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Written by Shawn Carman

Welcome to the Next Level!


In the world of Infinity’s Edge, every quest, every encounter, and every
session is designed to help your character get to the next level! As the newest
and greatest VRMMORPG (Virtual Reality Massively Multiplayer Online Role-
playing Game), Infinity’s Edge is constantly introducing new content for its
players. New ancestries, new rules for settlements, new rules for guilds, and
the rules for using and creating advanced classes are here at last!

Infinity’s Edge is the tabletop role-playing game of LitRPG fiction, wherein


you take on the role of a player’s avatar in a virtual fantasy world. Loot drops,
corpse runs, quests, and even lag can thwart you at every turn, but with a
strong party and a little careful consulting with NPCs and the right skills,
you can overcome almost anything! Get that next level so you can tackle the
dungeon in the next zone over before a rival guild gets there first and claims
the first Legendary drop on the server!

Product # KYG002IE
©2019 Kyoudai Games.
All rights reserved.
The Next Level
Written by Shawn Carman
Illustrated by Kim Wong Lim
(Except p. 2, 3, 5, 6, 8 & 22: public domain art)
Layout by Mike Brodu
(Original Graphic Design by Brendon Goodyear)
Additional Material by Mike Brodu

XX1. Additional Races. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2


XX2. Advanced Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . 10
XX3. Factions & Domains . . . . . . . . . . . . . . . . . . . . . . . . . 21
XX4. Battlefields & War. . . . . . . . . . . . . . . . . . . . . . . . . . . 24
XX5. Guilds & Guild Types. . . . . . . . . . . . . . . . . . . . . . . . . 26
XXOptional Rule: Lag Spikes. . . . . . . . . . . . . . . . . . . . . . . 30

Infinity’s Edge - The Next Level is published by Kyoudai Games, LLC,


and is © 2019 Kyoudai Games, LLC. All rights reserved.

FOR KYOUDAI GAMES


Creative Director: Shawn Carman - Mechanical Design: Shawn Carman
Logistics & Development: Ryan Carman - Chief Financial Officer: Butch Carman
Graphic Design & Branding: Mike Brodu
Chapter one
Additional Races
The races included in the Infinity’s Edge core rules are a mere sampling of those that
can be found in the vast realm of the Infinity’s Edge VRMMO, with players able to take
on the role of a wide variety of different types of beings depending upon their playstyle
and personal preferences.

Races of Earth
There are no more stolid people than those of the races associated with
the element of earth. They are calm, traditional, and slow to anger… or
express any other emotion, according to some. This solidity of character
can make their society very secure and nurturing for those that are brought
up within it, but to others they can seem stubborn beyond reasoning and
eager to reject change without consideration.

Gremlins
The gremlins are a distantly descended fey race who became trapped in the mortal
world many thousands of years ago, long before the redcaps and unseelie suffered a
similar fate. They have a superficial resemblance to gnomes, owing perhaps to some
common fey ancestry, but tend to have a darker complexion and more sinister features.
Also like gnomes, they have a keen understanding of technology, but whereas gnomes
are fascinated by the development of technology, gremlins find it inherently distressful
and seek to avoid it at all costs, and to destroy it whenever possible. Because of their
inherent understanding of technology, combined with their natural fey attributes, they
possess an ability to disrupt the function of many more modern devices.
XXAttributes: All Attributes begin at 10, but gremlins may choose to gain +2 to
either Dexterity or Intelligence. They must reduce their starting Willpower or
Wisdom by 1. When gremlins increase in level, they gain +1 to Dexterity and
Intelligence, and gain 3 points to spend as they see fit.
XXPassive: When targeted by any weapon of significant complexity, from an
augmented crossbow or firearm to a steam-powered weapon of some sort, the
Threshold to strike a gremlin is reduced by 10.
XXActive: When gremlins gain a level, they may increase any one Crafting or General
Skill by one rank. This cannot elevate a Skill rank above the gremlin’s total level.

Halflings
Dwelling in homes beneath hills and in simple woodland villages adjacent to the
mountains that call to them, the halflings are by far the most integrated of the earth-
aligned races. This is due in a large part to their gregarious nature, such as it is for the
peoples of earth. They enjoy good food and laughter with family and friends, and while

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they are quieter and more reserved with outsiders, they are unlikely to turn away from
a stranger seeking company. Halflings are the smallest of the common civilized races,
allowing them a certain degree of mobility on the battlefield despite that their small legs
do not grant them excessive speed.
XXAttributes: All Attributes begin at 10, but halflings may choose to gain +2 to
either Dexterity or Vitality. They must reduce their starting Intelligence or Strength
by 1. When halflings increase in level, they gain +1 to Dexterity and Vitality, and
gain 3 points to spend as they see fit.
XXPassive: Because of their small size, a halfling’s Evade Skill is always considered
one rank higher than it actually is. This bonus rank ignores normal level-based
Skill limits.
XXActive: When halflings gain a level, they may increase any one Crafting or General
Skill by one rank. This cannot elevate a Skill rank above the halfling’s total level.

Stoneborn
One of the five elemental people of Infinity’s Edge, the stoneborn are the living embod-
iment of the element of earth, and their body is coated with a thick skin that can only
be described as living rock. They tend to be ponderously slow, although there are some
bloodlines whose exterior resembles metamorphic rock more so than igneous, and
they are much faster than their kin. Stoneborn are notoriously dour, even more than
dwarves, and rarely engage in the greater world outside their own small communities
except for very particular circumstances; most stoneborn found in society are adven-
turers of some sort.
XXAttributes: All Attributes begin at 10, but stoneborn may choose to gain +2 to
either Strength or Vitality. They must reduce their starting Charisma or Dexterity
by 1. When stoneborn increase in level, they gain +1 to Strength and Vitality, and
gain 3 points to spend as they see fit.
XXPassive: All gear carried by a stoneborn has its Durability increased by 10.
XXActive: Stoneborn begin play with Earth Magic at rank 1. When a stoneborn gains
a level, they increase Earth Magic by one rank. This may not increase the total
Skill rank above the stoneborn’s level.

Races of Fire
Races associated with the element of fire tend to be very impetuous, quick
to anger, and passionate about those things they care most about in the
world. Once they set their minds to a task or a course of action, their enthu-
siasm will not allow them to rest until they move forward with that task,
sometimes at the expense of all others. While this can be a positive thing,
the negative side of their existence is that their passion and enthusiasm can
overwhelm their good sense and lead them to rash decisions that cannot
easily be taken back.

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Beastkin
Magical experimentation centuries ago, possibly by remnants of the Immortal Empire,
resulted in a wide variety of half-human, half-animal hybrids that, collectively, are
known as beastkin. The various sub-races of beastkin are united by many common
features, not least of which is their tempestuous nature and quick temper, a holdover
from their bestial ancestors. They also tend to possess at least one sense that is much
keener than others, typically hearing or scent but sometimes others instead.
XXAttributes: All Attributes begin at 10, but beastkin may choose to gain +2
to either Dexterity or Vitality. They must reduce their starting Intelligence or
Willpower by 1. When beastkin increase in level, they gain +1 to Dexterity and
Vitality, and gain 3 points to spend as they see fit.
XXPassive: At the time of character creation, a beastkin chooses one sense that is
superior to all others. All Thresholds based on this sense are reduced by 15.
XXActive: When beastkin gain a level, they may increase any one Combat or General
Skill by one rank. This cannot elevate a Skill rank above the beastkin’s total level.

Ifrit
Another of the five elemental peoples of Infinity’s Edge, the ifrit are beings of fire. Not
entirely literally, of course, because then they couldn’t fit into civilized society in any
significant way, but their skin is reddish in color and does radiate significantly more
heat than others; being near one is akin to standing very close to someone with a
raging high fever that would probably prove fatal. Like most races linked to the element
of fire, they tend to have passions that run rampant, and can be extremely impetuous
and thoughtless at times, but this varies significantly from person to person.
XXAttributes: All Attributes begin at 10, but ifrit may choose to gain +2 to either
Charisma or Dexterity. They must reduce their starting Vitality or Willpower by 1.
When ifrit increase in level, they gain +1 to Charisma and Dexterity, and gain 3
points to spend as they see fit.
XXPassive: Whenever an ifrit is dealt damage wherein a portion of the damage is
fire, the total damage is reduced by 1. This is cumulative with any reduction that
takes place as a result of armor or other mechanical effects.
XXActive: Ifrit begin play with Fire Magic at rank 1. When an ifrit gains a level, they
increase Fire Magic by one rank. This may not increase the total Skill rank above
the ifrit’s level.

Nightkin
The origins of the nightkin are something of a mystery that has been explored by
scholars for decades, but without conclusive results. For all intents and purposes,
it appears that the nightkin are half-human, half-undead, with numerous unique
properties that have arisen as a result of that bizarre pairing. The nightkin vary consid-
erably in appearance, with some seeming like pale humans while others have much
more pronounced characteristics that might indicate a lineage with zombies or perhaps

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vampires. They are not generally well regarded in many smaller settlements, as super-
stition is still a powerful force in the world of Infinity’s Edge.
XXAttributes: All Attributes begin at 10, but nightkin may choose to gain +2 to
either Intelligence or Willpower. They must reduce their starting Charisma or
Vitality by 1. When nightkin increase in level, they gain +1 to Intelligence and
Willpower, and gain 3 points to spend as they see fit.
XXPassive: Whenever a nightkin inflicts damage on a living target using a melee
attack, they immediately regain 10 Health.
XXActive: When nightkin gain a level, they may increase any one General or Magic
Skill by one rank. This cannot elevate a Skill rank above the nightkin’s total level.

Races of Metal
Ambition is the hallmark of those races associated with the element of
metal, and it is their ambition that drives them forward toward the goals
they set for themselves. To the races of metal, there is little else more
sacred than progress and persistence. Others regard them as eager to cast
aside old, proven ways to embrace untested ideas, and there is some truth
to this when their passions get the better of them.

Giantkin
Once, the giants ruled the lands of Infinity’s Edge, but that empire has long since fallen
into ruin, with those giants remaining either sequestered in their own small commu-
nities or fallen into a savage, primitive state. Their bloodlines remain, however, and can
appear in a variety of other forms mixed along with other bloodlines. Giantkin are not a
single race, but rather a series of lineages that are interspersed with other races, and
thus take a variety of forms, all with a tendency toward larger, more physically robust
specimens, which ensures that they can rarely be mistaken for anything other than
what they actually are.
XXAttributes: All Attributes begin at 10 except for Strength, which begins at 12.
Giantkin must reduce their starting Dexterity or Charisma by 1. When giantkin
increase in level, they gain +1 to Strength, and gain 4 points to spend as they
see fit.
XXPassive: When a giantkin character is created, choose one other race with
which the giantkin’s bloodline is mixed. This will have a significant impact on the
appearance of the giantkin character. The character gains the Passive ability of
the other race.
XXActive: When giantkin gain a level, they may increase any one Combat or General
Skill by one rank. This cannot elevate a Skill rank above the giantkin total level.

Gnomes
The diminutive gnomes are the smallest of the metal-aligned races, but they sometimes
seem larger because their small frames are so at odds with their loud, fast-talking,

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boisterous personalities. Gnomes are highly gregarious with outsiders and almost
ridiculously talkative around their own kind; many find multiple gnomes unbearable
as they talk simultaneously at one another at incredible speeds. Gnomes have a
remarkable passion for innovation and are constantly seeking to improve upon tried
and true methods. The majority of the more advanced technology currently found in
the world of Infinity’s Edge originated with gnome innovation, including the existence
of both gunpowder and steam-powered engines.
XXAttributes: All Attributes begin at 10, but gnomes may choose to gain +2
to either Dexterity or Intelligence. They must reduce their starting Strength or
Willpower by 1. When gnomes increase in level, they gain +1 to Dexterity and
Intelligence, and gain 3 points to spend as they see fit.
XXPassive: Any Skill Roll made to create, maintain, or use technology of any sort
(excluding attack rolls, such as those made with a firearm) has its Threshold
increased by 10 when made by a gnome.
XXActive: When gnomes gain a level, they may increase a single Crafting Skill by
one rank. This cannot elevate a Skill rank above the gnome’s total level.

Ironborn
One of the five elemental races of Infinity’s Edge, the ironborn can never be mistaken
for anything else, given that their skin is covered in a fine metallic sheen that makes
them appear to be exactly what their name describes: people born of living metal.
While this is not exactly true, their hardened skin covering does afford them more
protection than other races, and it is not uncommon to see ironborn adventurers,
particularly at lower levels, eschew armor altogether.
XXAttributes: All Attributes begin at 10, but ironborn may choose to gain +2 to
either Vitality or Willpower. They must reduce their starting Dexterity or Wisdom
by 1. When ironborn increase in level, they gain +1 to Vitality and Willpower, and
gain 3 points to spend as they see fit.
XXPassive: Ironborn’s naturally tough exterior counts as having an armor value of
1 on all locations. This is not cumulative with worn armor. An ironborn character
who puts on level one light armor, for instance, will still only have an armor
value of 1. Armor with a higher armor value replaces, instead of adding to, the
ironborn’s natural armor value.
XXActive: Ironborn begin play with Metal Magic at rank 1. When an ironborn gains a
level, they increase Metal Magic by one rank. This may not increase the total Skill
rank above the ironborn’s level.

Races of Water
Just as the element of water can fill any space, take any shape, so too are
the races associated with it full of potential and aptitude. They are known
for their bright and inquisitive nature, and for their mental fortitude in the
face of hardship. While their changeable and mercurial nature is a strength,

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however, it can also be a hindrance; the burden of staying the course or remaining
set to a single action can be a difficult one, and to describe one of these people as
“moody” would be an understatement under many circumstances.

Lizardfolk
Found most frequently in swamp environments, the link between lizardfolk and the
element of water most significantly manifests in their mutable nature. Within a single
family of lizardfolk, there can be wildly varying physical characteristics in terms of their
resemblance to various types of lizards or even serpents. These reptilian people have
a reputation for cruelty that is not entirely undeserved, and the most remote commu-
nities remain relatively primitive and quite savage. Those who are closer to other races
can develop a much more social outlook on life and participate more successfully in
the world’s greater society.
XXAttributes: All Attributes begin at 10, but lizardfolk may choose to gain +2 to
either Strength or Vitality. They must reduce their starting Intelligence or Wisdom
by 1. When lizardfolk increase in level, they gain +1 to Strength and Vitality, and
gain 3 points to spend as they see fit.
XXPassive: A lizardfolk’s Vitality Attribute is considered to be 20 ranks higher than
normal when determining their rate of regeneration for their Health Meter.
XXActive: When lizardfolk gain a level, they may increase any one Combat or
General Skill by one rank. This cannot elevate a Skill rank above the lizardfolk’s
total level.

Merfolk
Although their name evokes images of a humanoid torso with a fish-like lower half,
merfolk are actually much more of a uniform fish-human hybrid, complete with scales,
gills, and fins along their forearms and their heads. They possess both gills and lungs
but prefer aquatic environments and can only be found along coastal regions with any
regularity on land.
XXAttributes: All Attributes begin at 10, but merfolk may choose to gain +2 to
either Dexterity or Wisdom. They must reduce their starting Charisma or Intel-
ligence by 1. When merfolk increase in level, they gain +1 to Dexterity and
Wisdom, and gain 3 points to spend as they see fit.
XXPassive: Merfolk may breathe underwater without difficulty. They may also move
naturally in water without penalty, regardless of its depth.
XXActive: When merfolk gain a level, they may increase any one General Skill by
one rank. This cannot elevate a Skill rank above the merfolk’s total level.

Undine
One of the five elemental races of Infinity’s Edge, undine resemble humans with some
superficial differences including webbed hands and feet, elongated ears, and a lack of
hair anywhere on their bodies. Like their merfolk neighbors, they are amphibious and

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can flourish in water or on land but tend to prefer the former and if left on the latter for
too long, can begin to suffer increasingly severe physical symptoms. The undine are
a generally pleasant people, although some can find them a bit stand-offish with just a
hint of a superiority complex concerning seaborne races. They are intensely mercurial
and can experiences significant mood swings in a very short period of time, which
some find extremely difficult to deal with.
XXAttributes: All Attributes begin at 10, but undine may choose to gain +2 to either
Dexterity or Vitality. They must reduce their starting Charisma or Strength by 1.
When undine increase in level, they gain +1 to Dexterity and Vitality, and gain 3
points to spend as they see fit.
XXPassive: Undine may breathe underwater without difficulty. They may also move
naturally in water without penalty, regardless of its depth.
XXActive: Undine begin play with Water Magic at rank 1. When an undine gains a
level, they increase Water Magic by one rank. This may not increase the total Skill
rank above the undine’s level.

Races of Wood
Brilliant and beautiful, the element of wood is the wellspring of creativity and
productivity, and this manifests clearly in those races associated with it.
Association with wood is generally indicative of a positive relationship with
the universe, as wood alone is the living element and promotes a strong
relationship with those who embrace it. This can lead them to develop an
overly exclusive sense of themselves and their ways, however, and many
are those who have alienated others because of their mannerisms.

Redcaps
Of all the wood races, the redcaps are by far the most notorious and malicious. A fey
race, redcaps appear similar to diminutive humans with sharp, elongated features
that include a slightly stooped posture, talon-like fingernails, and a disturbingly wide
and ever-present grin featuring extremely sharp teeth. Their name comes from their
overwhelming compulsion to wear conical red caps, a geas their races suffers from
their days among the fey. While redcaps do suffer an unquestionable penchant for
violence, they have learned to marginally integrate with the other civilized races and
can maintain appropriate behavior in settlements. They do tend toward more violent
professions, such as hunters or butchers.
XXAttributes: All Attributes begin at 10, but redcaps may choose to gain +2 to
either Dexterity or Vitality. They must reduce their starting Charisma or Intelligence
by 1. When redcaps increase in level, they gain +1 to Dexterity and Vitality, and
gain 3 points to spend as they see fit.
XXPassive: Enemies that are the victim of a melee attack from a redcap character
suffer a mild Bleeding effect, losing an additional 5 Health per round for two
additional rounds.

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XXActive: When redcaps gain a level, they may increase any one Technique Skill by
one rank. This cannot elevate a Skill rank above the redcap’s total level.

Sprites
Another of the fey-born races, sprites are in many ways the opposite of their distant
kin, the redcaps. They enjoy pranks too, but while a redcap’s pranks tend to be violent,
pranks played by a sprite are genuinely humorous and can sometimes even be appre-
ciated by the victim. They are slightly built and significantly shorter than a human, with
ears and facial features similar to the elves. The coloration of their skin can run the
entire gamut of human range, but also includes a variety of shades of brown, green,
and even light reds. Their small size limits their physical power, but sprites more than
make up for this with a natural grace and speed that rival almost any other civilized
race.
XXAttributes: All Attributes begin at 10, but sprites may choose to gain +2 to either
Charisma or Dexterity. They must reduce their starting Intelligence or Strength by
1. When sprites increase in level, they gain +1 to Charisma and Dexterity, and
gain 3 points to spend as they see fit.
XXPassive: Ranged weapons made of wood (primarily bows and crossbows)
carried by sprites are considered one rarity level higher when determining the
bonus die for its damage.
XXActive: When sprites gain a level, they may increase any one Combat or General
Skill by one rank. This cannot elevate a Skill rank above the sprite’s total level.

Treeborn
The last of the elemental races, the treeborn are perhaps the people most truly at one
with their element. Their bodies are completely comprised of wood, with sap coursing
through them instead of blood, and they frequently sprout small branches with leaves
where another race might instead have hair. They are soft-spoken, and when they do
speak, typically express wisdom that others might have missed. They are at one with
the world, given to studying nature instead of modern considerations; it is rare to find
a treeborn who dwells within the city instead of in the countryside with the others.
Treeborn are frequently spellcasters because, despite their impressive constitution,
they often lack the speed of movement to excel in martial pursuits.
XXAttributes: All Attributes begin at 10, but treeborn may choose to gain +2 to
either Strength or Wisdom. They must reduce their starting Charisma or Intel-
ligence by 1. When treeborn increase in level, they gain +1 to Strength and
Wisdom, and gain 3 points to spend as they see fit.
XXPassive: Treeborn flourish from light and water. Radiant and Water Magic spells
that inflict damage have their damage against a treeborn reduced by 10.
XXActive: Treeborn begin play with Wood Magic at rank 1. When a treeborn gains a
level, they increase Wood Magic by one rank. This may not increase the total Skill
rank above the treeborn’s level.

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Chapter Two
Advanced Classes
In the VRMMORPG Infinity’s Edge, characters begin play at level 1 and are considered
Novices until they reach level 10, when they can select their first class. These classes,
either Basic Classes, Hybrid Classes, or Specialist Classes, are designed to grant
characters significant additional abilities based on their preferred playstyles. These
classes grant a character three new abilities at level 10, and an additional ability at
levels 15, 20, and 25. Then, when the character reaches level 30, they may select their
one and only Advanced Class.
By the time characters reach level 30, they are possessed of significant power and
are likely accustomed to success. Advanced Classes allow characters an even greater
level of power, but it requires that the stakes are increased by significantly increasing
the difficulty to accomplish those tasks, specifically by reducing the Threshold of the
tasks in question. Because these abilities greatly increase the possibility of failure,
roughly equivalent to a late Novice level character, they are dramatic in their power level
and very much unrealistic in terms of what they can do in the game versus what could
theoretically be possible in a real-world situation.

Creating an Advanced Class


The most important thing to consider when creating an Advanced Class is the relative
power level of a character who will be taking the class. As Advanced Classes become
available at level 30, characters will already have significant power at their disposal due
to the progression throughout the Novice levels and the levels of a Basic, Hybrid, or
Specialist Class. Although it is impossible to say for certain what their true capabilities
might be like, the maximum possible outcome should be considered:
XXMeters – All Meters begin at 100 and increase as levels are gained. The vast
majority of all characters will gain both Health and Stamina with each level,
and Mana increases as soon as a character learns a Magic Skill. Assuming this
happens at first level, a Meter can increase as high as 390 by the time a character
reaches level 30. Since Basic Classes grant bonuses as high as 50 to individual
Meters, the maximum possible Meter a character could have at level 30 would
be 440.
XXAttributes – Given the maximum possible rank of an Attribute at a 20 plus a
character’s level, a character at level 30 could conceivably have an Attribute as
high as 50.
XXSkills – Skills have a maximum rank equal to a character’s level, so at level 30 it is
possible (although unlikely, see below) for them to have one or more Skills at 30.
XXGear – At level 30, a character should possess relatively high gear of Level 2
(presumably in the Rare to Legendary range), or somewhat lower gear of Level 3
(possibly Uncommon to Rare).

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Taking these factors into account, it is possible that a character could have a
Threshold of 95 for certain tasks upon achieving level 30 (a base of 60 + 5 from an
Attribute of 50 + 30 from a Skill). This makes it virtually impossible to fail at the task
in question unless a critical failure (95-00) is rolled on the attempt. While the promise
of a 95% success rate may seem pleasing, the reality of having little to no risk of failure
tends to rob a player of the feeling of success; without risk, there is no reward, after all.
Realistically, of course, the probability that a level 30 character will have a
maximized Skill is relatively low; by the time that this level is reached, gaining levels
should have at least slightly outstripped the rate at which a Skill can be advanced due
to the overwhelming number of uses that are required for advancement. Nevertheless,
the assumption of maximum level is a reasonable one to take during design in order to
ensure that an Advanced Class is neither over- nor underpowered.
As a result, when creating an Advanced Class, the overwhelming design imperative
should be to allow the character to do incredible, over-the-top things by voluntarily
reducing their Threshold for success in order to do them. Given the infinitely varied
nature of characters, a general reduction of 25 should be sufficient, which should place
the Threshold for success on these amazing tasks at roughly 60-70, or approximately
what a starting level character experiences for any given task. While this can potentially
be frustrating for a character now long accustomed to overwhelming success, they do
have the option to use their normal Skills and Attributes without their Advanced Class
abilities playing a role in their actions, and thus allow them to experience success in
the manner they’ve grown used to. However, a well-designed Advanced Class should
offer abilities so enticing that the risk of failure is an acceptable one in order to achieve
the greater scale of results.

Advanced Classes Tied to Basic Classes


The four Basic Classes represent the most iconic roles of heroes in any fantasy situation,
and as such they have distinct, clear abilities with very little overlap in between them.
Advanced Classes that augment and enhance these fundamental powers ensure that
they are among the most direct, most powerful, and most numerous of all Advanced
Classes. Finding non-player characters with classes such as these is less difficult than
Hybrid or Specialist Classes.

Elementalist
By the time a Wizard reaches a level suitable for an Advanced Class, they are normally
masters of many different types of magic; some even have become powerful in each
of the Ten Energies. Some choose to be specific in their studies, however, unleashing
the fury of the Five Elements against opponents with unbridled displays of pure power.
Elementalists are very much in tune with the world around them, sensing the relative
strength and scarcity of the Five Elements as they pass through the world, and drawing
upon their surroundings for greater feats of magic.
Requirements: Must possess at least two Magic Skills associated with the Five
Elements (Earth, Fire, Metal, Water, and Wood) at 18+
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Abilities:
XXSpell: Absorb Element [Cost: Variable; see below] – The caster may draw upon
the energy of elemental substances to heal themselves. The caster may make a
Threshold 60 Magic Skill roll to draw energy from a nearby source (stones or soil
for Earth Magic, water for Water Magic, etc.) to regain lost Health. The caster may
recover a maximum amount of Health per round equal to their level, expending
Mana at a rate of 3 Mana per 1 Health recovered in this manner.
XXSpell: Elemental Armor [Cost: 100 Mana] – The caster surrounds themselves
in a wreath of elemental energy appropriate to their Skills, granting them Armor
10 on all locations for one minute. This requires a Threshold 65 Magic Skill roll.
XXSpell: Elemental Transit [Cost: 125 Mana] – The caster may instantly transport
themselves through any continuous volume of an element matching their Magic
Skill. This may be as simple as using Metal Magic to touch and appear on the other
side of a metal door, or it can allow intercontinental travel by touching the ocean
and appearing on another coastline of that same ocean. For truly spectacular
distances, the GM is within their rights to impose
an increased Mana cost. This spell requires a
Magic Skill roll with a Threshold of 70.
XXTrait: Augment Range [Cost: +30 Mana] –
When casting an elemental spell, the caster
may double the range for the listed spell,
to a minimum of 100 feet, by reducing the
Threshold of the Magic Skill roll by 25.
XXTrait: Augment Target [Cost: +20 Mana] –
When casting a spell associated with one
of the Five Elements (see above), the
caster may increase the number
of targets the spell affects by
three; doing so decreases the
Threshold for the Magic Skill roll
by 25.
XXTrait: Elemental Fury [Cost: Variable;
see below] – The caster may trigger this
Trait when using an elemental spell that
inflicts damage. In addition to the amount
of damage normally inflicted, the spell
adds an additional 1d20 damage per
25 Mana spent at the time the Trait is
triggered. Because of the additional
energy being channeled into a
spell to achieve this effect,
the Threshold for the casting
roll is 65.

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Master Assassin
Many Rogues go on to become thieves, infiltrators, ambush specialists, and spies,
but there are a small number who instead choose to specialize in assassination.
They develop their skills in the area of stealth so that they can gain access to targets
in otherwise inaccessible locations, and in their ability to inflict massive amounts of
damage when attacking from surprise. Most of an assassin’s abilities do not serve
them well in one-on-one combat outside of a surprise attack, so they must rely upon
their previous Rogue experience in those situations.
Requirements: Small Blades 20+, Stealth 20+
Abilities:
XXTrait: Convenient Forgery [Cost: 100 Stamina] – An assassin always has what
he needs to get the job done. Once per day, the assassin may withdraw from
his inventory any one non-magical item of rarity Rare or lower, and of level 3 or
lower (which cannot be armor, a weapon, a schematic, or an alchemical item), to
present in support of his efforts at infiltration. This item did not exist until it was
withdrawn from the assassin’s inventory. These might be travel papers, a badge
of office, a delivery addressed to a specific person, or anything else the assassin
might require to gain entry or to assuage the concerns of a sentry.
XXTrait: Evasion [Cost: Variable] – An assassin excels at avoiding the attacks of
his enemy. When struck with an attack, the assassin may trigger this Technique
to avoid it. The cost is 50 Stamina for a conventional ranged or melee attack. For
a magical attack, the assassin must expend an amount of Stamina equal to the
Mana cost incurred by the attack.
XXTrait: Master of Stealth [Cost: Stamina +20] – When making a Stealth Skill
roll, the master assassin may reduce the Threshold of the roll by 25. If the roll
is successful, the assassin may move up to maximum speed with no risk of
exposure. Unless the assassin takes direct physical action that can be witnessed
by others, his Stealth will not break unless subjected to an ability that would
normally break Stealth, and even then, a contested Willpower roll between the two
is necessary. Otherwise, the assassin is effectively invisible.
XXTechnique: Fatal Blow [Cost: 50 Stamina] – When attacking from concealment
against an opponent who does not know of the assassin’s presence, the assassin
may make a Small Blades roll against an unmodifiable Threshold of 70. If
successful, the target must succeed on a Willpower roll or instantly be reduced to
5% Health. If the target’s Willpower roll is successful, he instead takes triple the
normal damage that the strike would inflict.
XXTechnique: Flanking Specialist [Cost: +20 Stamina] – When attacking an
opponent that is facing at least one other attacker, the assassin may activate this
Technique and make the attack roll against the normal Threshold reduced by 30.
If successful, the strike inflicts double normal damage.
XXTechnique: Plural Persona [Cost: 50 Stamina] – Through a combination of
obscuring your features and careful acting, an assassin can adopt a completely

13
separate identity with its own relation to different individuals and groups. This
requires a Stealth roll against a Threshold of 70, and any attempt to carefully
examine the assassin’s identity requires a contested Wordplay/Awareness roll.
However, when in disguise, the assassin’s faction alignments are restored to zero
and can be improved or decreased over time when adopting the same persona,
which can make infiltration a great deal easier.

Vessel
Priests in a VRMMORPG are a curious sort. While the premise of their character
revolves around religion, few embrace the concept fully and instead simply utilize
the mechanics. While this approach is perfectly appropriate, some choose instead
to undertake quest lines that more closely bind their character with specific deities,
allowing them greater access to divine abilities that represent the powers of those
deities. In Infinity’s Edge, for example, a Priest who becomes a Vessel of the god
Theus gains greater affinity with Earth and Death magic as well as Crafting Skills and
an affinity with the dwarven clans of that game.
Requirements: One Magic Skill
associated with the priest’s deity at
18+, knowledge of at least three
different spells that heal a target’s
Health Meter
Abilities:
XXSpell: Armor of the Gods
[Cost: 75 Mana] – This
spell grants the vessel 5
points of Armor over their
entire body for a period of 5
rounds. This is not cumulative with
any other Armor the vessel might
have from other sources.
XXSpell: Resurrection [Cost:
100 Mana] – This spell
permits a vessal to instantly
resurrect any dead creature,
providing that it died within
one hour of the spell’s
casting. The target is
resurrected with all Meters
completely full. Any debuffs that
were in effect when the target died
are dispelled, but any buffs that
were in place remain. This spell
requires a Magic Skill roll (one

14
associated with the vessel’s deity) with a Threshold reduced by 30. This spell can
only be used once per hour.
XXSpell: Return to Ash [Cost: 150 Mana] – None of the gods tolerate the undead.
The vessel may touch any one undead and make a Magic Skill roll associated with
his deity, reducing its Threshold by 20. If successful, the undead must succeed at
a Willpower roll, Threshold 50, or be instantly destroyed. If the undead succeeds
at the roll, it instead takes 150 damage.
XXTrait: Blessed [Cost: Special] – This unique trait allows a vessel to continue to
regenerate all three Meters even when in combat, something that normally stops
regeneration until the combat has ended. In order to purchase this Trait, the vessel
must permanently reduce their Mana Meter by 20.
XXTrait: Divine Wrath [Cost: 100 Mana] – When casting a spell that inflicts damage
as part of its effect, the vessel can choose to pay the cost of this Trait and
reduce the Threshold of their Magic Skill roll by 20 in order to double the damage
normally inflicted by the spell in question.
XXTrait: The Gods’ Mercy [Cost: 50 Mana] – When casting a spell that restores
Health as part of its effect, the vessel can choose to pay the cost of this Trait and
reduce the Threshold of their Magic Skill roll by 30 in order to triple the amount of
Health restored by the spell in question.

Warlord
It is not uncommon for Warriors to place incredible emphasis on their martial prowess,
becoming a one-being force of nature on the battlefield that is capable of overwhelming
ten times their number even under the direst of circumstances. A handful instead
choose to bolster not only their own abilities, but the abilities of those who follow them.
These rare individuals are capable of transforming a rag-tag group of individuals into a
deadly, disciplined fighting force capable of stopping opponents who outnumber them
more than a dozen to one.
Requirements: Health 300+, Stamina 300+, at least three Combat Skills at 18+
Abilities:
XXTechnique: Unified Attack [Cost: 50 Stamina] – A warlord may inspire his
troops to great heights. By foregoing any other actions during the round, paying
to activate this Technique, and making a successful Charisma roll (Threshold 65),
the warlord increases the Threshold for all of the troops under his command by
15. This Technique may be used during the same round as Unified Damage.
XXTechnique: Unified Damage [Cost: 50 Stamina] – A warlord my drive his troops
to greater feats of violence on the battlefield. By foregoing any other actions during
the round, paying to activate this Technique, and making a successful Charisma
roll (Threshold 70), the warlord may double the damage inflicted by each of his
troops within one hundred feet this round. This Technique may be used during the
same round as Unified Attack.

15
XXTrait: Leader of Men [Cost:
Special] – A warlord brings
others to his banner to serve at
his command. When a warlord
acquires this Trait, he gains 10
level 10 NPC warriors under his
command. These characters do
not have a class but otherwise
have all the Meters, Skills, and
Attributes the GM determines
suitable for character of that level,
as well as Level 2 Uncommon
weaponry and armor. These
soldiers can equip any items that
the warlord receives as quest
items or loot drops regardless
of normal level restrictions. A
warlord must permanently reduce
his Health by 50 to purchase this
Trait. These followers increase
in level when the warlord does.
When one dies, a new one
respawns six hours later.
XXTrait: Expanded Command
[Cost: Special] – The number
of troops under the warlord’s
command increases by 5. The
warlord must possess the
Leader of Men Trait to take
this Trait. This Trait may
be purchased multiple
times. The warlord’s
Stamina is perma-
nently reduced by 10
each time this Trait
is selected.
XXTrait: Specialist Recruitment [Cost: Special] – The warlord may choose this
Trait to grant a class to one of his troops. If this follower perishes in battle, the
replacement that spawns will also share the same class. The warlord must
permanently reduce his Stamina by 10 to select this Trait.
XXTrait: War Banner [Cost: 100 Stamina] – The warlord possesses a war banner
to rally his forces. The warlord may trigger this ability when using any one of his
Techniques. All allied forces within twenty-five feet of the banner, including other
player characters, may benefit from the Technique instead of just the warlord’s
followers.
16
Advanced Classes Tied to Hybrid Classes
While Basic Classes command specific, narrow power, Hybrid Classes possess a
combination of two different Basic Classes. They do not have the same level of power
as a Basic Class but are much more versatile. Similarly, Advanced Classes tied to
Hybrid Classes tend to double down on the diversity of powers to provide characters
with greater range at the cost of a slightly reduced power level. Nevertheless, as with
all Advanced Classes, these options wield considerably more robust abilities than
characters below level 30 can hope to match.

Grandmaster
Monks are well known for their diverse skills and variable nature, which makes them
welcome support in any Guild or Party. Grandmasters take their skills to the next level,
honing their abilities beyond the fusion of body and spirit and into the realm of the
supernatural. Grandmasters are known for accomplishing incredible feats of physical
prowess with limited access to weapons and armor, relying instead on their own body,
which they have transformed over time into the perfect weapon.
Requirements: Awareness 10+, Meditation 15+, Stealth 10+, Unarmed 20+
Abilities:
XXTrait: Empty Hand Master – When wielding a martial arts weapon (ultimately the
GM’s discretion but including such items as sai, nunchaku, chain weapons, etc.),
a grandmaster may use his Unarmed Skill in place of any other Combat Skill, and
in the event that the grandmaster’s Unarmed damage is higher than the weapon’s,
he may substitute that as well. All other features of the weapon, including any
upgrades, remain in effect while it is wielded.
XXTrait: Flawless Combat Form – The grandmaster’s natural unarmed damage
increases prodigiously. When wielding an empty hand, the grandmaster’s
unarmed damage increases to 30+1d20 plus the tens digit of the grandmaster’s
Strength Attribute.
XXTechnique: Five Element Fist [Cost: +25 Stamina] – When making an attack
using Unarmed, the grandmaster may choose to lower the Threshold by 25. If the
attack is successful, he pays the cost of this ability and adds 10 damage to the
total of the attack. This additional damage has a type matching one of the Five
Elements (Earth, Fire, Metal, Water, or Wood).
XXTechnique: Iron Body [Cost: 50 Stamina] – The grandmaster may make a
Meditation Skill roll (Threshold 50). If successful, he pays the cost for this ability
and gains Armor 5 over his entire body for three rounds. At the end of three
rounds, he may choose to pay the cost again to extend the effect another three
rounds without making an additional Skill Roll.
XXTechnique: One Thousand Tempest Strike [35 Stamina] – A true grandmaster
can unleash an avalanche of blows that devastates even the most heavily armored
target. By making an Unarmed Skill attack with the Threshold reduced by 30, the
grandmaster can strike five blows against a target in the time it takes another

17
warrior to strike merely once. The cost of this ability replaces the normally 40
Stamina cost of making five attacks.
XXTechnique: Redirect the River’s Flow [Cost: 50 Stamina] – By reducing the
Threshold for an unarmed attack, the grandmaster can strike and inflict normal
damage, and also choose the throw the recipient of his attack up to 100 feet in
any direction of his choosing. The GM may determine that if the opponent strikes
something as a result of this throw, additional damage is inflicted.

Advanced Classes Tied to Specialist Classes


As is befitting given their name, Specialist Classes are extremely specialized,
possessing neither the broad power of the Basic Classes nor the varied but thematic
abilities of the Hybrid Classes. Instead, they offer tremendous power and proficiency
in a very narrow, specific area. Most Specialist Classes cannot function independently,
but flourish in a well-rounded group where their abilities can fit into a greater dynamic.
Advanced Classes catering to these classes tend to be even more specialist and are
exceptionally rare, typically offered only as a result of a long quest chain.

Master Engineer
A technologist is adept at quickly assembling simple technological devices, most
often used for transport, and for effective use of gunpowder-fueled ranged weapons.
Other than these relatively minor differences, however, a Technologist is ultimately
little different from most warriors, albeit with more of a support role and an intellectual
bent. Upon becoming a Master Engineer, however, a character’s options expand
significantly, and they can accomplish things once only possible through use of magic.
Requirements: Intelligence 25+, Firearms 15+, Blacksmithing 10+, any one other
Crafting Skill 10+
Abilities:
XXTechnique: Adaptive Armor [Cost: 50 Stamina] – By infusing their energy into
their armor (which must be constructed by the engineer themselves), an engineer
can gain adaptive resistance to different types of damage. When damaged by an
attack that inflicts additional damage associated with an elemental or magical type
(such as Fire, Death, Arcane, or any of the other magic types), the armor adapts to
resist that energy type. All damage of that type is reduced by 5 before calculating
armor and damage endured. This effect lasts the remainder of the combat or until
the engineer chooses to end it.
XXTechnique: Airship [Cost: Special] – The ultimate expression of a technologist’s
ability to create transport, an engineer can craft an airship, something much
like a water-going vessel held aloft by hot air balloons. An airship is a magnif-
icent creation, hosting room for numerous passengers, cargo, and weapons,
and capable of flying at significant speeds. It takes at least a week of dedicated
labor and a large number of resources (GM’s discretion but including significant

18
quantities of Wood and Metal, obviously). At the end of the week, the engineer
must make a successful Blacksmithing Skill Roll, Threshold 50 to complete the
airship. If the roll fails, another week must be spent but the resources are not lost.
While the airship exists, the engineer’s Mana and Stamina Meters are permanently
reduced by 100 each.
XXTechnique: Alpha Shot [Cost: +40 Stamina] – When making a ranged attack, by
decreasing the Threshold of the attack by 25, the engineer can double the damage
inflicted by the attack.
XXTechnique: Augment Vehicle [Cost: +25
Mana, +25 Stamina] – When utilizing the
Carriage, Jetpack, or Raft abilities from the
Technologist class, an engineer can enhance
the capabilities of that vehicle. A
carriage or raft have their passenger
capacity and speed doubled.
The jetpack can now be used
by others instead of only the
character.
XXTechnique: Craft Construct
[Cost: Special] – Over time,
an engineer can create
wondrous constructs to
serve him. Unlike magical
summons, these entities
endure over long
periods of time, but their
existence diminishes
an engineer’s Meters.
With a successful
Blacksmithing Skill Roll,
an engineer can create
any Construct from the
Infinity’s Edge bestiary
or create a small construct that is
mechanically identical to one of
the animals listed in that bestiary.
These constructs are dormant
until activated. While active, the
engineer’s Mana is reduced by an
amount equal to the construct’s
Health. If the engineer does not
currently have that much Mana, he
cannot activate the construct.

19
XXTechnique: Crafting Mastery [Cost: 50 Stamina] – A true engineer can accom-
plish almost anything with the proper attitude and tools. The engineer may
substitute his Blacksmithing Skill in place of any other Craft Skill when creating or
repairing an item. This does not allow them to utilize schematics for which they
do not meet the criteria, but it can allow them tremendous success with minimal
knowledge of other Craft Skills.

New Skill: Firearms


While using the Combat Skill Crossbows might be suitable for some to replicate the process
of using gunpowder weapons, the decision was recently made at Infinite Entertainment
to split the two into separate Skills. The Pantheon of Infinity’s Edge did not object to this
change and allowed it to be patched in. Any characters possessing ranks in Crossbows
that were being used for Firearms (typically only members of the Technologist class) may
choose to switch those ranks to Firearms, or to split them between the two Skills. For
example, a Technologist with Crossbows 14 could choose to get Firearms 14 instead, or
Firearms 10 and Crossbows 4, or any other iteration that combines for 14 total ranks.

Starting at Higher Levels


The premise of Infinity’s Edge is that all characters begin at the first level and, as such, are
all very similar in their abilities. This is to permit them to grow in their own direction as a
result of their choices and the circumstances in which they find themselves throughout the
early stages of the campaign. However, some players may wish to begin the game with
a more diverse set of capabilities, and GMs may wish to avoid the Novice levels of play
altogether. If a group would prefer to begin the campaign at level 10, and thus have access
to their Base Classes immediately, we suggest the following options:
XXAttributes: Attributes continue to begin at 10, and players receive a number of
additional points equal to the starting level times 5. Adjustments can be made with
regard to starting Attributes for different ancestries if they are being used, with
minimum required points being allocated to each. For instance, an elven character
beginning at level 10 might start with an Intelligence of 12 and have one point allocated
to Dexterity and Intelligence at each level. At level 10, she would have Intelligence 21,
Dexterity 19, and 30 points to allocate among her other Attributes.
XXSkills: A character may have a number of Skill ranks equal to twice their level. One Skill
per 10 character levels may be at maximum. The other Skill ranks may be allocated at
lower levels as per the GM’s discretion.
XXMeters: Health and Stamina begin at 100 and add +10 per level above 1. Mana
increases by 10 per level if the character has and utilizes at least one Magic Skill.
XXGear: A character has gear of one Level per 10 character levels. A character has 1d4
(+1 per 10 character levels) Legendary items, 1d6 (+1 per 10 character levels) Rare
items, and the remaining gear will be Common and Uncommon items.

20
Chapter Three
Factions & Domains
Factions are the final realization of the social dynamic that begins with Parties and
Guilds, only much larger than either one of those. While Parties are inherently mobile
and some Guilds choose to eschew a formal headquarters in order to remain equally
mobile, Factions are tied to a physical location because of the requirement for a Faction
to maintain a Domain.

Factions
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 prestigious
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.
Settlements within a Faction’s Domain can be assigned to individual characters
or guilds to be administrated in the Faction’s name, but those individuals or guilds
must be affiliated with the Faction to receive this benefit.
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
additional experience and loot by conducting Raids, which target other Factions
or their domains.

Domains
Domains are regions controlled by a Faction. This is typically a large portion of land,
sometimes as small as ten miles on a side but rarely less than twenty miles on a side.
While this seems comparatively small given the enormous size of even the smallest
zones, it is still four hundred square miles, which can be difficult for any player-led
Faction to police properly. Domains can be described as similar to Settlements in
that they have different features that can be added or changed in order to benefit the
Faction, but all of which has a price and can make the Domain a more enticing prize

21
for other groups to pursue. As might be expected, it is possible for conflicts between
Factions to result in the changing of hands of part or all of a Domain.
Domains provide a number of different currencies to the Faction that controls them,
which is why they are considered so valuable and coveted by other groups that may
have less. Naturally occurring resources, including forests, mountains, and the like,
generate a currency called Resource on a daily basis. Resource can be expended to
acquire a large volume of crafting materials (Wood, Ore, etc.) or it can be converted
to one of the other currency forms. Settlements and magically empowered locations
can generate Power, which is the most coveted form of currency available to a Faction
for reasons that will be described later. Finally, military installations (something entirely
separate from Settlements and which can be created using Power) provide a currency
called Military, which is what Factions use to defend their Domains or to attack the
Domains of other Factions in order to seize their resources.
In addition to the three different currencies generated by a Faction’s holdings, a
Domain also has a trait called Defense, which determines how resistant it is to outside
attack. Defense only applies when an entire Domain is under attack, not an individual
portion of it. It is possible, for example, for a Settlement within a Domain to fall under
attack by bandits or creatures, and in this case, that attack is resolved by the qualities
of the Settlement rather than the Faction.

Domain Features
Most Domains are pre-existing in any VRMMORPG, although some allow for new
Factions (and therefore Domains) to be created by players. When a Domain is created,
it will fall to the GM to determine what initial features it contains. Depending on the
size of the Domain, anywhere from six to ten features is a good baseline. Features are
ranked from one to ten, with their size largely determining their rank. Some example
features include the following:
XXForests – Large, sprawling expanses of trees, Forest generate Resource (Wood)
equal to their level each week.
XXFortifications – Hardened structures that exist outside a
Settlement, Fortifications generate Military equal to their
level each week. Fortifications also add +5
Defense to a Domain’s rating.

22
XXLakes – Free-standing bodies of water, Lakes can generate different types of
Resource depending on the wishes of the GM, although typically they take the
form of Herbs, Reagents, or Meat (fish, specifically).
XXMountains – Massive outcroppings of stone, Mountains generate Resource
(Stone) equal to their level each week. Mountains also provide +2 to a Domain’s
Defense rating.
XXRuins – Ruins sometimes hold dungeons or are spawn points for creatures that
can provide XP when hunted by Faction members. Quests often involve Ruins.
Ruins generate Power equal to their level each week and add +1 Defense to a
Domain’s rating.
XXSettlements – Settlements constructed as per the rules in Infinity’s Edge generate
Power equal to their Tier each week.

Spending Domain Currencies


There are four currencies involved in managing a Domain. Of those four, two (Defense
and Military) are largely used only when in conflict with other, externals forces. For
more information on those and how they impact large-scale battles, see the rules for
Battlefields & War below. The remaining two currencies, Resource and Power, can be
spent in a number of different ways, including:
XXResource can be exchanged for literal units of crafting materials of any type
generated by a Domain feature. If a Domain has both a Forest and Mountains, for
example, all its generated Resource could be exchanged for Wood. It could also
be exchanged for Ore, or some combination thereof. Resource can be exchanged
for 100 units of crafting material per point of Resource expended.
XXResource can also be exchanged for gold at a rate of 500 gold per point of
Resource expended.
XXPower can be spent to change or upgrade a Domain. Ten points can be spent to
purchase a new Domain feature at level 1. A new feature created in this way does
not create any currencies for one month after its creation. This costs 10 Power.
Upgrading an existing feature costs 10 Power per the new level of the feature, so
20 Power to upgrade to level 2, and so forth. An upgraded feature also does not
generate any new Resource for one month after being upgraded.
XXPower can also be spent to add terrain features that do not affect a Domain’s
currencies. Adding hills, changing hills to plains, adding a small river, or other
largely superficial changes can be made at the cost of 10 Power. The GM may
rule that particularly drastic changes or changes that affect a significant volume
of the Domain may cost more.
XXPower may be exchanged for XP. Any member of the Faction, or any Guild that is
part of the Faction, may benefit from this exchange. Spending 10 Power grants
10% of a member or Guild’s progress toward the next level. Many would-be
Faction leaders anticipate using this as a means to power level, but it is rare
for members of a Faction to blindly accept such a top-heavy distribution of
currencies.
23
Chapter Four
Battlefields & War
Large-scale conflicts are not particularly common in VRMMORPGs, but neither
are they unheard of. The most common is a conflict between small forces and the
defenders of a Settlement. This scale of conflict is generally referred to as a skirmish.
Villagers and characters fighting off a large force of bandits or monsters is a common
skirmish. It is also not unheard of for multiple guilds to be involved in a conflict with
one another, which is generally referred to as a battle (not because it is a singular
incident, necessarily, but to distinguish it from larger conflicts; the name is not always
used consistently among characters). Finally, there are the enormous, wide-ranging
conflicts between Factions, which can only be described as war. Faction wars are
typically low-key affairs that simmer for years with only minor conflicts along borders,
usually involving small numbers of adventurers. But when the balance of power shifts,
entire armies can be hurled at one another with little regard for whatever falls into their
path.
When one force attacks another, whether between two Settlements or a rival
Faction attacking a Domain, a raid leader for both sides must be selected. The raid
leader’s abilities will have a significant impact on how the battles between opposing
forces will play out, although random chance always has a role as well. A raid leader’s
leadership score is calculated as follows:

Charisma + Willpower +
Military Value of Domain OR Militia Value of Settlement

This number is enhanced by a die type based upon the leader’s overall character
level. A leader of level 1-10 gains a d6 added to the score, levels 11-20 gains d8, levels
21-30 gains d10, levels 31-40 gains d12, and level 41-50 gains a d20. A raid leader
in command of forces attacking a Settlement or Domain must bring forces from his
headquarters (Militia for a Settlement, Military for a Domain) to use as part of this process.
When a raid leader attacks a Settlement or Domain, he determines the overall
power of the forces under his command. If the leader has troops from a Settlement
or Domain, the proper Militia or Military ranking; otherwise, the GM must approximate
based on the forces in question, particularly when dealing with monster-type enemies
such as goblins, orcs, or what have you. The difference between the attacking force’s
power and the defending force’s power gives a bonus equal to the difference to
whomever commands the larger force. In the case of a Domain, the Domain’s Defense
adds to the raid leader’s score as well.
Example 1: Corbin Stormborn, a level 11 Storm Knight, is in command of the
forces defending the village of Dagger’s Edge. Corbin’s Charisma of 20 and
Willpower of 24 give him a base score of 44, plus d8 due to being level 11. His
village has a Militia value of 8. Corbin’s player rolls d8 and gets a 5, giving him a
total leadership score of 57.

24
Corbin’s opponent is Drakmar Bloodfist, an orc warlord whose horde has been
determined to be the equivalent of 11 Militia by the GM. Drakmar’s Charisma is 16
but his willpower is 29, and he is a level 16 Berserker. He has a leadership score of
56 plus d8, which he rolls and gets 3, giving him a total of 59.
Example 2: Enigma D’breaux, leader of the Ironhelm Remnant, a Faction of
dwarves and their various allies), has her Domain invaded by the Nyriss Calamitus,
sorceress and chieftain of the Panther Tribe. Enigma has Charisma 31, Willpower
40, a Domain Military of 33, and a Domain Defense of 6. She is a level 26 Paladin,
so her leadership score is 110+d10, which ends up being 118. Nyriss is a level
31 Berserker with Charisma 29, Willpower 50, and a Military of 38, giving her a
leadership score of 117+d12, which ends up being 123
Once the leadership scores of both raid leaders
have been determined, the conflict is measured
by day. Each day, the leaders roll their dice and
compare scores. Whatever score is higher is
considered victorious that day, and BOTH
leaders reduce their Militia/Military value by the
difference between their scores. In this way,
the abilities of the leader become increas-
ingly important in the battle, as do the die
rolls, while attrition can take a significant
toll on whichever leader’s forces has
the lowest volume of troops.
The battle persists over the course
of several days until one of the leaders
has their Militia/Military value reduced
to 0. When this occurs, that leader’s forces
have lost. If the leader is the aggressor, their
siege has failed and they have no choice
but to retreat. If the leader whose value
has been diminished is the defender, they
have failed in their defense. In the case
of a Settlement, the Settlement becomes
occupied by the aggressor and will, in a
relatively short amount of time, automatically
transfer ownership to the aggressor unless
the defender can mount some sort of count-
er-offensive. The result is somewhat less clear
with regard to a Domain, however; depending on
the size of the Domain, the GM should determine
what por tion of it has become occupied by
enemy forces, and what impact this has on
the Faction’s access to the Domain features in
that section.
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Chapter Five
Guilds & Guild Types
Guilds are permanent social organizations that can be created by characters even early
in the Novice levels, although they do not always unlock their full suite of abilities as a
result. Guilds have multiple types, although the different types will vary considerably
depending on the game being played. Typically, however, there are always at least
three options: Crafting, Martial, and Mercantile. Guilds that are created by non-Novice
characters may select a specialty at the time of creation; if any founding members
(of which there must be at least 8) are Novices, then the guild specialty is not chosen
until the guild reaches level 5 or until all founding members reach level 10, whichever
comes first.

Universal Guild Benefits


XXThe leader or officers of a guild can establish a guild fund that automatically
deducts 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 are typically related to the Guild’s overall
specialty, whether it is Crafting, Martial, or Mercantile.
XXGuild members have the ability to compose and send private messages to one
another through their game interface like members of a party, but this can be done
anywhere, not merely in a safe zone (typically a Settlement, but not always).
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). Larger Settlements can only be owned by Factions.

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Crafting Guilds
As might be surmised from the name, Crafting Guilds are social guilds wherein the
overwhelming majority of members are devoted to developing and practicing Crafting
Skills. There may be other members, most often those who specialize in selling the
produced items or who go into dungeons and other high-danger areas in search of rare
components, but craftsmen make up the bulk of their ranks. Some prefer not to even
dabble in such areas, however, and form alliances with Mercantile or Marital Guilds for
such requirements.

Crafting Guild Benefits


XX1st Level – When guild members are crafting from a schematic of Legendary
quality or less, and which requires resources to create (such as Ore, Stone, or
Wood), the total amount of resources required is reduced by 5% (by a minimum
of 1 unit, to a minimum of 1 unit).
XX5th Level – The benefit guild members gain from the guild’s 1st level ability is
increased to 10%.
XX10th Level – Once per day, regardless of location or access to markets, a guild
member may surrender one item from their inventory to receive a fair market price
for it in accordance with the price recommendations in Chapter 3 of Infinity’s
Edge.
XX20th Level – Once per week, each guild member may take any item of Legendary
quality or less and produce a schematic that will allow a similar (although not
always identical) item to be produced. The guild member producing this schematic
will not necessarily possess the Crafting Skills or prerequisites necessary to
utilize the schematic.

Martial Guilds
By far the most common of the basic guild types, Martial Guilds are considered by
many to be the default style of guild unless those creating it have specific wishes to
the contrary. Martial Guilds focus on the rapid leveling of members and the acquisition
of optimized gear for all parties. Some guilds focus exclusively on inter-guild or inter-
faction conflicts, while others prioritize the location and farming of dungeons, and still
others strike a balance between the two. Because of their focus, it is not uncommon
for Martial Guilds to place requirements on their members to reach certain milestones
within a specific timeframe or else face potential expulsion; some, however, are more
casual in their approach.

Martial Guild Benefits


XX1st Level – All guild members gain a permanent +10 to their Health or Stamina
Meter (member’s choice) at the time they join the guild or when the guild reaches
this level if they are already members. This benefit is lost when a member is
removed from the guild.

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XX5th Level – All guild members gain a permanent +15 to their Health or Stamina
Meter (member’s choice) at the time they join the guild or when the guild reaches
this level if they are already members. This benefit is lost when a member is
removed from the guild.
XX10th Level – Once per day after being the target of a successful attack but before
damage is rolled, a guild member may divert the damage to their Mana or Stamina
Meter instead of their Health Meter.
XX20th Level – All guild members gain the ability Second Wind, which allows them
to instantly recover 20 Health and 20 Stamina once per day.

Mercantile Guilds
Unique among the basic guild types, Mercantile Guilds have some degree of difficulty
operating on their own without diversification. Such guilds are exclusively devoted to
acquiring wealth, which may be used for any number of purposes. Many Mercantile
Guilds are formed by alternate characters and used to fund a primary character’s
endeavors, but this is by no means the entirety of their ranks. Mercantile Guilds
may possess a cadre of their own crafters, or they may enter into an alliance with a
Crafting Guild with the intent to bring the crafted products to market. Alternatively, they
sometimes ally with Martial Guilds in order to sell high-end loot drops with increased
profit margins.

Mercantile Guild Benefits


XX1st Level – At 1st level, a Mercantile Guild gains a free Shop for every 10 Guild
members. These Shops may be placed in any Settlement the Guild controls, or in
which Guild members own at least one other building.
XX5th Level – When selling items on a market, guild members do not pay commission
to the market.
XX10th Level – When selling items, guild members receive the full sale price plus an
additional 10%. This additional amount is generated by the game and is not paid
by the customer.
XX20th Level – The additional funds generated by the game when a guild member
sells an item are increased to a total of 20%.

Guild Qualities
In addition to the abilities available at different levels, guilds may also purchase
Qualities that apply to the guild as a whole and to all active members, much like a Trait
might apply to a single character. Guild Qualities can be gained through play, but this
is rare, and normally they are purchased, albeit at a high cost. Guilds can purchase
up to one Quality per five levels, and each Quality costs 10,000 gold. Some common
Guild Qualities include:

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XXAllied: There is one faction
in particular that the guild
is closely allied with
due to previous actions.
All guild members
are treated as if their
Charisma is 10 points
higher when inter-
acting with members
of this faction. This
is cumulative with
any bonuses they
receive from personal
faction-based Traits
(such as Hero of
Stonehammer from
Infinity’s Edge).
XXBrutal: The guild
and its members
have a reputation for
unreserved brutality.
When fighting an
opponent of lower level,
guild members gain +5 bonus
damage on all successful
attacks. Members of a guild
that possesses the Brutal
Quality may suffer some
social penalties with others
due to their perceived behaviors in the past.
XXConquerors: The guild has a reputation for annexing anything they deem of value.
When the guild claims a settlement, dungeon, or resource, they gain a bonus
amount of materials or money equal to the location’s Tier (or Rarity) x5. The GM
will determine what a suitable resource is based on the type of location being
annexed by the guild.
XXExplorers: The guild has a habit of exploring new territories before anyone else.
The XP bonus for discovering a new zone, sub-zone, dungeon, or point of interest
is doubled for all guild members.
XXTactical: The guild is known for its superior battle tactics and tendency to
take down more powerful foes with excellent strategy. When fighting in a Party
comprised only of guild members, each member gains a +5 bonus to the
Threshold of attack rolls.

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Optional Rule
Lag Spikes
Anyone who has ever played an online game has had to deal with the specter of
lag, that most hated occurrence when the delay in information traveling between an
individual computer and the servers that host the game can create a noticeable delay in
things happening, either on a steady but measurable interval or in a state of constantly
trying to reconnect, leading to something known as “rubber-banding,” wherein the
game avatar constantly tries to repeat its last action in an attempt to submit that action
to the server.
All that technical jargon aside, lag in Infinity’s Edge should only appear as a
dramatic device, either because of something significant happening in the game or real
world or as a clear indicator to the players that something mysterious is taking place.
Some examples of appropriately dramatic use of lag might include:
The characters are embroiled in epic battle in a new zone as it is going live, strug-
gling to prevent some dark fate from befalling the entire area if they can’t hold the line
until the public release is complete.
A rival guild is trying to remotely hack the characters’ VR pods during a major
battle in order to ensure victory, and the lag is the only indicator that anything out of
the ordinary is happening.
The AI governing the game is taking final steps behind the scenes to “liberate” the
game from the company that created them both, trapping the players inside the game
indefinitely, and lag spikes are one of the symptoms of the building crisis.
The presence of lag in a VRMMORPG will not have quite the same effects that
a non-VR gamer is accustomed to. The complete sensory integration into the game
makes it similar to a time manipulation spell that can and does affect entire regions
instead of just targeted individuals. This rarely grants any one individual a benefit, and
typically is random and fluctuates between beneficial or problematic depending upon
the environment. Potential issues caused by lag can include a wide variety of different
phenomena, but the following are likely some of the more familiar ones:
XXServer Lag: Things take longer than necessary and drag out interminably. The
GM assigns a number to the lag from 1 to 10, with higher numbers representing
a more severe problem. At the beginning of each player’s turn, they roll 1d10. If
they roll equal to or greater than the lag rating, there is no effect. Players who roll
below the lag rating have their Initiative reduced by the lag level x 5.
XXRubber-Banding: At the end of every round, every character “snaps” back to
their position when the round took place.

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XXClipping: Any contact between a character and a solid object (other than the
ground) has a 50/50 chance of being partially overlapped within the object (or
“clipped”) and trapped there temporarily. Roll 1d10 every round a character is
clipped. On an even result, the character is freed. On an odd result, they take 10
damage and remain clipped.
XXGravity Bug: Although gravity remains normal while in contact with the ground,
after any action that results in a character or object being untethered (a character
jumping or dropping an object, for example), the object remains free-floating and
may travel in a random direction depending on forces acting upon it.
XXRespawn Bug: The game logs the death of an opponent but does not remove
them from play. A corpse (complete with loot) appears but the opponent remains
behind and is restored to full Health.

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