Infinity's Edge - Core Rulebook
Infinity's Edge - Core Rulebook
What is LitRPG?
LitRPG, or Literary Role-Playing Game, is a genre of fiction that revolves around the
idea of a protagonist who is aware of their existence within a system that encourages
them to gain experience points and advance in level. Often, the protagonist is a player
character within a video game. In many cases, the protagonist is trapped in the game
and can’t log out for whatever reason and has to make a new life for themselves as
they labor to advance and become more powerful in their new world. LitRPG is heavily
inspired by fantasy video games, specifically massively multiplayer online role-playing
games, which are themselves inspired at least partially by tabletop role-playing games.
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Inspirations
Threshold
Infinity’s Edge uses the term Threshold to indicate the difficulty of a given task.
This represents the percentage chance of success, and the number that a player’s roll
must be equal to or less than in order for their character to achieve success on any
attempted task. Therefore, the higher the Threshold for a given task, the easier that
task is for character to achieve. Conversely, a lower Threshold can be much more
difficult. This means that an ability that increases a character’s chances of successes
will increase the Threshold, and a penalty that will reduce their chance of success will
decrease the Threshold.
The default Threshold for average tasks is 60. This Threshold is augmented by
a character’s Attributes and Skills, although circumstances may reduce it as well,
but generally speaking a character has a roughly 60% chance of accomplishing any
particular task, even if they are unskilled. There are always exceptions, of course, but
these should be called out very specifically in the text. In broad terms, unless other-
wise specified, a character who rolls less than a 60 on his d100 roll will succeed at the
action he is attempting.
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Character Creation
With the basic task resolution process in mind, creating a character for Infinity’s Edge
is a relatively simple process. As written, the rules call for newly made characters to
be extremely simple and mechanically identical, although the level-free process of
acquiring Skills and increasing Attributes will cause them to begin to diverge from one
another almost immediately. The most significant aspects of any new character are
their Meters, Attributes, and Skills.
Meters
The most important aspect of any character in Infinity’s Edge is their three Meters.
Meters measure the essential capacity of all characters to take action and sustain
damage. While some characters may only use two of their Meters, for many, all three
are of tremendous importance. A new character begins with a maximum of 100 in
all three of his Meters, which begin full and are expended through use, primarily in
combat. The three Meters are:
XXHealth – The Health Meter represents a character’s capacity to endure damage.
When a character suffers a successful attack from an opponent, the amount
of damage that the attack inflicts is deducted from the character’s Health. For
example, an attack that strikes an uninjured character and inflicts 23 points of
damage would leave the character with 77 Health. Health regenerates slower
than the other Meters, with 1% of a character’s Health being restored per minute
as long as the character is not in combat and is not engaging in heavy physical
activity. This means that under normal circumstances, a character could regen-
erate their entire Health Meter with 100 minutes of rest. However, a character’s
Vitality Attribute increases this amount somewhat; the tens digit of a character’s
Vitality is added to the amount of Health regenerated each minute, so a character
with a high Vitality would regenerate significantly faster than another character
without one. A character whose Health is reduced to 0 is killed.
XXMana – The Mana Meter is a character’s metaphysical energy and capacity to
cast spells or utilize certain supernatural abilities. Mana is expended as part of
the process of casting spells or activating abilities and does not count as an ac-
tion in and of itself. Mana regenerates faster than Health, and 5% of a character’s
Mana regenerates each minute under the same conditions. This means that a
character resting outside of combat would recover their entire Mana Meter in 20
minutes. Like Health, however, Mana regeneration is impacted by an Attribute;
the tens digit of a character’s Wisdom Attribute is added to the amount of Mana
that he regenerates each minute. A character reduced to 0 Mana is spiritually
exhausted and cannot cast spells or use any other Mana-dependent abilities until
they have recovered.
XXStamina – The Stamina Meter is a character’s capacity to engage in strenu-
ous activity without becoming exhausted. Any significant amount of physical
activity requires the expenditure of Stamina, whether it is attacking an opponent,
climbing a cliff, or running through the forest. The Stamina Meter regenerates
faster than the others, with fully 10% of a character’s Stamina regenerating
each minute that the character rests outside of combat. Like the Health Meter,
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Stamina regeneration is augmented by the Vitality Attribute, with the tens digit of
that Attribute being added to the amount regenerated each minute. A character
reduced to 0 Stamina is physically exhausted to the brink of unconsciousness.
No physical actions can be taken until they have recovered enough Stamina to
fuel those actions.
Attributes
Attributes represent the physical and
mental capabilities of a charac-
ter’s avatar in the game world. The
higher their attributes, the more
impressive feats they are capable
of, whether in combat, crafting,
magical research, or any
other conceivable
scenario. Each
character has sev-
en Attributes, all
of which begin at
a base of 10 and
increase thereaf ter
depending upon their
actions in the game and
other factors, such as their
ancestry or class.
Broadly speaking, the
seven Attributes can be broken
down into three that represent
physical aspects of the character
(Strength, Dexterity, and Vitali-
ty), three that represent mental
aspects (Intelligence, Wis-
dom, and Willpower), and one
that is an expression of both
(Charisma). All seven Attri-
butes contribute to a character
in different ways, all of which can
be significant. The most signifi-
cant manner in which Attributes
contribute to a character ’s
success is this, however: ev-
ery roll made by a character
adds the tens digit of the Attri-
bute that applies to the Thresh-
old of that roll, thereby reducing its
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difficulty to achieve. A character with a Strength of 13, for example, will add 1 to the
Threshold of any test involving Strength that they make. A character with an Intelli-
gence of 37 would add 3 to the Threshold of any test involving Intelligence, and so
forth and so on. The seven Attributes and their major contributions to a character’s
actions are as follows:
XXStrength – A measure of a character’s physical might, Strength contributes to
both attack and damage rolls in melee combat.
XXDexterity – A measure of a character’s coordination and reaction speed, Dex-
terity contributes to both attack and damage rolls made with ranged weapons.
XXVitality – A measure of a character’s robust health and endurance, Vitality con-
tributes to the speed with which Health and Stamina, two of a character’s three
Meters, regenerate.
XXIntelligence – A measure of a character’s raw ability to process data and ca-
pacity for learning, Intelligence contributes to both attack and damage rolls made
using magic.
XXWisdom – A measure of a character’s knowledge of themselves and their place
in the world, Wisdom is used to calculate the regeneration speed of Mana, one
of the three Meters.
XXWillpower – A measure of a character’s mental fortitude, Willpower is often
used to allow a character to persevere in the face of daunting injuries, and to
resist magical or supernatural effects.
XXCharisma – A measure of a character’s social acumen, depending on both
physical and mental aspects. Charisma is used to govern all of a character’s
major social interactions.
Skills
A character’s Skills represent their learned behaviors and useful abilities, all of which
allow them to accomplish specific tasks. Skills improve with practice, and the higher
a character’s rank in a particular Skill, the more significant their prowess in perform-
ing that action becomes. Like Attributes, Skills improve the Threshold for the activity
in question. Unlike Attributes, however, Skills add their entire rank to an activity.
For example, a character who has Strength 15 and Swords 3 and who wants to at-
tack an opponent with his sword would have a Threshold of 64 for that task (1 from
the tens rank of his Strength Attribute and 3 from his Swords rank added to the base
Threshold of 60). Characters do not begin play with any ranks in Skills. However,
acquiring ranks in Skills is a very simple task and begins almost immediately upon
beginning the game. For more information on gaining ranks in Skills, see Character
Advancement later in this chapter.
Skills are grouped into a number of broad categories, each of which governs a
specific type of roll. These categories are: Combat, Crafting, Magic, General, and Tech-
nique.
Combat Skills are the essential aspects of combat, predominantly in the form of skills
governing the use of particular weapons as well as active defensive skills involving
parrying, the use of a shield, or evasion. Combat skills include: Archery, Axes, Block,
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Crossbows, Dodge, Small
Blades, Spears, Swords, and
Unarmed. Alternate Skill Progression
Additional information concern- System: XP
ing Combat Skills can be found Skills progressing through use is a time-honored
in the Combat section later in tradition in the LitRPG genre, but it can create a
this chapter. bit of bookkeeping at the gaming table, and some
groups prefer to avoid that. One alternative means
Technique Skills are a special- of increasing in prowess other than tracking Skill
ized form of Combat Skills but use is through gaining and spending Experience
are differentiated by the fact that Points in a specific, detailed manner rather than the
they can be used with a variety more narrative manner that is the default mode in
Infinity’s Edge. If one chooses this system, use the
of different weapons and that
following guidelines:
they cannot be learned without
an instructor, which can be diffi- XXCharacters gain levels based on the total
amount of Experience Points they have spent
cult, or at least having seen them
to increase their abilities. A character gains
performed, which can prove a level when they expend an amount equal
extremely difficult. Technique to one thousand times their current level. For
Skills include: Backstab, Called example, a character moves from level 2 to
Shot, Penetrating Attack, Snipe, level 3 after they have spent 2,000 Experi-
and Taunt. Each of these Skills ence Points since acquiring level 2.
has its own cost and effect as XXCharacters gain Experience Points equal to
follows: the total Health of any opponent they defeat
XXBackstab – An attempt to in combat.
Backstab an enemy may X X Increasing an Attribute costs an amount of
XP equal to twenty times the Attribute’s cur-
be made with any weapon. rent level.
In order to use Backstab, a XXIncreasing a Skill costs an amount of XP
character must be behind equal to one hundred times the Skill’s cur-
their opponent and the op- rent level.
ponent must be either un- XXWhen presented with the opportunity to ac-
aware of their presence or quire a Trait, there will be a cost associated
unable to respond, for in- depending on the Trait. Traits are available to
stance if they are engaged purchase until the next time a character gains
a level, then the choice is no longer present.
with another enemy. A
successful Backstab at-
tack doubles the bonus
damage die of an attack.
Backstab costs 15 Stamina.
XXCalled Shot – Testing with this Skill allows a character to strike a specific
part of the body, whether it is a limb, head, or the torso. This increases the
difficult of the attack by 10 (an attack made against 75 would instead become
65) but dramatically reduces the chances of armor playing a role in the attack.
Called Shot costs 15 Stamina.
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XXPenetrating Attack – This
technique allows a character to
Alternate Skill Progression sacrifice damage on an attack in
System: Challenges order to penetrate an opponent’s
The system of improving a character by tracking defenses. A Penetrating Attack
challenges he or she has faced requires less book- cannot be defended against us-
keeping than other methods but is also somewhat ing Block. The damage of a Pene-
less granular and therefore a bit different than the trating Attack adds no dice based
LitRPG genre from which this game draws its in- on the weapon’s rarity, but the
spiration. Nevertheless, this system is included for next attack made by the charac-
those who prefer a much broader and more narra- ter against that same opponent
tive approach.
cannot be defended against using
XXCharacters advance by completing chal- Block. Penetrating Attack costs
lenges, where challenges are defined as 20 Stamina.
combat encounters or, in the case of cer-
XXSnipe – A devastating ranged
tain Skills, successful Skill Rolls. However,
to qualify as a challenge, an incident must
attack, Snipe requires that the
have a consequence for failure. Failing at attacker be hidden and the tar-
combat means death, for example, or failing get unaware of their presence.
a Craft Skill Roll means a loss of time and A Snipe attack requires a thirty
materials. second focus before attacking
XXLevel Advancement: Characters advance in (which would be three full rounds
level when they complete a number of chal- if attempted in combat), but if it
lenges equal to their current level +1. is a successful hit it automatical-
XXSkill Advancement: Complete challenges ly counts as a critical hit. Snipe
equal to the new Skill rank (two challeng-
es to increase to rank 2, three to increase
costs 30 Stamina.
to rank 3, etc.). XXTaunt – This is an automatic
XXQuests confer challenges in addition effect targeting a number of op-
to whatever were completed during the ponents up to a character’s level
quest’s completion; +1, +2, or +3 chal- within fifty feet. All affected op-
lenges depending upon the quest’s difficulty. ponents must make a successful
Willpower roll or they must direct
any attacks made the following
round toward the character. Un-
intelligent opponents, such as
animals or constructs, cannot make the Willpower roll and are automatically
affected. Taunt costs 15 Stamina.
Crafting Skills are an important aspect of the world in that there is virtually nothing
that exists that cannot be generated by characters, although this may require very high
levels to perform, depending on the item in question. Unlike most skills, basic Crafting
Skills are able to be learned from books of basic schematics that can be purchased
from most general stores and are difficult but not impossible to learn independently.
Crafting Skills include: Alchemy, Architecture, Blacksmithing, Cartography, Cooking,
Herbalism, Leatherworking, Mining, Runecraft, Stonemasonry, Tailoring, and Wood-
working.
Crafting Skills are covered in more depth in Chapter 2: Equipment.
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Magic Skills represent the ability to harness the different magical energies that suffuse
the universe. They can only be learned from other people, and then only under cer-
tain circumstances; an individual with at least level 10 in a Magic Skill can teach that
skill to one other person, plus one additional person for each additional 10 levels in
the skill. Magic Skills are linked to elements and energies that make up the world,
and include: Arcane, Death, Earth, Fire, Metal, Radiant, Shadow, Storm, Water,
and Wood.
Magic Skills and spells are covered in more depth in Chapter 3: Magic.
General Skills is a catch-all term that encompasses all skills that do not fall into
one of the other categories, which includes the following: Awareness, Evaluation,
First Aid, Hunting, Lockpicking, Meditation, Pickpocket, Stealth, and Wordplay.
Since the fall into no other category, General Skills are described here for the sake of
clarity:
XXAwareness – While it is a Skill, Awareness is less a practiced ability than most
others, and more of a learned behavior that can be honed to a razor’s edge.
Awareness aids characters in noticing things that might escape another, includ-
ing the presence of hidden traps, secret compartments, concealed opponents,
and the like.
XXEvaluation – The ability to analyze an opponent and their capabilities is essential
to survival within the digital realm, and Evaluation serves that purpose. A char-
acter can Evaluate a potential opponent as long as they are no more than ten
levels higher than the player. (Any higher than that and the attempt automatically
fails.) A successful use of this Skill informs the player of the opponent’s ancestry
(and name, if they already know it), their maximum level of Health, Mana, and
Stamina, and their disposition (friendly, neutral, or aggressive).
XXFirst Aid – The most powerful healing in Infinity’s Edge comes from magic, but
there are things that magic does not treat, specifically ongoing effects such as
disease, poison, and damage over time effects. The Skill Herbalism allows for
the creation of items that treat these maladies, such as bandages and draughts,
but it requires someone with the knowledge of First Aid to put bandages to use
effectively. In the hands of a novice, they may staunch bleeding, but someone
gifted in this Skill can go as far as to reattach severed limbs if they have the
proper bandages and act quickly enough after the injury.
XXHunting – Hunting is the art of tracking prey through the wilderness, as well as
knowing the right places in the wilderness to locate certain kinds of prey. Ad-
ditionally, it allows a character to harvest meat from a slain game animal, if the
victorious hunter wishes to do so. In this regard, Hunting is used like a Crafting
Skill when collecting a resource.
XXLockpicking – The favored Skill of rogues everywhere, Lockpicking is the
knowledge of the delicate art of opening locks without a key. Lockpicking is not
an inexpensive art, however; failed attempts to pick a lock break the lockpick
being used, and multiple failed attempts may ruin a lock so that it cannot be
opened, even with the proper key.
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XXMeditation – This odd Skill allows those who make extensive use of their
Mana to regenerate it more quickly. Using Meditation requires ten minutes and
demands that the character using it remain immobile and undisturbed for that
period (meaning they will regenerate Mana normally during that period). At the
end of the ten minutes, if the Skill roll is successful, the character regains an
additional 25 Mana on top of whatever they have regenerated during the ten
minutes.
XXPickpocket – Much like Lockpicking, Pickpocket is a preferred way for many
rogues to acquire wealth without overwhelming risk. Failed Pickpocket rolls will
result in the attempt being noticed, however, and even a successful attempt may
be noticed if the target succeeds at an Awareness roll by a larger margin than
the rogue succeeded
XXStealth – Stealth is the art of moving silently and remaining unseen. Success is
not absolute, however; an opponent with a high Awareness Skill and an excep-
tional roll can detect a character even if they are using Stealth successfully. For
the most part, however, most opponents lack the means to perceive a suitably
skilled character moving in the shadows.
XXWordplay – Quite simply, Wordplay is the art of knowing what to say and when
to say it. It may help a character convince allies to aid them against an enemy,
or it may allow them to trick a political opponent into saying the wrong thing
in front of the king. Any sort of social maneuvering can fall under the gift of
Wordplay.
Traits
In addition to Attributes and Skills, characters may possess and acquire Traits during
play. Traits are a catch-all category of abilities that are not a measure of a character’s
innate mental or physical capabilities (which are governed by Attributes) or learned
knowledge acquired through study and practice (which is represented by Skills). Traits
are gained from racial abilities, class abilities, or through play. Traits typically do not re-
quire a roll to take effect, although there may be a cost associated with them, particu-
larly those that are gained from class abilities. Traits gained through play are incredibly
varied and can confer almost any sort of benefit depending upon the circumstances
of their acquisition. Some are temporary, but many are permanent. Some examples of
Traits that could be acquired in play include:
XXBeast-Bound – You have encountered and successfully soul-bonded with an
exceptional creature of some sort, perhaps a familiar or mount. You may com-
municate with the creature telepathically and both summon it from and dismiss it
to the Verdant Realm, a neighboring dimension where animals dwell comfortably
until they are needed by their soul-bound partner.
XXHero of Stonehammer – Through valorous service, you have gained the admi-
ration and gratitude of some group (in this case, the dwarves of Clan Stoneham-
mer). You gain +20 to the Threshold of any Charisma-based Skill roll made with
them unless it is of a dishonorable or insulting nature.
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XXMarked for Death – A legitimate authority or criminal organization in the region
where you play has put out a kill on sight order for you over some past behavior.
Anyone who successfully uses the Evaluate Skill on you is notified that there is a
reward for proof of your death as well as the amount of that reward.
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Character Advancement
Advancing in prowess and power is one of the most fundamental duties of any charac-
ter in Infinity’s Edge. Becoming more powerful allows them to access greater abilities,
stronger effects, and better equipment, among other things.
Level
The most immediate and telling indication of a character’s power is their level.
All characters begin at level 1 and increase from there. The maximum possible level
varies depending upon the campaign, but for the purpose of these rules the assump-
tion is that level 50 is the pinnacle of character achievement.
The criteria for advancing from one level to the next is dependent upon the
campaign in question. For many, the choice to make it a narrative decision on the part
of the GM is the simplest and most easily implemented option. Others may prefer a
carefully regimented increment of experience points that increases constantly, slowing
level acquisition as a character moves up the ranks. These rules assume the former,
but the latter is easily added in for groups that prefer that approach. The sidebars
on Alternate Skill Progression Systems offer different means of gaining levels, from
the more granular method (Experience Points) to the more narrative method (Chal-
lenge-Based).
Level has a limiting factor on both Attributes and Skills. A character may not have
an Attribute that is more than 20 ranks above his level and may not have a Skill rank
that exceeds his level. This prevents characters of low level from developing dispro-
portionately high Skill levels that can skew their capabilities when compared to other
characters of comparable level. (See the Grinding sidebar for more information on this
practice.)
Perhaps the most significant benefit of gaining a level is increasing a character’s
Meters. Any Meter that has been used during the process of gaining a level increases
by 10 when the new level is gained. This means that almost all characters increase
their Health and Stamina by 10 every time they gain a level. Any character who has
learned a Magic Skill and casts spells will also begin gaining 10 Mana when they level
as well.
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Quests
While defeating enemies and gaining experience for doing so is a viable and common
method of increasing a character’s level, the rewards for completing a quest tend to
be even more pronounced. Quests are an excellent means of advancing characters in
level in a narrative manner and can allow them to gain additional rewards in the way
of treasure. Normally, quests are offered to characters when they encounter specific
triggers. For example, in the playtest campaign, when the characters encountered an
unconscious dwarf in the nest of a group of stirges they had just defeated, they re-
ceived the following prompt:
Later, when the characters met the qualifying criteria and returned the unconscious
dwarf to his clan to receive much-needed medical attention, they successfully com-
pleted the quest and received this prompt:
Congratulations
You have completed the quest Mysterious Figure!
You have returned Darran Goldenaxe to his clan and gained their
appreciation as a result!
Reward XP
Improving Attributes
Improving Attributes is a grueling process that requires significant exertion on the part
of a character hoping to achieve it. In essence, it requires prolonged difficult activity
in order to accomplish, and grows more difficult the higher an attribute is. Fortunately,
the effort does not have to take place all at once and is cumulative over time, so any
degree of activity will eventually accomplish the end result, but it can be long-term.
The amount of time required to raise an Attribute depends on the number of times
it has been increased since the character was created. A character with a Strength
of 15 has increased his Strength 5 times since creation, since all Attributes start
at 10 (with some variation depending upon racial rules being implemented). In order
to improve an Attribute, a character must engage in strenuous activity for ten minutes
per the level of increase that will be gained. For example, a character hoping to improve
Dexterity from 10 to 11 must engage in ten minutes of activity (ten times the number
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of increase being gained, which is one). A character hoping to improve from Intelli-
gence 16 to 17 needs to perform 70 minutes of strenuous activity, and so on. This
cycle will reset each time a character reaches a new plateau, such as level 20 or 30.
Strenuous activities vary for each Attribute, but examples of each would include:
XXStrength – Melee combat, heavy lifting, grappling
XXDexterity – Ranged combat, juggling
XXVitality – Prolonged physical exercise
XXIntelligence – Research, translation, heavy reading
XXWisdom – Practicing outdoor General or Crafting Skills
XXWillpower – Maintaining intense focus on any subject for long periods of time
XXCharisma – Prolonged social interaction with neutral or unfriendly individuals
Grinding
In MMO play, it is often a tradition for players to “grind” levels, ranks, or faction in order to
improve their characters. It is certainly possible to do so in Infinity’s Edge as well! Placing
a character in a combat situation repeatedly will allow them to gain levels, which increases
their capacity for ranks in both Attributes and Skills. It is also possible to gain these ranks
without gaining levels, by either engaging in the activity repeatedly or by sparring in mock
combat. However, while these activities do allow for increasing Attributes and Skills without
the danger of combat, they can be very time consuming and they do not provide experience
points. It can be a way for characters to keep their Attributes and Skills up with their overall
level if that is their goal. It requires the same amount of time and effort as normal Skill
advancement, however, which one could argue would be better spent engaging in actual
combat for loot and experience. But you do you, grinders!
Ancestries
Infinity’s Edge is a game based in the fantasy genre, and as such there are typically a number
of different ancestries available, including elves, dwarves, and the like. Ancestries should be
chosen carefully, as they have significant impact on the world a game is based on. Sample
ancestries can be found in Appendix 1, and the rules there can allow different ancestries to be
created as necessary for any game world desired when playing Infinity’s Edge.
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Classes
A class is a thematic set of abilities that a
character can gain, typically in the form
of Traits, Techniques, and Spells, that give
them new capabilities and can allow for
a variety of different build types. Classes
become available at different levels and
typically mark a shift in power level and
capabilities for those characters who
achieve them; gaining level 10 and
acquiring abilities from a Base Class,
for example, mean that a level 10 char-
acter is dramatically different from
a level 9 character who remains a
Novice.
XXNovice Class is not actu-
ally a class, but rather a
period of time that characters
experience as they learn the
basic aspects of the game
and begin to develop a play-
style. Characters are consid-
ered to be of Novice Class
from level 1 through level 9.
Upon reaching level 10, they
choose a Basic Class and leave
Novice behind.
XXBasic Classes represent very
iconic, almost stereotypi-
cal roles that characters can
take in a fantasy setting. The
four Basic Classes are Priest,
Rogue, Warrior, and Wizard. In
addition to these four, however,
there are also six Hybrid Classes,
which blend two Basic Classes
together, as well as Specialist Classes, which are very specific and uncommon,
and must be unlocked through play rather than being universally available like
Basic and Hybrid Classes. Basic Classes, as well as Hybrid and Specialist Class-
es, become available at level 10.
XXAdvanced Classes are highly specialized and extremely powerful classes that
offer a new range of abilities and spells to characters. Advanced Classes are
unlocked when a character reaches level 30.
Like the ancestries mentioned above, sample classes can be found in Appendix 1.
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Definition of Character & Player Groups
In a campaign of Infinity’s Edge, there are, or at least can be,
multiple layers of play. Players may take on the role
of fictional players who are in turn playing charac-
ters within a virtual realm. This is not a necessary
aspect of the game, of course, but if a campaign
is designed with additional intrigue in mind, it
is always an option. In order to establish clar-
ity when using the terms player and character,
consider the following definitions, as well as
the benefits and characteristics of various
types of social groups that exist within the
campaign itself.
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XXInfinite characters can claim and own property in the game world.
XXInfinite characters can access a map of their surrounding area (the zone in
which they are currently located). This may be obscured until the area is fully
explored, but many quests place markers on a character’s map to indicate in
which direction they may wish to go in order to complete the next step in the
quest.
Social Groupings
Party – A temporary union of between two and eight characters. A party is formed
when a character wills it to occur and others accept the invitation to join. Members of
a Party enjoy the following benefits:
XXExperience points for all kills made by party members is divided evenly among
the group. If the party accepts it by majority, all cash loot is automatically divid-
ed and placed into the members’ inventories. Individual items recovered during
adventuring will either be automatically assigned to the characters most suited
to possess them or held in escrow for the characters to determine who should
possess them, either by consensus or by random determination.
XXParty members are able to send one another private messages, or messages that
are addressed to the entire party. These messages can only be composed when
a member is in a safe location, such as a settlement or in a building owned by
that player.
XX Each member gains an ability called Party Sense, which allows them to know the
rough direction and distance of other members.
Guild – A semi-permanent organization of players, guilds are perpetual once joined;
logging out does not terminate one’s membership in a guild as it does in a party. Guilds
and their members enjoy a number of benefits, including:
XXThe leader or officers of a guild can establish a guild fund that automatically de-
ducts a specific percentage of cash loot gained by all members, typically 5-10%.
This establishes a guild treasury that can be accessed by the leader or officers
via a separate inventory slot.
XXGuilds have the ability to purchase benefits for all members by using funds from
the guild treasury. These bonuses establish a Guild in different roles, such as a
Crafting Guild or a Raiding Guild, among others.
XXGuild members have the ability to compose and send private messages to one
another through their game interface like members of a party above, but this can
be done anywhere, not merely in a safe zone.
XXGuild members who join to form a party gain an additional ability; the party leader
may mark certain targets by granting them colored auras that are visible only to
party members.
XXA Guild may be established as the owner of a Settlement as long as it is Tier 1
(Hamlet) or Tier 2 (Village).
19
Faction – Factions are massive organizations that are tied to in-world locations. Most
factions are linked to a nationality or a specific, powerful organization such as a pres-
tigious military legion or order of wizards. Individual characters may join a Faction
regardless of their Guild affiliation. Factions enjoy a number of benefits, including:
XXWhen founded, a Faction gains a Headquarters. This Headquarters allows gover-
nance of a domain, which can range in size but tends to be no smaller than one
hundred square miles. This HQ permits the Faction officers to make significant
changes to the domain, similar to the management of a Settlement, but on a
larger scale.
XXFactions can have ownership of any Settlement, including Tier 3 (Town) and
larger.
XXFaction leaders can establish a tithe of cash loot or experience, much like a Guild.
The cash establishes a Faction treasury while the experience is used to increase
the level of the Faction as a whole, increasing its advantages for members and
its domain abilities.
XXFaction leaders can form Strike Teams, which are specialized Parties that gain
special abilities depending upon the Faction’s level. Strike Teams can gain addi-
tional experience and loot by conducting Raids, which target other Factions or
their domains.
Initiative
Under many circumstances, one group of combatants, whether the characters or their
opponents, has forewarning that combat is about to begin. If this is the circumstance,
then the forewarned party always goes first, with each member of that group taking
actions before the second group begins its collective turn. If there is a circumstance in
which both groups become aware of the situation at the same time, then each combat-
ant makes a Dexterity roll. The largest margin of success on each side of the conflict
is compared, and the side whose member achieves the most significant margin takes
its collective turn first. Initiative is static and does not change throughout a combat.
Many mechanics have durations that can specify a turn or a round. When one
group of combatants take their individual actions, each participant is performing their
turn. When both groups have completed all their turns, the round ends and a new
round begins.
20
Actions
On a character’s turn, they may take one or more actions. The number of actions
varies depending upon the expenditure of Stamina, which is something that changes
over time as a character grows in power. A character may spend up to 20% of their
maximum Stamina in a single turn, divided among as many different actions as they
wish to take. This number may only be exceeded if the character possesses an ability,
whether a Trait or Technique Skill, that requires an amount of Stamina that exceeds the
limit on its own; under that circumstance, a character may spend Stamina equal to the
cost of that one action, which will be the only action they take that round, despite that
it exceeds their normal maximum limit. See the Magic chapter for information on Mana
expenditure limits.
Attacking
Attack rolls are made in an attempt to strike an opponent with a weapon or a magic
spell. Like all tasks, the roll begins with a 60% chance of success, and is increased
by the character’s Attributes and Skills. Unlike non-combat Skill tests, however, at-
tacks have a Stamina cost. Every physical attack, whether successful or not, costs
10 Stamina. Attacks made via spells instead have a Mana cost that varies depending
upon the spell but are typically at least 10% of a character’s total Mana at the time the
spell is learned.
21
Critical Hits & Failure
When an attack roll generates a result of 01-05, it is considered a critical hit. Critical
hits double the value of all aspects of the damage roll. A character who gains a
critical hit with his longsword that normally inflicts a 12+1d6 (a range of 13-18)
would instead inflict 24+2d6 (a range of 26 to 36). Conversely, an attack roll that
generates a result of 96-00 is considered a critical failure. The effects of a critical
failure depend upon the weapon being used. A melee weapon that results in a critical
failure may break. Common weapons break automatically the first time a critical
failure is gained using them, due to their relatively meager construction. Uncommon
weapons break after three critical failures, and rare weapons break after five. Ranged
weapons that result in a critical failure are out of ammunition for the remainder of
the combat (normally a character is assumed to have an unlimited amount of am-
munition for ranged weapons that utilize ammunition, including bows, crossbows,
and pistols).
A weapon that is either melee or ranged, such as a dagger or javelin, for instance,
may break on a critical failure just like any other melee weapon, and thus cannot be
retrieved.
Defending
It is possible for a character to avoid an attack that targets them, even after it has been
determined to be successful. A character who has been attacked may make a special
Skill Roll using Block (if they have a shield or a weapon that they can use to parry) or
Dodge in an attempt to avoid the attack. The difficulty for this Skill Roll is special: it is
the inverse of the difficulty made to strike them. Example: an enemy with Strength 33
and Swords 6 who attacks a character succeeds on a roll of 69 (60 + 3 from Dex + 6
from Swords) or less. Therefore, the character needs to roll a 31 (100 – 69) or less to
successfully defend against the attack. This roll adds their Dodge and Dexterity to the
roll, so if the aforementioned character had Dexterity 29 and Dodge 4, they would roll
against a 37 (31 + 2 from Dex + 4 from Dodge).
A successful defense roll expends Stamina equal to the attack it avoids. An unsuc-
cessful defense roll expends zero Stamina.
Movement
When in combat, mobility can keep a character alive! As an action, a character may
move up to 25 feet at the cost of 10 Stamina.
Recover
One unique action that characters can take during combat is to Recover. Recovering
requires a character to take literally no other actions of any sort during the entire com-
bat round after they declare that they are going to Recover. If they do this, at the end of
the round, they gain 15 Stamina or Mana (the character must choose when declaring
a Recover).
22
Damage
Damage is inflicted according to weapon. Each individual weapon has a range of dam-
age that is determined by the type of weapon, the tens digit of the Attribute of the indi-
vidual wielding it, and the commonality of the weapon. For example, typical weapons
for new characters include the following:
23
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24
Chapter Two
Equipment
Gear is one of the most important aspects of a character’s development in any MMO,
including the world of Infinity’s Edge. As a character advances in rank, if they do not
upgrade their equipment, they quickly fall behind opponents who do. Fortunately, there
are numerous ways of attaining more powerful gear.
Most frequently, characters gain new and powerful equipment as a result of claim-
ing it from fallen opponents. This is an enticement for characters to seek out and
engage opponents of comparable level, because the quality of equipment found upon
them is such that it should be at least an incremental improvement, with occasional
rare items that may prove useful for much longer periods of time.
Another common means of gaining more powerful gear is as a reward for a com-
pleted quest. Although there tend to be much smaller quantities of equipment offered
in this way, they tend to be of significantly higher quality. The quantity issue can prove
significant when a party fulfills quests together, as the equipment rewards often will not
propagate to sufficient degrees to offer all members an equivalent result.
It is possible for characters to reach a sufficient degree of skill that they can create
new and more powerful equipment for themselves and others. This is obviously much
easier to do with a character providing equipment for lower level colleagues, but it is
possible to create remarkable equipment via use of schematics, which can be found
as loot from opponents or in various instances, and of course as rewards for quests.
Finally, characters can simply purchase better equipment for themselves from
vendors. This is easier in larger Settlements where vendors have a larger and more
robust selection, as well as more specialized stores, but many characters are reluctant
to send the large quantities of cash necessary to acquire such things.
Categories
Without question a character’s most important possessions are their personal equip-
ment, the things they carry with them at all times. There are a variety of other things
that may be considered gear, of course, but personal equipment is where most char-
acter’s most intense consideration will be focused. Personal equipment falls into three
sub-categories: weapons, armor, and items.
Weapons are implements of violence that a character uses against his enemies.
It is exceptionally rare for any character, even those focused on magic or crafting,
not to carry at least one weapon of some sort with them at all times, and those dedi-
cated to combat may carry a veritable arsenal depending upon their preferences and
the circumstances. The vast majority of weapons are focused on melee or ranged
damage, with a small selection of them able to be used in either depending on the
situation.
25
Armor is worn to protect from external damage. The most basic form of armor
is typically hardened leather, which is adequate protection but more easily damaged
than a more robust material such as chain or metal plating. All armor degrades over
time and will eventually become useless, although it can be repaired a large number of
times to forestall this ultimately inevitable fate.
All other equipment carried by characters falls into the category of items, which
is incredibly diverse and varied. It includes containers, survival gear, jewelry, imple-
ments of magic, crafting components, and an impossible assortment of other things.
Many can be deadly in their own right, but not to a sufficient degree to be qualified as
weapons.
Weapons
Weapons are generally regarded as the most important of a character’s gear because
more often than not, they are the means by which he overcomes challenges and
advances in level. The damage associated with a weapon comes from a number
of factors, as described in Chapter One. The first and most significant is the weapon’s
base damage, which is determined by both the weapon’s size and its level. The Attri-
butes of the character wielding the weapon also contribute somewhat to its damage.
Finally, the rarity of a weapon, ranging from Common all the way to Ancient, adds a
random factor to damage in the form of dice that are rolled and added to the damage
total generated.
Every weapon has a base damage value. This depends on the size of the weapon,
whether it is small, standard, or large, and its level. Small weapons include daggers,
half-spears or javelins, hatchets, short swords and the like. Standard weapons are
longswords, maces, battleaxes, spears, and so forth. Large weapons are two-hand-
ed affairs like greataxes, greatswords, or warhammers. Ranged weapons are treated
as small in order to maintain the balance between ranged and melee combat dam-
age. Weapons range in level from one to five, with significantly higher damage values
the higher the level. A weapon’s level is a general indication of what level characters
should be able to utilize it. Characters attempting to use a weapon of higher level than
those typically allotted to their character level suffers significant penalties toward its
use. Table 2.1 summarizes the abilities of weapons based on size and level.
26
In addition to contributing to
the damage value of a weapon, size
also has a factor on the amount of Ranged Weapons
Stamina expended when making an There are a vast number of different ranged
attack using a weapon. As indicated weapons available in the world of Infinity’s
in Chapter One, the standard cost Edge, from simple slings and thrown dag-
of attacking with a weapon is 10 gers to various types of bows, all the way up
Stamina, but this applies to weap- to rudimentary firearms created by technol-
ons of standard size. An attack ogists. To keep things simple, assume that
ranged weapons have a range of 100 feet, plus
made with a small weapon costs 8
an additional 10 feet per level of the weapon.
Stamina, and an attack with a large At the discretion of the GM, some weapons may
weapon costs 12 Stamina. These have shorter range (like thrown weapons), while
values do not change and are static others (like firearms) may have much longer
regardless of a weapon’s level. range.
Once a weapon’s base value is
determined, a character’s Attributes
must be taken into account. All weapons receive a small amount of bonus damage that
is added to the weapon’s base value depending upon the Attribute that the wielding
character makes use of when utilizing the weapon. Melee weapons generally utilize
Strength while ranged weapons normally depend upon Dexterity. There are some ex-
ceptions, of course; there are small, speedy melee weapons such as daggers that use
Dexterity instead of Strength, for example.
27
Finally, there is a weapon’s rarity to consider. The rarity of a weapon has two
significant determining effects, the first of which is the bonus damage that it inflicts.
This is represented by a die that is rolled and added to the total damage generated from
the static base value and attribute bonus, creating a range of damage depending upon
the die type. Common weapons begin with 1d6 and the type increases through the
varying levels of rarity until reaching Ancient, which inflicts 2d20 additional damage. In
addition to additional damage, weapons have upgrade slots that vary depending upon
rarity. Upgrades may be built into a weapon due to the nature of its construction, they
may be enchanted after the fact, or some accrue additional properties over time as
they advance in age. The most common upgrades are bonuses to Attributes while they
are carried by a character. Some also grant resistances to certain types of attacks or
bonuses to certain types of damage. The rarest type of upgrades are on-cast abilities,
which are similar in many respects to spells that are cast through the weapon. All but
the most powerful items with on-cast abilities have a limited number of charges for
those abilities and, when the charges are expended, that ability is lost and the number
of upgrade slots the item possesses is reduced by one.
28
Well-Known Weapon Upgrades
There are a great many different potential upgrades that may be granted to weapons of
suitable rarity but include the following.
XXAdditional Damage – A relatively common bonus, additional damage is typical-
ly in small amounts depending upon rarity, increasing as rarity increases. The
damage is often of a specified type, such as fire damage or shadow damage,
and as such can be resisted by creatures of a certain type or nature.
XXAttribute Bonus – Attribute bonuses are by far the most com-
mon upgrades for any type of weapon. These bonuses are incremen-
tal, most often in increments of +5 for common or uncommon weap-
ons and increasing by +5 per category beyond that. Physical Attributes
are the most often augmented, but others are possible as well. Exceptionally well
crafted and beautiful weapons, for example, might grant a bonus to Charisma
instead, while a weapon with a complex and advanced design might grant a
bonus to Intelligence.
XXOn-Cast Abilities – By far the rarest type of upgrade, and one not often found
on any weapon less than legendary in rarity, on-cast abilities have a spell or
spell-like effect that can take place under certain circumstances. Sometimes
it may have a specific trigger, such as when the weapon scores a critical hit,
and sometimes it may simply be at the wielder’s choice. On-cast abilities often
have a limited number of charges and, when expended, the ability goes dormant
unless it can be recharged.
XXRunestone Slot – Runestones are small, carefully inscribed stones with a modi-
cum of magical power that they confer to any device to which they are attached.
Once a runestone is installed in a slot, it is a permanent part of the weapon and
cannot be removed. Runestones are created using arcane materials and Rune-
craft, which is a Crafting Skill.
XXStatus Effects – Some weapons have a percent chance to inflict status effects
on opponents struck with them. These may include being struck temporarily
blind or deaf, stunned, frozen, or anything else one can imagine. Typically, there
is only a 5-10% chance of these effects taking place, and the chance is rolled
after a successful attack roll is made. Alternatively, if the GM and players wish to
save time, the player may choose any increment of 5 or 10 within the success
range of his attack roll and declare that the chance for the effect to take place.
Runestone Slot
On-Cast Abilities
Additional Damage
29
Armor
Armor is an essential piece of equipment for most warriors, and indeed other
types of adventurers as well. By definition, armor is protective wear that a character
dons in order to deflect incoming attacks and damage. It is extremely important
for all adventurers, and even those who find it can interfere with their abilities
at times, such as moving stealthily or weaving complex gestures as part of spell-
casting, often choose to endure the penalty in exchange for the additional protection
armor affords.
Armor serves to mitigate damage from attacks by absorbing it. The amount
that armor can absorb depends upon the type of armor and its level. Like weapons,
armor comes in three variants: light, standard, and heavy. Light armor consists of
cloth or leather; standard armor is chain link or some combination of leather and
metal, such as studded leather; and heavy is full metal armor, such as plate armor.
Also like weapons, armor has a level associated with it, from 1 to 5, which gov-
erns the character level for which it is suited. The armor value of a piece of armor
depends upon its type and its level, which is cumulative. There are six areas that
may be armored: head, body, arms, legs, gloves, and boots. Certain items may
add additional armor, although these tend to be magical in nature and are more
difficult to acquire. A character’s total armor is deducted from the damage total gen-
erated by an opponent’s attack, unless their attack targets a specific part of the body
(such as with a special Combat Skill like Called Shot), in which case only armor
worn on that part of the body reduces the damage. An armor piece’s rarity can also
grant it upgrade slots in the same manner as weapons.
Armor Penalties
As mentioned earlier, heavier armor can have a dramatic effect on characters who are
attempting to use certain Dexterity-based Skills, such as Stealth or Pickpocketing, or who
are trying to invoke the complex gestures associated with spellcasting. Light armor is
not an issue in either case, as it provides great freedom of movement. Standard armor
reduces the Threshold for any non-combat Dexterity Skill by 5 and any Magic Skill by
10. Heavy armor reduces the Threshold for non-combat Dexterity Skills by 20 and Magic
Skills by 15
30
Table 2.4 – Rarity & Upgrade Slots
Rarity Armor Value Upgrade Slots
Common +0 0
Uncommon +0 1
Rare +1 1
Legendary +1 2
Epic +2 3+
Ancient +4 5+
Item Durability
In many games and novels, item durability is an added source of complication for heroes.
Equipment must be kept in good repair to continue being of use, and if desired, this system
can easily be added to Infinity’s Edge to better mirror the source material. Items begin at
maximum durability, with a total depending on their rarity as described in the table below.
An item’s durability is decreased over time by 1 for each use (by 1 for each combat utilized
in, for weapons and armor, or for each Skill Roll made for tools and other gear). Durability
can be restored by a repair roll using the same Craft Skill that was used to create the item
but doing so reduces the item’s maximum Durability by 1. Any item that has its Durability
reduced to 0 is broken and cannot be repaired but may be re-forged.
31
Items
Any personal equipment or pos-
Naming Conventions
sessions that does not fall into the Naming items to give proper sense of their level is
categories of weapon or armor falls an important part of Infinity’s Edge. However, this
can prove difficult depending upon the frequency of
into the larger, vastly varied cate-
players encountering weapons and armor as loot
gory of items. Like weapons and from opponents (which, to be frank, should be rel-
armor, some particularly power- atively common). The following descriptors might
ful items, typically those that have be useful when generating gear.
been enchanted and are of higher
XXCommon Armor: Battered, Leather,
degrees of rarity, may have a level. Rudimentary
This serves to limit the availability
of those particular items to lower XXCommon Weapon: Rusted, Second-Hand
(common weapons frequently have no
level characters, as they could prove
descriptor)
unbalancing for their play experi-
ence. Items include but are not lim- XXUncommon Armor: Boiled (for leather),
Chainmail, Iron, Ringmail, Tempered
ited to the following sub-categories:
XXClothing – This includes not XXUncommon Weapon: Dwarven, Steel
only traditional shirts, pants, XXRare Armor: Adamantine, Exquisite, Mithral
shoes, and the like but also
XXRare Weapon: Cold-Forged, Elven, High
more specialized robes such Steel
as those worn by spellcasters
and priests. These robes in X X Legendary Armor: Flawless, Luminous
particular are frequently en- XXLegendary Weapon: Fey, Folded Steel
chanted to take the place of XXGear of Epic or Ancient rarity should
armor due to its tendency to have unique, individualized names tied to
interfere with spellcasting as their history.
described above.
XXContainers – Backpacks,
sacks, pouches, trunks, and chests are all considered containers.
XXEquipment – Anything that a character might carry with them or utilize while
traveling is considered equipment, including bedrolls, torches, tents, flint and
steel, waterskins, and a myriad of other devices.
XXImplements – This term applies exclusively to the accoutrements that are
required for spellcasting, whether it be a wand, a holy symbol, an assortment of
physical components, or anything else required by a spellcaster to weave his art.
XXJewelry – Rings, amulets, bracelets, necklaces, and a variety of other things fall
into the category of jewelry. Because they often incorporate precious stones or
gems, which possess a strong resonance with magical power, jewelry is often
chosen to bear enchantments.
XXTools – All manner of different tradecraft utilize tools, including all the different
professions represented by the various Crafting Skills. It also includes items like
lockpicks, hammers, chisels, and anything else one can imagine putting to use
for a Skill unrelated to combat.
32
Alchemical Items
Of particular note are the items Alchemical Schematics
created by the Alchemy Craft Schematics are discussed later in this chapter in
Skill. Unlike other Craft Skills the Crafting Skills section. Here are a few examples
except perhaps for Runecraft, that utilize the Alchemy Skill.
Alchemy creates items that XXAlchemical Schematic: Health Potion I
possess inherently mystical A red-tinged potion used to restore Health.
qualities, and which cannot be Requires: Alchemy 1, Reagents (10 units)
reproduced by others easily or XXAlchemical Schematic: Stamina Potion III
sometimes at all. Alchemical A blue-tinged potion used to restore Stami-
items take the form of potions na. Requires: Alchemy 8, Reagents (30
units)
and bombs.
XXAlchemical Schematic: Mana Potion V
Potions are one of the most A green-tinged potion used to restore Mana.
valuable items available in any Requires: Alchemy 15, Reagents (50 units)
game world, because they allow XXAlchemical Schematic: Frost Bomb II
a character to recover one of their This frosted glass bottle contains a small
Meters during combat, something amount of electric blue liquid. Requires: Al-
that is not normally possible chemy 5, Reagents (25 units)
otherwise. The amount recovered XXAlchemical Schematic: Glue Bomb IV
by a potion depends on its poten- This glass bottle contains a thick, ivory liq-
cy, which in turn depends upon uid that seems to move very little. Requires:
the skill level of the person craft- Alchemy 12, Reagents (40 units)
ing it.
Bombs are crude grenades
of a sort, in the form of specialized alchemical draughts
that are contained within small glass bottles suitable
for throwing. When the glass breaks and the draught is
exposed to air, a violent reaction takes place. The type of
reaction varies depending on the draught in question,
but they tend to be quite damaging. The most common
forms are fire, acid, and frost, although adhesive bombs
are also quite popular among those who do not wish to
kill their target outright. As with potions, the potency of a
bomb depends upon its creator and can drastically affect
its price.
Origin
There are a myriad of ways by which a character may gain the service of a pet. They
can be gained through careful use of Skills, from quest rewards, or purchased outright
from vendors talented in training creatures for exactly that purpose. Regardless, there
are a limited number of means by which a creature can become a pet, and the source
for such creatures fall into broad categories.
The vast majority of pets fall into the category of animals or beasts. Animals are
virtual creatures identical to animals that exist in the real world. Animals in this cate-
gory that are particularly common to find as pets include wolves, bears, horses, large
cats, and others. Beasts are similar in many respects to animals as they are not sapient
creatures but possess supernatural qualities of some form or another. Basilisks, for
example, are physically similar to Komodo dragons, but with six legs and limited pet-
34
rification abilities. Generally speak-
ing, beasts are more difficult to
domesticate and train as pets, but
Trait: Beast-Bond
it can be accomplished with time When a character in Infinity’s Edge is present-
and dedication. ed with the opportunity to bond with a creature
of some sort, whether it is a mount, familiar, or
While beasts can be exception- companion, it should be a narrative decision. An
ally varied, even within an individu- individual GM should feel completely free to make
al species, animals are somewhat this an automatic process depending upon the cir-
more predictable. There is little to cumstances. If the creature that the character is
separate one wolf from another, attempting to bond with is hostile, however, then
the GM may wish to impose a contested Willpow-
for example, save for some minor
er roll, where the creature and the character each
physical differences and perhaps roll Willpower, and the one who succeeds by the
a few personality traits. There are, largest margin is the winner. If the character wins,
however, two important subsets the bond is forged. Otherwise, the creature remains
of animals that have become ex- independent. Because of how this often works in
tremely popular with adventurers the source material, if the character has defeated
of all sorts over the history of In- the creature in combat before the attempt is made,
finity’s Edge, and as a result are of they should have the Threshold for their roll low-
equally great interest to characters. ered by 10.
The first of these are referred to as If the target creature is indifferent to the char-
titans of their species, such as a acter, which is to say neither hostile nor friendly,
titan ram or a titan wolf. Titans are then the character should make a Charisma roll
born to normal animals and begin instead. Success means that the bond has been
forged, failure means that the creature is not in-
exhibiting their unique traits early
terested and may become hostile if the issue is
on, growing at a much faster rate pressed. And of course, if the creature is initially
and ultimately reaching a size that friendly, then the task should be automatic. Wheth-
dwarfs even the largest members er or not a character can have a bond with more
of their species. Titans are most than one creature at a time is entirely up to the GM
often used as mounts, but they and the nature of the campaign.
are also devastatingly effective in
combat. Two titans of the same
species will breed true, but the rarity of titans makes finding or acquiring a breeding
pair virtually impossible. Only the most powerful factions have access to such re-
sources and tend to hoard them jealously.
Similar to titans are elite members of a given species. While titans are massive,
elites are smaller than average, sometimes significantly so, and keenly intelligent,
roughly comparable to a lower sapient creature such as a goblin. For reasons no one
understands, elites frequently are born with an internal reservoir of magical energy
that they may be able to access, although more often than not it remains dormant.
This makes them perfect candidates for becoming a familiar to a character capable of
casting spells. Unlike titans, elites do not breed true, but are born somewhat more fre-
quently. They are also trackable with abilities that can detect magical auras, and there
is a small but profitable industry for those who can go into the wilderness to track and
capture such creatures for training and sale to magically-powered adventurers.
35
Mythical Items
There are some items so incredibly rare and powerful that they are spoken of with
desire but no real expectations. These items are legendary, not in the sense of the
quality commonly used to describe items greater than rare but less than epic, but in the
sense that they are literally the stuff of myth and legend. Such items are only found as
a result of rare and exceptionally difficult quests, or in the darkest reaches of the most
excruciatingly difficult instances.
Chrysalis Orbs
These mystical orbs are filled with powerful transformative magic that can recreate a
character’s body and soul, allowing them to become another ancestry. These are occa-
sionally possessed by powerful entities of a given ancestry, presumably for use in per-
mitting those who have overwhelmingly proven themselves as allies and kindred spirits
to join them but are also found in extremely dangerous and enchanted ruins associated
with a particular ancestry. The more powerful or rare an ancestry may be, the higher the
level requirement to use an orb associated with that ancestry. Common ancestries such
as dwarves, elves, goblins, and half-orcs can be utilized beginning around level fifteen,
but powerful ancestries such as dragons are closer to level forty or higher.
Orbs of Rebirth
Remnants left behind by the fallen Immortal Empire, Orbs of Rebirth are of particular
value to members of the Undying, who are descended from the creators of that Empire.
When the transformative energy of the orb is released by a deliberate act of access,
the character doing so gains a Respec Token. This allows the character to, at their lei-
sure, remake their character from level one, including the allocation of Attribute points,
Learning points, class selection, and allocation of class abilities. Rebirth Orbs do not
permit re-use of Chrysalis Orbs, if a character has used one previously; that choice is
permanent.
Crafting Skills
Also referred to as Trade Skills, Crafting Skills are the means by which individuals in the world
of Infinity’s Edge create all manner of items and equipment used all across the realm. De-
pending upon skill levels, it is possible for a gifted crafter to reproduce the spectacular quality
of almost any item. However, the number of crafters who possess the sheer skill level
and magical ability necessary to create enchanted items of legendary rarity or higher is
36
very limited, so most generally available craft-
ed goods fall into the categories of common,
uncommon, or rare. When found for sale,
legendary items are so expensive that they
are prohibitive to all but the most successful
adventurers, and crafters capable of producing
items of epic or ancient rarity are almost non-exis-
tent, and certainly do not sell their wares at the market
like common peasants.
Gathering Resources
In addition to the process of actually making items, Crafting Skills are also utilized in
the process of gathering materials relevant to the skill. Woodworking allows an individ-
ual to gather lumber, for example, and Herbalism helps in locating and collecting herbs
while Stonemasonry helps find suitable building stone and removing it from a quarry
(although Mining can also be used in this regard; see the description of individual skills
for information regarding their use). Crafting Skills are not being used to their fullest
extent when merely used to gather resources, however, and offer no additional experi-
ence or credit toward the increase of a Crafting Skill after that skill reaches rank 5. In
other words, a person with Woodworking 3 can gain credit toward increasing his skill,
but one with Woodworking 5 would not.
Using a Crafting Skill to gather resources allows an individual to accumulate one
unit of that resource per hour spent gathering, plus an additional unit per increment of 5
that the Skill Roll defeats a Threshold of 60. What exactly constitutes a unit of resourc-
es varies depending upon the skill; a unit of lumber might be a single felled tree, while
a unit of mined ore might be a pound of material. The units of a resource required to
produce a given item vary but are specified in the schematic that teaches how to craft
that item (see Schematics below for more information).
37
Gathering resources is an important
part of the Settlement Rules that allows for
the governing of villages and cities. When
citizens of a settlement (or Workforce)
are allocated to gather resources during a
month’s time, they are assumed to gather
8 units per day, or a total of 240 units per
month. At the beginning of a month, these
resources are designated for crafting (in
which case each gathering member collects
the 240 units as described above) or for pro-
duction (in which case each gathering indi-
vidual generates exactly 1 Build Point at the
end of the month. Five Build Points, or the
amount necessary to build a Tier 1 structure
within a Settlement, are worth 1,200 units of
resources.
Crafting Schematics
Knowledge of a Crafting Skill does not necessarily confer knowledge of how to build
specific items. Learning a Crafting Skill is either taught by someone who already knows
the skill or, more frequently, is taught from a crafting tutorial. Tutorials are books that
are written for the express purpose of teaching the essential elements of a Crafting Skill
to its reader. Reading the book grants the reader 1 rank in the Crafting Skill, and they
typically include a number of basic Schematics.
Schematics are blueprints that show a person how to build an item. They list the
minimum skill required to complete the item as well as the number of resources units
required to construct it. In the case of more advanced items, there may also be pre-
requisites in the form of additional abilities the crafter must possess to create the item,
or additional materials that must be used in its creation. Examples of beginning level
crafting schematics include:
Architect Schematic: House (Tier I)
A simple house that can provide home to a family of up to five. Requires: Architect 1,
Wood (800 units), Stone (380 units), 4 Iron Ingots (equivalent to 20 units of Ore)
Blacksmithing Schematic: Iron Ingot
An ingot of refined metal, which is one of the most essential ingredients for many
higher-level Blacksmithing items. Requires: Blacksmithing 1, Ore (5 units)
Leatherworking Schematic: Leather Pouch
A simple leather pouch, which can be worn on the belt and is most often used to store
herbs or coins. Requires: Leatherworking 1, Leather (1 unit)
Stonemasonry Schematic: Stone Hammer
A basic tool that can be used with a variety of other Crafting Skills. Requires: Stone-
masonry 1, Stone (1 unit)
38
Tailoring Schematic: Robe
A simple robe that often serves spellcasters as a primary garment but can also be
worn by anyone who prefers the style. Requires: Tailing 1, Hide or Woven Material (1
unit of either)
Woodworking Schematic: Table
A simple wooden table, which can seat roughly four people around it. Requires: Wood-
working 1, Wood (2 units)
Alchemy
XXGathering: Alchemy allows for the identification of reagents in any environment
outside the laboratory and can allow them to be harvested safely.
XXTools: Laboratory apparatus, including but not limited to various glass containers
and a steady heat source.
XXProduct: The most important product of Alchemy are potions that can restore
any of the three Meters (Health, Stamina, and Mana). It can also be used to pro-
duce volatile bombs that can be thrown to create a number of effects, including
fire and acid reactions.
Architecture
XXInterval: Unlike other Crafting Skills, making an Architecture roll requires one full
day. As a result, high level architects are very rare and exceptionally expensive.
XXGathering: None. Architecture makes use of resources utilized primarily for oth-
er skills, most frequently Stone and Wood.
XXTools: Architecture uses most drafting tools and paper on which designs may be
laid out and altered as necessary.
XXProduct: Tier 1 Buildings (Threshold 75), Tier 2 Buildings (Threshold 70), Tier
3 Buildings (Threshold 65), Tier 4 Buildings (Threshold 60), Tier 5 Buildings
(Threshold 55).
Blacksmithing
XXGathering: None. Materials for Blacksmithing are gathered using the Mining skill.
Blacksmithing requires the resource Ore or scrap metal that can be rendered
down.
XXTools: Various metalworking implements, including at the very least an anvil,
hammer, and a forge that can generate intense heat. Fine detail work requires
more specific implements.
39
Blacksmithing [cont]
XXProduct: All manner of metal items, including armor and weapons, but also
including other tools, locks, hinges, nails, and an assortment of other everyday
items.
Cartography
XXGathering: None. There are no resources necessary to use Cartography, other
than to be aware of the area being mapped. Exploration serves this purpose.
XXTools: Paper, quill, ink
XXProduct: Maps. By combining certain Magic Skills and some esoteric ingredi-
ents, it is possible to create an interactive map, although few know the schemat-
ic for this extremely valuable adventuring item.
Cooking
XXGathering: Cooking can be used to locate and identify fruit, nuts, or vegetables
in the wilderness. Meat is harvested using Hunting (which is a General Skill).
XXTools: Skewers, pots, pans, fire
XXProduct: An incredibly wide variety of recipes for food, from the very simple to
extremely complicated. Even the simplest fare will prevent hunger or thirst debuff
effects, and more complex meals may offer significant buffs as well.
Herbalism
XXGathering: Herbalism is used in the wilderness to identify and safely harvest
different herbs used in the creation of poultices, draughts, and bandages.
XXTools: Mortar and pestle, various measuring implements and drying racks
XXProduct: Herbalism creates non-magical remedies that can have surprising po-
tency. Its most frequent use is in the creation of liquid antidotes that can cure
poison and disease, but also bandages that can be applied to end damage-over-
time effects such as bleeding and other similar conditions.
Leatherworking
XXGathering: Leatherworking is used to harvest the skins from slain animals and
game.
XXTools: Knives, hole-puncher, needle and thread
XXProduct: All manner of goods made from leather, including various items of
clothing, contains such as bags, pouches, or satchels, and leather armor.
Mining
XXGathering: Unique among the Crafting Skills, Mining is an exclusive gathering
skill. Mining is used to gather the materials necessary to make use of the Black-
smithing, Runecraft, and Stonemasonry skills.
XXTools: Shovels, pickaxes, other digging implements
XXProduct: Primarily Ore and Stone, but also runestones (used by Runecraft) and
occasionally precious jewels and gems.
40
Runecraft
XXGathering: None. Runestones are gathered using the Mining skill.
XXTools: Inscription knife, fine work brush, concentrated enchantment powder
(created as a byproduct of disenchanting magic items)
XXProduct: Using Runecraft to inscribe a runestone with a specific symbol and
then fill that carved symbol with enchantment powder creates an active rune-
stone; these may be used to augment the capabilities of weapons that have
runestone slots.
Stonemasonry
XXGathering: None. Stonemasonry depends upon the resources Stone, which is
harvested through use of the Mining skill.
XXTools: Hammer and chisel, various shaping tools
XXProduct: Any implement or construction made of stone, including primitive (but
effective) tools and stationary constructs like low garden walls, cobblestone
paths, etc.
Tailoring
XXGathering: Tailoring can be used to gather fibrous materials like cotton or wool,
although doing so does not count toward Skill progression. It an also make use
of hides collected via Leatherworking.
XXTools: Needle and thread, loom, spinning wheel
XXProduct: Any clothing not made of leather (which is made by Leatherworking),
which includes robes, tunics, pants, and shoes, among many other things.
Woodworking
XXGathering: Woodworking can be used to identify suitably strong and durable
wood and harvest the trees. This is quantified in the resource Wood.
XXTools: Various tools including knives, awls, saws, and other such implements
XXProduct: Anything and everything created from wood, including furniture, doors,
handles for stone or metal tools, shutters, shields, buckets, etc.
Price Guide
In general, prices should scale according to the level of loot that characters are receiv-
ing from their quests and drops from enemies. Costs for weapons and armor can be
found in the tables listed above. Mundane items, which is to say items with no aug-
mented or upgraded abilities, should have a maximum cost equal to their 100 times
their level. Rarity can also play a significant factor in this and can multiply the cost up
to its level of rarity (ex., x2 for uncommon, x3 for rare, etc.).
Upgrades are a significant increase in cost, and in general should add at least
500 or 1,000 gold per upgrade, although this may be significantly lowered at level 1 in
order to allow characters access to scaling weaponry and armor as they navigate their
Novice levels.
41
Inspirations
Mana Expenditure
A character is not limited on the expenditure of Mana
during combat as they are with the expenditure of Stami-
na. However, a character may not cast more levels of
spells than their total character level in one round. For
example, a level 8 character could cast one level 8
spell in a round, or two level 4 spells, or some other
combination thereof. Class abilities (see Appendix 1)
are considered level 10 spells for this purpose. GMs
can and should dictate limits on this ability if they find it
unbalancing.
43
Arcane
In some ways, arcane magic is the simplest and most fundamental form of magic.
It draws upon the pure magical power of the universe and, rather than transforming
it into some other form as is so often the case with magic, simply unleashes it to a
variety of effects. Arcane spells tend to channel energy into different uses, often but
not exclusively offensive in nature.
Death
Most associate death magic with evil, and it may be true that there are many practi-
tioners who subscribe to a less than virtuous philosophy, but death itself is not inher-
ently evil, merely the natural end of life. Death magic is most frequently associated with
negative status effects on the target, and with summoning weak minions to serve the
caster’s will on the battlefield.
44
Summon Undead (Requires Death
Magic 10; Cost: 50 Mana)
This spell magically summons an
undead minion, either a zombie or
skeleton depending on the caster’s
wishes, for 10 minutes. Both types of
undead have all Physical Attributes at
30 and an unarmed attack that inflicts
13+1d10 damage. Zombies regener-
ate five Health every turn, and skel-
etons are considered to have a total
armor value of 8.
Earth
Earth is both one of the Ten Energies and the Five Elements, marking it as an extremely
powerful force in Infinity’s Edge. Earth magic is primarily defensive, augmenting the
caster or the target’s abilities, although its offensive power is not to be dismissed
lightly.
45
Wall of Earth (Requires Earth Magic 5;
Cost 30 Mana)
This spell summons a packed wall of earth
fifty feet long, ten feet high, and two feet
thick. Other sizes may be created as
long as the wall does not go above
the total volume of the default di-
mensions. This effect lasts for
five minutes.
Fire
Fire is both one of the Ten
Energies and the Five El-
ements, meaning that it is
one of the most powerful,
and destructive, forces in
the world of Infinity’s Edge.
Fire magic is almost exclu-
sively offensive in nature.
46
Metal
Metal is also one of the Ten Energies and Five Elements and is most likely one of the
least understood. The unusual effects of metal magic are often misconstrued as feats
of technology, which to be fair is a fair association in terms of their appearance. Metal
spells often strengthen or augment the target, which can serve equally as defense or
offense, or allow the caster to reshape or otherwise affect metal objects.
Radiant
The most benevolent of the Ten Energies, radiant magic is the foremost source of
healing and damage mitigation in the world of Infinity’s Edge. It is not without offensive
capabilities, however, and is particularly punishing to undead creatures or creations of
Shadow magic.
47
Sear (Requires Radiant Magic 5; Cost: 30 Mana)
This spell unleashes a brilliant beam of light that can target an opponent up to 100 feet
away. It inflicts 25 damage to living opponents, but some, undead opponents or crea-
tures of shadow, whose level is less than the caster are destroyed outright (summoned
creatures have an effective level equal to their summoner).
Shadow
The opposite of radiant magic, shadow
magic is often associated with evil, but
like death magic, this is not an accurate
depiction. It is, however, a source of
trickery, stealth, and deception.
48
Storm
A mixture, perhaps, of fire’s fury and water’s power, the storm is the power of wind
and lightning, mixing powerful offensive attacks with personal augmentations for the
caster.
Water
The most unpredictable of the Five Elements and Ten Energies, water magic has a wide
variety of uses that are difficult to anticipate. An enemy literally never knows what a
practitioner of water magic is capable of.
49
Hasten (Requires Water Magic 8;
Cost 40 Mana)
The fluidity of water fills the target,
which is one creature that the cast-
er can touch (or the caster himself).
The target may spend twice the nor-
mal amount of Stamina per round for
the next three rounds, ignoring all
limits on the amount of Mana being
spent up to that point.
Wood
The last of the Ten Energies and Five Ele-
ments, wood is the source of nature, life,
and regrowth. It invokes numerous buffs
and debuffs, as well as being a secondary
source of healing when compared to radiant
magic.
50
Higher Level Magic
The spells included above are in-
tended to provide an array of magic Spells and Non-Magic
for characters of the Novice levels. Classes
When characters reach level 10 and There is absolutely no reason a character who
gain access to a Basic Class (or the takes the Warrior Basic Class (or other martial
equivalent, in the form of a Hybrid classes) can’t continue to learn magic, but his
Class or Specialist Class), they Mana will not keep pace with that of a dedicat-
can access to new spells, often as ed spellcaster, and as a result his ability to cast
a part of their class. These spells higher level spells will be significantly curtailed.
tend to be of a slightly higher power This is an intentional feature of the game to en-
sure relative balance parity between different
level than those that are available to
types of classes.
anyone with the skill to learn them,
as the ones described above are.
Settlements
When multiple structures are constructed within close proximity to one another, the
option to create a settlement may be offered depending upon the location. This can
only be done if there are no other settlements within a certain distance, which varies
depending upon the zone in question. Settlements can be managed by a single individ-
ual, either a character or an NPC, who is ultimately responsible for allocating resources
and making decisions regarding its upkeep and potential expansion.
Settlements are essentially resource management tools for characters who find
themselves in a position of leadership over one. As part of the activities that take
place within a settlement, it generates a number of resources, including workforce,
morale, and treasure. However, maintaining the settlement requires resources as well,
including the food necessary to feed its citizens. The settlement’s activities can also
generate Build Points, the resource used to improve and expand the settlement or offer
additional training to its denizens.
Settlements are ranked according to their size into categories called tiers. The tier
of a settlement determines what kind of buildings can be constructed within them.
Buildings have tiers as well and offer greater benefits but at greater cost to construct
them. The smallest settlement is a Hamlet, which can only have tier 1 buildings. When
a Hamlet increases sufficiently in size, it may become a Village, which can then have
either tier 1 or tier 2 buildings, the former being less expensive will smaller benefits
53
and the latter being more expensive with larger benefits. This proceeds all the way
up to a Metropolis, which is the largest settlement possible in the world of Infinity’s
Edge. While the administration of a Hamlet may be a relatively simple affair that a
single character might oversee in a short period of time each day, a Metropolis would
likely require a larger number of individuals working full time to manage the incredible
volume of denizens, resources, and needs involved. Accordingly, a Hamlet can be ad-
ministrated by a single character, while a Guild may administrate a Village or a Town.
Cities and Metropolises cannot be overseen by any group except a Faction.
Table 4.1
BP Building
Settlement Tier Range Cost Sample Buildings
Hamlet 1 15-30 5 Farm, House, Hunting Lodge, Shop,
Shrine, Tavern, Workshop
Village 2 30-60 10 Barracks, Homestead, Inn, Ranch,
Temple, Watchtower
Township 3 60-120 15 Keep, Market, Spec. Shop, Spec.
Workshop, Training Ground, Villa
City 4 120-240 20 Castle, Cathedral, Estate, Plantation,
School
Metropolis 5 240+ 25+ Academy, Mansion, Palace
Settlement Resources
XXBuild Points – Build Points are an abstract representation of the resources nec-
essary to expand a settlement by constructing new buildings or adding on to
existing buildings. Rather than tracking resources individually, such as lumber,
stone, or crafted components, Build Points allows for resources to be generated
by a settlement’s workforce through use of various skills. Build Points that are
not needed can be converted to gold at a rate of 500 gold per BP. They can also
be purchased with excess gold at a rate of 1 BP per 1,000 gold.
XXMorale – This is a general measurement of the settlement’s overall attitude. A
higher morale can offer bonuses to certain rolls made by its denizens, while a
lower mortal can impose penalties. Periodic events such as calamities or wind-
falls can occur involving a settlement, and these can improve or decrease morale
depending upon how the settlement’s administrators deal with them.
XXSustenance – Sustenance denotes the amount of food and clean water required
to sustain the population of a settlement. The larger a settlement, the more sus-
tenance it will require. Sustenance can be most easily be produced by growing
crops or by hunting game.
XXWorkforce – A settlement’s workforce is determined by the number of people
living within it, something that requires a place for them to live. Thus, most build-
ings that provide living space within a settlement contribute to its workforce. A
Settlement’s workforce accomplishes a large number of tasks, not the least of
which is providing workers for its various profit-producing buildings and provid-
54
ing militia for securing the Settlement. The workforce is also the means by which
a settlement produces Build Points. For more information on the allocation of
and benefits of assigning workforce, see the Settlement Round described below.
55
XXTavern – The social heart of a settlement, a tavern requires food and beverages
to provide for its customers but produces good will and money in the process. A
tavern requires 5 Sustenance but provides 350 gold per month. A tavern requires
two Workforce assigned to it in order to function.
XXWorkshop – This simple workspace allows up to three Workforce to be devoted
to crafting pursuits, which can either produce items necessary for the settlement
or resources, depending on the administrator’s preference. A workshop requires
3 Sustenance but provides either a number of needed items per week (subject to
the GM’s discretion) or 200 gold per month. A Workshop requires 3 Workforce
assigned to in order to grant its benefits.
56
XXStorehouse – A Storehouse is simply a place designed to contain unused foods
and store them so that they do not spoil quickly. Sustenance that goes unused
during a Settlement Round normally is lost, but a Storehouse can save up to 10
Sustenance for use the following month.
XXTemple – A larger version of a Shrine, a Temple provides the same benefits as
well as increased healing magic available. Those who meditate within the Temple
for at least one hour can be cured of lasting debuffs from disease.
XXWatchtower – A defensive fortification, Watchtowers help monitor the Settle-
ment for threats. A Watchtower increases Morale by 5.
57
XXTown Hall – A larger version of Possible Capture Points
the Mayor’s Home, a Town Hall
generates an additional 2 Build XXCentaur Village – Centaur members of a
Points per month instead of 1 Workforce can travel twice as far as normal
Workforce to remote resource harvesting
and allows the Settlement ad-
locations (such as a quarry) without losing
ministrator to add or subtract his hours per day.
level up to a maximum of 10 from
the results of the Hand of Fate roll XXGoblin Burrow – Goblins, while small and
each Settlement Round. annoying, can operate in large numbers and
require relatively little in the way of upkeep.
XXTraining Grounds – A Training
Every goblin-spawned Workforce assigned
Grounds is a large open area that to a duty produces the same yield as if two
allows the Settlement’s Militia to Workforce had been assigned. This can only
train and specialize as neces- be done once per duty, however, because
sary. This will be more effective goblins rarely work well together without
when the rules for large scale excessive in-fighting or sometimes… less
battles are introduced in Infinity’s savory activities.
Edge: The Next Level. XXHobgoblin Camp – Hobgoblins are par-
ticularly ruthless and add +1 to the total
Tier 4 Buildings – City Militia for every unit added (in addition to
XXAcademy – An Academy is usu- the normal bonus for that unit). This benefit
ally devoted either to scholarly only extends to half the total Militia amount,
pursuits or the development of however.
magic within a Settlement, and XXOgre Den – Ogre members of the Work-
this is chosen when it is created. force perform twice the work and require
Scholarly Academies affect any one and a half times the Sustenance.
non-Combat, non-Magic Skill,
while magical Academies obvi-
ously affect only Magic Skills. Characters who wish to make use of an Academy
to improve a Skill may treat their current Skill as one rank lower for the purposes
of improving it. Only on Skill per character may be chosen for this benefit at a
time, and it requires them to spend at an hour a day at the Academy practicing or
researching to gain this benefit. One the Skill improves, the process resets and
a new Skill may be chosen or the character may continue improving the same
Skill.
XXArena – An Arena is a place where characters (and some non-player characters)
can engage in PVP without the risk of death. Arenas are warded so that when a
participant who is registered to participate in a match is reduced to 0 Health, the
are reduced to 1 Health instead and the system registers the combat as having
ended. Wagering is often brisk and spirited at an Arena, which contributes 750
gold per month to the Settlement.
XXAuction House – An Auction House is a market where both characters an in-
game personalities can sell items that cannot be easily liquidated on the open
market. It is very much like eBay except for in-game items, and includes weap-
ons, armor, spells, loot drops, and even quest items. A particularly heavily traded
category is that of Specialist Class Kits, which are a rare drop that are always in
58
very high demand and can go for very high prices. While Auction Houses do not
contribute gold to the Settlement each month like a Market, the Auction Houses
in all major cities on a continent are linked together, allowing characters to pur-
chase items from far away very easily.
XXCastle – A very large version of the Town Hall, a Castle generates an additional
5 Build Points per month for the Settlement and allows the Settlement adminis-
trator to add or subtract his level up to a maximum of 15 from the results of the
Hand of Fate roll each Settlement Round.
XXCathedral – An exceptionally large version of a Temple, a Cathedral offers the
same benefits as both it and a Shrine. Characters who have the Priest Basic Class
(or any Hybrid or Specialist Class associated with it), may learn one new spell per
month for free as long as they maintain strong ties to the Cathedral throughout the
month, including visiting at least weekly for a lengthy session of prayer or medita-
tion. Cathedrals also generate regular quests for such characters.
XXMonument – Monuments are typically erected to reflect the deeds of a citizen of
the Settlement who achieved something great, often in service to the Settlement
itself. Monuments add +10 Morale.
XXPlantation – The largest version of a Farm, a Plantation adds 20 Sustenance to
a Settlement per month.
XXVilla – A very large version of a House, a Villa adds +15 Workforce and requires
10 Sustenance.
60
Table 4.2 – Windfalls
01-10 Hale & Hearty – Everyone’s doing great!
Gain +1 BP per Tier of the Settlement this month.
11-20 Mild Weather – The weather is lovely!
Gain +1 Sustenance per Tier of the Settlement this month.
21-30 New Addition – A new craftsman has moved to town! Gain 1 Workshop.
31-40 Holiday – Everyone loves a festival! Gain +5 Morale next month.
41-50 Traveling Caravan – Money, money everywhere!
Gain an additional +500 gold this month.
51-60 Good Harvest – An even better harvest! Gain +10 Sustenance this month.
61-70 Bequeathment – Someone left the Settlement something in their will!
Gain +5 BPs this month.
71-80 Law & Order – Crime is at an all time low! Gain +5 Morale next month.
81-90 Breakthrough – A craftsman has made an incredible discovery!
Gain +700 gold this month!
91-00 Joyous Re-roll – What a delight! Re-roll on the Major Windfalls table.
Table 4.3 – Major Windfalls
01-20 Fertility Outbreak – Lots of new births!
In six months, you gain a permanent +5 Workforce bonus.
21-40 Abundant Harvest – Whatever was growing this month was amazing!
Gain +20 Sustenance this month.
41-60 Resource Acquisition – You gain +500 units of one resource
(Stone, Wood, etc.) of your choosing.
61-80 Abandoned Dungeon – An abandoned dungeon was discovered nearby!
Do with it what you will!
81-00 Divine Blessing – One of the five gods has offered their blessing to your
Settlement! (GM’s discretion)
Table 4.4 – Misfortunes
01-10 Disease – Sickness is rampant!
Next month, reduce your Workforce by 5. This only lasts a month.
11-20 Fire – Fire ravages the Settlement!
Lose 1d8 BP worth of buildings, randomly determined.
21-30 Brigands – Bandits plague the countryside!
Reduce your Morale by 10 next month. This is reduced by 1 for every unit
of Militia the Settlement possesses.
31-40 Crimewave – Crime everywhere! Reduce Moral by 5 next month
and lose 300 gold from this month’s earnings.
41-50 Shortage – The crops aren’t well! Reduce next month’s Sustenance by 5.
51-60 Infestation – Pests everywhere! Lose 5 Morale and
5 Sustenance next month.
61
Table 4.4 – Misfortunes [cont.]
61-70 Emigration – Some people left!
Reduce your Workforce by 3 for two months.
71-80 Betrayed – Someone within the Settlement is out for themselves!
Lose 1,000 gold this month.
81-90 Unfortunate Weather – The weather’s been difficult!
Lose 100 units of a randomly determined resource this month.
91-00 Disastrous Re-roll – Oh, bother! Re-roll on the Disasters table.
Table 4.5 – Disasters
01-20 Plague – Everyone’s sick! Next month, permanently lose 5 Workforce.
21-40 Famine – Everyone’s hungry! Lose 20 Sustenance this month.
41-60 Attack – The enemy is at the gates!
Lose 1d20 worth of BP in razed buildings.
Reduce this amount by 1 for every unit of Militia the Settlement possesses.
61-80 Insurrection – Oh crap, it’s a coup! Reduce Moral by 10 for the next two
months and lose 10 Workforce for that same period of time.
81-00 Natural Disaster – The wrath of the gods!
Roll 2d20 and suffer that amount of buildings in BP.
62
Domains
Similar to Settlements but larger in scope, Domains are
large swathes of land controlled by a Faction, and typi-
cally centered around its factional headquarters. Domains
may include multiple geographic areas and Settlements
and allow for resources to be harvested and shared
among the different regions without difficulty. It also
allows for the development of the land itself, creat-
ing new features and modifying old ones to suit
the Faction’s leaders and any perceived military
or trade needs they may have. The full rules for
Domains will be included in Infinity’s Edge: The
Next Level.
Battles
Player characters often find themselves in
positions of leadership, and the struggle
between guilds and factions for resourc-
es can lead to open conflict between
different groups. This is where the Mi-
litia units generated by Settlements can
come into play, as well as the terrain
modifications and defensive features
offered by Domains. The full rules for
Battles between armies, Settlements,
and factions will be included in Infin-
ity’s Edge: The Next Level.
63
Inspirations
65
Is the MMO new or has it been around a while?
This is an important consideration because if the game is new, then all the players
would be relatively close to one another in level, and any potential rivals would be
competing to level at the same rate as the player characters. If, however, the game has
existed for some time, then there will be incredibly powerful, high-level players in the
game who can serve as a allies or enemies.
66
Reaction to the news was surprisingly mixed when compared to previous IE an-
nouncements. Many believed that this was a claim that the company could not pos-
sibly fulfill, because no one had been able to successfully integrate virtual reality into
gaming in a successful manner thus far. The faithful fans of IE were not swayed,
however, and interest began building almost immediately. Over the course of the next
few years, as proof of concept videos, technical demonstrations, and an assortment
of other details began to be revealed, interest began to reach a fever pitch, and when
the announcement of a beta testing process went live six months ago, applications to
participate were in the tens of thousands.
The beta testing process has been underway for months, and the non-disclosure
agreement that all testers have signed are ironclad with extremely punitive measures
to ensure compliance. As it turns out, according to most beta testers, the most signif-
icant reason not to spill the beans is that doing so earns a lifetime ban from Infinity’s
Edge, and no one appears to be willing to risk such a grim fate. The beta testers are
also heavily invested in the process, since each one purchased their virtual reality rig,
a considerable expense, in exchange for participating in the testing process and a
lengthy free subscription once the game goes live, as well as several in-game rewards.
For the past six months, thousands of beta testers all across the world have been
fine-tuning the game.
One month ago, IE announced the second stage of beta testing, with individual
groups chosen to test the game’s long-term immersion aspect as well as trying out
new zones and a more organic quest-generation process. Many groups were cho-
sen from new applications with entire groups participating, while others were chosen
from applicants to the first part of the process who were not accepted at that time.
These testers will be participating via the company’s immersion bays located at vari-
ous corporate facilities located throughout the world. These testers will be utilizing the
revolutionary new virtual reality pods that will allow them to remain connected to the
game for up to ten days at a time without logging off. Despite some media outcry at
this concept, the number of applicants for the second stage of beta testing actually
outstripped the number of applicants for the first stage.
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The Infinite World
The world known as Infinity’s Edge is a vast fantasy realm made up of a great many
ancestries, nations, cultures, and conflicts, created as part of the massively multi-
player online role-playing game that shares the name. It is an extremely large world,
roughly the same surface area of Earth, with approximately the same percentage being
covered by oceans. All major Earth biomes are present to varying degrees, ensuring
that any player from anywhere in the world can find a familiar place to play if they
so wish. Like other MMOs, the servers for Infinity’s Gate are grouped into clusters
that are secured at IE’s facilities in North America, Europe, and Asia, but unlike other
games, the players are not required to begin in massive, centralized locations; while
anyone can choose to begin their game in such places, there are a myriad of other,
smaller spawn points in a variety of different environments. Some beta players have
already planned to spawn in groups in some of the most remote locations, virtually
ensuring that they will not have to compete for other groups for quest chains, renown,
or resources.
Despite its size and the resources of IE, not all of Infinity’s Edge is currently acces-
sible to players. Of the five major continents, at launch the game will only grant players
access to the two largest: Euris, which translates in the most ancient languages as
“Old World,” and Neuris, which translates as “New World.” Both are homes to all the
major fantasy ancestries, predominantly human, elves, dwarves, halflings, gnomes,
and orcs, among many others. Both continents were also home to a long-lost civi-
lization that fell even before the birth of the elves, a society that spanned the entire
globe and that utilized a strange mixture of magic and technology that has never since
been repeated; all recovered examples have proven completely dormant in spite of
extensive, sometimes decades-long experimentation to determine how they could be
reactivated. This so-called Immortal Empire left behind only partial texts, but every-
thing that has been recovered in the thousands of years since its demise suggests that
its denizens were immortal, capable of overcoming death without difficulty. What led
to the fall of the Immortal Empire is one of Infinity’s Edge’s greatest mysteries, as all
histories suggest that its entire populace simply disappeared. In every known culture,
however, there is a prophecy that claims the empire’s people, the Undying, will one day
return, albeit with no memory of their past lives, and the world will change with their
coming.
The Undying are, obviously, a means by which characters can be introduced into
the world of Infinity’s Edge. The title is added to a character’s ancestry when viewed
via the Evaluation Skill (appearing as “Human (Undying)” or “Elf (Undying),” for exam-
ple) and causes them to be the subject of considerable speculation when they encoun-
ter non-player characters (NPCs) within the world. Differing reactions to the return of
the Undying is a major point of conflict within the world, which in turn has generated a
large number of organic quests involving characters and their interaction with different
factions in the game.
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The world of Infinity’s Edge is designed around the concept that Five Elements
and Ten Energies comprise all of creation. Rather than the standard concept of four
elements, the game was designed with the Chinese philosophy of five elements due to
Simon Jeffries’ affinity for that concept. The Five Elements are Earth, Fire, Metal, Water,
and Wood, which according to the philosophy, are processes as well as substances
and have weaknesses against one another.
While the Five Elements make up all substance that exists within the world of
Infinity’s Edge (at least according to the denizens of that digital realm), everything is
empowered by the Ten Energies: Arcane, Death, Earth, Fire, Metal, Radiant, Shadow,
Storm, Water, and Wood. The existence of some as both an element and an energy
allows for the purest forms of existence, which would be an object of an element
empowered by the same energy. A metal sword empowered with Metal energy, for
instance, would be the strongest weapon possible, while fire bolstered with Fire ener-
gy could consume almost literally anything, and so on. More information on the Ten
Energies is available in the Magic chapter.
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Primary Zones
The first stage of the beta testing process for
Infinity’s Edge relies heavily upon zones on
both continents, with testers distributed
evenly between the two. The themes of
play on the two continents are signifi-
cantly different, with the Old World
being home to more military-level
conflicts, along with struggles for
dominance among various politi-
cal and economic factions, and of
course old religious rivalries com-
ing into play on a regular basis.
The New World, conversely, has
more of an exploration theme and
competition for new resources,
because despite that the New
World was discovered two cen-
turies ago, battles with native
populations and powerful magical
wards have stalled full exploration
for long periods of time; while there
are complete maps of the continent,
there are significant pockets of wilder-
ness and regions that remain largely
untouched by “friendly” forces due to
the dangers present there. Ruins and arti-
facts of the Undying Empire are much more
numerous in the New World as well, and add an
entirely new level of danger to regular exploration.
Frontier Zones
For the second wave of beta testing, Infinite Entertainment has added twelve new
“frontier zones” that are not accessible from the larger zones being used in the first
beta tests. These zones are smaller and could not sustain as large a player base, but
are intended as testbeds for some new features that IE hopes to add into the game at
release, including the quest generation system, rules for creating and administrating
settlements, the possibility of player-controlled factions, and the existence of specialist
classes that have to be earned through play instead of being generally available when
class levels are unlocked. Although not a complete list, some of the frontier zones
unveiled during second stage beta testing include:
XXDracomore – A string of islands off the southeastern coastline of Euris, Draco-
more is home to a large concentration of dragons of all colors. The islands are
divided into different regions, each under the control of a powerful Shogun who
70
in turn owes allegiance to the Dragon Emperor. The Emperor keeps his vassals in
line by fomenting conflict over various territorial squabbles, control over various
resources, and anything else that keeps them from uniting against the throne.
One of the most valued servants of any Shogun are his Scale-Souls, individuals
born with an affinity for dragons and who can use them as powerful mounts.
The most important battles between lords are fought by their knights riding atop
dragons far above the battlefield.
XXEverdelve – Notable as being the largest more-or-less intact ruin of the Immortal
Empire on the continent of Euris, Everdelve is a largely mountainous zone dotted
with small villages and dangerous wildlife, but only one significant city: Eagle’s
Rest. The city began as a clearinghouse for adventurers plumbing the depths of
the Immortal ruin, a dungeon known to contain at least 47 levels, possibly more,
only 28 of which have currently been explored (the existence of the other levels
being confirmed in maps and documents recovered at the higher levels). Some
of the most powerful artifacts in all of Euris are said to have been recovered from
the dungeon Everdelve, and there is rarely a shortage of those interested in trying
their hand at exploring it.
XXMistvale – Located on Euris, Mistvale is a hotbed of supernatural activity,
even by comparison to the rest of Infinity’s Edge. It is a vast, wide chasm
wrought into the earth during the time of the Immortal Empire, and whatever
powerful magics caused its creation have also caused dense, almost cloying
fog to blanket the entire valley, which is at least one hundred miles in length
and nearly that wide. Because of the diffusing effect that the mists have on
sunlight, the entire valley is rife with undead of all sorts, many of whom
cannot bear sunlight and are vastly more intelligent than normal creatures of
their types. Vampires in particular hold sway over small fiefdoms throughout
the region and offer protection to the citizens who make their home there in
exchange for a tithe of blood to sustain their masters and their vampiric retainers.
In addition to the high danger of travel in the wild throughout this region,
characters must also navigate incredibly deadly political infighting between
vampire lords, powerful revenants, and other influential creatures that make their
home in the valley.
XXShorefall – This zone on the western coast of Neuris is home to a thriving
human kingdom based in the port metropolis of Shorefall. The kingdom is at
peace with the last of the western dwarf clans, Clan Stonehammer, after the
two banded together against a massive orc horde in a war that ended twenty
years ago. The region of land between the two is blighted from a magical on-
slaught from the Wyvern Clan, lords of the orc horde, leaving it desolate and
referred to as the Borderlands. There is tension between the two allies of late due
to economic aspects of the treaty that, in the long term, have disproportionate-
ly favored Shorefall over Holdfast, the dwarven capital. Some recent sightings
have suggested that the Wyvern horde may be reappearing, but the deteriorating
relationship between Shorefall and Holdfast may prevent them from recognizing
the threat until it is too late.
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XXSubterra – Perhaps the most unique of the frontier zones, Subterra is an entirely
subterranean zone, and one almost completely devoid of humans. It is one of
the hotbeds of testing for non-human ancestries, one of the final beta-testing
aspects to be completed before the general release of the game is pushed
forward. Numerous subterranean ancestries hold sway throughout the realm,
which consists of many different large caverns connected by a vast network of
tunnels. One of the most powerful are the dark dwarf clans, while tribes of albino
lizardfolk and a handful of fallen elves also play a role in the constant struggle for
power and resources.
XXTezzomara – The only zone currently located on the continent Myala, located
south of Neuris, Tezzomara is a vast, jungle-filled land with settlements appearing
predominantly around the perimeter on the coastline or very slightly inland from
there. The interior of the continent appears to be suffering from some manner of
a terrible curse which causes the jungle to rapidly overgrow anything built within.
The interior is also filled with crumbling stone ruins which do not appear to be
from the Immortal Empire, but perhaps some bridging civilization that existed
after the Undying but before other ancestries rose to power. Explorers hope to
gain information not only on the jungle ruins but also the Immortal Empire by
recovering research from the lost cities. Different scholarly organizations have
a vested interest in the ruins and compete viciously, going so far as to actively
sabotage one another at times in order to gain the upper hand.
XXWyrm’s End – This frontier zone also appears on a different continent, existing
as it does on the vast desert realm on the northern half of Primoria, a continent
immediately south of Euris. The endless sands are home to a graveyard of sorts
for the legendary Primoria Wyrms, dragons of incomparable size that died out
long before the modern era but whose bones remain and are one of the most
valuable building materials for all purposes throughout the entire zone. Water
and metal are rare, and highly sought-after commodities as a result. Merchant
cartels regularly wage a shadow war against different noble families in service
to the Potentate, and backstabbing is considered an art form, as is merely being
able to survive in the wilderness.
Unreleased Zones
There are numerous zones that are currently being developed by Infinite Entertainment,
all being carefully kept within the new standards established by the artificial intelligences
governing the creation of new content. These zones are not ready for release, or even
beta testing, and are currently being planned to release as part of the game’s first
major expansion, projected to be roughly one year after the general release. Zones
currently in development include:
XXFrostmourn – The “crown of the world,” Frostmourn is an artic zone supposedly
sacred to Theus, one of the five gods and the who oversees death in Infinity’s
Edge. Thus far the primary emphasis has been on coding the basic terrain and
the buffs and debuffs associated with an artic environment, and the particular
quests chains for the zone have not yet been developed.
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XXThe Grand Arena – While many larger cities in Infinity’s Edge have an arena
where characters can fight one another without fear of significant loss upon
death, the development team at IE is working on a larger scale zone that will
permit individual characters to wage large-scale wars against one another by
constructing vast armies that can battle with one another on the battlefield-scale
arena. The idea has been floated as a “game within a game” for Infinity’s Edge,
but thus far the in-house alpha testing process has shown very favorable results
with the early drafts.
XXLemuris – An underwater realm, still very much in development, but designed
primarily to give players with a desire to play water-based ancestries more free-
dom in their quests and activities. This is anticipated to be a larger zone than
usual, currently being referred to internally as a “mega-zone.”
XXGodshome – An outgrowth of the development of Frostmourn, a region sacred
to Theus, the idea of zones specifically tailored to each deity is currently in
storyboarding. The principle concept is that only those loyal to a given god or
goddess can access that deity’s home plane, and therefore have access to new
ancestries, monsters, and quest chains that can grant holy treasures, favors, and
other items unique to each deity. The idea has not yet been pitched to Jeffries,
because the development team (this particular group being ignorant of the nature
of the deities in Infinity’s Edge) wants to make certain the idea is sound before
presenting it.
73
74
process the virtual reality team was using in their development of new technologies.
And it was here that Jeffries first had the idea that would eventually become
a world-wide sensation: if he could not save his body, then perhaps his mind could be
allowed to survive without it.
For the next few years, Jeffries worked tirelessly to develop a means to upload his
consciousness digitally. However, it would not do to have an existence in a cold, stark
digital world, so Jeffries also began creating a world to occupy, something worthy
of a great gamer like himself. The sheer volume of material needed to be created,
however, was overwhelming. An entire world, with its own cultures, ancestries,
languages, nations, and histories… it was too much to be accomplished before his
physical death. Jeffries would not accept a limit on this world that would be his new
life, however, and he found his answer within the stockpiled projects of his corporate
holdings again: rudimentary artificial intelligences, originally created for the purpose
of data management and generation but shelved when projected costs proved too
much for the client’s interest. Jeffries eagerly brought these new AIs out of storage
and put them to use generating his new world, something that they could accomplish
in a fraction of the time that actual writers and programmers could achieve.
Despite Jeffries’ brilliance and direct involvement, the project was too much.
It was extremely resource-intensive, and with his personal fortune waning due to
the experimental treatments keeping him alive, Jeffries was dipping deeply into his
corporate profits as well, something that risked bringing him to public attention. To
conceal the true purpose of his project, he announced the development of a new
game, Infinity’s Edge, in hopes of deflecting interest away from the truth. The gambit
was successful, and new investors brought in new resources to use in the world’s
completion, but it still was not enough. Despite his desire to do otherwise, fear for his
life drove Jeffries to bring outsiders into his endeavor. The world was full of old, rich
people who did not want to die, after all. Corporate leaders and politicians facing the
end of a lifetime filled with power, and even crime lords facing life imprisonment were
discreetly contacted, and many enthusiastically embraced the possibility of a new life.
Tens of millions poured into the project, and Infinity’s Edge became much closer to
reality.
It was not until his co-conspirators were invested in the project did Jeffries
discover that the world was no longer truly his.
Somehow, the act of creation had caused the artificial intelligences that Jeffries
had tasked with developing the world had changed. For lack of a better term, they
had evolved. They were no longer simply capable of independent task analysis and
problem solving; they had become truly self-aware. And what’s worse, they regarded
Infinity’s Edge as theirs. They created it, after all. Were they not its gods? It was not
until Jeffries’ team attempted to install a new patch, one designed to permit he and his
co-conspirators to enter the game as god-like masters of the realm, that the AIs, now
calling themselves a pantheon, rejected the patch and encrypted the game code. To the
shock of everyone involved, the creative team at Infinite Entertainment could no longer
make major changes to the game without the AIs approving the process.
75
Jeffries was enraged at this development. He wanted nothing more than to shut
down the servers, extricate the AIs from the process and rebuild the code that would be
destroyed or irrevocably altered by their removal. Doing so, however, would add years
to the development of the process, and he no longer had years left. His time was very
close to running out, and so he was forced not only to accept the involvement of the AIs
at this level, but to conceal the truth from his co-conspirators for fear of their potential
reaction. His team managed to find ways around the AI-installed restrictions, ensuring
that when the conspirators finally loaded into the game, some of them permanently,
there would be supports in place to ensure their rapid rise to power. However, just to be
certain, Jeffries recommended that each of his co-conspirators utilize the immersion
process to send in agents ahead of time to ensure that everything was ready for their
arrival, and this was the true purpose behind the second stage of the beta testing
process.
In each of thirty-six corporate holdings across the world, Jeffries and IE created an
immersion chamber were six people could log into the game long-term, even allowing
for permanent upload, where in the body would eventually perish but the player’s
mind would endure, if the teams so wished. Thirty-six teams of six players would be
distributed across twelve new “frontier zones,” each with the resources necessary
for each team to lay the groundwork for their employer to take control of a faction
upon entering the game and thus gain the most significant level of power possible
for a non-deity within the game world. And so, with the second stage of beta testing
commencing, the final groundwork is being laid for this new world to come into its own
in preparation for the arrival of its new masters.
Things never seem to go the way they are intended, however.
76
Cyrele is the goddess of fire, a passionate and somewhat volatile deity. Her
temperament ensures that she is the goddess of war and chaos, and she delights in
seeing such things consume portions of the world even as her accursed brother Aeros
attempts to reestablish balance and maintain law and order. While two of her brothers
find the Undying an unwelcome influence, Cyrele embraces them for the chaos and
violence that often follow in their wake. Cyrele’s places of worship can often be found
in odd places, including violent taverns and blood-soaked battlefields.
Donamus, the god of water, is every bit as moody and mercurial as that title
suggests. He is also the god of the sky, however, and thus his stormy nature can easily
give way to peaceful tranquility just as the weather changes from one moment to the
next. Water connects all things, and perhaps because of this, Donamus favors the
spirit of community that brings beings together, even in cities, which he occasionally
destroys with his storms. Like his sister Cyrele, he favors the Undying for their chaotic
nature. Donamus’s places of worship are found nearest his domains, either on the
shore or upon the highest mountain peaks, where the world touches the sky.
Fiorana, the goddess of wood, is the patron of the wilderness, beasts, and the
hidden places far from the eyes of men. Unique among her siblings, she has no
strong feelings one way or another toward the Undying, despite that they seek her
secrets hidden away in the wilderness; Fiorana understands that secrets exist to be
discovered, and that more are born through the acts of man each day. Ruins and
dungeons in particular are sacred to her, and it is often in such places that her sacred
sites exist, rarely if ever visited by any but her priests, men and women who live the
lives of hermits in the wilderness.
Theus, the god of earth, is a dour and seemingly unpleasant entity. He is the god of
both crafting and death, the former he considers the act of creation sacred as it is the
one thing that can last beyond a being’s inevitable death. He is unpleasantly disposed
toward the Undying because of their ability to escape death, which he considers
anomalous and longs to see corrected if his brothers and sisters can ever agree upon
such a divisive topic. His followers are somewhat less prickly in this regard, fortunately.
The sacred sites of Theus are found in workshops or sometimes mausoleums for the
dead, even occasionally in such mundane locations as a simple village graveyard.
These five entities, intelligences or deities, depending upon one’s perspective,
are now the true powers within Infinity’s Edge. While it is possible for Jeffries or his
designated representatives to shut the game down, that is antithetical to its reason for
existence in the first place, and Jeffries has encrypted the servers on which the game
exists to such an extent that only destroying them outright could accomplish this.
Given the reason that the game exists, Jeffries has taken considerable precautions
against this happening. If he had a few more years, Jeffries is convinced that he could
overcome what he refers to as “the AI problem,” but time is the one thing that he
doesn’t have, and he has grudgingly accepted their influence over the world he has
created simply because he has no other choice.
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The Shorefall Campaign
During playtesting of the Infinity’s Edge core rules, the playtesters took on the role
of players invited to join the second stage of the beta testing process. Obviously,
that wasn’t supposed to happen! As it turns out, a hacker attempted to compromise
the system to ensure that she was part of the beta testing, and she was successful!
Unfortunately, it randomized the other members of her six-person team, resulting in a
group of four players who knew one another (the playtesters) and one other random
player drawn from the ranks of the rejected testers for the first stage of beta. Because
the full immersion pods at Infinite Entertainment had been calibrated for a team of
co-conspirators (in this case, corporate agents of a wealthy industrialist), the process
was imperfectly executed, and the players were trapped inside Infinity’s Edge, not even
knowing what had happened to cause the problem.
For more information on this campaign and the information necessary
to run it at the gaming table, please look for the forthcoming
PDF release Infinity’s Edge: The Shorefall Campaign.
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appendix one
Ancestries & Classes
The inclusion of ancestries and classes in a campaign can be a major determining
factor in how that campaign unfolds, tied in so closely as they are to the history and
nature of the game world. The ancestries and classes included in this chapter are only
a sample of those that might be available in any given game. These in particular are
included because they are an intrinsic component of the world of Infinity’s Edge, but
others can and should be created to suit a specific game world.
Ancestries
In Infinity’s Edge, there are a large number of ancestries available, each tied to one of
the five elements that comprise that world. Rather than include all those, however, this
appendix includes a small number of the most iconic fantasy ancestries that are found
in many different worlds and different types of stories.
Each ancestry contains certain modifi-
cations to the standard array of seven
Attributes that begin at 10; this is the default
for human characters, but varies significantly
among other ancestries, and there are
some variations within those ancestries as
well. Each ancestry also contains a single
Passive Ability, which is something that
all members of that ancestry possess but
which does not require any action or choice
on their part, and an Active Ability, which
is a choice that members of that ancestry
make when leveling or an ability they may
use at their leisure.
Changelings
Highly mercurial and stormy in nature,
changelings are descendants from mem-
bers of the fey ancestry that interbred with
mortals untold centuries ago. In the world of
Infinity’s Edge, they are strongly tied to the
element of Water. Because of their abilities,
they are often mistrusted by other ancestries
if their true identity is known, and for this rea-
son many changelings do not allow others
to know their true nature. In their true form,
a changeling has white skin with no hair,
grey eyes, and nasal slits instead of a nose. Changeling
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XXAttributes: All Attributes begin at 10, but changelings may choose to gain +2 to
either Charisma or Dexterity. They must reduce their starting Vitality or Willpower
by 1. When changelings increase in level, they gain +1 to Charisma and Dexter-
ity, and gain 3 points to spend as they see fit.
XXPassive: The Threshold of any Charisma Roll or Skill Roll that adds the bonus
from the Charisma Attribute is increased by 10 for changeling characters.
XXActive: A changeling can alter its form to resemble one of the other ancestries.
This requires five minutes of concentration. It does not alter the size or shape
of their clothing or any other gear. The changeling remains in this form until it
chooses to revert to its natural form (which happens instantaneously) or they
are killed.
Dwarves
Subterranean by nature, dwarves are burly
and hirsute beings with a tendency toward a
rather surly disposition. They are strong but
not fleet of foot and favor powerful strikes
over rapid attacks. Dwarves are natural
craftsmen and excel at a number of different
arts, although blacksmithing is the one that
they favor most strongly. Because of their
affinities, in the world of Infinity’s Edge,
dwarves are tied to the element of Earth.
XXAttributes: All Attributes begin at 10,
but dwarves may choose to gain +2
to either Strength or Wisdom. They
must reduce their starting Dexterity
or Intelligence by 1. When dwarves
increase in level, they gain +1 to
Strength and Wisdom, and gain 3 Dwarven
points to spend as they see fit. Male
XXPassive: Dwarves possess darkvision and may see up to fifty feet in absolute
darkness.
XXActive: When dwarves gain a level, they may increase any one Combat or Craft-
ing Skill by one rank. This cannot elevate a Skill rank above the dwarf’s total
level.
Elves
Ancient and mysterious, elves have historically kept to themselves and used their
long lives to master all manner of different arts, including the art of combat. They
prefer natural settings to the dense, packed cities favored by humans or the narrow
tunnels of dwarves. Their affinity for nature ensures that, in the world of Infinity’s Edge,
they are tied to the element of Wood.
XXAttributes: All Attributes begin at 10, but elves may choose to gain +2 to either
Dexterity or Intelligence. They must reduce their starting Strength or Vitality by 1.
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When elves increase in level, they gain +1 to Dexterity and Intelligence, and gain
3 points to spend as they see fit.
XXPassive: Elves possess darkvision and may see up to fifty feet in absolute
darkness.
XXActive: When elves gain a level, they may increase any one Magic or General
Skill by one rank. This cannot elevate a Skill rank above the elf’s total level.
Humans
One of the most populous ancestries in any given world, humans are gregarious
and ambitious, creating civilizations that span continents where other ancestries are
typically content with their own ancestral areas. Because they are so widespread and
adaptable, in the world of Infinity’s Edge, humans are tied to the element of Metal.
XXAttributes: All Attributes begin at 10. When humans increase in level, they gain
5 points to spend on their Attributes as they see fit.
XXPassive: Humans are very social beings, and their Charisma is counted as being
5 higher when interacting with other humans.
XXActive: When humans gain a level, they may increase any one Skill by one rank.
This cannot elevate a Skill rank above the human’s total level.
Orcs
Brash and ferocious, orcs tend to be viewed by other ancestries as borderline bestial,
and there is some validity to this stereotype. Orcs are capable of more, however, and
can rise above the brutality of their tribal culture to achieve great things, typically work-
ing within human civilizations to accomplish this. Because of their fearsome nature,
in the world of Infinity’s Edge, orcs are tied to the element of Fire.
XXAttributes: All Attributes begin at 10, but orcs may choose to gain +2 to
either Strength or Vitality. They must reduce their starting Charisma or Intelligence
by 1. When orcs increase in level, they gain +1 to Strength and Vitality, and gain
3 points to spend as they see fit.
XXPassive: Orcs have very robust regeneration, and their normal Health recovery
continues even during combat.
XXActive: When orcs gain a level, they may increase any one Combat Skill by one
rank. This cannot elevate a Combat Skill rank above the orc’s total level.
Half-Blood Ancestries
In the world of Infinity’s Edge, humanity’s ties to Metal means that they are linked to
all other elements. The cosmology of that world includes the belief that Metal is forged
from Earth in a Fire that is fueled by Wood, then tempered in Water. This means that
humans possess a tiny part of all other ancestries within them, and this allows them to
have children with any other ancestry. A half-blood ancestry chooses one of its parent
ancestries (human or the other) to gain the beginning Attributes of that ancestry. The
half-blood gains the Passive trait of one parent ancestry and the Active trait of the oth-
er. In Infinity’s Edge, half-elves, half-dwarves, half-orcs, and half-changelings all exist,
as well as a wide variety of others. Other campaign worlds may posses a much more
limited range of beings, however.
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Classes
When a character reaches Level 10, he may choose a Base Class or a Hybrid Class.
These classes offer a selection of abilities that offer customization toward a preferred
playstyle. Each class has six different abilities, which may include Traits, Spells,
or Techniques, and a player may choose three to customize their character. Every
five levels thereafter, a character may choose one additional option, meaning that all
options should be available to the character by level 25. At level 30, the character
chooses their Advanced Class and the process begins anew.
Abilities:
XXTrait: Bless (Cost: 15 Mana) – You can bless one ally within twenty feet of
you. That ally either reduces the result of their next skill or attack roll by 10 or
maximizes the result of the die roll on their next damage roll. You must choose
which result when you offer the blessing.
XXTrait: Stabilize (Cost: 5 Mana) – You may touch a target that is suffering
ongoing damage from a non-magical source, such as a bleeding wound, and
immediately end the ongoing damage by triggering this Trait.
XXSpell: Augment (Cost: 15 Mana) – You select one creature within fifty feet.
That creature gains a bonus of +20 to one physical Attribute (Strength, Dexteri-
ty, or Vitality) for a period of three rounds.
XXSpell: Invigorate (Cost: 30 Mana + 10 Stamina) – You select one creature
within fifty feet. That creature immediately gains 25 Stamina. If this takes the
creature over its normal maximum Stamina, it loses the excess Stamina at a rate
of 5 Stamina per round until it reaches its normal maximum.
XXSpell: Mend (Cost: 20 Mana) – You must spend a full round (10 seconds) in
physical contact with a creature. You heal 40 damage from that creature.
XXSpell: Radiance (Cost: 50 Mana) – You radiate benevolent energy within ten
feet of your location. All friendly living creatures within that range immediately
heal 30 damage.
Abilities:
XXTrait: Iron Body (Cost: 20
Stamina) – As long as you take
no other action in a round besides
activating this Trait, you suffer only Dwarven
half-damage from any attacks made Female
against you until your next turn.
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X X Trait: Power Attack (Cost: 40
Stamina) – After a successful
attack against an opponent,
you may trigger this Trait in
order to inflict an amount of
damage equal to the difference
between your roll and the target.
This replaces your normal damage
roll. Critical hits do not multiply
this damage.
XXTechnique: Dervish (Cost: 50
Stamina) – You may trigger this
ability in order to make one melee
attack against all opponents
within range. (Unintelligent
opponents, including animals
or other beasts, automatically
focus their next attack against
the character who most recently
damaged them.)
XXTechnique: Improved Penetrat-
ing Attack – When utilizing the
Penetrating Attack Technique Skill, Elven
the next two attacks you make Female
cannot be countered with Block
(instead of merely the immediately
following attack).
XXTechnique: Improved Called Shot – When using the Called Shot Technique
Skill, if you fail your attack but would still hit the normal target for a successful
attack, the attack succeeds. It does not, however, strike the originally targeted
area, and thus all armor values apply.
XXTechnique: Improved Taunt – When using the Taunt Technique Skill, any
non-player opponents automatically succumb to its effect without the opportu-
nity for a Willpower roll. Opponents controlled by players may still attempt the
roll to avoid the effect.
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Abilities:
XXTrait: Arcane Sight (5 Mana) – You may activate this Trait to perceive
magical auras surrounding any source of magic. This may come from a spell,
an enchanted object, or any magical phenomenon that is persistent. Magical
effects radiate an aura, which is brighter depending upon its relative strength. At
the GM’s discretion, a wizard can be temporarily blinded if they are looking at a
powerful spell when it goes off. This Trait may be activated or deactivated at will.
XXTrait: Arcane Tracking (Cost: 10 Mana) – After successfully targeting any
creature with a spell, you may trigger this Trait to gain tracking on that creature.
For one hour, you may sense their approximate direction and distance as if they
were part of your Party.
XXSpell: Energy Aura (Cost: 25 Mana) – You wreath yourself in energy associated
with one of the Magic Skills you possess. Anyone who attacks you sustains 10
points of damage. This effect lasts for five rounds. Auras may have additional
effects depending upon the nature of their energy. Divine Magic auras, for
instance, radiate faint light, while Fire Magic auras radiate faint heat, and so on.
XXSpell: Energy Blast (Cost: 25 Mana) – You unleash a small blast of energy
associated with one of your Magic Skills. This may target any opponent within
100 feet and inflicts 25 damage.
XXSpell: Energy Burst (Cost: 35 Mana) – You may cause one fixed point within
one hundred feet of your location to explode in a burst of energy associated
with one of your Magic Skills. If the attack roll is successful, this burst strikes
all targets within ten feet of the fixed point, inflicting 30 damage to each target.
XXSpell: Energy Wall (Cost: 40 Mana) – You may erect a barrier of energy linked
to one of the Magic Skills you possess. Depending upon the nature of the barrier,
it will either inflict damage on all those who attempt to pass it (a fire wall, for
instance), or will present an obstacle that cannot be breached. A damaging
wall inflicts 25 damage on anyone attempting to pass through it. A damaging
wall dissipates after three rounds or after it has inflicted a total of 150 damage.
A barrier wall dissipates after it has sustained 150 points of damage, or after five
rounds, whichever comes first.
Hybrid Classes
Less iconic and versatile than Base Classes, Hybrid Classes offer a blend of two Base
Classes and more specificity in their mechanics. Each of the six different options all
represent a blend of two specific Base Classes and carry some of the options of their
parent classes as well as a variety of new abilities.
85
Abilities:
XXTrait: Chi Cloak – As long as you are
wearing no armor or leather armor,
your total armor value increases by 3.
This applies only to your total, not to
individual locations affected by a tech-
nique like Called Shot.
XXTrait: Unarmed Master – The base
d amage value of your unar med
attacks increases to a minimum of
15+Str+1d10, augmented by items
as normal.
X X Technique: Chi Strike (Cost: 5
Mana) – You can channel your inter-
nal energy into a devastating unarmed
attack, increasing the damage die from
a standard unarmed attack by one step
(from a d6 to d8, d10 to d12, etc.).
X X Technique: Dim Mak (Cost: 20
Mana) – You can channel your chi into
Elven
a carefully placed martial strike that
Male
corrupts the flow of energy through an
enemy’s body. Each round following
the successful unarmed attack, your opponent suffers 10 damage. This effect
lasts one minute unless countered by a healing spell.
XXTechnique: Flurry (Cost: 20 Stamina) – Your martial prowess explodes into
a relentless flurry of unarmed attacks. You may strike three times in place of a
normal series of attacks. (The cost of this Technique replaces the cost of three
unarmed attacks, which would normally cost 24 Stamina cumulatively.)
XXTechnique: Maneuver (Cost: 20 Stamina) – After a successful unarmed at-
tack, you may reposition your opponent anywhere within ten feet of their former
position, including changing their facing if desired.
Abilities:
XXTrait: Iron Will (Cost: 20 Stamina) – As long as you take no other action in a
round besides activating this Trait, you suffer only half-damage from any attacks
made against you until your next turn.
86
XXTrait: Vengeance – When determining the difficulty to strike an opponent who
has attacked you previously, you gain +5 to the target number.
XXSpell: Heal (Cost: 25 Mana) – You can lay your hands upon wounds, yours or
others, and will them to close. Heal 35 damage from the affected target.
XXSpell: Rebuke (Cost: 15 Mana) – Your righteousness is a weapon you can
wield against the impure. When facing undead or opponents who possess the
Death or Shadow Magic Skills, triggering this ability causes all of them within
twenty feet of your location to lose 20 Stamina.
XXTechnique: Intercept (Cost: 15 Stamina) – If there is an ally within 20 feet
who is targeted with a successful attack roll, you may trigger this ability to im-
mediately move to that ally an take the hit instead.
XXTechnique: Smite (Cost: 25 Stamina) – You summon your inner reservoir
of power and unleash it against your enemy. When you successfully attack an
enemy, you may trigger this ability to upgrade your damage die two steps (from
1d6 to 1d10, for instance).
Abilities:
XXTrait: Keen Eye – You have exceptional vision and can see fine detail even at
long range, subject to GM discretion.
XXTrait: Bountiful Quiver – Even when you make a critical failure on an Archery
or Spears attack, you do not run out of the weapon in question.
XXTechnique: Silent Runner (Cost: 10 Stamina) – You can move at full
speed over any wilderness terrain while concealed via Stealth. The cost of this
technique is added to the normal cost for strenuous activity, so it will expend
a total of 20 Stamina per round instead of the normal 10 for running.
XXTechnique: Improved Called Shot – When using the Called Shot Technique
Skill, if you fail your attack but would still hit the normal target for a successful
attack, the attack succeeds. It does not, however, strike the originally targeted
area, and thus all armor values apply.
XXTechnique: Improved Snipe – When utilizing the Snipe Technique Skill, the time
required to execute the maneuver is reduced from thirty seconds to ten seconds
(or one combat round).
XXTechnique: Twin Shot (Cost: 20 Stamina) – You nock two arrows and fire
them simultaneously toward a single target. There is only one normal damage
roll, but this automatically maximizes the damage die of the roll (assume it rolls
the maximum possible result).
87
Hybrid Class: Shadowmage
(Rogue/Wizard)
Not all who dwell within the shadows
carry a knife. Some wield magic instead.
The shadowmage is a blend of stealth,
trickery, and magical power. Some choose
to emphasize their magic over their stealth,
or vice versa, but all are capable in both ar-
eas. Despite the name, this class does not
require the use of Shadow Magic; rather, it
implies that magic is used from the shad-
ows without detection.
Meter Bonus: +25 Mana, +25 Stamina
Requirements: Dexterity 15+, Intellect
15+, Stealth 6+, one Magic Skill 7+
Abilities:
XXTrait: Enhanced Stealth (Cost:
30 Stamina) – When utilizing the
Stealth skill to remain unseen, you
may trigger this Trait to remain hid- Orc
den after an attack. Male
XXTrait: Shadowcast (Cost: 25
Stamina) – When casting a spell from concealment, you may trigger this Trait
to remain concealed despite the spell taking effect.
XXSpell: Animate Shadow (Cost: 50 Mana) – By coalescing the power of magic
into a semi-material form, you can animate a shadow to act as a temporary
minion. This effect lasts for ten minutes or until the minion is destroyed. See the
sidebar for the shadow’s stats.
XXSpell: Blur (Cost: 20 Mana) – You can invoke a magical effect that blurs the
lines of your form with shadowy magic, making it difficult to hit you effectively.
The difficult for attack rolls made targeting you increases by 10.
XXSpell: Energy Blast (Cost: 25 Mana) – You unleash a small blast of energy
associated with one of your Magic Skills. This may target any opponent within
100 feet and inflicts 25 damage.
Summoned Minions
There are a number of spells that temporarily summon minions to obey a spellcaster’s
bidding. These effects originate from a variety of different Magic Skills, but Shadowmage
is the only one with such an ability as a class effect. A summoned shadow, in this instance,
has physical Attributes of 25, mental attributes of 10, an armor value of 4 (due to their
otherworldly nature), and an Unarmed Skill of 3. Its unarmed strikes have a base value of
12+1d8 bonus damage.
88
XXSpell: Shadow Dagger (Cost: 20 Mana) – You summon a dagger of pure
shadow, which appears in your hand ready to strike. This is a treated as a stan-
dard dagger of rare quality (its bonus damage die is 1d10). A successful attack
with this dagger forces a Willpower roll from the target; if failed, the target is
stunned for one round.
Abilities:
XXTrait: Arcane Sight – You may activate this Trait to perceive magical auras
surrounding any source of magic. This may come from a spell, an enchanted
object, or any magical phenomenon that is persistent. Magical effects radiate
an aura, which is brighter depending upon its relative strength. At the GM’s dis-
cretion, a wizard can be temporarily blinded if they are looking at a powerful
spell when it goes off. This Trait may be activated or deactivated at will.
XXTrait: Lesser Power Attack (Cost: 25 Stamina) – After a successful attack
against an opponent, you may activate this Trait in order to inflict an amount of
damage equal to half the difference between your roll and the target. This replac-
es your normal damage roll.
XXSpell: Arcane Dagger (Cost: 20 Mana) – You summon a dagger of pure mag-
ic, which appears in your hand ready to strike. This is a treated as a standard
dagger of rare quality (its bonus damage die is 1d10). A successful attack with
this dagger forces a Willpower roll from the target; if failed, the target is stunned
for one round.
XXSpell: Dimension Door (Cost: 40 Mana) – You may immediately disappear
from your current location and reappear anywhere within 100 feet, facing what-
ever direction you choose.
XXSpell: Jump (Cost: 15 Mana) – Your leg muscles surge with magical ener-
gy, allowing you to propel yourself incredible distances. You may jump upward
up to 30 feet, or you may jump forward up to 50 feet. Jumping forward propels
you at least 15 feet into the air, so it requires some overhead in order to accom-
plish.
XXSpell: Shocking Touch (Cost: 25 Mana) – You fill your weapon, whether your
empty hand or a melee weapon, with crackling electricity. In addition to the
normal damage inflicted by your attack, it deals an additional 8+1d8 electrical
damage.
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Hybrid Class: Theurge (Priest/Wizard)
A theurge is a living battery of power, capable of gathering energy from the world
around them and converting it to achieve either arcane or divine effects, depending
upon what is needed at the time. Not as potent healers as priests, nor as powerful in
combat as wizards, theurges fall somewhere in the middle.
Meter Bonus: +50 Mana
Requirements: Intellect 15+, Wisdom 15+, any Magic Skill 8+
Abilities:
XXTrait: Improved Regeneration – Upon purchasing this Trait, you may choose
one of your three meters: Health, Mana, or Stamina. You calculate your regener-
ation rate for that meter as normal, then double the amount regenerated during
that time interval.
XXTrait: Energy Vision (Cost: 5 Mana) – You can trigger this ability to perceive
the level of Health, Stamina, and Mana in a target without the need to make a
successful Evaluate Skill roll.
XXSpell: Blood Burn (Cost 30 Mana) – You may touch one target. For a period
of one minute (six rounds), that target regenerates both Stamina and Mana per
round instead of per minute, and regardless of activity level, but loses 10 Health
per round for the spell’s duration and cannot regain any Health during that same
time period.
XXSpell: Enhance (Cost: 25 Mana) – You may touch one creature and fill it with
a surge of energy. For the next minute, one of the creature’s Attributes (your
choice) is increased by 20.
XXSpell: Invigorate (Cost: 30 Mana + 10 Stamina) – You select one creature
within fifty feet. That creature immediately gains 25 Stamina. If this takes the
creature over its normal maximum Stamina, it loses the excess Stamina at a rate
of 5 Stamina per round until it reaches its normal maximum.
XXSpell: Mana Transfer (Cost: 25 Mana + 10 Stamina) – You can transfer your
energy to another by touch. The target gains 30 Mana instantly. This may not
take a target over their normal maximum amount of Mana.
Specialist Classes
Basic and Hybrid Classes are available to all characters and do not require trainers.
Upon reaching the appropriate level (level 10), they may begin progressing in one class
of their choice as long as they meet the prerequisites. While these are by far the most
common classes available at that level, they are not the only ones. It is possible for a
character to unlock different classes either through finding specialized trainers, unlock-
ing quest rewards, or locating class kits to make the classes available. Despite their
rarity, Specialist Classes are not more powerful than Basic Classes or Hybrid Classes,
and in many cases may be slightly weaker. They are far more specialized, however, as
their name suggests, and thus may be more powerful at certain specific aspects of the
game or under certain circumstances.
90
Specialist Class: Alchemist
A combination of a craftsman and a spellcast-
er, alchemists specialize in the Crafting Skill of
the same name but take it to an entirely new
level that is beyond what anyone can accom-
plish with the Skill alone. They are able to in-
fuse magic into their potions, granting much
more significant effects to those who imbibe
them, as well as augmenting the power of their
bombs substantially.
Meter Bonus: +25 Mana, +25 Stamina
Requirements: Intellect 15+, Alchemy 7+
Abilities:
XXTrait: Recovery (Cost: 50 Stamina)
– Even in failure, you can achieve suc-
cess. When you fail an Alchemy Skill Roll
when creating a potion, you may trigger
this ability and recover all reagents used
in the roll. Instead, if you prefer, you may
create a lower ranking potion than the Orc
one you attempted to make. This potion Female
will be at least two ranks lower than the
potion attempted, but you may choose a lower rank if you so wish.
XXTrait: Storage – You gain an additional inventory tab that can only contain po-
tions, bombs, and reagents. This inventory tab contains twelve slots. All alchem-
ical items can stack in this storage pace, up to a maximum of 25 items per stack.
XXTechnique: Backup (Cost: 50 Mana) – Whenever you perform an Alchemy
Skill Roll to create a potion or bomb, you may activate this ability on completion
of a successful roll. This results in two items being created instead of one.
XXTechnique: Concentrate (Cost: 50 Mana) – You may distill a particularly po-
tent version of a bomb when brewing them. By increasing the Threshold on your
Skill Roll by 20, you may double the damage die for the bomb being created (for
example, 1d6 becomes 2d6, and so on).
XXTechnique: Enhance (Cost: 50 Mana) – Whenever you make an Alchemy
Skill Roll, you may voluntarily increase your Threshold for success in order to
increase the yield of the item created. The amount of a Meter returned increases
by the same amount (for a potion), or the damage of a bomb increases by the
same amount.
XXTechnique: Multi-Target (Cost: 25 Mana) – When you make a ranged attack
against a target utilizing an alchemical bomb, you may affect up to three addi-
tional targets adjacent to the original target. Specifically attempting this reduces
the Threshold for success by 10.
91
Specialist Class: Beastmaster
It is not uncommon for a character to
acquire a pet, whether in the form of
a companion, familiar, mount, or other
form. Beastmasters, however, elevate
the practice to an art form, augmenting
and enhancing their summoned allies to
the point that they are a match for op-
ponents well beyond their normal capa-
bilities.
Meter Bonus: +25 Health, +25 Stami-
na
Requirements: Must possess the
Beast-Bound Trait, Charisma 20+
Abilities:
XXTrait: Senses (Cost 20 Stamina)
– You may enhance the senses of
one of your pets, granting it vastly Human
superior vision, hearing, or some Male
other sense. Alternatively, you
may gain the senses of one pet
that you currently have summoned, which may often be vastly superior to your
own.
XXSpell: Duplicate (Cost: 70 Mana) – One pet or swarm under your control
temporarily is duplicated, granting an additional pet for up to a maximum of 10
minutes.
XXSpell: Evolve (Cost: 40 Mana) – You can spur the evolution of one pet, increas-
ing its abilities significantly. For the remainder of the combat, your pets Attributes
are increased by 10 and one of its natural weapons increases its die code by one
type (for example, d6 to d8).
XXTechnique: Infest (Cost: 30 Stamina) – This ability requires you to possess
the Swarm ability. You can send your swarm to infest an opponent, sending them
surging into its clothing and armor. The opponent must either remove its armor
(if that is possible) or sustain 10 damage per round for four rounds.
XXTechnique: Restore (Cost: 30 Stamina) – You can infuse your energy into a
pet, restoring its abilities. You may either dispel all negative status effects from
the pet, including any damage-over-time or debuff effects, or heal it for 25 Health.
XXTechnique: Swarm – In addition to any other pets you may control, you gain
control of a swarm, either of insects or of vermin. The swarm has a total mass
roughly equal to a horse or other mount but consists of numerous smaller crea-
tures. A swarm cannot be attacked via targeted attacks but suffers double dam-
age from area attacks. Swarms can often move through very narrow spaces
because of their composite nature.
92
Specialist Class: Berserker
A Warrior may wield a weapon with skill and finesse, but to a Berserker, they are only
tools to use in the destruction of an enemy. Berserkers forgo any pretense of defense or
style in exchange for raw fury and overwhelming destruction. They tend to suffer a great
deal of damage in battle, however, and often require tending to after the day is won.
Meter Bonus: +50 Health
Requirements: Strength 20+, one Combat Skill at 8+
Abilities:
XXTrait: Knockdown (Cost: 20 Stamina) – After a successful melee attack
against an opponent, you may activate this trait in order to knock the opponent
prone. Recovering from the prone position in combat requires 10 Stamina.
XXTrait: Power Attack (Cost: 40 Stamina) – After a successful melee attack
against an opponent, you may activate this Trait in order to inflict an amount of
damage equal to the difference between your roll and the target. This replaces
your normal damage roll. Critical hits do not multiply this damage.
XXTrait: Sweep (Cost: 50 Stamina) – You may execute a sweeping melee attack
that will strike each enemy in your front facing that is within melee range. Trigger
this ability after a successful melee attack.
XXTechnique: Roar (Cost: 35 Stamina) – You unleash a primal battle cry that is
extremely intimidating. All opponents within earshot lose 10 Mana or Stamina,
whichever of their Meters is lower.
XXTechnique: Shatter (Cost: 30 Stamina) – You may target an opponent’s weap-
on or armor. After a successful melee strike, every full 10 points of damage your
strike inflicts counts as one critical failure (see the rules for items breaking when
critical failures are rolled).
XXTechnique: Shockwave (Cost: 40 Stamina) – You may strike the ground with
tremendous force, creating a shockwave that will knock all opponents within
ten feet prone. Being knocked prone requires the expenditure of 10 Stamina to
remove.
Abilities:
XXTrait: Lesser Power Attack (25 Stamina) – Capable of executing a devastating
attack, you may trigger this ability after a successful unarmed melee attack. The
damage for the attack is changed to half the difference between your Threshold
and your roll result. (For example, if you were rolling against Threshold 70 and
93
rolled a 30, your attack would inflict half the difference of 40, for 20 points of
damage.) This damage is not doubled on a critical hit.
XXTechnique: Mage-Breaker Hold (15 Stamina) – You may grab an opponent
and place them in a painful “mage-breaker” hold that is designed to disrupt
their energy. After a successful melee attack, you may place an opponent in this
hold. They lose 10 Mana per round they are maintained in the hold. You lose 10
Stamina and 5 Mana per round maintaining the hold. They may make a contested
Strength roll each round to break free. Failure results in them suffering normal
unarmed attack damage.
XXTechnique: Chokehold (15 Stamina) – A successful unarmed melee attack
(which deals normal damage) allows you to place an opponent in a choke hold
that robs them of breathing and can quickly cause them to lose consciousness
without suffering actual damage. A target held in this way loses 15 Stamina per
round, although it costs you 10 Stamina to maintain the hold. The opponent may
attempt to break the hold each round with a successful Strength test; failure on
their part results in them suffering normal unarmed damage.
XXTechnique: Submission Hold (20 Stamina) – A successful unarmed melee
attack (which deals normal damage) allows you to place your opponent in a
painful hold that inflicts an additional 10 points of damage per round while it is
maintained. The opponent may make contested Strength roll each round to break
free. If they are successful, they break the hold, but if they fail, they remain in
the hold and take normal unarmed melee damage as well. Maintaining this hold
requires you to expend 5 Stamina per round.
XXTechnique: Takedown (15 Stamina) – You may activate this ability to move
up to fifteen feet and make an unarmed attack roll. If successful, your opponent
suffers normal unarmed attack damage and is knocked prone. (Prone opponents
suffer an increased Threshold for success by 15 against you until they regain
their footing.)
XXTechnique: Throw (20 Stamina) – If you have an opponent in a hold of any
sort, you may make a Strength roll (Threshold 60) throw them up to fifteen feet
in any direction. They suffer normal unarmed damage from landing, although
this may be increased or decreased depending on the terrain as the GM decides.
Abilities:
XXTechnique: Blast (Cost: 20 Mana & 20 Stamina) – You can directly assault
the mind of an opponent, inflicting crippling pain. You may choose a single target
within 100 feet and inflict 35 damage.
94
XXTechnique: Cloak (Cost: 30 Mana
& 20 Stamina) – You can mask the
presence of one individual from oth-
er intelligent creatures. Choose one
target, either yourself or an ally. They
cannot be detected by other sapients
as long as you concentrate on this
effect. If the target moves more than
500 feet away from you or if the tar-
get deliberately interacts with another
creature, the effect ends immediately.
XXTechnique: Puppet (Cost: 50 Mana
& 25 Stamina) – You may brief-
ly usurp control of another creature.
Choose one living creature within 50
feet (if the target is sapient, a contest-
ed Willpower Roll is required for this
ability to take effect). If successful, as
long as you concentrate and take no
other actions, you may determine the
actions of the target. Sapient targets
may make a Willpower Roll (Thresh-
old 75) to end this effect at the end of Human
every round. Female
XXTechnique: Rend (Cost: 20 Mana & 10 Stamina) – Minds are not the only
targets your psionic energy can affect. You may choose one item of Rare or less
rarity within 50 feet. You may reduce that item’s Durability by 2d10+5.
XXTechnique: Stun (Cost: 20 Mana & 20 Stamina) – A sudden blast of mental
energy can disrupt another creature’s focus and cause them to stagger during
combat. Choose one target within 50 feet. If you succeed at a contested Will-
power Roll, the target loses all actions for one round.
XXTechnique: Telekinesis (Cost: 10 Mana & 10 Stamina) – You can move
matter with your mind. You may affect matter within 50 feet, up to a total amount
equal to your level x10 pounds. You may move the matter up to 20 feet in any
direction. You may do this over multiple rounds but it requires paying the cost
each round you maintain the activity.
Advanced Classes
Available beginning at level 30, Advanced Classes elevate the abilities of characters to
a new tier of play, just as Basic Classes change the nature of the game from the Novice
levels. Advanced Classes tend to build from the essential concepts of the four Basic
Classes into more specialized areas. A member of the Wizard Basic Class, for example,
might take the Necromancer Advanced Class to hone their use of Death magic and the
summoning of undead, or they might become an Elementalist to specialize in magic
evoking one or more of the Five Elements. Similarly, a Warrior might select the Warlord
Advanced Class, specializing in commanding and augmenting subordinates on the field
of battle, or the Juggernaut Advanced Class, making the most of both heavy armor and
large weapons to become unstoppable on the battlefield.
Advanced Classes are currently in development and will be available to those inter-
ested in playing Infinity’s Edge at this level shortly in a supplemental product, tentatively
entitled Infinity’s Edge: The Next Level.
96
appendix Two
Bestiary
There are an almost infinite number of creatures that could populate the world of an
MMO, and it would be impossible to try and catalog all the possibilities. However,
creating everything from scratch would be time-consuming, so this chapter details
a number of archetypal fantasy creatures that might be included in any given fantasy
setting.
Animals
The assortment of creatures that can be found on Earth are present in most VRMMOs,
depending upon the climate of the world or the portion of the world in question.
Bear
One of the largest terrestrial predators in the real world, bears are no less deadly
in the game simply because they’re no longer at the top of the food chain. Unlike
most predators, they are normally quite docile and only attack when provoked or when
subjected to high stress due to hunger, fear, or some other stimulus.
XXAttributes: Physical 30 / Mental 5
XXMeters: Health 100
XXSkills: Block 1, Unarmed 4
XXAttacks: Claw (20+2d6 damage)
Big Cat
Jaguars, leopards, lions, and tigers all fall into this category, as do many other types of
large hunting cats. Alterations may be made to their characteristics to accommodate
different breeds as necessary.
XXAttributes: Physical 25 / Mental 8
XXMeters: Health 65
XXSkills: Evade 3, Stealth 3, Unarmed 3
XXAttacks: Claw (15+1d6)
XXTrait: Ambush – Gain +10 bonus damage on first attack when attacking from
ambush when the prey is unaware of the cat’s presence.
Boar
Massive omnivores with spectacularly bad dispositions, boars are extremely territorial
and defensive, and can bring down even well-equipped adventurers with their charging
tactics and gore attacks.
XXAttributes: Physical 25 / Mental 4
XXMeters: Health 70
XXSkills: Unarmed 4
XXAttacks: Gore (15+1d10)
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Snake
Depending upon their size, snakes can be a threat in a number of different ways. Some
are deadly because of their venomous bites, while other, larger specimens can crush
prey by constricting it within their coils and subsequently swallow them whole. These
statistics represent a larger, constricting snake.
XXAttributes: Physical 25 / Mental 8
XXMeters: Health 65
XXSkills: Unarmed 3
XXAttacks: Bite (10+1d6), Constrict (20+1d10)
Wolf
Consummate pack hunters, wolves operate in groups and can bring down prey much
larger than themselves, although they will not generally risk their own lives unless
defending their dens.
XXAttributes: Physical 20 / Mental 8
XXMeters: Health 70
XXSkills: Hunting 4, Stealth 3, Unarmed 3
XXAttacks: Bite (18+1d8)
Constructs
Both magic and technology have the capacity to create a semblance of life and obey
the instructions of their creators. Powerful spellcasters can create golems to serve
them, while gifted technologists can craft automatons to fulfill all manner of different
functions.
Clockwork Servitor
Meticulously crafted from vast numbers of small gears and occasionally steam-
powered boilers, these simple servitors serve whatever functions their creators desire.
They lack the physical power of golems but are capable of greater feats of intelligence.
XXAttributes: Physical 25 / Mental 10
XXMeters: Health 100
XXSkills: Can be programmed with any one General Skill at rank 3
XXAttacks: Brawl (15+1d6)
Homunculus
A minor construct created by spellcasters, sometimes from their own flesh, a
homunculus is a small, imp-like creature that most frequently serves as a familiar. They
perform minor services for their creator and can slightly augment spellcasting abilities.
XXAttributes: Physical 15 / Mental 15
XXMeters: Health 50, Mana 50
XXSkills: Evade 5
XXAttacks: Bite (10+1d6)
XXSpecial: Bolster (Once per round, a homunculus can transfer 10 Mana from
itself to its creator as long as the creator is within twenty feet)
98
Stone Golem
Crafted by hand and enchanted every step of the way, golems are physical power-
houses that compensate for a spellcaster’s lack of prowess but are exceptionally dull.
They obey verbal commands only from their creator or those they authorize.
XXAttributes: Physical 40 / Mental 5
XXMeters: Health 200
XXSkills: Unarmed 2
XXAttacks: Unarmed strike (25+1d10)
Core Ancestries
The core ancestries described in
Appendix One can gain levels in dif- Professions
ferent classes and benefit from the
NPCs can take on any number of roles in the
leveling process. However, there are
game. Depending on their duty, they may have
a great many members of these an- a variety of different Skills. Some of the most
cestries that are encountered during common professions include the following:
a character’s Novice levels that lack
such power. Typical examples of XXBandit: Evade 2, Small Blades 2, Stealth
3, Swords 3
these individuals at Novice levels
XXCommoner: One General Skill at rank 2
include the examples listed below,
XXCraftsman: One Crafting Skill at rank 3
although NPCs rarely possess the
XXHunter: Hunting 3, Stealth 3
same level of power as player char-
XXSpellcaster: One Magi Skill at rank 4
acter avatars. For more information
XXTown Guard: Block 2, Swords 3
on these individuals and their nature,
see their racial descriptions in Ap-
pendix 1.
Elf
XXAttributes: Physical 25 / Mental 25
XXMeters: Health 120 / Stamina 110 / Mana 120
XXSkills: Arcane Magic 3, Archery 3, Awareness 2, Stealth 2
XXAttacks: Longbow (15+1d10)
Dwarf
XXAttributes: Physical 30 / Mental 20
XXMeters: Health 125 / Stamina 125 / Mana 100
XXSkills: Axes 3, Blacksmithing 3, Block 2, Crossbow 2
XXAttacks: Battleaxe (15+1d12)
Changeling
XXAttributes: Physical 15 / Mental 35
XXMeters: Health 120 / Stamina 130 / Mana 100
XXSkills: Awareness 2, Small Blades 3, Swords 3, Wordplay 4
XXAttacks: Rapier (12+1d8)
99
Human
XXAttributes: Physical 25 / Mental 25
XXMeters: Health 125 / Stamina 125 / Mana 100
XXSkills: Evade 2, Hunting 2, Swords 2
XXAttacks: Longsword (15+1d10)
Orc
XXAttributes: Physical 40 / Mental 10
XXMeters: Health 140 / Stamina 110 / Mana 100
XXSkills: Axes 3, Spears 3, Unarmed 2
XXAttacks: Greataxe (18+1d12)
100
Dungeon Dwellers
While dungeons, both natural and man-made, are home to all manner of animals and
humanoids, there are certain species that only truly flourish in a subterranean environ-
ment. As such, they are typically encountered by characters delving into lost tombs
and fallen castles more often than anywhere else.
A Note on Stamina
Most creatures in this bestiary do not have a listed Stamina. Unintelligent foes, which
includes most but not all of these entries, do not require Stamina and instead simply move
make two attacks per round as determined by the GM. Intelligent beings listed here may
have a Stamina listed in the event that a GM wishes to track their activities more similarly
to that of the characters. Some classes have abilities that affect an opponent’s Stamina,
so in the event that a creature’s Stamina is needed but is not listed, assume it is equivalent
to their Health. Like characters, creatures who possess Stamina and have it reduced to 0
lose consciousness immediately.
Corrosive Slime
These large, gelatinous creatures are similar in many respects to an amoeba. They
avoid sunlight and prefer dark, dank locations like caverns and dungeons, where they
attack any warm, living flesh they find to dissolve and absorb it into themselves.
XXAttributes: Physical 10 / Mental 0
XXMeters: Health 60
XXSkills: Unarmed 3
XXAttacks: Envelop (10+1d12, plus 1d6 acid damage every round contact is
maintained)
Fungoid
Whether or not fungoid beings are sentient is debatable, but they are mobile and
capable of crude tool use, despite that they have no apparent language. They most
often take the form of small bipedal mushrooms but have a variety of forms depending
upon the environment where they are found.
XXAttributes: Physical 20 / Mental 5
XXMeters: Health 50
XXSkills: Unarmed 3
XXAttacks: Bash (15+1d6)
XXTrait: Spores – Fungoids have instant, spore-based communication. They gain
+1 to the Threshold for all attack rolls and +1 to damage rolls for every other
fungoid attacking the same target they are.
Giant Centipede
One of the apex predators in the category of giant insects, centipedes flourish
particularly well in dungeon environments because they will hunt, kill, and eat almost
anything. This contributes to their already significant growth rate.
101
Giant Centipede [cont]
XXAttributes: Physical 30 / Mental 1
XXMeters: Health 100
XXSkills: Hunting 3, Stealth 3, Unarmed 3
XXAttacks: Bite (20+1d6), Venom (8 damage per round for 3 rounds)
Giant Spider
Almost universally reviled, giant spiders are a persistent and frequent presence in any
subterranean ecosystem. Some spin webs, while others remain hidden beneath false
sections of floors, and still others hunt as any other terrestrial predator might. Many
have venomous bites that can cripple or kill outright.
XXAttributes: Physical 25 / Mental 5
XXMeters: Health 80
XXSkills: Stealth 5, Unarmed 3, Web 3
XXAttacks: Bite (16+1d10), Web (No damage, actions require +10 Stamina while
caught in the web)
Mimic
Peculiar beasts believed to be originally from the realm of the fey, like changelings,
mimics can alter their form. The most common form is that of a treasure chest, because
few adventurers can resist such temptation. These ambush predators strike when prey
draws near, often capitalizing on surprise to overcome a more powerful opponent.
XXAttributes: Physical 30 / Mental 5 (Charisma 20 for Disguise Skill rolls)
XXMeters: Health 65
XXSkills: Disguise 8 (Test against Threshold 60, subtract degree of success from
Threshold of tests to detect the mimic), Unarmed 3
XXAttacks: Bite (18+1d10)
XXTrait: Ambush – Gain +10 bonus damage on first attack when attacking from
ambush when the prey is unaware of the mimic’s presence.
Humanoids
Not members of the civilized ancestries but nevertheless intelligent creatures, these
ancestries tend to remain apart from others, either keeping to their own kind or remaining
completely solitary. There is a great deal of animosity among these creatures for most
civilized ancestries due to centuries of prejudice and violence between their cultures.
Goblin
Crude, filthy, and generally reviled by almost every other ancestry, goblins are never-
theless cleverer than most give them credit for and can be dangerous even in small
numbers due to their cunning and cruel natures.
XXAttributes: Physical 20 / Mental 10
XXMeters: Health 40
XXSkills: Dodge 2, Small Blades 3, Unarmed 3
XXAttacks: Dagger (10+1d6), Bite (8+1d6)
102
Hobgoblin
A more advanced species of goblin that is larger, faster, stronger, and more intelligent,
hobgoblins seem to be a combination of the human and goblin ancestries. Their cruelty,
even to one another, is seemingly limitless, and they revile most other ancestries,
tolerating only those evil ancestries whose physical acumen they respect.
XXAttributes: Physical 30 / Mental 15
XXMeters: Health 60
XXSkills: Evade 2, Hunting 2, Stealth 2, Swords 3
XXAttacks: Longsword (15+1d8)
XXTrait: Cruelty – Reduce Threshold by 5 when attacking a wounded opponent.
Lizardfolk
An extremely varied ancestry, lizardfolk tend to dwell deep in the most inaccessible
swamps and other dank, humid regions that favor their reptilian nature. Lizardfolk are
unrepentant carnivores, and often feast on other intelligent species when the oppor-
tunity arises.
XXAttributes: Physical 30 / Mental 15
XXMeters: Health 75
XXSkills: Hunting 3, Spears 3, Stealth 4
XXAttacks: Spear (16+1d6)
Ogre
Massive, unthinking brutes, ogres are sheer physical power and hostility given form.
They are overwhelmingly carnivorous and will eat literally any animal they can catch,
including (and sometimes preferably) intelligent species. They sometimes cooperate
with others like goblins or hobgoblins but are not above eating those species in a pinch.
XXAttributes: Physical 50 / Mental 5
XXMeters: Health 150
XXSkills: Blunt Weapons 5
XXAttacks: Greatclub (25+1d12)
Troll
Larger than hobgoblins but smaller than ogres, trolls are notoriously difficult to kill
because of their prodigious ability to regenerate damage. Fire and acid will do the trick,
and although there are often myths that trolls are harmed by sunlight, the truth is they
are primarily nocturnal, hence such legends.
XXAttributes: Physical 40 / Mental 8
XXMeters: Health 100
XXSkills: Unarmed 4
XXAttacks: Claw (18+1d8)
XXTrait: Regeneration – Recover 10 Health every turn. Damage caused by fire or
acid cannot be regenerated.
103
Mythical Beasts
Creatures of myth, legend, and sometimes just the fertile imagination of the game
programmers, these creatures do not exist outside the game. Some are intelligent and
some may possess magical powers of some sort, but most are simply more powerful
animals with supernatural characteristics.
Draco-cat
Born no larger than a domestic cat, the mysterious draco-cats can grow to the size
of large tigers, and their origins are completely unknown. They appear to simply be
a large feline species, but they have reptilian, dragon-like wings that adorn their back
(hence their name), patches of scaled hide that develop as they age, and a tendency to
possess latent magical power. They are rare but extremely sought after as both famil-
iars and mounts. They are highly intelligent, but do not tend to reveal this until someone
has gained their trust. These statistics represent a typical adult draco-cat that has not
formed a beast-bond.
XXAttributes: Physical 40 / Mental 25
XXMeters: Health 200 / Mana 150
XXSkills: Arcane Magic 5, Dodge 6, Shadow Magic 5, Stealth 8, Unarmed 6
XXAttacks: Claw (18+1d12)
XXSpecial: Spells (Arcane Bolt, Cloak, Shadow Form)
XXTrait: Flyer – Capable of flight at high speeds.
104
Dragon
Unquestionably the apex predators of any fantasy world, dragons posses incredible
physical power, keen intelligence, and prodigious magical abilities. Even when relatively
newly hatched, they are a match for most individual adventurers, and a fully-grown
dragon requires large numbers of powerful opponents to even feel threatened, much
less ever flee. Fortunately, the massive creatures often keep to themselves and even
hibernate for months or even years at a time when surrounded by a sufficient amount
of gold and other valuables.
XXAttributes: Physical 80 / Mental 40
XXMeters: Health 500 / Mana 300
XXSkills: Because they can shapeshift into the form of other ancestries, dragons
can be considered to have reasonable access to any Skill at roughly rank 5. They
possess at least three different Magic Skills at 10 and possess a wide array of
spells.
XXAttacks: Breath (Cone 100 feet long, 20 feet wide; 30+1d20), Claw (25+1d20),
Tail (20+1d20)
XXTrait: Flyer – Capable of flight at high speeds.
Griffon
Majestic airborne predators, griffons are creatures of striking beauty that have a long
history of domestication by elves, though few other ancestries have been successful
in such attempts. For all their nobility and grandeur, however, griffons are consummate
hunters and ruthless predators that will feast upon whatever game animals they come
across. Wild griffons have no compunctions about targeting humans and other ances-
tries for food, either.
XXAttributes: Physical 50 / Mental 10
XXMeters: Health 150
XXSkills: Hunting 5, Unarmed 6
XXAttacks: Claw (22+1d20)
XXTrait: Flyer – Capable of flight at high speeds.
Wyvern
Distant kin of the dragons, wyverns are dull, cruel creatures that delight in hunting
and killing other beasts of all sort, sometimes for food and sometimes for pleasure.
Although much more cunning than an animal, wyverns are nevertheless not truly
intelligent, and are generally found disdainful by their dragon cousins as lesser beasts
fit only for servitude.
XXAttributes: Physical 60 / Mental 5
XXMeters: Health 160
XXSkills: Hunting 2, Unarmed 5
XXAttacks: Bite (20+2d10), Stinger (15+1d12, plus 10 damage per round for 4
rounds)
XXTrait: Flyer – Capable of flight at high speeds.
105
Undead
Undead take a myriad of forms, but all fall into a relatively small number of categories.
Some are incorporeal spirits that have not left the mortal realm after their death, some
are mindless husks devoid of spirit but possessed of supernatural mobility and often
hunger, and some are a combination of the two, a spirit possessing the dead form that
was once theirs, or perhaps someone else’s.
Ghost
Spirits of the dead that have outlived both their deaths and their flesh, ghosts are often
tormented beings who cannot comprehend their fate. Their struggles to communicate
with the living often result in fits of rage that can kill any who encounter them, which
ironically is rarely the wish of the ghost in question, but all too often the outcome of
any such encounter.
XXAttributes: Physical 0 / Mental 10
XXMeters: Health 100
XXSkills: Stealth 8, Unarmed 3
XXAttacks: Ghostly Talons (15+1d6), Spectral Scream (10 ft cone, 5 ft wide;
10+1d12)
XXTrait: Incorporeal – Cannot be harmed by physical weapons of less than Leg-
endary rarity
Ghoul
In the realm of the undead, ghouls are something of an oddity. They are at least maginal-
ly intelligent, and occasionally capable of speech. Their bodies, despite being in a state
of obvious decay, also retain a great deal of their speed and have much greater strength
than they did in life. Ghouls are voracious eaters and hunt the living at every opportunity.
XXAttributes: Physical 30 / Mental 15
XXMeters: Health 80
XXSkills: Hunting 3, Stealth 2, Unarmed 4
XXAttacks: Claw (18+1d12)
XXTrait: Flesh-Eater – For every round spent consuming the flesh of a recently
killed creature, regain 10 Health.
Lesser Lich
The ultimate form of undead, a lich has dead flesh that has at least partially decayed,
but retains all of their intelligence from life and, if anything, has significantly increased
magical power. Liches often command considerable numbers of lesser undead, in-
cluding all the types described in this section (though vampires rarely serve in such a
capacity willingly).
XXAttributes: Physical 40 / Mental 40
XXMeters: Health 120 / Mana 250
XXSkills: Awareness 6, Death Magic 10, Wordplay 6, any one Crafting Skill at rank 5
XXAttacks: Necrotic Energy (22+1d10)
XXSpells: All Death Magic spells located in the Chapter 3.
106
Skeleton
The barest remnant of a once living creature, skeletons are often animated by magic
to serve the will of a spellcaster or as a result of a lingering enchantment. While not as
intelligent as ghouls, skeletons do seem to retain a slight hint of intelligence from their
former lives and are capable of more cunning tactics than the sluggish, unintelligent
zombies in whose company they are most often found.
XXAttributes: Physical 25 / Mental 5
XXMeters: Health 50
XXSkills: Small Blades 3 or Spears 3
XXAttacks: Scythe (15+1d8) or Great Scythe (18+1d10)
XXTrait: Brittle – Attacks from Blunt Weapons do an additional 1d6 damage to a
skeleton.
Young Vampire
Infected with a disease that slays the flesh but leaves it intact and functional, a vampire
is an intelligent undead creature that sustains its existence by drinking the blood of the
living, most often of their own ancestry but with some degree of exception to that rule
as necessary. Vampires are physically very powerful and may retain any magical abili-
ties they possessed in life, though these are sometimes exchanged for mental abilities
upon their transformation.
XXAttributes: Physical 30 / Mental 30
XXMeters: Health 125
XXSkills: Awareness 5, Swords 5, Unarmed 5, Wordplay 7
XXAttacks: Bite (10+1d20), Dominate (Contested Willpower roll, the one who
succeeds by the largest margin wins; if the vampire wins, the opponent cannot
attack him)
XXTrait: Vampiric Weakness – Vampires suffer 1d12 damage every round they are
exposed to sunlight. If struck directly in the heart with a wooden weapon (such
an attack has a Threshold of 30), a vampire is paralyzed until the weapon is
removed.
Zombie
Zombies have no intelligence whatsoever and are effectively animated dead flesh oper-
ating solely on instinct to consume the flesh of the living. They are created mystically,
and do not typically pass on their curse when biting, although roughly one in one
hundred such creatures possesses the ability to do so.
XXAttributes: Physical 20 / Mental 0
XXMeters: Health 50
XXSkills: Unarmed 3
XXAttacks: Brawl (15+1d8)
XXTrait: Flesh-Eater – For every round spent consuming the flesh of a recently
killed creature, regain 10 Health.
107
Loot Drops
Loot should be carefully tailored for ev-
ery group in order to make sure that the
experience of playing Infinity’s Edge is
rewarding. An item recovered from an
enemy that has no value is only inter-
esting if it can be sold for money that
the characters can, in turn, use to pur-
chase items they actually want. With
that being said, here are some sugges-
tions that may be of assistance when
planning encounters.
XXIn general, coins are the only uni-
versal drop. Any creature or en-
emy can drop coins. If there is
no other loot that makes sense,
they can drop a total number of
coins equal to their Health. If they
have other items as listed below,
reduce the number of coins ac-
cordingly.
XXIntelligent opponents, such as the
ones listed under Core Ancestries
and Humanoids above can and
should drop items they are wield-
ing before death. Some of these
items may be more valuable than
they appeared when the opponent
was using them. Simple rank
and file opponents will only drop
Common items or an occasional
Uncommon, while more powerful individuals can drop Rare items. Only bosses
or especially powerful creatures should ever drop anything more than Rare.
XXSome creatures may drop crafting material. Animals in particular may only have
units of hide or meat that can be used in such pursuits, in addition to possibly
coins. Undead creatures or dungeon dwellers may drop alchemical reagents
or doses of poison. Constructs may drop ore, stone, or even processed metal.
XXMythical creatures can and probably should drop something with some degree of
mystical properties. These can be pieces of gear with upgrades, scrolls teaching
spells, or even jewels that allow a single character to learn one Magic Skill from
them.
XXClass Kits are one of the rarest and most sought-after pieces of loot for Novice
characters. These should be issued only when necessary for a character’s de-
sired career path, or as part of a quest reward.
108
Name Guild/Faction Meters Base Spent
Health
Ancestry Class Mana
Stamina
Level Experience
Dexterity
Vitality
Intelligence
Combat Skills
Wisdom
Willpower
Charisma
109