Solars

Some people are born great. From the moment they came into the world they had the power to change it. In some this is obvious, in others, invisible, but they are always themselves aware -- in every hero's heart, no matter how hard he tries to deny it, he knows that he is a hero. Things come easy for those so blessed, and they take what they want and accomplish what they wish to, but this does not fulfill their responsibility. There comes a day in these people's lives where they come across a stranger being destroyed undeservedly. On this day, they must choose: to watch, and sell their birthright for a life of pleasant selfishness, or to act, and stand up for those who cannot defend themselves, giving up everything they hold dear for a life of brilliant heroics. Those who act become Solars.

Choose a Caste. Choose three Primary Abilities, at least two of which are from your Caste. Choose three Secondary Abilities.

DAWN CASTE

Swordplay

This skill governs fencing. Any action concerned with probing for weakness or locating and shoring up one's own weakness can fall into the province of Swordplay.

Archery

This skill governs conflict at a remove. Any action taken indirectly or at a distance can fall into the province of Archery.

Puissance

This skill governs unarmed might. Any action that discards external aids in favor of innate power can fall into the province of Puissance.

ZENITH CASTE

Splendor

This skill governs charisma. Any action that reshapes the world through the imposition of a personal ideal can fall into the province of Splendor.

Vision

This skill governs seeing what others do not. Any action that is driven by intuitive surety can fall into the province of Vision.

Submission

This skill governs endurance. Any action in which you suffer can fall into the province of Submission.

TWILIGHT CASTE

Craft

This skill governs creation. Any action that makes something new can fall into the province of Craft.

Lore

This skill governs knowledge. Any action that relies on you knowing something your opponent doesn't can fall into the province of Lore.

Medicine

This skill governs taking care of things. Any action that involves finding and fixing a problem can fall into the province of Medicine.

NIGHT CASTE

Concealment

This skill governs going undetected. Any action that relies on secrecy can fall into the province of Concealment.

Evasion

This skill governs avoidance. Any action concerned with negating another party's action or the consequences of one's own action can fall into the province of Evasion.

Crime

This skill governs doing what is not allowed. Any action that is explicitly or implicitly forbidden can fall into the province of Crime.

ECLIPSE CASTE

Travel

This skill governs control of the battleground. Any action that defines or redefines the terms of the conflict can fall into the province of Travel.

Diplomacy

This skill governs appeasement and compromise. Any action that appears to give ground can fall into the province of Diplomacy.

Conversation

This skill governs communication. Any action that relies on the transmission of information can fall into the province of Conversation.


Lunars

Some people become great. They are not born with any special virtue aside from the will to succeed. They have dreams, and ideals, but not the power to bring them about -- but in their heart, they do not know this. Throughout their lives they struggle to accomplish what they think must be accomplished, sacrificing their ordinary existence to fill the well of change, teardrop by teardrop. There comes a day in these people's lives where they have given all they have but their lives, and still more is needed. On this day, they must choose: to surrender, and finally accept their incapacity to make a difference, or to fight, and lay down their bodies and blood on the altar of the world that spurns their offerings. Those who fight become Lunars.

Choose a Caste. Choose one Primary Ability from your Caste. Choose three Secondary Abilities.

FULL MOON

Strength

This skill governs physical might.

Dexterity

This skill governs physical finesse.

CHANGING MOON

Charisma

This skill governs social might.

Manipulation

This skill governs social finesse.

NEW MOON

Intelligence

This skill governs mental might.

Wits

This skill governs mental finesse.


Sidereals

Some people have greatness thrust upon them. They are born neither with the power to change things nor with the desire to; they seek only to lead a boring life in relaxing obscurity, joining the masses of humanity in faceless normalcy. In a world of heroes, though, this can be difficult, and for these people, it is not to be. As the paragons of greatness sweep through the world, their most casual gesture sufficient to transfix a hundred mortals, they unwittingly cast those around them as supporting characters; lovers and hostages, pawns and flunkys, mooks and sidekicks. There comes a day in these people's lives where everything they know is swept away by careless titans. On this day, they must choose: to resist, and spend the rest of their lives picking up the pieces of their shattered world, or to acquiesce, and give up their very selves to play the role cruel fate has allotted them. Those who acquiesce become Sidereals.

Choose a Caste. Choose two Primary Abilities, one of which is Martial Arts and the other of which is from your Caste. Choose two Secondary Abilities, one of which is from your Caste.

Martial Arts

This skill governs formalized motion. Any action composed entirely of ritual behavior can fall into the province of Martial Arts.

House of Journeys -- Travel, Submission
House of Serenity -- Evasion, Diplomacy
House of Battles -- Archery, Splendor
House of Secrets -- Concealment, Lore
House of Endings -- Swordplay, Medicine


Dragon-Blooded

There are great things in this world that are not people.

Choose a Primary Ability. Choose a Secondary Ability.

Fire

Water

Earth

Metal

Wood


Fair Folk

There are great things that are not of this world.