AG-Races

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Noble Elf[edit | edit source]

Noble Elves are considered to be a superior to Elves. They share many of the same characteristics, but are distinguished in several ways. First of all, they are even more beautiful in appearance. While they share the same fair skin and gold or silver hair as elves, Noble Elves have a pale glow when exposed to light. Noble Elves, on the other hand, have a distinctly different atmosphere. They also share many of the same racial traits as elves. However, unlike the Elf's [Sword's Salvation/Gentle Water], the Noble Elf's [Sword's Salvation/Water’s Child] not only allows them to move freely in water, but also allows them to stand on the surface of the water or snow. Their abilities are generally outstanding, especially their intellect, willpower, and their usability and agility are at a consistently high level. In contrast, their strength and vitality are rather poor, as is the case with elves. The most important thing is that all Noble Elves are born as "Blue Blood". Perhaps because of this, they have excellent charisma, and can gain bonus modifiers to action checks based on spirit. However, due to their physical fragility and the extra damage they take against physical attacks, they are extremely unsuited for close combat. At the age of 20, Noble Elves have reached physical maturity and are able to go on adventures. However, they are not considered adults until they are 100 years old. Their lifespan is unclear, but they are believed to be immortal.


Starting Languages: Noble Elves can read and write Elven, as well as Arcana.
Restricted Classes: None
Starting Soulscars: 0

Racial Abilities[edit | edit source]

[Darkvision]: Noble Elves can see in the darkness as well as they can during daytime.
[Sword's Salvation/Water’s Child]: Noble Elves can move as freely underwater as on land. Also while underwater, they can hold their breath for up to one hour (outside of water their breathing rate is the same as other races). After spending 1 hour submerged, they must spend one minute breathing normally. Noble Elves can also speak normally while underwater They can also walk on water and snow just as they would on dry land. They can choose whether or not to dive underwater (they cannot dive into the snow, however).
[Charisma]:You gain a +2 bonus modifier to all Spirit-based skill checks.
[Pain Sensitivity]:You have a low pain threshold. When you take physical damage, the damage applied is increased by +2.

Enhanced Racial Abilities[edit | edit source]

6th Level: The Noble Elf's "Sword's Salvation/Water’s Child" now allows you to survive on the land for 1 hour without needing to breathe, and you gain a +4 bonus modifier to fortitude and willpower checks against poison and disease.
11th Level: The Noble Elf's "Sword's Salvation/Water’s Child" now allows you to grant the effects of [Sword’s Salvation/Water’s Child] to an ally, as long as you are holding hands with them. 16th Level: The Noble Elf's "Sword's Salvation/Water’s Child" now allows you to succeed resistance checks against poison and disease automatically.

Ability Scores[edit | edit source]

A: 2d B: 2d C: 1d D: 2d E: 2d F: 2d

Noble Elf Background A[edit | edit source]
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Fairy Envoy Fairy Tamer & Aristocrat 10/5/13 1500
5-6 High Priest Priest & Aristocrat 10/6/12 1500
7 Illusionist Arcanist 11/3/14 2000
8-9 Esteemed Scholar Sage & Aristocrat 10/4/14 2000
10-12 Wandering Noble Ranger & Aristocrat 12/6/10 2000


Noble Elf Background B[edit | edit source]
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Spy Master Scout & Aristocrat 13/5/10 2000
5-6 Witchlord Warlock & Aristocrat 10/3/15 1500
7 Scholar Sage 11/6/11 2500
8-9 Master Magician Sorcerer & Conjurer & Aristocrat 9/4/15 500
10-12 Agile Warrior Fencer & Artisan & Aristocrat 12/5/11 1500


Manaflare[edit | edit source]

When the third sword, Cardia, was shattered and the world was filled with mana, Mana Flares were said to have been born under its influence. Their basic physique and body shape are the same as those of humans. However, the flames of mana that emanate from their entire body are what distinguish them from humans. Mana flares have powerful mana inside their bodies, which constantly pours out from their joints, eyes, ears, and other parts of their bodies in the form of flames. Its color varies from individual to individual, although it is mostly blue or green. Their heat is the same as their body temperature, and they emit very little light, so they cannot illuminate dark areas (since they are not a light source, they cannot improve visibility, but they are also not visible to third parties). Mana Flares can manipulate this mana flame to hold and handle things at will. For this reason, this flame is also called the " Mana Hand," or the "Third Hand," and can be used to handle weapons and shields. You can also pass MP to the person you touch with this "Mana Hand," which can help your friends in times of need. However, the Mana Flare is unable to control its enormous amount of mana and cannot learn any wizard-type classes. In addition, Manaflare does not produce Bluebloods, and only rarely do they produce Silverblades, so they are often forced to live an unwanted existence under the thumb of the ruling class. Mana Flares are physically gifted, and are often valued by the Bluebloods as protectors and soldiers. Mana Flare are considered adults at the age of 15, and have a lifespan of about 100 years.


Starting Languages: Manaflare can read and write regional language (such as Zalts) and Arcana
Restricted Classes: All Wizard Classes (Sorcerer, Conjurer, Priest, Fairy Tamer, Artificer, Warlock, Arcanist)
Starting Soulscars: 0

Racial Abilities[edit | edit source]

[Overflowing Mana]: Manaflare's MP increases as your adventurer level increases.
The formula for calculating MP is "Adventurer Level x 3 + Spirit".
[Mana Hand]: Manaflare can use the mana overflowing from their entire body to touch and grasp things, and they can handle them as if they were their hands. The character is treated as if they have three hands.
They can also transfer their MP to another character by touching them with their mana hand. With Major Action reduce your MP by 2d points and restore the MP of a target within “Range: Touch” by the same amount. The MP reduced by this effect cannot be substituted by mako stones. If the current MP is lower than the "2d" value, the effect will not work.

Notes on [Mana Hand][edit | edit source]

The third arm or hand that can be handled by [Mana Hand] is treated as if it has the same Strength as a normal arm. However, it cannot be made to act independently, and it does not increase the number of section or Major Actions. It is possible to use three items with "Stance: 1H" at the same time, or one item with " Stance: 2H" and one with "Stance: 1H".
If the [Dual Wielding] Combat Feat is acquired, it is possible to select two of the weapons in any hand and attack with each of them once.
Note that Mana Hands can hold items, but cannot be equipped with Accessories.

Enhanced Racial Abilities[edit | edit source]

6th Level: The Manaflare's "Mana Hand" can now extend to a distance of 10 meters, and can be treated as "Range: Touch" up to 10 meters, allowing you to perform melee attacks, anong other things. When performing a ranged attack or throwing attack, the range is treated as if it had been extended by the amount of the hand from the character's coordinates.
11th Level: Once every 10 seconds (1 round), the Manaflare can transfer MP with a minor action, but it costs 5 extra MP (your MP is reduced by 2d+5 points and the person receiving MP is restored by 2d points). If you use this ability in a minor action, you can still use it in your primary action in the same round.
16th Level: The Manaflare can transfer 2d+10 MP at a time. If the current MP value is lower than 2d+10 (2d+15 for minor actions), nothing happens.

Abibity Scores[edit | edit source]

A: 2d B: 1d+6 C: 2d+6 D: 2d E: 2d F: 1d+6

Manaflare Background A[edit | edit source]
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Agile Warrior Fencer 9/4/5 2500
5-6 Brawler Grappler 8/7/3 2000
7 Warrior Fighter 8/8/2 2000
8-9 Archer Marksman 8/6/4 2500
10-12 Vagabond Ranger 7/5/6 2500


Manaflare Background B[edit | edit source]
2d Background Starting Classes Skill/Body/Mind Experience
2-4 Spy Scout 9/6/3 2500
5-6 Minstrel Bard 6/5/7 2500
7 Enchanter Artisan 7/7/4 2500
8-9 Commander Aristocrat 6/7/5 2500
10-12 Diviner Mystic 8/4/6 2500


Determining Ability Scores[edit | edit source]

After rolling for the Ability Scores A-F according to the table below, each value is added to the core Ability Scores Skill, Body and Mind given in the character's starting Background above.

"1d" means to roll one die, "2d" means to roll two dice and add them together, "2d+6" means to roll dice and add 6 to the total. Write the values into the corresponding column on the character sheet.

Rolling Ability Scores
Noble Elf Manaflare
A 2d 2d
B 2d 1d+6
C 1d 2d+6
D 2d 2d
E 2d 2d
F 2d 1d+6