to gather in groups. Many Gypsies shun their nature and choose to assimilate into Human society.

Some Gypsies, born in Human cities, do not even initially know that they are a Gypsy. Such a lifestyle is dangerous, however, as Gypsies are not protected by The King's Law in any way and are likely to be killed if discovered or worse, put into slavery like common animals. Gypsies who leave Human society can be found in any isolated geographical location: swamps, forests, caves, mountains, etc. The densest population of Gypsies are found in the Forest of Eredeti. These Gypsies are almost exclusively organized into clan/family structures and operate like animal packs in terms of hierarchy.

Make Up Requirements: None. (Embrace the Curse will add a permanent make-up requirement based on animal kin type)

Starting Racial
Constitution +8 Health Points
Animal Kin Choose an animal type:, Avian, Bear, Canine, Feline, Primate, Reptile, Rodent. A gypsy may say “Animal affinity [animal type]” to an animal of the chosen type to try and open unique role-playing options.
Entangle Activated – Deliver an “Innate Entangle +4” attack
Nature Affinity Access to each tier of Nature Magic grants a free Nature Spell of the tier; No scroll is required for this spell
Curse of Bendis Take double damage from Silver Tag-lines;
Novice Advantages
Constitution Additional + 8 HP (May be purchased multiple times)
Control the Beast Activated – Transform into or out of Varkolac Form; “Resist” a forced transformation (See Transformation rules)
Embrace the Curse Additional make-up requirement: – Permanently add an Animal feature, appropriate to the Animal Ken Type, to the character's make-up requirements (must be staff approved) ;+2 Claw Damage; +1 Strength; +2 Toughness
Enrage Activated – Deliver an “Innate Enrage” packet (see Ch. 1 Tag-lines)
Fight or Flight Activated - “Resist” a Fatigue or Slow Tag-line
Group Tactics Activated – Touch another character to grant +1 Physical Damage to them and yourself for five minutes
No Man left Behind Carry and run with an individual without the normal +3 Strength requirement
Tree Meld Make a “Melding with “tree” 5 count within arms reach from a tree at least half the player's height and width; Upon completion of the count put one hand on top of your head, and become Incorporeal; In order to become corporeal, you must make a “Unmelding” 5 count to leave the tree and become corporeal again. Must keep physical contact with tree.
Adept Advantages
Gypsy Den Craft Gypsy Den – Craft Gypsy Den using 1 IA. The Gypsy Den is a barrier on a tent that prevents non-gypsies from entering without Bind Magic Sight. The Gypsy Den must have the features of the appropriate animal ken type.
Enrage 2 Activated – Deliver an additional “Innate Enrage” packet
Entangle 2 Activated – Deliver an additional “Innate Entangle +4” attack
Group Tactics 2 Activated – Additional use; Increases Group Tactics to +2 Physical Damage and two additional targets
One with Nature Activated -- “Absorb “[element] attunement” ” to absorb any Elemental Tag-line. gaining +10 hp; become attuned to the element absorbed. (see Nature spell Elemental Attunement)
Hustler +1 Gathering IA during the Interlude; +1 Merchant IA during the Interlude ; May allow for Role-play benefits
Wild Resilience When ending a bleeding count in shrubbery or tall grass at least half your height, instead of going to dissipation “Resist” and go to 1 HP instead
Wild Meditation Role-play Resting, Meditating, or Sleeping anywhere the Gypsy could use Wild Resilience; Treat this hour as a count; Successful meditation grants “60 Heal”; Acting in combat, walking around, or verbal role-play interrupts the count; This advantage may be used with Wild Evasion
Journeyman Advantages
Control the Beast Activated – Transform into or out of Varkolac Form; “Resist” a forced transformation(See Transformation rules)
Enrage 3 Activated – Deliver an additional “Innate Enrage” attack
Entangle 3 Activated – Deliver an additional “Innate Entangle +4” attack
Fight or Flight 2 Activated – Additional “Resist” a Fatigue or Slow Tag-line
Group Tactics 3 Activated – Additional use; Increases Group Tactics to +3 Physical Damage and three additional targets
Hustler 2 +1 Gathering IA during the Interlude; +1 Merchant IA during the Interlude; May allow for Role-play benefits
Embrace the Curse 2 When purchased gain: +2 Claw Damage; +1 Strength; and +2 Toughness Choosing this advantage – Adds an Animal feature, appropriate to the Animal Ken Type, to permanently to the character's make-up requirements. Activated – (Based on Animal Ken) Avian: “Dodge” (see Combat Ch. 5), Bear: “innate Strength +4” (self only, enchantment); Canine: Gain the Servitude Advantage without magic Dependency (see Created); Feline: “Innate Spell Penetration” (see Black Ch. 6); Primate: Gain a use of Prodigal Caster (see Human)” Reptile: “Resist Enchantment” (see Status Effects, enchantments); Rodent: “Innate Embrace Death” (see Necromancy Ch. 6)
Tree Meld 2 Allows Gypsy to walk between tree while incorporeal. Still needs to be in contact with tree to unmeld.

Full Moon Episodes: The Moon is known as the Eye of Bendis. When the eye is open, Gypsies who have purchased Embrace the Curse may choose to Willingly Transform. Before an Episode, Staff will announce if the Eye of Bendis is “Open” or “Shut”. <p>Varkolac Transformation: The player must have a Staff approved costume corresponding to the animal Kin Type. Once approved, the Character will receive a Transformation Tag which contains all bonus advantages gained while transformed. <p>Transformation – During a Full Moon Episode, conduct a 5-minute Ritual and wear the approved costume and make-up to Transform. Other in-game effects may cause a transformation <p>Ending the Transformation – To satiate the Beast, the Varkolac must make a Consuming 5 count on a dissipating character. At the end of the count deliver a “death knell”; the Varkolac may now conduct a 5-minute ritual to end the transformation. If a character checks out of the game while still transformed they must give up all interlude actions to staffs discretion. <p>Varkolac Stats: +1 Strength: +1 Dodge; +1 Lethal Strike per Tier; Immune to Death Blow without Silver; Half Damage damage except Silver(they still take double). They also have a Devour60 count(instant resurrection).

Half-Orc

<p>Legend has it that in an age considered ancient, even at the time of The Cataclysm, Orcs were bred with humans in order to produce a smarter warrior. Though the secret to this creation has been lost, the endeavor was a success. Built for strength, endurance, and warfare, Half-Orcs generally live for the next great challenge. Half-Orcs tend to be fiercely independent, but are easily impressed by displays of great power. When they are impressed by someone they may become fiercely loyal to them, but could lose interest if a stronger one emerges. Wise Half-Orcs tend to join a professional military or well-organized mercenary bands. Their love of fighting and displays of power are kept as constant companions. Besides being simple warriors, Half-Orcs are productive workhorses who know no equal. Considering Half-Orc heritage, Humans tend to work well with Half-Orcs. They also make effective tactical decisions together and relish working in factories for the pursuit of material ends. Half-orcs rarely seek quiet lives as laborers, but may try to integrate themselves fully into human society. Contrary to popular belief, not all Half-Orcs are the dull-minded savages that most appear to be. Not only are they eventually able to speak more clearly, they can develop enough intelligence to cast magic from any school, albeit with more difficulty than the other races. Today, the center of Half-Orc 'society' is found in the southern wasteland region of Morgrim. At its heart lies a massive fortress city of the same name, built using felled trees from the forest of Serapf Csalit.

Make Up Requirements: Primary: Green or Brown skin and Horns on the Head;

Starting Advantages
Constitution +10 Health Points
Strength +1 Strength
Fearless Immune to Cower
Feat Of Strength Activated – Double available strength; This can break a bind, carry someone, or another single use of strength
Mystic Casting Half-Orcs can only cast Grey Spells from Spell Scrolls. All other Spells must be castusing special Spell Totems: Craft a Totem using Scribe Scroll, but instead of Paper, it must be placed in the form of a Rune on a Crafted Bone, Stone, or Wood Item.
Novice Advantages
Constitution +10 HP (May be purchased multiple times)
Working Hard or Hardly Working Cooperating with a Leader grants an additional +1 IA to the Leader ; or gain +1 IA when not Cooperating
Berserk Activated – Deliver a self-only “Innate Enrage” (see Ailments) which grants +2 Strength and causes the character to attack everyone indiscriminately for 5 minutes; Gain Immunityto Ailments
Shamanism Activated – Deliver a known spell as Arcane, without having to say the Spell Verbal (spell points are expended as normal); Gain the ability to Craft Totems of tier 1 spells known
Endurance Activated – “Resist” any Fatigue tag-line
Massive Knockout Activated – Add the “Massive” and “Knockout” Tag-line to any single weapon strike
Swift Knockout Massive Knockout may deliver an Innate Knockout instead of Massive.
Resilience Add +1 minute to bleeding and dissipation counts; Activated - “Resist” Exsanguinate or Instant Death
Adept Advantages
Control Temper Activated – “Resist Enrage”  ; or activate to conduct a Control Temper 5 Count while using Berserk, upon completion, the Berserk effect ends
Feat of Strength 2 Activated – Gain an additional “Feat of Strength”
Intimidating Shout Activated – Make a loud yell or shout, then deliver an “Innate Cower”
Shamanism 2 Activated – Deliver a known Spell as Arcane, without having to say the Spell Verbal (spell points are expended as normal); Gain the ability to Craft Totems of Tier 2 spells known
Massive Knockout 2 Activated - Additional “Massive” and “Knockout” Tag-line to any weapon strike
Resilience 2 +1 minute to bleeding and dissipation counts; Activated – Additional “Resist” Exsanguinate or Instant Death
Strength 2 +1 Strength
Strong Back +1 Gathering IA during the Interlude; +1 Artisan IA during the Interlude; May allow for Role-play benefits
Journeyman Advantages
Berserk 2 Activated – Additional use of Berserk
Working Hard or Hardly Working 2 Cooperating with a Leader grants an additional +2 IA to the Leader ; or gain +2 IA when not Cooperating
Endurance 2 Gain Immunity to Fatigue
Massive Knockout 3 Activated - Additional “Massive” and “Knockout” Tag-line to any weapon strike
Resilience 3 +1 minute to bleeding and dissipation counts; gain Immunity to Exsanguinate and Instant Death.
Shamanism 3 Activated – Deliver a known Spell as Arcane, without having to say the Spell Verbal (spell points are expended as normal); Gain the ability to Craft Totems of Tier 3 spells known
Strength 3 +1 Strength
Strong Back +1 Gathering IA during the Interlude; +1 Artisan IA during the Interlude; May allow for Role-play benefits

Human

Humans are as old as Mordavia itself. Human legends contend that they are the first native Mordavian race, spawned directly from The Mists in fully formed family units, sometimes numbering in the thousands. The legends do not agree if Demons or Elves came first, only that Humans were enslaved to both. Regardless of how it happened, Humans quickly mastered Black and White Magic, then began to discover and develop all of the other schools of magic. The magical aptitude of Humans was immense and culminated in the rise of The Solomonari and The Cataclysm. It is because of this history that many Affinity races have a deep dislike and mistrust of Humans, especially Human mages of their affinity. Created do not have this same feeling and actually seek out Human companions more than others. They fit well within the Human capitalistic society. Luckily for Humans, they were, and still are, the most populous race on Mordavia. Even though they have the shortest average lifespans, they have a massive reproduction rate, making their 'control' of the world seemingly assured. While their hegemony was threatened for a short time after The Gypsy Event, no race has benefited more from The Magic Renaissance than Humans and they have used this age to reestablish themselves as the most powerful race. Though Humans are not generally tied to any certain stereotype, Humans are incredibly interested in, and incredibly good at, making money and obtaining wealth of all kinds. For those Humans who develop their magical talents or other areas of interest, while eager, find themselves always just a step or two behind the other races. However, this has never stopped any Human from being found anywhere in Mordavia at least attempting to do just about anything. If you ask a Human why they do such nonsensical things, they will respond that they do not believe in fate and are masters of their own destiny, despite their historic slave roots.

Make Up Requirements: None

Starting Advantages
Constitution +7 HP
Prodigal Caster Humans only need to know three Magic Spell Advantages to progress to the next tier of Magic (four to advance in Necromancy); The level requirement for Magic advancement still applies
Novice Advantages
Constitution Additional +7 HP (May be purchased multiple times)
Adrenaline Rush Activated – Say “Adrenaline Rush”; +1 Strength ; +10 temporary HP for 5 minutes; Multiple activations of Adrenaline Rush stack with one another
Working Hard or Hardly Working Cooperating with a Leader grants an additional +1 IA to the Leader ; or gain +1 IA when not Cooperating
Group Tactics Activated – Touch another character to grant +1 Physical Damage to them and yourself for five minutes
Lucky Dodge Activated - “Dodge” (see Tier 3 Combat Ch. 5)
No Man Left Behind Carry and run with an individual without the + 3 strength requirement
Fight or Flight Activated - “Resist” a Fatigue or Slow Tag-line
Prodigal Caster Activated – Cast any normal known spell as “Arcane” (do not say the verbal) but you still expend the normal spell points
Adept Advantages
Adrenaline Rush 3 Activated – Additional “Adrenaline Rush”
Driven +1 Merchant IA during the Interlude; +1 Profession IA during the Interlude; May allow for Role-play benefits
Group Tactics 2 Activated – Additional use; Increases Group Tactics to +2 Physical Damage and two additional targets
Power Nap Role play taking a nap, resting, or meditating for 1 hour, if uninterrupted for an hour, wake up with a “Heal 60”
Prodigal Caster 2 Activated – Cast any normal known spell as “Arcane” (do not say the verbal) but you still expend the normal spell points
Strength +1 Strength
Transfer Spell Points Gain +2 Spell Point (SP); Choose a willing target to gain X SP; Make a “Transfer Spell Points” 60 count then “X Spell Points”; Upon a successful count target gains X SP; Lose X SP; or the targets gives you X SP and they lose X SP. A character cannot transfer more SP than available nor give someone more then their maximum
Versatility Gain up to 4 maneuver points, or 4 spell points in any combination; The amount can not be changed later
Journeyman Advantages
Adrenaline Rush 3 Activated – Additional “Adrenaline Rush”
Working Hard or Hardly Working Cooperating with a Leader grants an additional +2 IA to the Leader ; or gain +2 IA when not Cooperating
Driven 2 +1 Merchant IA during the Interlude; +1 Profession IA during the Interlude ; May allow for Role-play benefits
Fight or Flight Activated – Additional “Resist” a Fatigue or Slow Tag-line
Group Tactics 2 Activated – Additional use; Increases Group Tactics to +3 Physical Damage and three additional targets
Lucky Dodge 2 Activated - “Dodge” (see Tier 3 Combat Ch. 5)
Liege Requires Nobility: Allows for an additional retainer slot that does not count towards the maximum ; Increase the Noble reward by 100 kopeks per Interlude
Prodigal Caster 3 Activated – Cast any normal known spell as “Arcane” (do not say the verbal) but you still expend the normal spell points
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Vampire

Seen nearly universally as dark and unsavory, Vampires are a race of sentient undead, originating long before The Cataclysm. Feared because of their need to subsist on the blood of other sentient races even the friendliest of Vampires must deal with this stigma.A primal fear also exists in many of the “softer” races, of the power of the legendary Vampire bloodlines, the secrets of which, have luckily for these other races been lost to time. Elves don't like that Vampires are grotesque shadows of their own image and Humans are their most common favored food, so their lives tend to be rough, leading many Vampires towards the fringes of society. Vampires on the fringes of society almost inevitably build the negative stereotype of Vampires. Those who try to overcome this cycle still struggle to fit in as their greatest skills are most sought after in the underworld. While many nobles require their tinkering abilities, they tend to not often openly associate with Vampires, leaving the Vampire ever in the shadows. Even though Vampire lives are generally tougher than average, that is not to say that Vampires have not been able to raise themselves to power and status. After The Cataclysm, Vampires established the powerful Kingdom of Nocturne and discovered the hidden powers of Blood Magic. Eventually, the Kingdom collapsed and Vampires were forced to spread out for their survival, but even today, especially in The Principality of Noctu, Vampires are more commonly found in powerful positions, even as nobility.

Make Up Requirements: Pale white skin; elongated ears; black eyes/ black eye shadow; (optional) Fangs

Starting Advantages
Constitution +7 Health Points (HP)
Drain Blood Touch any willing or incapacitated target and make a “Draining Blood” 5 count; at the end of the count say “5 Drain Damage”; The vampire restores 5hp and the target loses 5hp; If completed on a 'Bleeding' target, the vampire may deliver an “Innate Exsanguinate” (see Novice Necromancy) ; This ability may be used while Bleeding
Sunlight Vulnerability Any verbal with the “Sun” will effect the Vampire as normal; If skin is exposed to any direct sunlight, become “Poisoned” (leaving the sun does not remove the Poison); Vampires that reach 'dissipation' status in direct sunlight instantly resurrect
Vampire Traits Immune to fatigue, Knock-Out, and Poison (except Sun Poison); Immune to all “Vile” and “Heal” Tag-lines; Take double from all “Holy” taglines
Undying When ending a bleeding count, instead of going to dissipation go to 1hp; Immune to Coup De Grace unless it contains the Holy or Fire Tag-line; Consecrate immediately resurrects a dissipating Vampire
Novice Advantages
Constitution Additional +7 HP (May be purchased multiple times)
Drain Health Activated – Deliver an “Innate 25 Drain” packet (deals 25 non-Physical Damage, and gain +25hp)
Charm Activated – Deliver an “Innate Charm” packet
Meld With Shadows Make a “Melding with Shadow” 5 count while in a shadowed area: Upon completion, become Incorporeal (see status effects); Make an “Unmelding with Shadow” 5 count (A light or removal of the shadow interrupts the count but will not end the effect on a character who has already successfully melded)
Paralyzing Touch Activated – Add the “Paralyze” Tag-line to any physical attack
Natural Claws Grow retractable claws; +2 Damage to Unarmed physical attacks
Resist Enchantment Activated - “Resist” an Enchantment Tag-line
Strength +1 Strength
Adept Advantages
Drain Health 2 Activated – Additional “Innate 25 Drain”
Fortitude Activated – The next time you go to Dissipation; “Resist” and instead go to 1 HP instead
Charm 2 Activated – Deliver an additional “Innate Charm” packet
Nosferatu Choose One – When purchased select a single race other than vampire (Humans and Gypsies count as the same race); Gain a permanent refined taste for this race; using Drain Blood of the chosen race increases the health restoration from 5hp to 10hp
Bat Form +1 IA; Activated – Make a “Bat Form 60” count; Upon completion, place a bat phys-rep (Chiroptera), any held items, and your Soul Tag together in an area without direct sunlight; The bat represents the Vampires sleeping Character; Any other character who finds this phys-rep can kill the Vampire by taking its Soul Tag; The Vampire can not be moved or interacted with in any other way; To transform back, make another 60 count.
Strength 2 +1 Strength
Day-walker While in the sun become “Sun Fatigued” instead of “Sun Poisoned”
Hunter +1 Tracking Rank (can exceed rank 5); +1 Tinkerer IA per Interlude ; May allow for Role-play benefits
Journeyman Advantages
Drain Health 3 Activated – Additional “Innate 25 Drain”
Charm 3 Activated – Deliver an additional “Innate Charm” packet
Meld with Shadows 2 See Meld With Shadows; character may walk in any shadow without breaking the effect.
Hunter 2 +1 Tracking Rank (can exceed rank 5); +1 Tinkerer IA per Interlude ; May allow for Role-play benefits
Natural Claws 2 Additional +2 Damage with Unarmed physical attacks
Paralyzing Attack 2 Activated – Add the “Paralyze” Tag-line to a physical attack
Predator Activated – add the “Pierce” damage modifier to unarmed or claw attacks for 5 minutes
Resist Enchantment 2 Activated – “Resist” an Enchantment Tag-line

Zhana


‘Zhana’ is a misnomer that is used to describe an entire group of different breeds of corporeal spirits. Individual Zhana have Affinity to a single school of magic, including Binding and Necromancy. Interestingly, Necromancy Zhana has the inherent ability to disguise themselves as any other breed which makes other races particularly wary of Zhana. Despite this, Zhana tend to be very friendly and their society is largely based upon trust. Zhana are considered flighty and whimsical creatures by nature, though this generalization is often colored by the individual type of Zhana in question. Having the lowest Constitution of all the Kingdom races, Zhana tend to try and mind their own business and stay out of the way as much as possible when it comes to the other races. This doesn't keep many Zhana from getting into all sorts of trouble; planned, unintended, or otherwise. Zhana host a wide array of magically defensive and rogue-like abilities because of this. Zhana do not gather together in particularly large numbers for any length of time, as settling down is not in their nature. The main exception is the Zhana city of Avaros. This massive gathering of Zhana is said to be incredibly peaceful and prosperous, so much so that most who travel there eventually take up full-time residence. Avaros is ruled by the powerful and mysterious Zhana Queen, Lydithiya, who claims Queenship over all members of her race. For the incredibly vast majority of Zhana who reside in and around her city, she is widely regarded as a wonderful and benevolent Queen. However, there are those few Zhana who are especially Free Willed and reject the authority of Queen Lydithiya, or pretty much anyone else for that matter. They are often considered a rogue element within society, but useful if you can keep tabs on them.

Type of Zhana Magic School Color
Homunculus Alchemy Orange
Imp Black Black
Pixie Binding Blue
Sprite Nature Green
Banshee Necromancy Purple
Fairy White White

Makeup Requirements: Must wear wings of any kind and have colored eyeshadow that must reflect the School of Magic to which they have Affinity. Special – Banshees may disguise themselves as another type of Zhana by making a permanent choice of disguise at character creation. This Zhana may choose to be in its natural form at any time changing all make-up requirements to the color Purple.


Starting Advantages
Constitution +6 Health Points (HP)
Magic Affinity Choose a school of magic at character creation; Accessing each tier of the school of magic grants a free spell of the tier; No scroll is required for this spell; This also determines the type of Zhana being made (see above chart)
Essence Shield Activated – “Absorb” a spell that includes a Spell Verbal that shares your chosen affinity and gain 10 HP;
Zhana Dust Activated – Deliver a “Zhana Dust Innate Sleep Charm” packet
Novice Advantages
Constitution Additional +6 HP (May be purchased multiple times)
Bypass Barrier Activated – “Innate Bypass Barrier” to ignore a barriers effects and pass through it once
Dodge Activated - “Dodge” (see Tier 3 Combat)
Spirit Walk Activated – Self Deliver an “Innate Spirit Shift” (see Magic: Binding Tier 2); Gain the ability to conduct a “Spirit Shift 5 Count” to end any incorporeal effect on the Zhana
Zhana Realm 1 Gain immunity to search counts; say “no effect” at the end of a successful search count unless they are also using Bind Magic Sight
Pierce Attack Activated – Add the “Pierce” attack modifier and +10 damage to a single Physical attack
Sleepless +1 Interlude Action; Activated - “Resist” any attack that includes the Sleep Tag-line
Transfer Spell Points Gain +2 Spell Point (SP); Choose a willing target to gain X SP; Make a “Transfer Spell Points” 60 count then “X Spell Points”; Upon a successful count target gains X SP; Lose X SP; This ability cannot transfer more SP than available nor give someone more then their max
Adept Advantages
Bypass Barrier Activated – Additional “Innate Bypass Barrier”
Covetous +1 Rogue effective rank (can exceed rank 5); +1 Tinkerer IA per Interlude; May allow for Role-play benefits
Dodge 2 Activated – Additional “Dodge” (see Tier 3 Combat)
Essence Shield 2 Activated – Additional “Absorb” a spell that shares your chosen affinity and gain 10 HP.
Free Willed Immunity to the “Charm” Tag-line
Pierce Attack 2 Activated – Add the “Pierce” attack modifier and +10 damage to a single Physical attack
Versatility Gain up to 4 maneuver points, or 4 spell points in any combination
Zhana Dust 2 Activated – Deliver an additional “Zhana Dust, Innate, Sleep Charm” packet
Journeyman Advantages
Bypass Barrier 3 Activated – Additional “Innate Bypass Barrier”
Covetous 2 +1 Rogue effective rank (can exceed rank 5); +1 Tinkerer IA per Interlude; May allow for Role-play benefits
Essence Shield 3 Activated – Additional “Absorb” a spell that shares your chosen affinity and gain 10 HP.
Spirit Walk 2 Activated – Self Deliver an “Innate Spirit Shift” (see Magic: Binding Tier 2)
Zhana Realm 2 Craft Zhana Container – Spend 1 IA and a Tier 1 Crafted Gem, Create a Magical Lock that can only be opened by Zhana with the Zhana Realm 2 Advantage
Pierce Attack 3 Activated – Add the “Pierce” attack modifier and +10 damage to a single Physical attack
Sleepless 2 Additional +1 IA; Activated – Additional “Resist” Sleep
Zhana Dust 3 Activated – Deliver an additional “Zhana Dust, Innate, Sleep Charm” packet