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Ethakkra
Charismatic Peoples The Ethakkra gain triple their modifier when calculating skill point gain from success and failures in Charisma. They also get +1 to all Charisma skills at character creation. Well-Connected Ethakkran Savants get -2 difficulty to all ...
Utwesh
Agile The Utwesh gain triple their modifier when calculating skill point gain from success and failures in Agility. Lurking -2 difficulty to all Stealth checks. Nimble Retreat -2 difficulty to all Flee checks. Alacrity Utwesh get plus one to their AGI...
Kaze
Flying The Kaze can fly of their own volition. They make flight checks just as if they were moving, with all the same penalties in battle. Saving rolls for flight are made with the AGI primary statistic. If the character is wearing armor of Medium category ...
Kalnis
Grit When the Kalnis is rolling a test against a target, the Kalnis wins all tie rolls. Does not apply against other Kalnis. Battle Reflexes +1 Sequence, able to exceed maximum Feral Scent Kalni have an uncannily good sense of smell, able to track the s...
Famulus
Massive Famulus are Large size category and have superior health calculations. Mighty Famulus get plus one to their STR cap at character creation. Brawny Famulus get plus one to their CON cap at character creation. Avalanche The Famulus gain triple t...
Strength
Strength is the rating which measures your character's strength in conventional physical applications, such as lifting a heavy rock, or even wielding a certain weapon. The weights listed below are the maximum weights that a character with the given strength ca...
Agility
Agility judges the dexterity, movement ability, flexibility, and overall ability to control one's body in a manner which corresponds to the world. The numbers below represent a brisk walking pace. The distances listed below do not require a check to traverse. ...
Constitution
Constitution controls one's ability to bear pain, to deal with physical stimuli, to stay conscious, the physical fitness a person's body is in and many other applications of grit and durability. A player officially loses a limb if the wound on any limb exceed...
Magic
Magic represents both how much magic is in the user's blood stream, and how well he is able to focus and handle the magic stream through his Eye of Arkhan. Increasing MAG to levels 4 and beyond, unless noted otherwise, takes away 1 from CON, AGI, and STR cap.
Charisma
Charisma is not only how attractive the character is, but also how charming and good with people the character is. A character with high charisma is extremely good at manipulating others.
Wisdom
Wisdom is a given person's education, knowledge, and overall instinct. Wisdom calculates in a raw manner, that which the player has learned over his travels at the point of creation.
Intelligence
Intelligence is the player's raw mental power. That which they use to solve problems, to learn and reason, and to interact with the world.
Minor Statistics
Sequence This skill judges the quickness with which a character will act when battle begins. If his number is the highest of the characters in the battle, he acts before anyone else. Initiative is found by rolling a d10 at character creation. Luck The cha...
The Phases and Domain Changes
Since phase changes are not only common, but descriptive of the world of Nyra, it is important to note how the phases work and the interaction of changes between phases. First is the continuum: As heat increases, objects change their phase as per the...
Ascension and its Repercussions
Progressing as a mage is predicated on three main requisites: MAG primary, magic skill, and attunement. MAG primary, because it caps all skills underneath, must be raised progressively in order to improve the caster’s magic skill and attunement. But, this pr...
Casting Spells
In order for a mage to cast their spell, first they must observe in the spell listing what type of spell that it is, laid out below: Instant Cast: Spells that require a single check to trigger the action of the spell. The materials created from this spell w...
Chaos
Noxai, Harbinger, Darkist Tier 1 Infravision Spell Type: Sustained Delay: 1 Casting Range: 100 With this spell, the Noxai may see, unhindered, in any darkness. 1: When Infravision is active, the Noxai may see through any darkness. 3: Infravision is...
Plasma
Infernai, Firestarter, Destroyer Tier 1 Sense Infernai Spell Type: Innate Casting Range: 100 Taking this spell allows the caster to sense those of their own arcana. 1: Caster can sense Infernai as they touch them 3: Caster can sense Infernai in thei...