Note: until the rulebook is finalized, this page is subject to change
Transferring Characters from Other LARP Systems: IFRA allows characters from other systems to be transferred into the IFRA game system. To do this, simply present an old character sheet from the other game, a typed character history, state how long you have played that game, how many events it has a year, and about what percentage of those you have played in. The IFRA plot staff will then determine how many Skill Points you will have to spend. Please do not expect the character to retain his or her full power. To be fair to current IFRA players, the IFRA staff may tone your character down. Also, as much notice as possible would be appreciated by the IFRA plot team. Contact them here.
List of Races: Specifics coming soon
- Human - The human race is perhaps one of the most well known because of it rate of expansion. They reproduce very quickly and have expanded to almost every known part of the world.
Humans come in all shapes, sizes, and personalities. They are the “Blank check” of races, not conforming to any standard. Because of their short history, the human race has no aptitude, or hindrances to any skills but they are one of the most motivated.
Appearance: No special characteristics.
Life span: 1 - 100yrs
Advantages: None
Disadvantages: None
- Dwarf - The majority of the Dwarven race lives in the Heartsblood mountains, where they have spent thousands of years carving there homes out of the belly of the unforgiving rock. The Dwarven race is highly skilled at smithing, and as such has produced some of the finest weapons that have ever existed in the realm. Oaths are very important to Dwarves, and once their word is given you can be sure that they will keep it. There is a special prison for Dwarves that brake their oaths. A place where the convicted are displayed to show there dishonor. All Dwarves both male and female grow beards. It is a symbol of maturity, and status. There are many Dwarven beard braids that signify the accomplishments of a individual, and as such you may be able to tell a great deal about the Dwarf just by looking at his beard.
Dwarves are very stubborn in there beliefs about magic. They are creatures of tradition, and believe that the earth should be worked through patience, hard labor, and perseverance. They shy from sorcery, and distrust using magic’s to work the elements quickly. Drinking is a favorite Dwarven pastime, and as such the dwarves have built up quite a tolerance to foreign substances of the blood. Dwarves are short and have a stocky build, and tend to be as tough as leather.
Appearance: All Dwarfs have beards, including the women although some what shorter. Dwarves are usually short and stocky.
Life span: 1 - 500yrs
Advantages:+2 body,May buy Resist Poison,-15 SKPT to armor smithing or weapon smithing.
Disadvantages:+25 SKPT to sorcery,+15 SKPT for elementalist,May not start with great weapons skill.
- Gnome - The majority of the Gnomish race lives in the northwest parts of the Heart’s Blood Mountains in small villages that speckle the hillsides. They often live in places that are difficult to visit to avoid the possibility of attacks. It is there that they have found a somewhat safe climate. The race prizes knowledge, and is often gifted with the affinity for inventions. There are five families of Gnomes, and a Gnome can be traced by the color of its eyes. The Finnely family is known for their yellow eyes and their love of food. The Willowine family has green eyes and are favored students of the alchemical arts. The Slade family has purple eyes, and is most notably Nature casters. Members of the Widdle family have brown eyes and are also renown for their knowledge of Mechanology. Even though most modern day scholars disapprove of contraptions that lack magic to power them, it is rumored that members of this family once taught a human noble house how to make such machines, but all members of the family deny it. The members of the Philbert family have orange eyes, and are renown for their Lore knowledge.
The Gnome race has two distinguishing physical attributes. They all have eyes that are very colorful, and they have very pale skin. Most assume this is due to the extreme amount of time they spend inside. Gnomes love comforts, and often can be quite reluctant to give them up. This tends to lead to a lot of invention. They say necessity is the mother of all invention. Gnomes, also have an affinity for learned skills, Chirurgery, and Nature magic. They also share a resistance to poison similar to the dwarves, but probably due to their eating habits. Gnomes also have somewhat frail bodies and tend to have a slightly weaker constitution than others; again from spending more time studying than other more physical activities. Gnomes also have a rather single mindedness to them, and are incapable of using a weapon in each hand.
Appearance: White pale faces with colors around eyes, the color represents their family.
Life span: 1 - 200yrs
Advantages:-10 SKPT for Learned skills,-10 SKPT for Chirurgery and Nature,May buy Resist Poison.
Disadvantages:-1 body,May not start with great weapons,Cannot buy Paired Weapons, or Florentine.
- Halfling - Race write up under construction.
Appearance: Halflings have one long thick eye brow, long side burns, and furry feet.
Life span: 1 - 100yrs
Advantages:May buy one racial dodge,May buy resist poison,-10 SKPT to create trap.
Disadvantages:May not start with great weapons,May not be fighters, or brawlers,-1 body.
- Kinzer - Race write up under construction.
Appearance: All Kinzer have a top knot
Life span: 1 - 200yrs
Advantages:May buy one racial dodge,Get one extra success stone for bag of doom,.
Disadvantages:Attracted to fear, or terror,Must buy pick pocket at start.
- True Elf - True Elves holds a special place in their hearts for the beauty of nature. Many of the race lives within the tree cities of the Elven forest. True Elves also have an extreme hatred for necromancy, for they believe that it is a corrupt magic, which need only be used in extreme circumstances. Even more than necromancy True Elves hate the Shadow Elves. In the past they had a great war and the shadow elves were banished from the surface world.
Due to the blood of the Fae that flows threw their veins, Elves have an extremely long life span, a child like appearance, and a resistance to mind affecting influence’s. Because of their somewhat frail constitution they shy from using large weapons like great swords. They do however have an affinity for weapons commonly worn in court, or that are used for dueling.
Appearance: True elves tend to be tall and lanky, and all have pointed ears, and all lack facial hair.
Life span: 1 - 800yrs
Advantages:May buy Resist Influences,½ cost for Bladed Weapon.
Disadvantages:-1 body,May not start game with Great Weapons.
- Wood Elf - Wood Elves live in the deepest parts of the Elven forest. They fear civilization, and love Mother Nature above all else. They see cutting down tree’s for lumber, or fire wood as a crime, and have been known to punish those that do so within their domains severely. Wood elves move from the south to the north during the winter season. They are said to guard parts of the forest where no man but the Wood Elves has ever set foot. It is these parts of the wood that is believed to still hold strong to the magic of the Fae. Wood Elves also wear paint on their faces when they go to war. Some Wood Elves have taken to wearing the paint for tribal marking. But it is more common for a tribal marking to be a tattoo. It is this tattoo that makes them easily distinguishable from the other Elven races.
Wood elves are not frail like they’re other cousins. Nor do they believe that Fae blood runs threw their veins. However they still have very strong minds, and are just as uninfluenceable as the other Elven races. As they do not share the blood of the Fae, they do not have quite so long a life span as the other Elven races. Wood elves are known for their excellent skill with the bow, and there ability to live from other nature.
Appearance: Wood elves can be noted for their pointed ears, and the tribal paint that they wear on their faces.
Life span: 1 - 100yrs
Advantages:May buy resist influences,½ cost for bow.
Disadvantages:-1 body,May not start with metal armor or weapons.
- Shadow Elf - The Shadow Elves live in cities that lie miles under the surface of the earth. They occasionally come up to the surface to commit evil acts upon the denizens of the realm. Shadow Elves are ruled by the females of their race, and treat their men just slightly better than slaves. They organize into houses ruled by a head mother, called Matron. When she dies leadership is passed down to the eldest daughter, and so on. However it is not unknown for treachery to be used to gain the position of Matron. Many a Matron has lost her seat of ruler ship through an untimely death. The Shadow Elves have a hatred for their surface cousins above all else, and will go to almost any lengths to harm them.
Shadow elves have ebony skin and white hair. They are also extremely sensitive to sunlight, and spend almost the entirety of their lives under ground. Like their surface elf cousins, Shadow Elves are able to shrug of mind affecting influences due to the Fae blood that runs threw them. They as well have an extremely long life span, and a somewhat frail constitution. Shadow Elves also have an affinity for using Necromancy, which is gained from having spent thousands of years using it to terrifying precision. Appearance: Shadow Elves are noted for their ebony skin and their pointed ears. Shadow Elves do not have facial hair.
Life span: 1 - 900yrs
Advantages:May buy Resist Influences,½ cost for Cross Bow,-10 SKPT to Necromancy.
Disadvantages:-1 body,May not start with Great Weapons,-1 body in sunlight.
- Fire Elf - Fire Elves are somewhat nomadic by nature. That is they stick to warm climates, but often move after a short time because they get upset with their current surroundings. There are no Fire Elven cities, and most find that they are treated oddly after staying in one place to long. They have no recorded history, (By them that is) and have a tough time remembering the deeds of there past.
Fire Elves are often times called touched. They tend to be extremely flighty, and there emotions constantly change from one minute to the next. Those emotions are so powerful that most other creatures cannot stand to find company with them for extended periods of time. Fire Elves have tan, or reddish skin. There hair is usually brown or red, or a mix of both. Fire elves share many similarities with there cousins, but have a few quirks all to them selves. Fire Elves are able to shrug of mind affecting influences, and are frail of build. But they have hot blood that runs threw their veins, and if they are to become enraged they can fan the fire within it. To the point that a weapon coming into contact with it will melt. Because of there extremely high body temperature they also are more resilient to fire damage. But on the negative side they are doubly hurt by the cold. Unlike all of there full blooded cousins the Fire Elves have an extremely short life span. Most believe this is because of the intensity of there life styles. A fire that burns fast and furious will not burn as long.
Appearance: Fire Elves have reddish hair and pointed ears. Fire Elves often have a red tint to their skin, and they do not have facial hair.
Life span: 1 - 80yrs
Advantages:May buy Resist Influences,½ damage from fire,May buy 1 X day Weapon Melt.
Disadvantages:-1 body,May not start with Great Weapons,Double damage from ice.
- Ice Elf - Ice Elves occupy the south pole of the earth. It is here that they have adapted to the harsh climate that gives them their name. Ice Elves lack emotions for all but one year of their lives. On there 200th birthday Ice elves are assaulted with emotions. This lasts for one year during which time their race locks them up in a city with their peers. Ice Elves are very strict as they do not lie, and do not want. The race has devoted itself to knowledge in all its forms, and builds its society around its goal of information gathering. The Ice elves build their cities out of ice, which are magically enchant to be as sturdy as stone. Ice Elves have five guilds which all of it race live, and work under. Each guild performs several different functions for the civilization, and the society requires no monetary system. The most experienced of each guild sits at its head, and rules the government with the other heads. The Ice Elf nation also shares its territory with the Blade Dewin, and over the years they have come to work together.
One of the Ice Elves most noticeable physical attributes is their blue skin. They also have a very cold body temperature, and pointy ears like there cousins. Ice elves also have the blood of the Fae running threw their veins, supposedly even stronger than the other Elven races. They often live over a thousand years, much longer than their cousins do. Like their cousins, they also share the strong will of mind. Which is believed to be from the Fae blood as well. Ice elves have no emotions, and tend to not understand anything relating to them. However lacking emotions gives them a chance to chose a purpose, and follow it with few distractions. Which is why they are so adept at reading.
Appearance: Ice elves skin is very blue, and they have pointed ears as well. They may not have facial hair.
Life span: 1 - 1200yrs
Advantages:May buy resist influences,-10 SKPT to Learned skills,½ Damage from Ice,1/2 cost for Read / Write.
Disadvantages:-1 body,Double cost for Read Write Fire Elementalism Magic,Double damage from Fire,May not start with great weapons,May not be Troubadors.
- Half-elf - Race write up under construction.
Appearance: Half elves tend to be stockier than their cousins, they may or may not have pointed ears, But all can grow facial hair.
Life span: 1 - 200yrs
Advantages:Can have advantages of other elven races.
Disadvantages:If they have advantages they must also take the disadvantages.
- Nomad - Nomads are grouped together because of their societies need for travel, and their strong belief that sorcery is corrupt. There are three types of nomads, Barbarians, Highlanders, and Moors. All have some things in common, but all are different. Barbarians are very uncivilized, and tend to be very simple. They do not trust technology, and cities.
Highlanders are slightly more civilized than the Barbarians. They chose to live high in the mountains, where they get their name from, and usually keep heard animals. They are commonly identified by the kilts that they wear, which come in many patterns.
Moors are dessert nomads, and are often dressed in flowing robes, and silks. They often travel by camels, and chose to wield curved long swords, that they call scimitars.
These Nomads travel most of their lives, and tend to stick to certain territories. But not always. For example Barbarians travel almost any wear, but Highlanders stick to mountains. Mores tend to stay within the desert, but not always so. It is there ability to pick up and leave at any moment that personifies a nomad.
Appearance: Nomads look like humans however they dress more commonly in traveling garb. For they must be able to live with what they have on them.
Life span: 1 - 100yrs
Advantages:+2 body,May buy resist sorcery,-10 SKPT for Navigation skill.
Disadvantages:+20 SKPT for Learned skills,Armor limitation, 14 points.
- Fae-kin - Fae Kin hail primarily from the enchanted woods, which is the most largely populated place in the world, for the Fae. They have many strange traditions and customs. However it is known that the Fae kin are mortal, unlike there true blooded cousins. They are also counted among they Fae as family, and so are expected to follow their laws. This marks them as seele or unseele.
Fae Kin are half Fae and half another, but all have a weakness for iron like their cousins. They also have strong minds and can easily shrug off influences. Like many of their full blooded cousins they can also influence others. They also tend to be somewhat frail of body, as most of their cousins tend to be childlike in form.
Appearance: Fae Kin vary quite a bit from one another, depending on the particular Fae that made up one of their parents. They may have horns, pointy ears, furry legs, or even wings. Fae Kin Unicorns are not allowed.
Life span: 1 - 1000yrs
Advantages:May buy influence,May buy resist Influence.
Disadvantages:-1 Body,Have aversion to steel and iron.
- Gypsy - Gypsy’s constantly travel the world, bringing their exotic culture to almost every land. The blood of the Gypsy is filled with the desire to wander, and influences young and old alike. The entire Clan lives and travels in wagons, which they refer to as their caravan. They make their livings by entertaining, and thievery.
The Gypsy share an interesting history with the town of Ankhar Liet. For they too call a different dimension home, and it that town from which they crossed over from. (Gypsy’s prize there culture, and freedom above all things). Gypsy’s love to dance and perform, often coming of as beggars, and thief’s. While both of these are true, they do require a bit of explaining to fully understand the race. Each and every Gypsy is taught how to take that which others do not need. Often times a Lord in the crowd watching the dancers has more money than he needs. It is the Gypsy belief that allows the liberating of such items. They never ruin another intentionally. That is they will never steal from a person who needs it. There is only one clan that exists in this world, and each and every one of them is related. That Clan is called the Dancing Dagger Clan, which is somewhat ruled by the eldest Gypsy they call King. The Gypsy king is rumored to be several hundred years old, but looks barely thirty. Another strange ability of the Gypsy race is its ability to curse. A gypsy whose life has been put in danger is capable of bestowing a curse upon the individual. The curse may be as minor as sneezing whenever they see a cow. But the curses may be powerful enough to permanently alter anything about another character. It is also known that the king can remove any curse that one of his Clan has placed, but others can only remove the curses that they have personally set.
Appearance: Most gypsies tend to dress rather flamboyantly, and have an extreme love of their culture.
Life span: 1 - 100yrs
Advantages:May buy curse up to 5lv.
Disadvantages:Must buy pick pocket at start.
- Half-orc - Race write-up under construction.
Appearance: Half orcs have Red skin and large lower teeth.
Life span: 1 - 60yrs
Adulthood: 11yrs
Advantages:+3 body.
Disadvantages:Double cost for learned skills and magic skills.
- Half-goblin - Race write up under construction.
Appearance: Half goblins have green skin.
Life span: 1 - 50yrs
Advantages:+2 body.
Disadvantages:Double cost for Learned skills.
- Half-troll - Half Trolls litter the world wherever their full-blooded cousins live. Being that most of there full blooded cousins live on land that no one else wants, like swamps or dead forests. They also share a weakness for fire, and shun places like deserts. They do not care what type of climate they live in, but prefer it damp. Nor do they care for any particular luxuries. They are just as happy sleeping in a swamp as they are in a tavern.
Half Trolls come from the unusual mating of a Troll and another suitable breed. (All Half Trolls are infertile, and as such cannot have children.) The offspring is usually not wanted, and often is left to be on its own by even the most caring of parents. Luckily Half Trolls have an amazing survival instinct, and usually survive this gruesome child hood. Half Trolls have great strength that grants aid in these situations. However they lack good common sense, and tend to come off as bullies. To be truthful, Half Trolls like there full blooded parent, are stupid. Not that they can’t learn, but they are very slow at it. They also have a distinct knack for clubs and other blunt weapons. They prefer to bash their enemies rather than cut them. Half Trolls also share a mild version of their parent’s regenerative abilities. They cannot grow new Half Trolls from bits of themselves. But they can regrow lost limbs, or other missing pieces of them self’s. Luckily they do not carry their parent’s distinct disadvantage for fire.
Appearance: Half trolls are green with black warts all over there body, and often large noses.
Life span: 70 - 80yrs
Advantages:May buy +2 strength,Can buy Regenerate.
Disadvantages:+10 SKPT for any edged weapon skill,X 4 cost for learned skills.
- Fox Feral - Race write up under construction.
Appearance: Fox ferrals have fox tails and look much like a fox on two legs.
Life span: 1 - 100yrs
Advantages:May buy up to 3 racial dodges,May buy tracking by scent.
Disadvantages:Cannot wear armor(at all),May not buy Shield skill,May not start with great weapons.
- Bear Feral - Race write up under construction.
Appearance: Bear ferrals have brown fur and a black nose.
Life span: 1 - 100yrs
Advantages:+1 body,May buy + 2 strength,May buy base 1 claws.
Disadvantages:Fall asleep as if by sleep spell if hit by 3 ice attacks in the same day, May not use ranged attacks (because of bad eye sight).
- Blade Dewin - The Blade Dewin live mainly on the south pole of the planet. They prefer to live in cold climates, as their fur and blood bake when in the heat. The race has a symbiotic relationship with those of the Ice Elf nation. They provide the muscle while the Ice Elves provide the magic. The blade dewin have strong beliefs of honor, and as such tend to be protectors of the nations city’s and roads. They patrol in packs, leaded by an officer they call Alfa. The Blade Dewin value honor above all else and distrust those without it. There are six family names held as most honorable among the Blade Dewin. Moon watcher, Grey fur, Strong jaw, Wild watcher, Ice blade, and Howling wind. A Blade dewin cannot have a last name until they prove there honor, and are tested.
The Blade Dewin are able to breathe a blast of cold air at their opponents. However their cold blood also makes them extremely vulnerable to fire, and they are damaged by it severely.
Appearance: Blade de win are wolf like with white and gray fur.
Life span: 1 - 100yrs
Advantages:½ Damage from Ice,May buy breath ice Elemental Attacks, 3 at first level and one every additional level,May buy Tracking by scent.
Disadvantages:Double damage from fire,Cannot buy waylay (because of their honor).
- Fire Wolf Feral - Most Fire Wolves travel the kingdoms looking for mercenary work. They live one place long enough to make money, but never long enough to get killed. They prefer to stick to the warmer climates, as there blood is hot. Most are loners and prefer to stay away from other feral’s of their type.
Fire wolves tend to be very aggressive, and as such revel in melee combat. Most, not all, chose to fight with weapons other than magic. However some find a Magus patient enough to teach them, and they pick up the art. Fire Wolves share a common feature with the Fire Elves, and it is this, which has granted both of them their “Fire” names. Extremely hot blood courses threw their veins. Similar to that of the Fire Elves, but the Fire Wolves apply it to a different use. They have over the years learned how to apply it to the blades of their weapons to cause grievous wounds. However this hot blood dose as well grant them the same inability to the cold that the Fire Elves have. Fire wolves also have strong olfactory senses, and often can track their prey with there noses.
Appearance: Fire Wolves tend to have dark brown fur or have red stripes.
Life span: 1 - 100yrs
Advantages:May buy Flame Vorpal, 3 at first level and one every additional level,½ damage from fire,Tracking by scent.
Disadvantages:Double damage from ice,Using vorpal causes 1 point of body damage,
- Tiger kin - Tiger Kin are identified by their different colors, which represent their heritage. They’re a three different species. The orange Tiger Kin, which bear orange coloring and black stripes. The yellow Tiger Kin, who bear yellow coloring with black stripes. And the snow Tiger Kin that bear white coloring with black stripes. Tiger Kin are commonly known to reside in the northern desert and the city of Oasia. There are also a number of white tiger kin that roam the surface of the Heartsblood Mountains. A female Tiger Kin holding the title of princes rules the city. The Tiger Kin hold females as the rulers of their society, and the mothers of their cubs. Females tend to hold higher positions than there male counterparts.
Tiger Kin have large sharp claws which make them all fearsome warriors, but the claws make them unable to grasp small weapons in there hands, like daggers. It also makes them incapable of using bows, or crossbows. The Tiger Kin require a great deal of movement in their style of fighting, and are unable to wear armor that restricts them. Such as plate male. They also have thick skin, which they get from their ancestors that walked on four legs many years ago. Tiger kin also have a very strict honor code, which they believe that their ancestors traded their tails away for and all but the most deranged outcast follow it.
Appearance: Tiger Kin have fur, but no tail. They also have the face of a great cat, and stripes.
Life span: 1 - 100yrs
Advantages:+2 body,Tracking by scent,May buy Base 2 claws.
Disadvantages:May not wear plate mail armor,Cannot use bows or crossbows,May not use small weapons, Must take Code of honor Merit.
- plus any race you submit that plot approves. Such as these two. Plot is not curently accepting race submitions.
- Skaith - Created by Mike Shmidt.
Racial advantages:
Claws: bony fingers protruding from fingers
Cannot be raised as undead, they are already ½ undead and they cannot be controlled through control undead or by the innate powers of a greater undead, how else could they have escaped?
Body armor: Scaly armor-skin, have a unique armor scale skin that works like endurance it can be used like endurance it is healed with healing, BUT you cannot buy endurance off of it, you can buy it off endurance
Elemental "spit" chaos: 1 chaos (three at first level one every additional level).
Racial disadvantages
-1 pick bag of doom they died before they became undead
Healed by necromancy cause spells and hurt by nature healing spells. They are beings of chaos and are affected so (they are ½ undead and ½ living) Hold Spirit resurrection leave the character under the affect of drain life for 7 1/2 minutes after they are resurrected. A full resurrection leaves them under the same drain life effect for 15 minutes after the resurrection.
Affected by undead harming spells. For all intents you are treated as a lesser undead, you are killed by destroy undead, take 80 points of damage from a nature bolt, etc. Oddly you are killed by a death spell (yeah they got shafted), and retuned to life by a Life spell.
Racial make-up: These creatures were in their lives scaly lizards, hence the scale skin. They were ritually changed by the rulers of the fallen kingdom into a half undead warrior. Perhaps this was a failure, perhaps not. They look similar to lizard men with a skeletal green face with black patches around eyes. If the character has body armor green plate mail or SOMETHING that looks like scales must be worn. They have small spikes protruding out of their spines (cut foam green or white to symbolize bones).
Role-playing hints: These creatures came from the Fallen Kingdom but are not to proud of it (although some might be{those would be the ones without a free will }). In fact most of them killed themselves rather than be mutated and controlled by the Fallen Kingdom. Most will usually oppose undead (ironic but they don't want to be undead) to stay alive in other kingdoms. Many others become peaceful healers hiding their bones and undead-ness until they have established a good reputation. They were meant to be a super race of fighters, but something went wrong (they had free will), and they are fleeing the fallen kingdom. They will lie (unless forced to the truth) about their background. A good Idea for role-playing this would be posing as a merchant or a mercenary, POSING is the key word. Role playing is free as much as it shouldn't be the truth (for a while) They are new to the world and will have a great struggle against them. Others will defiantly be in pursuit of knowledge about them. A good reason for them passing through Ankhar Liet would be to go to Seven Towers. Another thing that should be role-played is the worry about the Fallen Kingdom trying to recapture them.
Terrain and climate: They come from the fallen kingdoms and are cold-blooded (what little blood they have) so temperature change kinda ticks them off. They have no problem in summer it' s just the sudden change that they don't like, getting to close to a fire to quick would be bad for them. They tend to be very small and fast so they have no problem on any terrain but prefer to base their lodgings in stable climates.
RACIAL HISTORY: Their history is a clean slate and is being written each every single day! They are a new race and a party has been sent to seven towers. At the moment the ones who started the freeing of their race are the unspoken leaders and that will defiantly change in the future. Their small society is affected by how great the deeds one has done. If one of them is shamed they will all feel shamed, but sense it is a completely new race it might completely change and become even a capitalist society. Who knows it will all unfold? A note to players: the guy who oversaw the ritual to create them looks like the following. A beard, sturdy stature, black armor, a greater undead, beautiful black sword that radiates energy.
Forbidden advantages and disadvantages: They are not allowed the disadvantage of Fragile Constitution, Lost Love. They are not allowed the advantage of Nine Lives, Fae Blood, Well Traveled, and Noble Blood.
Life span: 1- ?? (no Skaith has died of Old age, yet).
List of Classes and their Body Totals: Class descriptions coming soon
- Fighter(F) - start at 8 Body, gain 2 per level
The Fighters are the mercenaries, soldiers, and bodyguards of the world. In adventuring parties, they are the front line of defense, and often they are the first to attack. These men and women are the heavily armored, heavily armed warriors who are at home on the battlefield.
This class is able to purchase any weapons skill to illustrate their dedication to the arts of war. The Weapons Master skills, open to the Fighter class, allows them to use florentine, paired weapon, and sword and shield more adeptly than any other class. Also this class may purchase mastery skills such as, Master proficiency. Which gives them a +1 damage in any weapon that they have a skill in. This is also the only class with no armor restriction.
- Brawler (B) - start at 8 Body, gain 2 per level
Brawlers are the Pit Fighters, Gladiators, and Martial Artists who make everyone think twice about attacking an “unarmed” opponent. These bare fisted men and women spend a lifetime training in order to not rely on the swords, armor, and shields that Fighters use in battle. Brawlers often see warriors as weaklings who rely on crutches for their martial prowess. They need only their hands to be instruments of war and take pride in their trade.
This class is able to effectively fight without weapons by using a boffee physical representation of their bare hands.
- Ranger (Ra) - start at 7 Body, gain 1 per level
Rangers are the huntsman, bounty hunters and scouts who make their way in the untrod parts of the forests, deserts, mountains and jungles. Uncomfortable in the confines of the city, these men and women make their homes in the wilderness.
The Ranger is very close with mother nature, and as such gets most skills related to her quite cheep. Ranger also, get proff`s against one monster cheaper than any other. This is due to the amount of time that they have spent fighting a particular creature. They begin to learn there fighting styles, and can find there weaknesses. They may only pick one creature, but against it, there is none better.
- Rogue (Ro) - start at 6 Body, gain 1 per level
Rouge’s are most commonly the class of, well, thieves and assassins. However, there have been tales of good members of this class. There is no reason why all rogues have to be thieves. Members of this class are mostly city dwellers. They spend their time hiding in alley ways, and learning how to lighten the weight of the local magistrates pockets.
A rouge is skilled in the arts of back stabbing, and I do mean literally. If you bear a member of this class ill will and he gets behind you, you can be most sure that his blade will find a tender spot. Rogues also are known for there ability to knock out one who is not aware of them. Making them fall unconscious, never knowing what happened. Rogues also find picking pocket, and locks easy for them. And one of there most noted skill is that of an alchemist. For most cannot match their wits when it comes to this skill.
- Troubador (Tro) - start at 5 Body, gain 1 at 2nd level, then gain 1 every other level following 2 nd
This Class is the most varied of all, for a member can do almost anything. Most commonly, Troubadours are generally the singers and the performers.
Troubadors are known for their entertaining performances . However, performing is not the only thing that troubadors have the ability to do. They have been noted to be great casters, as well as warriors, and even spell chanters. It is true to the fact that Troubadours can do almost anything. They are true jacks of all trades, but masters of none.
- Merchant (Mer) - start at 5 Body, gain 1 at 2nd level, then gain 1 every other level following 2 nd
This class consists of men and women who travel the land trading and selling their, and other peoples goods to make a profit. Their main goal in life is usually wealth, but that is not always the truth. How- ever, there is nothing wrong with being well off while you adventure. Besides, those adventurers are going to need somewhere to spend there hard-earned silver. Why shouldn’t it be here?
This class has the tradesman skill which allowes them to pick from a list of stuff that they may get each game event. These things are their profit, and they may sell them or keep them. But be careful- if you undersell to many people they might just make you unable to sell anything again.
- Fighter-Mage (FM) - start at 6 Body, gain 1 per level
The men and women of this class are the shock troops of the world. The are adept in combat, as well as in magic, and are the most capable to deal with things (such as greater undead). They are capable of a reasonable battle prowess, and are quite adept at magic as well, which gives them an advantage that most lack. Their ability to channel their Vim into the weapon allows them to cause magical damage, and affect things that most cannot.
The Fighter mage’s special skill allows them to channel Vim threw there sword. This skill is called blade chanting.
- Magus (M) - start at 5 Body, gain 1 at 2nd level, then gain 1 every other level following 2 nd
The magus is a class of scholars. They spend most of their lives studying, and perfecting the magical arts. They spend so much time studying, in fact, that using a weapon is very foreign to them, and they find it hard to learn anything larger than a dagger. Do not let their lack of weapons make them seem easy pray. For the members of this class are capable of summoning breaths of dragons, turning you to stone, destroying the weapons in your hands, or even opening doors to other dimensions.
Due to there natural aptitude with magic, magus’s are capable of casting what is called, weaving magic. This is a term used for the ability to cast magic from all of the known schools of magic at once. Thus, creating much more powerful spells than normal.
Experience per level:
| Level | XP | Level | XP | Level | XP | Level | XP | Level | XP |
| 1st | 4 | 6th | 34 | 11th | 89 | 16th | 169 | 21st | 275 |
| 2nd | 8 | 7th | 43 | 12th | 103 | 17th | 188 | 22nd | 300 |
| 3rd | 13 | 8th | 53 | 13th | 118 | 18th | 208 | 23rd | 326 |
| 4th | 19 | 9th | 64 | 14th | 134 | 19th | 229 | 24th | 333 |
| 5th | 26 | 10th | 76 | 15th | 151 | 20th | 251 | 25th | 361 |
Advantages and Disadvantages With their Point Costs:
You may buy up to 10 points in Advantages by taking on up to 10 points of Disadvantages.
| 4 |
Ambidextrous |
1-4 |
Addiction |
| 8 |
Berserker |
1-2 |
Allergies |
| 4-8 |
Blackmail |
4 |
Amnesia |
| 2-10 |
Boon |
1 |
Black Sheep |
| 6 |
Clear Thinker |
4 |
Branded Criminal |
| 2 |
Code of Honor |
1 |
Care Free |
| 6 |
Destiny |
3 |
Chaos Taint |
| 4 |
Direction Sense |
1 |
Compulsion |
| 4 |
Educated |
2 |
Curiosity |
| 6 |
Elemental Resistance |
1-5 |
Cursed |
| 6 |
Enduring Constitution |
5 |
Dark Fate |
| 1-10 |
Extra Spells |
3 |
Dark Secret |
| 3 |
Faerie Affinity |
6 |
Deaf |
| 5 |
Fast Healer |
3 |
Death Wish |
| 7 |
Fey Blood |
2 |
Deficiency |
| 6 |
Fey Friend |
2 |
Disfigured |
| 10 |
Giant's Blood |
4 |
Driving Goal |
| 4 |
Good Armament |
1-10 |
Enemy |
| 9 |
Guardian |
2-8 |
Favors Owed |
| 8 |
Heir |
4 |
Fragile Constitution |
| 4 |
Higher Purpose |
5 |
Hatred |
| 5 |
Inventive Genius |
3-8 |
Haunted |
| 8 |
Iron Will |
2-10 |
Hunted |
| 4 |
Knack |
7 |
Incompatible Arts |
| 4 |
Known by Seelie |
8 |
Inexperienced |
| 4 |
Library |
3 |
Insanity |
| 6 |
Linguist |
3 |
Intolerance |
| 7 |
Luck |
1 |
Lazy |
| 1 |
Magic Affinity |
2 |
Light Sensitive |
| 7 |
Magic Sense |
1 |
Lost Love |
| 8 |
Magical Ability |
1 |
Low self-esteem |
| 3-7 |
Mistaken Identity |
4 |
Loyalty |
| 5 |
Mystic Visions |
2 |
Lunacy |
| 4 |
Natural Healer |
2 |
Mentor's Resentment |
| 9 |
Nine Lives |
4 |
Mistaken Identity |
| 6 |
Noble Blood |
4 |
Monstrous |
| 6 |
Prestigious Family |
6 |
Mute |
| 1 |
Prestigious Mentor |
1 |
Nightmares |
| 3 |
Reputation |
3 |
Oath of Fealty |
| 6 |
Reserves of Strength |
2 |
Obligation |
| 10 |
Sharp Claws |
6 |
One Arm |
| 6 |
Side Effects |
4 |
One Eye |
| 5 |
Social Affinity |
2 |
Outcast |
| 7-10 |
Special Gift |
3 |
Overconfident |
| 3 |
Spirit Ally |
2 |
Permanent Wound |
| 7 |
Superior Armament |
3 |
Petty Merchant |
| 5 |
True Blood |
2 |
Phobia |
| 2 |
True Love |
5 |
Phobia (severe) |
| 5 |
Underworld Ties |
2 |
Poor |
| 3 |
Useful Ally |
5 |
Poor Armament |
| 1-10 |
Wealth |
3 |
Poor Student |
| 3 |
Wealthy Merchant |
6 |
Race Enmity |
| 3 |
Well Traveled |
1 |
Reckless |
| |
|
1 |
Secret Friendship |
| |
|
7 |
Short Attention |
| |
|
4 |
Short Fuse |
| |
|
1 |
Shy |
| |
|
2 |
Speech Impediment (casters beware!) |
| |
|
3 |
Strong Dislike of Silver |
| |
|
6 |
Susceptible to an Element |
| |
|
5 |
Tormenting Master |
| |
|
3 |
Twisted Upbringing |
| |
|
4 |
Unattainable Goal |
| |
|
6 |
Vengeance |
| |
|
1-6 |
Vow |
| |
|
5 |
Vulnerability to Iron |
| |
|
5 |
Vulnerability to Silver |
| |
|
6 |
Weak |
| |
|
9 |
Weak Will |
| |
|
7 |
Werewolf |
Starting Skill Points:300 to start, gain 100 additional Skill Points per level
Skill Charts and Skill Point Costs:go to skill charts
Armor Smith:Specifics coming soon
Weapon Smith:Specifics coming soon
Leather Working:Specifics coming soon
Alchemy:Specifics coming soon
Tradesman Skill:Specifics coming soon
Magical Spell Lists, Incants, and Vim Costs:Specifics coming soon
Paths of Enlightenment:There are many paths of enlightenment within the IFRA game system. Once a character finds a path, and finds a teacher, they can begin to gain powers from following a way of life more closely. The powers they gain are called Mantras (which must be bought with skill points). Examples of these paths include Peace & Protection, Wickedness & Cruelty, or Luck & Merriment. All paths are open to any character race or class, provided they fit the description of how one must act. However, paths must be discovered in-game and new characters cannot start with Mantras.
Weapon Damage and Measurement Restrictions:
All weapons have a base damage that the weapon will do. Additional damage is based upon the character's skill and strength. Generally, a small one-handed weapon like a dagger will do "1" point of damage, large one-handed weapons will do "2" points of damage, and two-handed weapons will do "3" points of damage. The type of weapon also makes a difference in the type of damage. Wooden weapons do "normal" damage, metal weapons do "steel" damage, silver weapons do "silver" damage, magic weapons do "magic" damage, and so on.
| Weapon | Blade Min. Length | Blade Max. Length | Grip Max. Length | Overall Min. Length | Overall Max. Length | Damage |
| Dagger | 16" | 18" | 6" | 22" | 28" | 1 |
| Short Sword | 20" | 28" | 12" | 26" | 34" | 2 |
| Long Sword | 30" | 38" | 14" | 36" | 44" | 2 |
| Bastard Sword | 34" | 44" | 18" | 40" | 56" | 2 or 3 |
| Great Sword | 40" | 48" | 22" | 50" | 64" | 3 |
| Short Axe, Hammer, Mace, or Club | 20" | 28" | 12" | 26" | 34" | 2 |
| Long Axe, Hammer, Mace, or Club | 30" | 38" | 14" | 36" | 44" | 2 |
| Bastard Axe, Hammer, Mace, or Club | 34" | 44" | 18" | 40" | 56" | 2 or 3 |
| Small Weapon | 16" | 18" | 6" | 22" | 28" | 1 |
| Naginata | 25" | 36" | 36" | 60" | 78" | 3 |
| Polearm | 18" | 26" | 28" | 78" | 90" | 3 |
| Claw/Natural Weapon/Fists | 16" | 18" | 6" | 22" | 28" | 1 |
| Great Axe, Hammer, Mace, or Club | 40" | | | | | 3 |
| Spear | 6" | 8" | 30" | 44" | 64" | 2 |
| Thrown Weapon | | | | | | | 1
| Bow | | | | | | 3 Body |
| Crossbow | | | | | | 3 Body |
| Staff | | | 22" | 60" | 78" | 2 |
Armor Protection Ratings:Specifics coming soon
Armor Restrictions:Specifics coming soon