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Talonwood
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Character Sheet, See Guide Below
Character Name :

HP & Stats : 100/100 (No Ailments)
Stamina : 35/35
Concentration : 35/35
Magic : 35/35
Divinity (Enter favoured Deity Here, or NONE) : 35/35

Race and Classes : Race, Primary Class , Secondary Class

Primary Powers (Energy Type, see that of your Primary class) :
Secondary Powers (Energy Type, see that of your Secondary class) :
Racial and Additional Powers (choose Stamina or Concentration, unless defined otherwise by your race.) :

Avatar Description : (Gender, Age, Pigmentation, Proportion, Scars, etc)
Languages :

Clothes / Armour : (Don't add anything magical unless you earn it. Must be appropriate for classes. E.G Metal Plate, Leather vest, Robes, Raw hide, Cloth. Also Shields.)
Weaponry (0/10) : (Must be appropriate for your classes. Swords, Daggers Clubs, Bows&Arrows, Quarterstaffs, etc. 10 Weapons max.)
Inventory : You will be given some items relevant to your classes, race and the world, also choose some from below.

Pet : (Must be acquired, now available in the Starting Items area.)
Pet description : (Optional.)

How to make a Character for Cycle Online
STEP
Read the Race List & Classes list.
Choose a Race and two Classes that you would like to try.

STEP
Add the bonuses defined by your Race to your character sheet. For example ; If your Race has a (+5 Stamina)
Then you would change 'Stamina : 35/35' on your Character Sheet into 'Stamina : 40/40'
This works the same with Concentration, Magic, Divinity and HP

STEP
Add all the Languages for your race-group listed to the language section of your character sheet.

For a Firbolg, you would have :
Languages : Koine, Fieran, Sylvan, Beastspeak, Nemedian

STEP
Every player may in addition to their Race's stat bonus add :
[Stamina+1, Concentration+1] or [Stamina+2] or [Concentration+2] or [Magic+2] or [Divinity+2] or [Magic+1, Divinity+1]or[Hp+10]
In this case, I chose Concentration.

STEP
If your race has any powers listed, add them to your list. Some races give you all the listed powers, other races make you choose from a list. In the case of the race 'Fieran' your your Racial & Additional Powers would look like this :
Racial and Additional Powers (Stamina*) : Adrenaline [U], Hibernate, Forest Stride 20

*The power source may either be Stamina or Concentration, the best choice is usually the power source you draw on least.

STEP
Assuming your Primary and Secondary Builds were 'Seer' and 'Freedom Fighter' , your Primary P. and Secondary P. lists would look like this depending on the powers you choose.
You take two abilities from your first class, and one from your secondary class.
Primary Powers (Concentration) : Sense Magic [G=0-1] 0, Ball Lightning 25
Secondary Powers (Stamina) : Rallying Speech 6.

Some classes give you additional Languages. Add them to your language section as well.

STEP
You start off with 10 Item points, spend them on starting items. (Starting items are at the bottom of this post.)

STEP
Fill in any information that needs to be filled in, a name for example and describe your character's appearance and clothing. Keep vanity items realistic and only slightly magical.

STEP
Sit back and imagine your character in all his or her glory! You are done. Now you can post it and I am quite likely to accept.

This is the Example Character.

Character Name : Dangre of Greenwood
HP & Stats : 100/100 (No Ailments)
Stamina : 40/40
Concentration : 36/36
Magic : 35/35
Divinity (NONE) : 35/35
Race and Classes : Fir Bolg, Seer, Freedom Fighter.
Primary Powers (Concentration) : Sense Magic [G=0-1] 0, Ball Lightning 25
Secondary Powers (Stamina) : Rallying Speech 6.
Racial and Additional Powers (Stamina) : Adrenaline [U], Hibernate, Forest Stride 20
Avatar Description : Dangre is a male Fieran, he has chestnut hair and light brown skin, pale blue eyes. He has no scars.
Languages : Koine, Fieran, Sylvan, Beastspeak, Nemedian, Afrit
Clothes / Armour : Dangre wears threadbare pants and a leather vest.
Weaponry : A bronze short-sword.
Inventory : You will be given items relevant to your classes, race and the world.





Powers In-Game

Power Types :
[Passive] : Costs nothing, happens automatically.

Basic Power : The Majority of powers are of this type.
(Power-name Cost)

Gaining Power
(Power-name Definer : [G=Gain] Cost)

Unleashed Power
(Power-name [U])

Complex Powers : You may gain Complex powers at higher levels if you show interest in non-basic powers. They usually are both Gaining and Unleashed powers.
(Power-name [G=X] [X=U])

Powers Terminology :
Cost : A cost without any prefix subtracts energy form the energy defined by the Power list it is in, this cost is set by the power in question. When you use a power, subtract the appropriate amount from the energy defined by your class. (Stamina, Concentration, Magic, Divinity)
For example, to use the power "Adroit Strike 4" given by the Combatant class, you would subtract 4 from your Stamina. (Stamina : 35/35 becoming Stamina : 31/35)

A prefix means the Power costs energy form another list. S = a Stamina cost, C = Concentration, M = Magic, D = Divinity, H/HP = Hp. SC would mean Stamina & Concentration, SCMD would mean all energy types.

[G=?] : The amount of energy you may gain from using the power, unless otherwise specified with a prefix, the energy gained goes to the power source the spell costs. [G=S5] would mean you gained 5 Stamina.

[U] : Unleashed-Cost : Unless otherwise specified with prefix, the cost is from the list defined energy. [U] is not set, any amount of energy from the defined source can be ramped into an Unleashed Power in a single usage of the ability, the more power used the more, the more effective the power may be. Some Unleashed powers may have a minimum energy that must be used, that looks like this [10

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Talonwood
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Talonwood
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Nomad

X : If the cost of a power is X in the cost of a Gaining Power, the amount of energy you gain might be X or X multiplied or divided, X usually equals an unleashed-cost. MX would mean Magic a cost or gain equalling X.

- : In the structure of a power, this does not mean minus/subtract, it is used to denote a range between two numbers. E.g 5-10 would potentially be 5,6,7,8,9 or 10.

Credits

Login-Window base by Jeremy S. (Much Adapted)
Race Pictures by Lordoftiki. (Made specifically for Cycle)
Class Icon stencils by Lorc. (Little Adapted)
Potion Art by Talonwood.
(Contact him/me if you want to use this - Potion - art freely without royalty or attribution. You cannot however use the art in games that are highly obscene or expletive in content.)
Cycle Online Icons, almost much everything else by Talonwood. (If you want me to make you an Icon, ask nicely, I might get around to it. )
I didn't make the fonts.

Further art I post will have individual credits, I will try to post primarily my own stuff though.
=======

Races [25] , See languages below

----- Race Group (You gain all languages listed by your race group.)

Race Name (Race Slang Name, this may range from being offensive to endearing, depending on the individual.) : Race Description, Lifetime, Diet. {Names}
[Attribute Bonuses]
(Bonus Powers* Cost) / Choose one power (Power,Power,Etc)
| Further Bonuses |

Note : The Powers your Classes and Race give you are not the limit of your combative actions, you can describe any basic sword or range attack. Racial powers either Cost Stamina or Concentration depending on what you choose when you make your character, unless otherwise defined by your race.

*See Power format description above Classes.



----- Afrit Races (Koine, Afrit, Copernic)
Djinn (Genie) : Djinn are two meter tall humanoids with incorporeal tails from the waist down (enabling floating just above the ground), there skin is either a metallic colour of Gold, Silver or they are made from dense smoke of: Red, Purple or Black. These entities are notorious for being drawn into the mortal world by Summoners, D'jinn are usually forced to aid there masters in combat with Pyromancy or Smoke Magic. You once had a master, but you found a flaw in his hold over you and escaped. D'jinn can appear any age they wish. Found anywhere summoners are, they are drawn towards deserts. Djinn do not need to eat. {Zadeh, Far, Shikari, Kiana. Djinn do not have sir names.}
[Divinity+3, Stamina+1]
(Float [Passive], Resist Heat 5, Cantrip D15)

Daemon : 1.6-9 meter tall humanoids with the head of a bird or beast. Skin of Red, Purple, Black or Dark Green. These entities are rarely subpoenaed to the mortal world by Summoners, But on the rare occasion they are, They find themselves aiding there masters in combat as a Desconcerters and Bandits. One day your master made a mistake while giving you a command, now you are free. Daemon's permanently appear as an adult, although some weaken with age they never actually die of age. Found anywhere summoners are, they are drawn towards deserts. Daemons do not need to eat, however they relish the taste of meat. Daemons are a distinguished species from Demons. {Balthazar, Fyend, Azira, Lurethy. Daemons do not have sir names.}
[Stamina+3, Divinity+1]
(Resist Heat 1, Adrenaline 5, Savage Strike 10, Flight 10)

Imp : An Imp is unlikely the offspring of a Human and a Daemon or Djinn. Appearances vary within the ranges of the parents species. Imp's have a humanlike lifespan. Note Imp's are drastically different from what are called 'Forest Imps' a species not typically playable. Imps are Omnivores. {Daemon Names}
[HP+ 10, Stamina+1]
Choose two powers. (Resist Heat 6, Float 15, Adrenaline 3)
(Choose one power from the Demonologist class or any Afrit race and increase its cost by 2, it goes into your racial abilities list.)

----- Ancient Races (Koine, Arhke, Sylvan, Copernic)
Dharve : About a 1.3 meters tall, with a stocky build. Their skin colour matches the range of humans delving into stone-grey, Irises are the colours of gemstones and hair comes in the same shades as metal (Bronze, Steel-Black, Gold Blond). Dharve's or Dharvenkind are an ancient race not dissimilar to Humanth and Tu'Danann, it is suspected they share a common ancestry. Dharve's are found in strongholds, mine-shafts and 'Skypikes' which are floating stone castles, these structures occur all over the inhabitable parts of Cycle. Dharves are Omnivores. {Bravek, Tarodin, Ilisia. Ardeth}
[Stamina+3, HP+5]
Choose one power. (Improve Armour 6, Value Jewellery 12, Evaluate Armour 3)
Choose one power. (Craft Blade 13, Craft Handle 8, Craft Armour 18)
(Word of Honour 6)
For Dharve, decrease the prerequisite stats by 5 for creatures with the words; Diamond, Gem, Stone, Cave or Metal in their name.

Drakonyan (Scaly) : The Drakonyan are the descendants of a clan of dragons whom envied the capable humanoid Slek and Faeries, so they wrought magic and breath and transformed their bodies, becoming smaller (roughly two meters from head to feet) and learning to stand upright. Their scales can be of almost any, the most common being red, green and dark purple. Some clans retained wings, others choose to retain their spell-breath. Drakonyan are Carnivores. {Elda, Garun, Sazida, Amine. Igniem}
[HP+15]
Choose one power (Flight 3, Fire Breath 3, Frost Breath 3, Acid Spit 3, EarthShake Breath 5)
| The pet Dragonet costs only 5 item points. |

Faerie : Fairies have similar proportions to humans but they are usually smaller in build. They have hair of any colour, their insect-like wings are usually of the same coloration with some varied patterns. The skin of a Faerie is ivory tinted with a colour adjacent to their hair on the colour wheel. E.g A fairy with red hair would have orange skin while an orange haired fairy would have red or yellow tinted skin. If a fairy has black or white wings or skin, the adjacent colour would be pale beige or dark blue. Faeries have a similar lifetime to humans. Faeries are a nomadic species typically living in small groups travelling throughout a forest, never settling down in a single glade. Faeries are Herbivores. (They can only eat plants.) {Greyhan, Meth, Lidel, Circe. Feifora}
[HP+10, Divinity+1]
(Flight 1, Charm 10, Divert Notice 12)

Slek : Small humanoid reptiles with cat like ears, eyes and claws, the rest of their body is more humanoid, approximately a meter and a half tall. Their leather/scales change colour to suit the environment in a process that takes only a few months, the most common colours are Green for forests, Light Brown for deserts and White for snowy plains. Their scales also evolve over time to accommodate the actions of a slek, including resistance against certain kinds of harm. Their fangs are coated in venom and they can spit it short distances. Slek are Carnivores. {T'uk, Kash, Gilda, Mimi. T'uk-son}
[HP+10, Concentration+1]
(Venom Spit 4, Evolve Scales 10, Savage Strike 10)
| Pets cost 1 less Item point. |

Temnien : Temnien were autonomous statues built by a race long gone (The Nemedians), they appear like grey stone humans on a slightly smaller scale with two pairs of arms coming from a single shoulder and green glowing rings carved around the joints of their bodies and green light shines from their eyes, they are carved wearing curator like clothing. Temnien move as fluidly as normal lifeforms, their stone hair even flows in the wind, Temnien were usually built with a tool like a staff or sword or pick axe in one of their hands and that tool is part of their body. Temnien were created to protect temples or cities, the latter (the cities) have all been destroyed. Temnien are Aesphagous (Metal-Eaters) {PyppelrÄ&laquoig, Ancrer, Eligere, Blostmian. Northtemple}
[HP+ 10, Magic+1]
(Open Temple Door 26, Find Temple 30, Carve Stone 30)

------ Arefenian Races (Koine, Sylvan)
Acerbus Arefe / Acerbans (Dark Folk) : About as tall as a Stellanian, with purple-black skin, silver haired. It is believed the Acerbans are corrupted Stellanians created in and attempt to create the perfect soldier. They know has small hamlets in the Icewelk Republic. Acerbans have a life span of about 500 years and mature at 30. Acerbans are Omnivores. {Gale,Dusk,Aventide,Skia. Niphaclan}
[+3 Divinity, Concentration+1]
(Dark Blessing 1, Savage Strike 5, Value Jewellery 14)

Gerai (Grey Folk) : Of human proportions, pointed ears, Dull metallic grey skin, shines as if sparsely coated with silver glitter. Gerai claim to be from another plane, and here decided to live in the deserts of Cycle, their similarity to the other Arefenian Races is quite apparent, but the Gerai's connection to nature was long ago broken, Gerai are known for steam-punk if not downright future-tech weaponry. Gerai excel in any fighter class. Gerai have a life span of about 500 years and mature at the age of 30. Gerai are Omnivores. {Salnus,Gristle,Kioa,Winter. Eazel}
[Divinity+5]
(Puzzle Comprehension 1, Sand Blessing 5, Repair Technology D21)

Stella Arefe / Stellanians (Sun Folk) : About as tall as humans, with pale silvery skin, long pointed ears and generally ash blond hair with tints of green, blue or magenta. The Stellanians live in Citadels deep in the Havihal forests. Stellanians while physically weak are quite fast in combat and take to the magic arts with ease. Stellanians have a life span of about 500 years and mature at 30. Stellanians are Vegetarians. (They choose to only eat Plants.) {Comete, Elryn,Astra, Lidaena. G'aze}
[Magic+5]
(Astral Blessing 1, Word of Honour 5, Charm 12, Riposte 7)
| You automatically meet the Magic or Divinity prerequisite for any pet, but not both |

Silva Arefe / Silvans (Wood Folk) : A little over one and a half meters, with fair-tanned skin covered in a few green or blue shiny markings like vines and flowers, short pointed ears, dark green haired. Small tribes and villages of Silvans are scattered throughout the forests of Cycle. Silvans prove to be fierce protectors of nature. Silvans tend to follow the path of Geomantic disciplines or are born with Primordial blood and have innate power. Silvans have a life span of about 300 years and mature at 20. Silvans are Vegetarians. {Linen,Hyde,Loom,Stileta. Moss}
[Concentration+3, Magic+1]
(Wilderness Blessing 1, Wild Instinct 5, Charm 17, Piercing Shot 5)
| You automatically meet the Concentration prerequisite for any pet. |

Cineris Arefe / Cinerans (Ash Folk) : Cinerans look quite a lot like Silvans, however they has red and purple markings in the shape of fire instead and metallic hair. They live in the deserts of Cycle mostly. Cinerans are Omnivores.
[Magic+3, HP+5]
(Fiery Blessing 1, Resist Heat 6, Fire Ball 13)
| You automatically meet the Magic prerequisite for any pet. |

Niveus Arefe / Niveans (Snow Folk) : The Niveans bear some similarity to Stellanian, however their hair is ash blond with purple or sky blue tints. They live in tribes towards the icy north. Often they raid the unwelcome Acerbans who stole their ice-fortresses centuries ago. Niveans are Vegetarians.
[Divination+3, HP+5]
(Icy Blessing 1, Resist Cold 6, Influence Water 9)
| You automatically meet the Concentration prerequisite for any pet. |

Demi Arefe / Demiren / Half Arefe : The offspring of a Human and any other Arefen species. They life for around 200 years and mature at the age of 18.
[Concentration+3, HP+5]
(Adrenaline 1, Adaptable Blessing 7)
(Choose any power belonging to an Arefenian race and increase its cost by 3, it goes into your racial abilities list.)



[Shade, Ex-Ul]

----- Dark Races (Koine, Chthoni, DeadSpeak)
Ex-Ul : Ex-Ul are humanoids of either purple, dark blue or yellow skin, some have wings, some hooves, some are aquatic, and some are just really smart. Banished from there own plane, named 'Chthonia' Ex-Ul find themselves in a strange, limiting world with no apparent purpose, their adaptability makes them perfect candidates for an adventuring party, but would they be trusted enough to able to join one? Ex-Ul live 180 years and mature at 18. There skin pales with age after a hundred. Ex-Ul usually Vegetarians but some may be Omnivores.
[Magic+3, Concentration+1]
(Water-Breath 2, Flight 2, Charge 1, Time-Soak 2) Choose One power, it defines skin colour {Dark Blue, Yellow skin, Yellow Skin, Purple Skin} respectively.
(Volatile Blood [Passive])

Shade : Shades are humanoids of shadow, the experiments of necromancers gone wrong, they abhor direct sunlight, and regenerate energy at night. Shades work alone, they become hit-men/women and bodyguards for Necromancers, usually, or somehow attempt to prove they belong in this world, they try to prove that they weren't just an accident but formed at the will of a deity or possibility altering spirit, or they simply don't care. Shades are ageless although there mind tends to seem that on an adolescent. They can appear as either gender but cannot reproduce. They are shunned from most locations except the perhaps the slums of large cities where they find work as a bounty hunter or peddler. Shades do not need to eat.
[Magic+3,Divinity+1]
(Dark Cuff [1

Talonwood
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Talonwood
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Nomad

Shade : Shades are humanoids of shadow, the experiments of necromancers gone wrong, they abhor direct sunlight, and regenerate energy at night. Shades work alone, they become hit-men/women and bodyguards for Necromancers, usually, or somehow attempt to prove they belong in this world, they try to prove that they weren't just an accident but formed at the will of a deity or possibility altering spirit, or they simply don't care. Shades are ageless although there mind tends to seem that on an adolescent. They can appear as either gender but cannot reproduce. They are shunned from most locations except the perhaps the slums of large cities where they find work as a bounty hunter or peddler. Shades do not need to eat.
[Magic+3,Divinity+1]
(Dark Cuff [1

Talonwood
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Talonwood
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Nomad

[Magic+3,Divinity+1]
(Dark Cuff [1

Arverniraider24
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Arverniraider24
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Peasant

were are the classes?

Talonwood
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Talonwood
536 posts
Nomad

Sorry, I ran out of time yesterday and the brackets messed up my last few posts.

(Dark Cuff [1 < U < 6], Raise Dead M[30 < U], Walk through Grate M20)


----- Fomorii Races (Koine, Fieran, Sylvan, Beastspeak, Nemedian)
Fomorians / Fomor : The Fomor, 2 meter tall humanoids have greyish skin, and grey curled hair, they have a pair of rams horns on there head, and hoof-like feet. The Fomorians are typically sea farers, living on the coasts of Lurce, and on the ships as traders and pirates in the Epidash ocean itself. Fomor have an average lifespan of 250 years. Maturing at 20. Fomorians are Herbivores.
[Stamina+3, Concentration+1]
(Sea Bearing 3, Water-Breath 10, Charge 8, Shanty 9)
| Pets cost 2 less Item points. |

Fir Bolg / Fieran : The Fieran are humanoids of human-ish height, with yellowish skin and dark brown fur instead of hair, they have arms almost as long as they are tall, ending in able bear like paws, there feet also hold semblance to bear paws.
Legends say the Fieran wiped out a blue skinned species somewhat like the Tuatha called the 'Nemedians' , The Fieran lived in an empire until the Tuatha banished them from Laevithyn Isle and the Fieran's ended up greatly diminished living in small barbarian tribes on the continent. Fir Bolg have an average lifespan of 100 years. Maturing at 16. Fir Bolg are Omnivores.
[Stamina+5]
(Adrenaline [U], Hibernate [G=S32] C15, Forest Stride 20)
| Pets cost 3 less Item points. |


[Sidhe, Tu'Danann & Human respectively]

------ Tuathal Races (Koine, Arkhe, Copernic, Nemedian)
Human : Humans are found all over Cycle, at least, in the inhabitable band, but one wouldn't put it past this race to find a way to survive in the wastes⦠Humans live about 80 years with some variance depending on health and mature at about 18. Tu'Danann consider them adults at 25 years. Wlenland kingdom is a notable Human settlement. Humans are Omnivores.
[Stamina+5, Concentration+4, +1 Of-Your-Choice]
(Choose an additional Power from your Primary Class list if possible, it goes into your racial abilities list.)
| Gain 4 Additional Item points.|

Tuatha Dé Danann (Tu'Danaan) : Approximately two meter tall humanoids with pinkish purple skin, slightly weaker but more flexible. Blue-Grey-White Irises. Black or Ashblond hair. The Tuatha are a peace loving race, or so they claim, but when driven to battle there magic and tactics tend to be unstoppable, The Tuatha Dé Danann empire built upon the empire of the lands previous residents, but little trace of those people still remain. Tuatha live roughly 100 years. Maturing at about 25. Tuatha are Omnivores.
[Concentration+6, Magic+4]
(Choose an additional Power from any Primordial Classes lists if possible, it goes into your racial abilities list.)
| Gain 1 Additional Item point.|

Sidhe (said 'She' : The offspring of a Human and a Tuatha De Danann. Depending on chance, a Sidhe may appear more like their mother or fathers race, this is more often than being a perfect crossbreed. The Sidhe are welcome in any Human or Tu'danann city (being a symbol of unity) and make up about 10% of the population of Wlenland Kingdom.
[Concentration+10]
(Choose an additional Power from any Fighter Classes list if possible, it goes into your racial abilities list.)
| Gain 2 Additional Item points.|


[Harpy, Atolkin, Jhone]

----- Wyrd Races (Koine, Sylvan, Beastspeak)
Jhone (Said 'Shah-Own': About 3 meters tall humanoids. Jhone are thin almost skeletal, Hair ranges in colour from orange, green or magenta. glowing or metallic, their eyes cover a similar range of pigments. Jhones eyes are often primary colours.
The Jhone are thought to be a sub-race of Afrit branched off, the fact that they too are often the slaves of Summoners is convincing proof, and the Jhone have the same stickler for Infernal Contract details base persona as there Daemonic cousins. That is to say, they tend to escape. Jhone are ageless usually depicted at around 20 years old. They can be found anywhere Summoners can. Jhone are Panivores (Can eat virtually anything.)
[Divinity+3, Magic+1]
(Double Jump [Passive], Cantrip 5)

Harpy : Harpies are meter tall humanoids with feather-frond like hair and a large pair of wings of the same hair coloration as their hair. Harpy have scaled claw like feet , Harpy are of slightly yellowish skin coloration from human tanned to pale. The Harpy typically live near the coast, Port Arcchester is the only city they rule and dominate. Harpy live for around 50-70 years and mature at 14 years of age. Harpies are Omnivores.
[Magic+3, Stamina+1]
(Flight [Passive], Snatch 7)

Atolkin : The Atolkin are about the same size as humans, they have translucent yellow skin and sensitive red-pink hair. They have large catlike eyes of any aquatic colour. Most Atolkin live their lives underwater, having gills and (sometimes) meter long tails that make them superb swimmers. Atolkin live for 50 years, maturing at the age of four months. Atolkin are Vegetarians.
[Stamina+3, HP+5]
(Water Breath [Passive], Influence Water 8)

===

Languages
Koine : The common, traders tongue. Script : Temni
Arkhe : The oldest language, created by the Temnien. Script : Temni
Copernic : Spoken by Slek, Drakonyan and supposedly Dragons. Script : Copern
Sylvan : Spoken by Arefe and other sentient forest creatures. Script : Nemed
Nemedian : An Ancient languages once spoken by the extinct Nemedians and some Tuathal and Fomorii races. Script : Nemed
Afrit : This language is immensely complex and only the Afrit have mastered it, summoners know a few basic commands in the language but nothing of diplomatic significance. Script : Afrit by nature can read and write in any script.
BeastSpeak : The tongue of all animals, spoken by some Fomor and Fierans. Script : NA
DeadSpeak : Spoken by ghosts and the undead. No script is known to exist.

The only known scripts in Cycle are Temni, Copern, Nemed and several small cult scripts (Eg Geomancer Runes).

===

CLASSES (100)

= Divine Type = (9)
People of these classes are renowned for channeling the energies of the world through a conduit: Their deity of choice. Divine Classes are associated with cool-headed people who respect diplomacy over combat. Many players and npcs of Divine Classes are asked to bless new buildings and newborn babies on the street; these classes, Even Demonologists who gain their power by weakening the natural demons of the world are respected in one way or another.


Cleric : Call upon the gods to heal allies and blight enemies with divine light. [Divinity]
(Healing Prayer [3 < U], Deity Flare 3, Consecrate 10, GlowingShield 5)


Demonologist : Every demon you slay effects your demonic manifestation. Slaying a fiery demon would enhance your fire-powers, Slaying a demon with wicked claws enhances your claw based powers. [Stamina]
(HellFire Ball 5, Smoke Bomb 13, Maul 7, Banish Afrit 13-20, Vestigial Wing Glide 18, Holy Wrath [G=D5] 6)


Exarch : Mimic the Powers and virtue of the god you are devoted to. [Divinity]
(Divine Exploit 4, Deity Flare [2 < U], Healing Prayer 10, Divine Visage 20, Divine Flight [10 < U])


Forest Warden : Your church is the forest itself, your gods the animals and trees. You protect the forest and in turn you forge a bond to nature beyond that of the Silvans. [Concentration]
(Wilderness Blessing 9, Adroit Strike 6, WildStride 3, Tracking 6, Awaken Dryad 25)
| Gain the language BeastSpeak |


God Send : Blessed by the gods at birth; you have a unique Power that marks you as a God Send. [Divinity]
(Divine Exploit [5 < U], Blessing 5, Deus Ex Machina 33, Purposeful Stride 8)


Paladin : Your faith mades you nigh invulnerable in battle, Defends your allies and strike down bosses almost with ease. [Divinity]
(Divine Defence 3, Punishing Strike 3, Riposte 5, Glowing shield [U], Strength from Faith [G=S5] 6)


Rapier Deacon : Your devotion to your god has granted you great agility. Your Rapier is imbued with the power of your deity. [Divinity]
(Riposte 2, Deity Flare 4, Double Jump 6, Pious Strike 5, Devout Dexterity [G=C5] 6)


Shaman : Chosen as the healer and wisdom keeper of your tribe and now adventuring party, you harness the natural healing and strengthening properties of plants and tell inspiring stories to teach and inspire. [Divinity]
(Create Healing Beacon [5 < U], Make Water Curative 5, Wilderness Blessing 5, Inspiring Story 2, Tracking 9)


Temple Keeper : An ancient discipline that enables one to restore old forest temples, activate ancient magic guardians and traps and gain access to powerful artefacts. [Divinity]
(Open Temple Door 3, Summon Drones 7, Consecrate 15, Find Temple [5 < U])

+ Elemental Type + (8)
Elementals are almost as attuned to nature as Silvans, however they tend to favour their element of choice in nature, A pyromancer would see the beauty in forest fires, Aquanists would want to live near lakes and streams. Drakoni would of course admire proud predatory life. Most Elementals have personalities closely matching their element in predictable ways. Elementals are probably the most accepted of magic users, since their power is hereditary and Elementals need not bury themselves in dusty libraries for unsocial periods of time.


Aerologist : Leap around the battle field sending shards of skewering solid air at your foes, And aid you and your allies in manoeuvrability. [Magic]
(Zephyr Arrow 2, Cushioned Fall 2, Dust Storm 2, Invoke Gales 12, Double Jump 7, Elevate Ally 6, Awaken Aurai 30)


Aquanist : Draw vapour from the air, coalescing it together. Send tidal waves at multiple targets at once, And great healing rain falling upon your friends. [Magic]
(Influence Water 2, Make Water Curative 3, Water Breath 8, Restorative Ablution 10, Awaken Naiad 30)
| Gives you a 'Filled Waterskin' in your invent. |


Drakoni Mage: Large leathery wings reign from your shoulders, The fire in your eyes and in your breath strike fear into the enemy. [Magic]
(Vestigial Wing Glide 4 , Spit Embers 2, Fire Breath 15, Frost Breath 16, EarthShake Breath 18)


Gem Mage: You enhance the aspects of diamonds and enchant the minerals and gemstones around you, making rocks weightless, magnetic, explosive, indestructible, liquified. The list is endless.
[Magic]
(Find Gem 25 , Prospect C1, Enhance Property 15, Absorb Property [G=20HP or M10] C5, Mimic Property 20, Awaken Oread 30)
| Gives you a 'Random Gemstone' in your invent. |


Light Guardian : Bend light to your whim, Blind enemies with short bursts, Or focus it for immense heat. Even make yourself invisible. [Magic]
(Flare 3, Scold 3, Blear 10, Awaken Hyad 30, Coruscate [U])


Pyromancer : Arcs of flame project from your hands, You melt your foes weapons and armour and boil them inside. [Magic]
(Fire Ball 3, Scold 4, Resist Heat 3, Fiery Blessing 20, Awaken Pheonix 30)


Smoke Mage : Choke enemies , Reduce there vision to nothing, And when they least expect it, Your dagger shows its worth. [Magic]
(Smoke Bomb 2, Resist Heat 5, Ash Storm 5, Fiery Blessing 27, Awaken Meliae 30)


Storm Mage : A storm cloud gathers above,No matter the environment, the blade at your side matches the swiftness of the lightning from above. [Magic]
(Invoke Rain 2, Invoke Gales 3, Dust Storm 2, Lightning Strike 25 , Icy Blessing 20, Awaken Nephelad 30)

â  Fighter Type â  (15)
Despite the awing powers of other classes, one must not underestimate these brawny meat shields, These classes always get along better with the foot troops of most Militia and lead whole armies into battle if they get the chance. Trustable because predictable, Because they are brave even without magic.


Acrobat : Scale walls, Leaping over small enemies, Able to remain in that dragons blind spot with ease. You may not be strong with a sword but you make those who are's job a lot easier with diversions. [Concentration]
(Double Jump 2, Run Backwards 2, Tightrope 5, Grapnel 12)


Avenger : You lost an ally in a previous battle long ago, You hunt that foe who escaped, Your determination lets nothing stand in your way. [Stamina]
(Punishing Strike 2, Riposte 2, Tracking 10, Pensive Recount 15)


Barbarian : You shake off a round of arrows, and leap at the opponent, If they hide behind a wall, You smash your way through it. [Stamina]
(Adrenaline 2, Punishing Strike 3, Adroit Strike 1, War Cry 5, Rage [G=SX] X)


Charger : You and your mount are one, The force focused on the tip of your lance can break any armour, And cower any foe. [Stamina]
(Lance 9, Tame Steed 3, Adroit Strike 5, Leap Horse 10)
| You may take the 'Horse' pet for only 3 item points, or the Hyracotherium for only 5. You own a 'Mountable' pet without meeting its prerequisites. |


Combatant : An all rounder in the art of weaponry and hand to hand, You compliment any team, And often find yourself underestimated before proving yourself vital. [Stamina]
(MakeShift Weapon 5, MakeShift Shield 8, Adroit Strike 4, Adrenaline 6, Cuff 9)


Dueller : You specialise in one on one fights, you strike with unerring accuracy and parry without falter. [Concentration]
(Adrenaline 4, Prevent Escape 3, Disarm 2, Killing Strike 30, Feint 5)


Fencer : Though less skilled than the Dueller you are capable of standing against multiple foes at a time. [Stamina]
(Disarm 2, Adroit Strike 2, Twin Parry 2, Riposte 4, Feint 7)


Freedom Fighter : Your zeal in battle remains with you, once you were a captive, Now you formidability awes your foes. No dirty tricks, No poison or traps, Just straight out blade against blade. [Stamina]
(Adroit Strike 2, Rallying Speech 6, PickLock 10)
Gain an additional language of your choice except BeastSpeak and DeadSpeak.


Fury Fighter : The closer you get to falling the more damage your weapon deals, the more a fight seems fruitless, the more the opponent reels. [Stamina]
(Fury Strike 2, Adroit [1 < U>5], Adrenaline 3, War Cry [G=H1] 8)


Fythre : You wield the ancient fighting discipline of the Tuatha de Dannan, Your moves unseen in hundreds of years surprise those you fight and seem to get you around unharmed. [Divinity]
(Cuff 3, Parry with Palm 3, Double Jump 6, Pounce 10)


Gladiator : As determined as an Avenger, but to survive, As tough in armour as a Paladin, Faith in yourself. The fire in your eyes as bright as a Drake Keeper, But theres not mystical force behind it, Just you. [Stamina]
(Adroit Strike 5, Punishing Strike 2, Fury Strike 8, Killing Strike 32)


Samurai : A swift fighting style almost as unpredictable as Fythre, Capable of defending more than yourself however as you easily draw the opponents attention to yourself. [Stamina]
(Draw Attention 4, Adroit Strike 2, Cuff 2, Piercing Shot 7, Punishing Strike 8)


Sword Sorcerer : Your blade sings with arcane energy, It unnerves the opponent, the singing become louder and louder after each slash and parry you make, and when it really counts, The stored energy is released and you strike with tenfold power. [Magic]
(Singing Strike (G=M4) C3 or S2,Tenfold Strike 20, Adrenaline 5, Electric Strike 8)


TechFighter : You have gotten hold of some Gerai weaponry, You use Hyper Blades and wear light yet powerful 'Plastic' plate armour. Hyper Blades and other technologies you use short circuit near magic, unfortunately. [Stamina]
(Adroit Strike 3, Punishing Strike 7, Hyper Strike 5)


Whip-Master : The crack of the Whip-Masters..erm Whip discourages that gang of Slek well enough. If not, The whip could be utilised to crack on rather moreâ¦Living surfaces. [Stamina]
( Harsh Whipping 2, Discouraging Crack 2, Adrenaline 6, Grapnel 11)

] Geomancer Type [ (4)
These classes are very powerful, but this usually it comes at the price of effecting a persons personality, Geomancers tend towards a pessimistic if not nihilistic outlook on life and would like to end the world for everyone. They are thusly distrusted until proven innocent.


Alchemist : While out of battle you improve armour, From Bronze to Iron, Orichalc to Lite, While in battle you degrade the armour of your foe. (Only to return it to full flory when it becomes the winnings.) [Magic]
(Cleanse Armour [G=C3] 6, Improve Armour 12, Degrade Armour 12, Evaluate Armour 3)


Druid : You make potions to heal and improve attributes, Poison tips the the blades of your Fighter ally, And when the battle starts, A single drop of your painstakingly made volatile brew blows the enemy sky high. [Concentration]
(Create Elixer 25, Poison Blade 7, Explosive Potion 10, Evaluate Potion 3, Create Plant-Growth Potion 20)


Geo-seer : You sense the earth around you, all that touches the ground you can sense within a hundred yards. Enemy spotted, your gaze locks on theirs, and they falter, petrified. [Magic]
(Aegis Gaze [10 < U], Sense Earth 2, Sense Magic 15, Earth-Swim 20, Shake Earth 18)


Lycanthrope : At-will you change into a monstrous Canine. What more is there to say? [Stamina]
(Wolf Shape 16, Adrenaline 6, Heal by Moonlight 2, Howl 7)
With 'Wolf Shape' : Bite 4 , Maul 3
With 'Heal by MoonLight' : Adroit Strike 4
Gain the languages BeastSpeak.


| Magician | (6)
These magic-users are probably the most common, Sorcerer especially, less so the Chthonist. They are stooped in superstition among common folk. However, Magicians may join a cities small Magi Militia in times of war.


Chthonist : This discipline was developed by the Ex-Ul, You accelerate your flow through time, every action you make is with immense force, you slow that of your enemy and dabble in the powers of a Shadow Slinger or Dark Bladed. [Magic]
(Time Soak 3 , Dark Strike 2, Dark Cuff 3, Dark Shot 6, Accelerate 15)
| Gain the language Chthoni. |


Magic Leech : Your power is to drain that of other magic-users. End the Lich's ritual, Cease the Sorcerer's curse. [Concentration]
(Anti-Projectile [G=M3] 6, End Influence [G=M4] 8, Disrupt Ritual [G=7] 14, Leeching Touch [G=M11] 5, Break Curse [G=M2] 12)



Seer : Your power is simple, you can detect magic of any kind passively. You can also read a persons fate on contact and with consent. [Concentration]
(Sense Magic [G=0-1] 0, Read Fate 10, Ball Lightning 25, Awaken Lampad 35)


Sorcerer : You send projectiles of magical force across from your vantage point, and have endurance reminiscent of a Paladins, with the Power to sneak around like a Thief. The only problem? You need a source of running water, an ancient tree or large flame to draw your power from. [Concentration]
(Ball Lightning 16, Summon Shield 15, Source [G=1-11] 6, Blear 20, Curse 22)
| Gain the language Sylvan. |


Summoner : You wrought essence drawn from the Astral into various Afrits and other beings, binding them to your will, to aid you in battle, although there is always the risk that your minion will turn on you having found a loophole in your Infernal Contract. [Magic]
(Djinn Protector 17, Guarding Hellhound 15, Messenger Wings 12, Demon Scribe 15, Summon Cucio 5, Awaken Nymph 20)
| Gain the language Afrit. |


Warlock : You Imbue charms and weaponry with properties of healing, strengthening and elemental attacks, the blessings slowly expend over time. A Sword Sorcerer's best friend. [Magic]
(Bless Armour 3, Strengthen Sword 9, Make Weapon Fiery 9, Make Weapon Lighter 2, Make Weapon Ghostly 15, Evaluate Trinket 6)
With 'Strengthen Sword' : Adroit Strike 4
With 'Bless Armour' : Cleanse Armour 3
With 'Make Weapon Ghostly' : Make Armour Ghostly 20

\\ Necromancer Type / (4)
Morbid, unsocial and sometimes charming. These arcane practitioners are shunned from most settlements if their Powers are discovered.


Cadaver Sachem : Every fight you win, wins you more corpse minions, A horde of Zombies do the fighting for you, But when the battle comes your way, Well, Your weapon of choice isn't just for show. [Concentration]
(Raise Dead 10, Adroit Strike 3, Punishing Strike 10, Invoke Poltergeists 25, Corrupting Touch 20)
Gain the language DeadSpeak.


Dark Bladed : You steal the darkness from the souls of you dead enemies, It tempers into your blades and becomes a soul reaping alloy. [Magic]
(Dark Strike 2, Dark-Bless Armour 6, Dark Cuff 15, Soul Reave 20)


Shadow Slinger : The very-same darkness coating the weapons of the Dark Bladed permeates your body. You send waves of shadow at your opponents and cloak yourself from sight. [Magic]
(Dark Cuff 4, Dark Blast 3, Piercing Shadow 10, Cloak in Darkness 5)
| Gain the language DeadSpeak. |


Vampire : You steal a different component from your foes souls (contained within their blood) than the Shadow Slinger, You steal liveliness, You shine with immortal beauty, Your body becomes hard as diamonds. [Stamina]
(Drain Vitality [G=HP12 or C8] 5, Charm 5, Cuff 3, Sense Magic 14, Enthral 25)
With Vampire Class : Eventually a Vampire will be able to choose a tertiary class when they finish an important quest or do something generally important. Accounting for the few powers given by the Vampire class.


â Urban Classes â (27)
These Classes have typically non-combative, unstable Powers. Not advised for beginners.
The Classes Listed here resemble the real-world occupation equivalents in many ways.

If a character takes an Urban class as their secondary class, they may take an additional power from their primary or secondary class.

Fast Powers : A few seconds to a few minutes.
Medium speed Powers : A few minutes to a few hours.
Slow Powers : A few hours to a few days.

Apothecary : [Concentration] (Brew Elixer 10, Brew Invigorant 12, Brew Misc [U]) Slow Powers
Apprentice : [Concentration] (Learn Power (0/1) 15, Subservience 4) Slow Powers
Astrologist : [Concentration] (Search Skies 5, Take Notes 5, Research Events 10) Medium Speed Powers
Bard : [Concentration] (Ballad 5 , Paean 5, Fairy Tale 6, Joke 6) Fast Powers
Baker : [Concentration] (Kneed/Mix 5, Bake 5, Ice 3) Medium Speed Powers
Black Smith : [Stamina] (Craft Blade 10, Craft Handle 5, Craft Armour 15, Repair Weaponry 5) Slow Powers
Botanist : [Concentration] (Identify Herb 5, Plant Herb 10, Create Salve 7) Slow Powers
Butcher : [Stamina] (Butcher Mammal 5, Butcher Reptile 8, Butcher Fish 5, Cook Meat 8) Fast Powers
Butler/Maid/Squire : [Stamina] (Subservience 4, Memorize Message 15, Attempt to Gain Employment [10 < U], Armour/Cloth Master 5, Learn Power [0/1] 10) Medium Speed Powers
Carpenter : [Stamina] (Craft Stool 8, Craft Table 10, Craft Shelf 11, Make Repairmen's 4) Slow Powers
Cartographer : [Concentration] (Make Map 20, Read Map 2) Slow Powers
Coach-person : [Stamina] (Control Coach 6, Wrest Control 10, Coach Stunt 15) Fast Powers
Collector : [Concentration] (Identify Artefact 5, Haggle 7) Medium Speed Powers
Courier : [Concentration] (Memorize Message 4, Deliver Message 2, Recite Oath of Confidentiality 5) Fast Powers
Executioner : [Stamina] (Execute 12, Clumsy Strike 3) Fast Powers.
Farmer : [Stamina] (Plant Crop 6, Harvest 10, Shear 7, Milk Beast 8) Slow Powers
Fisher : [Stamina] (Net Fish 6, Angle 10) Medium Speed Powers
Gravedigger : [Concentration] (Dig Grave 10, Build Pyre 20) Medium Speed Powers
Jailer : [Concentration] (Handcuff 5, Guard Captive 7) Medium Speed Powers
Jeweller : [Concentration] (Value Jewellery 4, Craft Jewellery) Medium Speed Powers
Lock Smith : [Concentration] (Pick Lock 10, Repair Lock 14) Medium Speed Powers
Lumberjack : [Stamina] (Fell Tree 9) Medium Speed Powers
Maid/Butler : [Stamina] (Subservience 4, Memorize Message 15, Attempt to Gain Employment [10 < U], Armour/Cloth Master 5, Learn Power [0/1] 20) Medium Speed Powers
Mason : [Stamina] (Carve Stone 20) Slow Powers
Sailor : [Concentration] (Ship Maintenance 10, Steer Ship 17) Slow Powers
Scribe : [Concentration] (Take Notes 5, Research 9) Medium Speed Powers
Tailor : [Concentration] (Take Measurements 4, Create Garment 12, Repair Garment 6) Slow Powers
Trader : [Concentration] (Haggle 5, Identify Artefact 10, Value Jewellery 12, Swindle 20) Fast Powers


⢠Primordial Type ⢠(6)
Primordials are not taught magic like most apprentices, rather; one day while singing, dancing, gutting an animal or saving a friendâ¦You discover something more about yourself, an ancient power derived from an ancestor or a gift beget in a time of need. Despite their type of power, Primordials are new to the world (perhaps because they will soon be needed) and opinions about them vary greatly.


Desconcerter : You warp in disturbing ways, Under doors and through wreckage, Becoming unworldly beings with sparks of energy at your fingertips. [Divinity]
(Walk through Grate 4, Disturbing Visage 5, Adroit Strike 4, Scold 15)


Fel Singer : You sing as you fight, Binding your foes with dark fates, painful ends and cause the unexpected. Be careful, some songs may effect allies. [Magic]
(Song of Impalement 10, Song of Ashes 10, Song of Betrayal 20, Song of Tears 15)
| Gain the language Sylvan. |


Harbinger : You shriek bringing chaos to the battle field. Unarmed but extremely dangerous nonetheless. [Magic]
(Shriek of Ruin 6, Shriek of Infernos 6, Shriek of Nature 12, Shriek of Madness 30)


Juggernaut : Your attacks are average, akin to a combatant, but your endurance is tenfold that of a paladin. [Stamina]
(Resist 3, Punishing Strike 6, MakeShift Weapon 10, Stalwart Stand 15)


Sentinel : You stay in one spot in battle, you wait as a spider waits for its prey, when the battle comes your way the calm meditative state you are in is invoked on the world around you, from your perception everything slows to a crawl. [Concentration]
(Draw Attention 2, Bullet Time 23, Adroit Strike 3, Fast Reaction 24, Focus 5)


Slayer : Your blades are soaked with the blood of past foes, they reflect the Powers of those fallen. [Stamina]
(Blood-Powered Strike 3, Blood-Absorbing Strike 7, Adrenaline 2, Clean Blade 1)

¶ Psion Type § (5)
A Psion can manipulate the world around them like words in a book. Psions are rare, thought to be foul experiments, alien beings and children of auspicious birth. They are none of these. They are just really really smart.


Hypnotist : With a metal token the Hypnotist manipulates his foes and allies, causing strife in his wake. [Concentration]
(Hypnotise 7, Charm 6, Rallying Speech [12 < U], Cuff 15)


Incursionist : Send mental flames at your foes, sending them into insanity. [Concentration]
(Mental Strike 8, Cloud Minds 12, Shift Object 20, 30 Scold)


Mind Fighter : You combat your foe in a mental Instance, enhancing your own speed and reaction time. [Concentration]
(Instance 5, Fast Reaction 8, Adroit Strike 3, Elevate Ally 27, Mental Strike 26)


Psychic : The force of your mind alloys you to levitate physical objects. [Magic]
(Shift Object 3, Cuff 1, Elevate Ally 10, Mental Quake 15)


Telepath : Communicate with alleys over long distances, and cloud the foes mind with random thoughts. [Concentration]
(Distant Speak 3, Cloud Minds 5, Sense Magic 18, Forge Dream 10)
Gain an additional language of your choice except BeastSpeak and DeadSpeak.

< Ranger Type > (8)
Hidden in shadows, the Ranger class is derived from the vital job of hunting for food and has since evolved into a way for people without the stature of a warrior or the birth/training of a spell user to contribute in times of war, sneaking behind enemy lines in humble armour and weaponry easily explained away to a person who doesn't know what a Ranger is.


Archer : The Range Weapon equivalent of a Combatant [Stamina]
(MakeShift Projectile 2, Piercing Bolt 3, Adroit Strike 6, Adrenaline 9, Divert Notice 13, Cuff 7)


Beast Tamer : The Beast Tamer is the Ranger Type class equivalent of the Charger, except instead of a Horses and Hyracotherium, they mount wolves, bears and even wyvern. They shoot arrows while their mount keeps discourages close quarter combat. [Stamina]
(Tame Beast 5, Piercing Shot 4, Tracking 8, Adrenaline 10)
| You may take the 'Wolf' pet for only 3 item points. You can mount any creature with the 'Adrenaline' power. |


Bow Ranger : The Bow ranger used his/her cloak to skulk around to find the best vantage point, then, they rain a hell of arrows upon the opponents. [Concentration]
(Piercing Shot 2, Hide in Cloak 4, Tracking 8, Empty Quiver 10, Focus 9)


Dual Blade Ranger : The Dual Blade Ranger, like the Bow Ranger skulking around hidden in the shadows, not seeking a vantage point but a hiding spot in the fray to take down foes without being seen. [Stamina]
(Dual Strike 3, Divert Notice 4, Tracking 8, Pounce 15)


Knife Thrower : Knife Throwers had unerring accuracy, able to skewer a splinter on a barn yard door, and still capable of duelling when the fight comes to close quarters. [Concentration]
(MakeShift Projectile 6, Throw Knife Blade First 2, Throw Blade Pommel First 2, Evaluate Armour 6)


Hunter : The hunter has a few of the skills of the other Ranger Type classes, but primarily, they specialise in tracking, And locking into one target much like a dueller when the battle begins. Hunters may tame birds. [Concentration]
(Tracking 2, Piercing Shot 3, Piercing Bolt 8, Befriend Raptor 12, Build Trap 10)
| You may take the 'Bird of Prey' pet for only 3 item points. You may own a pet with the 'Flight' power without meeting its prerequisites. |


Marksman : A technologically advanced weapon invented by Humans recently developing into its own class in combat. Marksmen and Markswomen use Flintlocks pistols, terribly loud, making any found vantage points soon useless, but they pierce low and medium level armour like no other non-magic attack. [Concentration]
(Fire Flintlock 2, Focus 10, Make Explosive 15, Escape 7)
With 'Fire Flintlock' : Load Flintlock 2


TechRanger : You have gotten hold of some Gerai weaponry; Surge Rifles, Pneuma Pistols and various other curious weaponry. Fire intense beams or pellets of super heated plasma. You wear synthetic cloths harder than leather, but weak against magic and of suspicious appearance.
(Energy Shot 2, Adrenaline 5, Recharge Firearm 15, Grapnel 15)

- Rogue Type - (8)
Rogues dwell in the Demimonde and revel with the unsavoury crowd, being the least savoury of all.


Absconder : The best thing an Absconder does is arrange retreat from the enemies. A class just as well payed as an Assassin for that reason, they seem capable of sensing the opponents tactics. [Concentration]
(Plot Group-Retreat 7, Disguise Exit 3, Adroit Strike 3, Escape 2, Grapnel 10)


Assassin : Sniping or Knifing the Assassin will fight any foe for the right price. [Stamina]
(Killing Strike [15 < U], Adroit Strike 2, Escape 4, Piercing Shot 5)


Bandit : Bandits are probably one of the only classes that can make up a singe-class team. Somewhat like a combination of the Archer and Combatant classes but less specialised. [Stamina]
(MakeShift Strike 2, MakeShift Projectile 3, Adroit Strike 2, Piercing Strike 2, Evaluate Trinket 5)


Ninja : The Stellanian version of the Assassin. Just as deadly unarmed, Able to skulk around much-like a ranger. Generally more lightly armoured. [Concentration]
(Divert Notice 2, Ninja-Star 2, Cloak in Darkness 10, Tracking 18)


Pirate : Scourges of the high seas, Pirates are the seafaring equivalent of the Bandit class. [Stamina]
(Adroit Strike 2, Riposte 7, Sea Bearings 5, MakeShift Strike 4, Evaluate Trinket 4)


Technician : You are most likely a Gerai or the apprentice of one, your speciality lies in repairing Gerai technology. [Concentration]
(Repair Technology 10, Recharge Firearm 5, Patch Armour 8, Synthesise Armour [29 < U], Synthesise Firearm [34 < U])


Thief : Able to steal the Rangers quiver, The Fighters spare blade and the Druids potion without breaking a sweat, The thief needs not be hired like an assassin or even win the fight to get some spoils. [Concentration]
(Snatch 6, Makeshift Weapon 6, Makeshift Projectile 7, Killing Strike 25, PickLock 9)


Thug : Combines (and thusly dilutes) the the Assassin class and Barbarian class with a brutish result. [Stamina]
(Punishing Strike 2, Killing Strike 19, Adrenaline 3, Evaluate Trinket 6)

=============================================
The Gods of Cycle for worship my Divine Classes.

= Common Pantheon : Worshipped my most kingdoms, primarily the Tuathal & Fomorii races. =

Iroran - The God of commerce and theatres. His symbol is a gold coin with a smiling masked king.

Someva -The Goddess of romance, marriage and apprenticeship. Her symbol is an orchard silhouetted in front of the sun.

Areth -God of mountains, forests and Cycle as a world. His symbol is a black sphere with a white equator.

Sren -The God of war. His symbol is a dagger silhouetted in front of the moon.

Atior -The Goddess of weather. Her symbol is a Snowflake encircled with lightning.

Nrotes -The God of Farming. His symbol is a Scythe silhouetted in front of the sun.

Emotepa -The Goddess of Lakes, Rivers and Oceans. Her symbol is a swan within a semicircle pond.

Utol -The God of the Icy Wilderness, which is the afterlife of Cycle. Lost spirits find punishment for their deeds in life and good people become an immortal servant of the god they worship. His symbol is a skull resting in the curve of a cornucopia.

~ Arefenian : Worshipped namely by Arefenian Races. ~

Avramin -The Goddess of all craftsmanship. Her symbol is a crossed Hammer and Needle within a hexagon.

Aniad -The Goddess of hunts & beasts. Her symbol is a gnarled bow and a smooth one both notching the same arrow silhouetted in front of the moon.

Umoi -The Goddess or marriage, inheritance and punishment. Her symbol is a sceptre silhouetted in front of the sun.

Atecah -The Goddess of Ghosts, dark places and Necromancy. Her symbol is a Sycamore silhouetted in front of the moon.

^ Ancient Pantheon : Worshipped by the Ancient Races. ^

Anangkh : Goddess of Time and Life. Little known

Kranes : God of Magic and Nature. Little known.

~ Beorht Pantheon : Worshiped by a select few. ~

Beorht : Beorht, Bright One. He is the Creator of the world. Every generation she chooses someone who will success in whatever she/he devotes himself. Beorht's symbol is a white, three pointed tear drop.

----------
The Pantheon's presented at all in their own right real, Gods are the Divine projections of their followers, shaped by the stories told about them and empowered the more they are worshipped.
=============================================

Talonwood
offline
Talonwood
536 posts
Nomad

Starting Items.
You start with 11 Item points. You only get Item points at the beginning, after that à are the currency you deal in.

Items costing 1 Item point : [10/10] Days Rations, 20 Candles in a satchel, Flint & Steel, 20 Meters hempen rope, Alixi's Elixir x5, Alixi's Energy Potion x4 , 20Ã
Items costing 6 Item points : Lock Picking Set, Elder-branch Staff, Teleportation Stone (Location:Newrook).

Pets
A pet is an entity that follows you everywhere, it may provide an extension to your powers and it will gain new powers as you do. You can only have one pet at a time.

{Pet Name HP:? [Powers] [Prerequisite]}

Powers : A pet may have powers similar to your own, some are passive but others cost power from your Energies.
Prerequisite : To own a pet, your Energies maxes (Stamina, Concentration, Magic, Divinity) must be equal to or above a certain number, unless your race or class specifies otherwise.
A pets Item point cost cannot be reduced below 4, but it may be Set below 4.

Pets costing 4 Item points.
{Living Mannequin HP:20 (Punch) [NONE]}
Pets costing 6 Item points.
{Horse HP:50 (Mountable C2) [36 Stamina, 36 Concentration]}
{Bird of Prey HP:25 (Flight, Peck) [41 Concentration]}
{Wolf HP :50 (Bite, Tracking S1, Adrenaline) [38 Stamina, 36 Concentration]}
Pets costing 10 Item points.
{Hyracotherion HP:65 (Mountable C1, Ram S1) [37 Stamina, 36 Concentration]}
{Dragonet HP:35 (Flight, Scold M4) [36 Magic, 36 Divinity]}
{Floating Soulflower HP:15 (Bloom [G=D5] C2) [Divinity 41]}
{Floating Gemstone HP:80 (Summon Shield C7) [41 Magic]}

Talonwood
offline
Talonwood
536 posts
Nomad

You may now post! Then roleplaying is done here [url=http://armorgames.com/community/thread/12293057/cycle-online-aeries-prophecy]

Voyage2
offline
Voyage2
650 posts
Nomad

Character Name : Aurrius the Pure

HP & Stats : 105/105 (No Ailments)
Stamina : 35/35
Concentration : 38/38
Magic : 35/35
Divinity (Enter favoured Deity Here, or NONE) : 35/35

Race and Classes : Half Arefe | Freedom Fighter | Hunter

Primary Powers - Rally Speech 9
Secondary Powers - Hunter Bolt 11
Racial and Additional Powers Adaptable Blessing 10

Avatar Description : Aurrius is a only boy from Pure family. He has black and short hair. Black eyes that are oblong a bit. He was 25 year old man, he always hunt for food at the forest.
Languages : Sylvan
Clothes / Armour : Raw Hide | Metal Shield
Weaponry (3/10) : Bows & Arrows | Swords | Daggers
Inventory : You will be given some items relevant to your classes, race and the world, also choose some from below.

Talonwood
offline
Talonwood
536 posts
Nomad

Character Name : Aurrius the Pure

HP & Stats : 105/105 (No Ailments)
Stamina : 35/35
Concentration : 38/38
Magic : 35/35
Divinity (None?) : 35/35

Race and Classes : Half Arefe | Freedom Fighter | Hunter

Primary Powers (Stamina) - Rally Speech 9
(You may choose one more Primary Power : Adroit Strike 2, PickLock 10)
Secondary Powers (Concentration) - Hunter Bolt 11
Racial and Additional Powers (Concentration) - Adaptable Blessing 10, Adrenaline 1

Avatar Description : Aurrius is a only boy from Pure family. He has black and short hair. Black eyes that are oblong a bit. He was 25 year old man, he always hunt for food at the forest.
Languages : Koine, Sylvan
Clothes / Armour : Raw Hide | Metal Shield
Weaponry (3/10) : Bows & Arrows | Swords | Daggers
Inventory : 10Ã, Acid Vial (3/3), Raw Wolf Meat.

You have 11 item points you may spend before you leave the Tu'Torial Pits.
Having the hunter class you may purchase the 'Bird of Prey' pet for only 3 item points, if desirable.
A quick way to spend all your item points is to simply get one of every purchase costing 1 point and put the rest into additional coinage aka Ã.

Just use this if you want.
Inventory : 10Ã, Acid Vial (3/3), Raw Wolf Meat, [10/10] Days Rations, 20 Candles in a satchel, Flint & Steel, 20 Meters hempen rope, Alixi's Elixir x5, Alixi's Energy Potion x4 , 120Ã

You should also take one more racial power from this list to denote your Arefe heritage :
(Icy Blessing 4, Resist Cold 9, Influence Water 12) Nivean
(Fiery Blessing 4, Resist Heat 9, Fire Ball 16) Cineran
(Wilderness Blessing 4, Wild Instinct 8, Charm 20, Piercing Shot 8) Silvan
(Astral Blessing 4, Word of Honour 8, Charm 15, Riposte 10) Stellanian
(Puzzle Comprehension 4, Sand Blessing 8, Repair Technology D21) Gerai
(Dark Blessing 3, Savage Strike 8, Value Jewellery 17) Acerban

Talonwood
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Talonwood
536 posts
Nomad

You should now see your character in 'Cycle Online - Aerie's Prophecy'

Voyage2
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Voyage2
650 posts
Nomad

Character Name : Aurrius the Pure

HP & Stats : 105/105 (No Ailments)
Stamina : 35/35
Concentration : 38/38
Magic : 35/35
Divinity (None?) : 35/35

Race and Classes : Half Arefe | Freedom Fighter | Hunter

Primary Powers (Stamina) - Rally Speech 9
(You may choose one more Primary Power : Adroit Strike 2, PickLock 10)
Secondary Powers (Concentration) - Hunter Bolt 11
Racial and Additional Powers (Concentration) - Adaptable Blessing 10, Adrenaline 1 | Fire Ball 19

Avatar Description : Aurrius is a only boy from Pure family. He has black and short hair. Black eyes that are oblong a bit. He was 25 year old man, he always hunt for food at the forest.
Languages : Koine, Sylvan
Clothes / Armour : Raw Hide | Metal Shield
Weaponry (3/10) : Bows & Arrows | Swords | Daggers
Inventory : 7Ã, Acid Vial (3/3), Raw Wolf Meat.

I will buy the Bird of Prey Pet xD .

Changed all of things need to change :3 .

Talonwood
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Talonwood
536 posts
Nomad

Character Name : Aurrius the Pure

HP & Stats : 105/105 (No Ailments)
Stamina : 35/35
Concentration : 38/38
Magic : 35/35
Divinity (None?) : 35/35

Race and Classes : Half Arefe | Freedom Fighter | Hunter

Primary Powers (Stamina) - Rally Speech 9
(You may choose one more Primary Power : Adroit Strike 2, PickLock 10)
Secondary Powers (Concentration) - Hunter Bolt 11
Racial and Additional Powers (Concentration) - Adaptable Blessing 10, Adrenaline 1, Fire Bolt 19

Avatar Description : Aurrius is a only boy from Pure family. He has black and short hair. Black eyes that are oblong a bit. He was 25 year old man, he always hunt for food at the forest.
Languages : Koine, Sylvan
Clothes / Armour : Raw Hide | Metal Shield
Weaponry (3/10) : Bows & Arrows | Swords | Daggers
Inventory : 10Ã, Acid Vial (3/3), Raw Wolf Meat. (More to be Added)

Pet : {Bird of Prey HP:25 (Flight, Peck) [41 Concentration]}
Pet description : You can describe your bird , wants a pure white falcon? A black owl? brown hawk with blue eyes? It can be any raptor species. Maybe its your families crest?


Mod Rust smiled. He muttered something to himself about deep-gamers, then addresses you again. "I am a Moderator here, I'm supposed to oversee awakening people and reintroduce them to the world in an orderly fashion. Your family, I think it was two or three of them, went to Havihal forest not far from here and met at the Alter of Winds, the Alter allows you to teleport to a few places around Cycle." He takes out a map, you are shocked to realise how much of the world is unmapped. "Humanth is in the centre of the Wlenland kingdom."

http://i1252.photobucket.com/albums/hh578/Talonwood/CycleBeginningMap_zps9b49be68.png

"They went to the largest human city, Human Thera / Humanth (Koine for 'Southerner City', your family is, like yourself half Cineran, half Human, but at the moment only the humans have enough resources to reinstate noble families. You may choose to communicate with the Cinerans of the desert and rebuild your families influence there, but that will take a long time."

Mod Rust turned around, a miner approaches him with something. "We just uncovered this." He hands you the statue of a perched bird, already colour is returning to its feathers.

Talonwood
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Talonwood
536 posts
Nomad

(Oops, put this in the wrong place!)

Agalias
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Agalias
23 posts
Nomad

Character Name : Resur Blade
HP & Stats : 100/100 (No Ailments)
Stamina : 37/37
Concentration : 38/38
Magic: 36/36
Divinity (None) : 35/35
Race and Classes : Silva Arefe, Knife Thrower, Geo-seer
Primary Powers (Concentration) : Makeshift Projectile 6, Throw Blade Pommel First 2
Secondary Powers (Magic) : Sense Earth
Racial and Additional Powers (Stamina) : Wilderness Blessing 1, Wild Instinct 5, Charm 17, Piercing Shot 5
Avatar Description : Female Silvan with braided dark green hair, green eyes, tanned skin with vine markings
Languages : Koine, Sylvan
Clothes/Armour : fitted sap-leather vest and belt, woven skirt and light cloak
Weaponry (3/10) : 2 long, slender knives, a dagger
Inventory : 10 Days Rations, Alixiâs Elixir x10, Alixiâs Energy Potion x 4, 140Ã

Talonwood
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Talonwood
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Character Sheet acknowledged and accepted, welcome Agalias!
Your adventure starts in Aerie's Prophecy.
- deferentially, Talonwood

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