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Description

Perfect World Guide

Index Memory Marionette

Ghestal Puppet

Marionette 4

Nascal Prototype

Fire Marionette

Guardian Totem

Memory Guardian

Solomon Combat Drones

Defence Seal

Drone 39

Noth 10

Major Drone

Ophanim 13

Procasian 41

Noth Principalities

Minor Procasian

Noth Potestas

Major Procasian

Nexus Guardian

Red Lady

Hydra Queen

Messengers 45

Golden Knight

Malekith Prince of Crows

Striborg 25

Druaga,

The Fallen

Basic Elemental

Jonathan Kappel

Living Nightmare

Nascal 52

Lugubrious 30

The Nameless

Living Puppets

The Gate of Hell

Nascal Puppet

Ergo Mundus,

The Ultimate Monster

Memory Marionettes Memory Marionettes are such fascinating creatures

They are a unique type of golem,

artificial entities that are animated not with supernatural power,

This unusual “essence” allows them to move and act as if they were partially alive,

but the reality is very different

They are creatures that feed on the same forces as Wake specters,

so they are also known as Wake Golems

What is especially unusual in their creation is that their memories are not those of a particular living being

They are given general memories,

a piece of history that gives them “existence”

These memories are nothing more than energy sources and therefore they can not be “individuals”

the memory is used as a source of mystical energy,

but the marionettes are not really aware of what the memories mean nor are able of interpreting what they represent

However,

the fact is that the origin of the memory has a large impact on their skills

Therefore,

they know how to fight if the memories that have been used to create them were linked to warriors or soldiers,

and they can be wonderful servants if they have been given a part of the memories of a butler

Memory Marionettes have many different forms and functions,

depending on who built them and for what purpose

Their origin is largely uncertain,

but it is believed that the original design comes from the Devah civilization,

which soon abandoned them due to their high manufacturing cost

their design was reused by the Yehudah Empire,

who tried to “cheapen” their construction requirements with a little more success,

but not enough to build them in series

Over the years numerous talented magicians took up the studies of Yehudah and made their own versions of these Golems with greater or lesser success,

among them especially stand out those made by Deymos,

He Who Does Not Die

Usually,

all Golems are prepared to follow certain guidelines that have been implanted in them or obey someone who meets certain requirements (knowing a keyword,

be those who waken them or any other imaginable condition)

Marionette Level: 3 Category: Between Worlds,

Creation 15 Life Points: 140 Class: Warrior Str: 7 Dex: 10 Agi: 8 Con: 7 Pow: 4 Int: 5 Wp: 5 Per: 7 PhR 45 MR 40 PsR 40 VR 45 DR 45 Initiative: 80 Natural,

Ambidextrous,

Psychological Immunity,

Immune to Pain

Powers: Electric Arrow,

Metal Body,

Built Bodies (Regeneration Zero)

Size: 13 Medium Movement Value: 8

Regeneration: 0 Fatigue: Tireless

Secondary Abilities: Acrobatics 40,

Climb 60,

Jump 50,

Feats of Strength 70,

Notice 40,

Search 30,

Track 30,

Sleight of hand 20

Of all the Wake Golems the best known model was manufactured by the immortal Deymos for the Consortium of Shadows during the Second War in the Shadow,

since he created for them nearly a thousand units that he never delivered

These golems are similar to stylized knights with sharp helms,

and whose functionality is primarily combat

They can be armed with a multitude of different weapons,

but they commonly use long swords or bows that shot supernatural energy

After the fall of the consortium Deymos used the remaining units as unusual gifts for his clients until he was forced to abandon the remaining units (a few hundreds) in one of the laboratories that the Inquisition took

These units have not been destroyed,

but remain in possession of the Supreme Inquisitor for reasons as yet unknown

Modus Operandi Memory Marionettes are excellent soldiers who obey their orders brilliantly

While they are not extremely smart,

they behave as effective warriors who can act as a group when necessary to accomplish their mission

Weapons: The Marionettes can use any possible combination of weapons

However,

a marionette only knows one possible type of combination

Psychological and Pain Immunity: A Marionette does not have any kind of feeling and is immune to any psychological state such as anger or fear

Similarly,

Electric Arrow: The bows that the Marionettes carry do not need ammunition and are capable of creating electrical arrows that attack with Electricity

These weapons are actually an extension of the marionettes themselves,

so they only work in the golems´ hands

Metal Body: Marionettes are creatures of metal exceptionally resistant to damage and only the most powerful impacts cause them harm

Therefore,

they have a natural Damage Barrier of 80 points

Mnemonic Variation: Marionettes can have large variations between them depending on the memories that are used during manufacture

That means they can use many different weapons,

and sometimes even use special Style Modules

Built Bodies: Being artificial constructions,

the Marionettes are not able to recover from damage by themselves

Instead,

they must be repaired by someone who has the expertise and appropriate means

Fire Marionettes Level: 2 Category: Between Worlds,

Creation 10 Life Points: 425 Damage Resistance Class: Acrobatic Warrior Str: 10 Dex: 5 Agi: 10 Con: 4 Pow: 4 Int: 4 Wp: 4 Per: 5 PhR 55 MR 110 PsR 60 VR 55 DR 55 Initiative: 75 Natural / 45 Explosion Attack Ability: 80 Kicks,

Immune to Pain

Powers: Built Bodies,

Explosion,

Improved Speed,

Armor 4

Size: 14 Medium Movement Value: 11

Regeneration: 0 Fatigue: Tireless

Secondary Abilities: Athleticism 130,

Notice 60,

Search 45

These Marionettes are the first creations of Deymos for the Consortium of Shadows

They are golems that have immense artificial Fire Gems connected to their bodies and whose function is to destroy themselves to cause enormous damage around them

Originally the Consortium used them as mobile explosives to exterminate large crowds or destroy important architectural places,

and they activated several of them during their first attacks

Physically they are identical to conventional Memory Marionettes,

but they carry enormous burning rocks embedded in their backs that give them a reddish hue

Since they self-destruct when activated,

at present there are very few of them

just about fifty scattered throughout the world as Deymos preferred not having them stored along with more valuable possessions

Modus Operandi Fire Marionettes simply fulfill their orders as perfect suicide soldiers,

sprinting toward their target to make it blow up

Explosion: At will,

Fire Marionettes may burst causing a terrible explosion in a radius of 10 meters around them

To defend from the explosion,

it is necessary to make a defense against a Final Attack of difficulty of Almost Impossible (i

a Final Attack of skill 240) if your distance is between 5 and 10 meters from the Marionette,

or against Impossible (Final Attack of skill 280) if it is less

At close range,

the attack is of Inhuman difficulty (Final Attack of skill 320)

To use this ability the Marionette must use its turn to detonate and act when it is appropriate to it (the explosion takes place even if the Marionette was forced into defense)

The explosion also occurs if the Marionette is hit with an attack that destroys or touch the Fire Gem (it is possible to attack targeting the Marionette without touching the rock by applying a penalty of

The Marionette is always destroyed when it explodes

Improved Speed: The movement speed of the Marionette is extremely high,

and when it runs it can reach a Movement Value of 11

Psychological and Pain Immunity: A Marionette does not have any kind of feeling and is immune to any psychological state such as anger or fear

Similarly,

Built Bodies: Being artificial constructions,

the Marionettes are not able to recover from damage by themselves

Instead,

they must be repaired by someone who has the expertise and appropriate means

Memory Guardian Level: 5 Category: Between Worlds,

Creation 15 Life Points: 225 Class: Warrior Str: 11 Dex: 10 Agi: 9 Con: 11 Pow: 5 Int: 5 Wp: 5 Per: 7 PhR 70 MR 50 PsR 50 VR 70 DR 70 Initiative: 90 Natural,

Energy Beam 140 Defence Ability: 140 Long Sword,

Energy Beam 140 Damage: 70 Long Sword (CUT),

Energy Beam 60 (ELE) AT: 3 Natural Essential Abilities: Physical Exemption,

Ambidextrous,

Psychological Immunity,

Immunity to Pain,

Regeneration zero

Powers: Energy Beam,

Metal Body,

Built Bodies (Regeneration zero)

Size: 22 Medium Regeneration: 0 Movement Value: 9 Fatigue: Tireless Secondary Abilities: Acrobatics 50,

Athleticism 30,

Climb 40,

Jump 110,

Feats of Strength 140,

Notice 100,

Search 80,

Track 30,

Sleight of hand 30,

Leadership 40

Memory Guardians are the most powerful Wake Golems of all Deymos creations,

a group of artificial creatures whose purpose was to be the lieutenants of the armies of the Consortium of Shadows

These creatures are similar to conventional Memory Marionettes,

but they are almost twice as large and instead of a head,

they have a flame that burns continuously

Their fighting power is also considerably higher than the other Marionettes,

and they are even capable of firing supernatural energy beams

There may be more than twenty Golems of this model

Modus Operandi The Guardians behave in a similar way to other Memory Marionettes,

although they are more intelligent and efficient in their duties

They are also able to command other Golems,

in which case they are even able to draw complex plans on their own

Psychological and Pain Immunity: A Marionette does not have any kind of feeling and is immune to any psychological state such as anger or fear

Similarly,

Metal Body: Marionettes are creatures of metal exceptionally resistant to damage and only the most powerful impacts cause them harm

Therefore,

they have a natural Damage Barrier of 120 points

Energy Beam: Accumulating power during a turn,

the Golem can trigger a beam of supernatural energy with a maximum distance of 25 meters

There is no limit to the number of times the Golem can make use of this ability

Built Bodies: Being artificial constructions,

the Marionettes are not able to recover from damage by themselves

Instead,

they must be repaired by someone who has the expertise and appropriate means

Defence Seals Level: 2 Category: Between Worlds 15 Life Points: 555 Damage Resistance Class: Ranger Str: 4 Dex: 8 Agi: 5 Con: 4 Pow: 8 Int: 3 Wp: 5 Per: 10 PhR 30 MR 45 PsR 35 VR 30 DR 30 Initiative: 55 Natural Attack Ability: 100 Energy Beam Defence Ability: Damage Resistance Damage: 40 Energy Beam (ENE) AT: 3 Natural Essential Abilities: Physical Exemption

Powers: Watchers,

Energy Beam,

Damage Energy

Size: 9 Medium Movement Value: 0

Regeneration: 1 Fatigue: Tireless

Secondary Abilities: Notice 110,

Search 110,

Magic Appraisal 70

It is hard to consider the Defense Seals as real creatures,

because they are almost spells which,

have become independent beings with their only objective to fulfill the function for which they were born

protect the places that they are linked with

Defense Seals are essentially a conjunction of mystical runes and crackling energy that passively float in the air

As if they were snails or mollusks hermits,

these creatures seek “shells” to enter inside of,

medium-sized hollow objects that could become their bodies

Without a shell,

Seals are not able to act,

nor generate energy to attack or defend themselves

These creatures are reproduced in The Wake by mitosis,

in areas where magic is so strong that allows them to feed on it and multiply

When they have enough magic,

the Seals simply divide themselves into two creating a new one

Usually Seals remain in The Wake until they are summoned into the real world

At that time,

if the person who has brought them has an appropriate shell,

they enter in it and remain in that place for the rest of their life

Usually,

at the time of linking with its shell,

the Seals implicitly accept the rules that are written inside (which must be written in

a runic language in the object),

but these rules always must be very simple

an indication of who can pass without being attacked and who can not

While Defense Seals are not too smart,

they know extremely well the difference between the conditions to be aggressive or not

they can recognize details like ethnicity,

Modus Operandi Defense Seals behavior is really simple

they attack by constantly throwing energy beams at anyone who approaches its area of influence and does not meet the standards that each Seal received to not attack them

Except that,

they don’t have personality or complex behavior,

nor devise plans or strategies for combat

However,

they are innately very well coordinated with each other,

and are often able to prioritize the targets that are approaching or conveniently split their attacks between different targets if they are in a group

Watchers: Defense Seals always remain in the same position,

floating in the air where they were fixed,

and they are completely unable to move from there

Energy Beam: Defense Seals attack using supernatural energy beams from long distance

To do this,

they need to accumulate power for a turn,

and then unleash a mystical beam on its target

The attack has a maximum distance of 250 meters and attacks with Energy

Field of Seals There is a place in The Wake which is known among occultists circles as The Field of Seals,

a supernatural area completely full of these creatures where they continuously reproduce and where there might be several thousand of them

It is believed that this place is one of many artificial gardens that were “planted” by the Deva for these creatures to multiply and now,

millennia after the fall of their empire,

the area has grown to acquire incomprehensible dimensions

Noth Noth

A meaningless name for something that should not exist

These entities can not even be called monsters or nightmares

things like good and evil are irrelevant for entelechies that simply disbelieve everything in their path

In more than one sense,

they could be considered the end of everything that exists

The Noth are foreign entities that are impossible to understand or explain

The only thing that can be theorized about them is that they are devoid of concepts or something like a “nature”,

so they can not be linked to anything

And that is precisely what they are

They can’t even be considered void elementals,

as even beings like the Nosos Etrien are linked conceptually to the structure of existence

The Noth,

do not respond to any rule or principle,

as if they were strangers to absolutely everything

The Noth are an almost unstoppable divine force

They manifest through vortices in different unrelated places and swarm aimlessly for a short period of time (never more than half an hour)

They perceive the presence of things around them and approach those with a higher existential potential

Then they enter in contact with whatever has drawn their attention and consume it

There is no difference to them if it is an inanimate object or a living being

the Noth just shred him until he dies or is unable to move

If they are attacked,

the Noth respond showing clear signs of possessing disproportionate combat capabilities

even the weakest of them are creatures of aberrant power

Their appearance is difficult to explain

Physically there are many types and sizes,

but their forms are always consistent with each other

All of them are completely white and their entire bodies seem to be made of a single substance,

like a uniform mass that has different form

They also don’t have internal organs

the Noth are completely compact

Interestingly,

the surface of their skin is incapable of being stained in any way,

so they retain their characteristic whitish color at all times

The Noth also usually have some kind of spiritual cord on some part of their body (usually in the area equivalent to their necks),

which disappears after a few meters in some kind of existential vortex that moves with them

Probably the appearance in which people perceive the Noth’s are not even their true form (if they actually have one)

it’s just the way that the mind of those who contemplate them interprets what they are

two people who see the same Noth can agree in its general appearance,

such as saying that it is a milky colored humanoid,

but both would see it in a slightly different form

Noth are invisible to the human eye and can only be perceived by individuals able to see supernatural things or have a higher Gnosis (the higher it is above their Natura,

the clearer they can see the Noth)

A Noth never communicates nor seem able to understand anything that surrounds it

In fact,

only some of them (those who are considered superior ones),

seem to have glimmers of intelligence

However,

they never act in an organized manner

it is as if they are not even aware that there are others of them nearby

The Noth don’t generate existential energy nor can their skills be detected by magical,

Ki or psychic abilities

They can still be affected by such powers,

although it is completely impossible to alter their will or mind

For all purposes,

it is as if they simply did not exist

The Arrival of the Noth It is impossible to determine exactly when the Noth first appeared in the world

There are supernatural sources that situate beings that “perhaps could be” Noth at different times in history,

but this information can not be substantiated in any way

Therefore,

although it should not be ruled out that their appearances date back to ancient times,

it was not until a little less than a year ago that the arrival of the Noth has begun to be clearly perceived

The first perceived appearance of the Noth as such was the destruction at their hands of the supernatural entity known as the Heart of Fantasy,

an event witnessed by the Messenger Jonathan Kappel,

but not even the Dark Child understood well what he saw

It is not known exactly whatever has called,

created or led to their manifestation in Gaïa,

but what is certain is that in recent months their appearances have started to become more consistent

Imperium relates this fact to Eljared actions during the Breach of Heavens,

but only members of the Inner Circle exactly know the truth behind their arrival

The Danger of the Noth The danger posed by the Noth is difficult to measure

Maybe their appearances are merely isolated events that do not pose a serious problem,

or maybe their mere presence is indicative that the world is coming to an end

The truth is that no nation or power,

not even organizations as well informed as Wissenschaft,

know absolutely anything about them

Only Imperium is aware of their appearances and it is one of the few things that they take seriously

So far the organization has already approved two operations against them and,

although their agents have managed to exterminate the Noth,

they have not been able to obtain the information that they sought

At present it is estimated to have been about thirteen appearances in the past year,

but these are consistently increasing

If this continues,

in one or two decades Noth will become a real threat to all creation,

one that Imperium will have to stop at any cost

Hierarchy As far as is known of their entelechies the Noth are not organized nor have a chain of command

However,

to date Imperium has classified different types in what they have called the Noth Hierarchy

Those known to date are: Angels,

Principalities,

Virtues,

Powers,

Dominations,

Thrones,

Cherubim and Seraphim

Angels are the most numerous and less destructive Noth

They have a similar aspect to a quadrupedal beast,

similar in shape and size to a tiger

Their power is considerable,

but many of them have been eliminated by the forces of Imperium

From there,

each higher category has more strange forms and its potential increases disproportionately

Apart from the eight types of Noth classified,

there are also a lower class that is called Ophanim,

which are a kind of residual mass that often appear in areas where the Noth manifest

Curiosities • When a Noth suffers a lot of damage its body just disappears without leaving any trace

• It is not known exactly whether Noth consume or absorb the existential energy of things

If it is the second case,

it would mean that they transmit it through their spiritual cord to an unknown location

• A really surprising detail is that Jürgand agents have equipment specialized in exterminating the Noth

While it is not surprising that Imperium would develop such weapons,

the strange thing is that they had it already developed

Or they have responded extremely quickly to the possible danger that the Noth posed or simply they already had it ready for centuries

Unique Rules Noth apply a multitude of unique and special rules that all of them have without exception

Alien Entities: The Noth are not based or follow any of the rules of existence

Therefore they have certain unique characteristics that all of them have

the Noth can harm any creature,

regardless of any special immunity which it may possess

This affects both innate powers,

spells or even Gnostic capabilities,

Noth Perception: The Noth can’t be perceived by normal individuals or by supernatural beings

they exist on a different level,

and only those who have a unique perception can see or feel them

Only natural beings whose Gnosis is at least 10 points above its Natura or creatures with a natural Gnosis of 30 or higher can perceive them

No other method,

including perceptual spells or special skills,

this also included the See Supernatural advantage

Immunity: Similarly,

it is extremely difficult to damage or even affect the Noth with anything,

since only entities or devices with a higher existential power can “touch” them

Beings that can not see them can not hurt them in any way,

and those whose gnosis is at least 10 points above its Natura or have a natural Gnosis of 30 will produce only half damage with their attacks

Only those who have a Gnosis 15 points higher than their Natura or have a natural Gnosis of 35 or higher can damage the Noth normally

This also applies to weapons with an extremely high power

no matter whether or not they can or not affect supernatural beings,

only weapons with a higher existential power can damage the Noth,

Absolute Immunity to Effects: Noth automatically ignore any Resistance check,

regardless of its nature or origin

For all purposes,

they count as if they had passed it

Gnostic Vision: The Noth don’t perceive their surroundings in a natural way,

but feel and identify the existential power and Gnosis of things

Therefore,

their interests are only in items or creatures that possess a naturally high Gnosis or presence

Existential Cord: If somehow the spiritual cord that binds the Noth to the vortex is cut the creature usually disappears in a few minutes

However,

in the event that it is cut when the entity was absorbing existential energy,

the Noth suffers some unusual changes

It suddenly it becomes darker,

its powers increase considerably and it becomes exceptionally violent,

destroying everything that is around it

In this case,

the Noth loses its special immunities,

but it gets a bonus to any action ranging between +40 and +80 (the bonus depends on the existential power that it was absorbing when the cord was cut)

Destruction: A Noth does not support the damage beyond its natural stamina

If in any case his Life Points reach zero,

it is automatically destroyed and disappears without a trace

The Noth in Arcane It is important to note that all the Noth appearing in Arcane are nothing more than images invoked by memories of Jonathan Kappel,

one of the few beings in Gaïa who has meet them

Their arrival marked the dark child so much that they appear in his world,

though they have no real connection with that place

However,

the really strange thing is that even as a mere memory,

the Noth manifestations began to appear in other parts of the Tower

Although their combat style is similar,

the ones that appear in this section refer to the true Noth,

and not those who Ergo and the Bearer fight on their adventure

Ophanim Level: 5 Life Points: 120 Class: Shadow

Category: Between Worlds EX

Str: 8 Dex: 8 Agi: 12 Con: 7 Pow:

Psychological Immunity

Powers: Natural Weapon,

Unnatural Movement (Mystic Flight 10),

Unnatural Charge,

Echo Vacuum (Distance 50 Meters,

Damage 60,

Without limits,

Requires one turn to prepare),

Unnatural Form (Regeneration 0)

Size: 15 Medium Movement Value: 12/10

Regeneration: 0 Fatigue: Tireless

Secondary Abilities: Notice 145,

Search 125,

Stealth 145

The Ophanim are unusual because their manifestations follow slightly different rules to the Noth

In the first place they rarely have existential cords,

are much weaker than the others and only appear in areas where the greater Noth manifested

In that sense it is as if they were residual energy left behind when the true Noth arrive or small varmints that slip through the crevices of the portals

The Ophanim have a strange form,

halfway between a grotesque snake and a fish

They are more than a meter and a half long,

and have something like a maw in the area that must be their head

The truth is that they are quite active,

and their attention is called by much smaller amounts of existential energy than the other Noth

Therefore,

they attack all kinds of creatures with a minimum level of existential power,

and are constantly consuming energy until they disappear or are destroyed

The Ophanim always manifest themselves in fairly large groups

generally between three and ten,

in areas where “real Noth” have appeared

They never move away far from the portal they used to manifest in the world,

and usually they tend to disappear after a couple of hours

Rarely,

and only if they have consumed large amounts of energy,

they can stay longer in the world

Modus Operandi The Ophanim detect their objectives at great distances (sometimes more than one kilometer away),

and once they have targeted them,

their only focus would be to devour them

Usually they rush at full speed towards their targets using their Unnatural Charge to destroy them

If by chance the targets are able to defend themselves,

the Ophanim prove to be extremely cautious and skillful

They will retreat if it is possible,

using their Echo Vacuum to perform ranged attacks without risks,

or try fighting in combination with more Ophanim to archive their objectives

Echo Vacuum: The Ophanim can generate beams of unlimited existential energy

To do this,

they need to prepare for at least one turn,

before projecting an energy beam on a target that is not more than 50 meters away

Unnatural Charge: When the Noth detects an objective,

they dash towards it as fast as they can regardless of the distance

In doing so,

they charge towards their target with Flight Value of 14,

applying special bonuses to their attack ability and their damage

If an Ophanim wants to use this ability,

it must be more than 50 meters away from its target and move at least a full turn towards it

Unnatural Movement: The Ophanim travel through the air as if they had a Flight Value of 10 and when they move ignore any natural obstacles such as walls that have a very low presence

Only ancient objects (or with great presence),

Unnatural Form: The Ophanim never recover from the damage suffered

Noth Principalities Level: 10 Life Points: 245 Class: Acrobatic Warrior

Category: Between Worlds EX

Str: 12 Dex: 12 Agi: 13 Con: 12 Pow:

Psychological Immunity

Powers: Rend Reality (Natural Weapon,

Existential Damage,

Gnostic Vision,

See the Supernatural,

Vortex (Automatic transport 250 meters,

Without limits,

Requires a turn to prepare),

Unnatural Recovery

Size: 22 Medium Movement Value: 13

Regeneration: 0 Fatigue: Tireless

Secondary Abilities: Acrobatics 180,

Climb 180,

Jump 185,

Feats of Strength 120,

Notice 115,

Search 105

The Noth known as Principalities are extremely dangerous creatures,

entities that appear in the world for no reason only to disappear a few hours later

They are the only Noth who have a truly humanoid form,

though often those who perceive them see strange variations in their appearance,

as tails or even a huge mouth on their chest

Usually Principalities are extremely calm

They move slowly,

but they can also move at incredible speed,

deform their bodies in impossible ways and do other crazy things

There is no way to know exactly how many of them have appeared in the world,

but it is possible that their number exceeds twenty

When they have materialized it has always been in small numbers,

either one or two of them at once

At least ten of them have been destroyed by Imperium

Modus Operandi As with all Noth,

it is difficult to determine a defined combat methodology for Principalities

Simply they choose their targets and destroy them with frightening efficiency

While their behavior is often erratic,

in the rare case that their targets are able to fight them back,

a Principality can behave with unequal instinctive talent for combat

If it faces several opponents the Noth always knows whom to attack first and which tactics are the best to emerge victorious

However,

it will fight to destroy its enemies or will be destroyed trying

Noth Potestas Level: 14 Category: Between Worlds,

Special Life Points: 275 Class: Acrobatic Warrior Str: 14 Dex: 14 Agi: 14 Con: 14 Pow:

Rend Reality: All the attacks of this Noth produce massive existential damage,

as they affect the very essence of what they impact

Consequently,

their attacks have Breakage 30 and reduce by 5 points the defenders Armor Type

Essential Abilities: Physical Exemption,

Psychological Immunity

Powers: Existence Reaver,

Existential Damage,

Distortion of Space,

Existential Shield

Vortex: The Noth can move through vortices in reality at will,

either their whole body or just part of it

This transport ignores any kind of barrier,

including those based on energy,

as long as they do not have a huge existential power or were created by beings whose Gnosis is not 15 points higher than their Natura or have Gnosis 35 or more

Vortex can also be used offensively,

either to appear next to the target and attack him,

or even to move only parts of the Noth to attack

This second option can be frighteningly effective in combat since the Principality can directly reach the body of its enemies,

ignoring the vast majority of protections,

either natural or supernatural

Therefore,

any Supernatural Shield or Blocking Skill takes a penalty of

Using Vortex,

either as displacement or attack requires one turn

Size: 20 Medium Movement Value: 14

Unnatural Recovery: Principalities don’t recover conventionally from the damage that they may suffer,

but if they destroy or absorb something with high supernatural presence,

they recover immediately from 20 to 100 Life Points,

depending on how powerful the element consumed was

Regeneration: 3 Fatigue: Tireless

Secondary Abilities: Acrobatics 240,

Climb 180,

Jump 150,

Feats of Strength 200,

Notice 200,

Search 150

Although for unknown reasons Imperium has in their files these other Noth of a higher Hierarchy,

the Potestas or Exousia is the most powerful one known to date that has manifested itself in the world,

and it can even be theorized that it is some kind of “Queen”

It is also unknown whether this is a single entity or several of the same category

The Potestas has a really strange form

It is a set of bodies,

limbs and wings fused together without any sense or apparent utility

It has three heads with vaguely feminine appearance,

and uses two scythes which actually are part of its body

Exousia has several more features,

such as the fact that its mere manifestation slightly alters the environment

turning everything around it gray and lifeless

This Noth is also the only one capable of emitting sounds and words,

but do not seem to use them to communicate

Exousia simply repeat expressions or

sounds that are emitted near it,

using various female and male voices at once

Unlike other Noth,

the Potestas seems to be intelligent,

because its actions seem to be much more coordinated than those of the others

Unfortunately,

it seems that it has not the slightest interest in communicating,

and its goals (if indeed it has any),

The Potestas has only appeared twice in history,

of which only one of them has been actually documented

In theory,

its first appearance was during the death of the Heart of Fantasy,

but only Jonathan Kappel witnessed this event,

and his word can not be given as certain

Modus Operandi Exousia or the Noth Potestas is simply a being of overwhelming power

When it fights,

it simply exterminates its enemies with ease using superior combat capabilities

It has no tactic nor needs it

Its speed,

instincts and potential destroys practically anything it may face

Existence Reaver: Attacks of the Potestas’ weapons reduce by 6 points the defenders Armor Type

Existential Damage: Damage that the Potestas produces with its weapons can not be healed,

except for those beings with Gnosis 35 or higher or with Gnosis 15 points or above their Natura,

in which case the recovery is at the rate of Sacrifice

Distortion of Space: The Potestas can attack from any distance by distorting reality so that its cuts have literally no limit

However,

to do so it must combine both weapons,

so it can only perform a single attack that turn

Existential Shield: The Potestas can only lose a maximum of 100 Life Points in a given turn

If it suffers damage exceeding that amount,

it disappears momentarily from reality and reappears a few seconds later at a nearby location,

no more than twenty meters away

Nexus Guardian Level: 10 Category: Between Worlds,

Creation 30 Life Points: 270 Class: Warrior Str: 9 Dex: 9 Agi: 6 Con: 9 Pow: 10 Int: 7 Wp: 8 Per: 8 PhR 85 MR 90 PsR 85 VR 85 DR 85 Initiative: 105 Natural,

Defense Ability: 200 Long Sword +10,

Exterminator 80 (HEAT),

AT: 5 Natural Essential Abilities: Physical Exemption,

Psychological Immunity

Powers: Immunity,

Double,

Exterminator (Distance Attack,

80 Damage,

Trail of Destruction),

Explosion (Area 25 meters,

Destructive Damage,

Summon Immunity

Size: 17 Medium Movement Value: 6

Regeneration: 2 Fatigue: Tireless

Secondary Abilities: Climb 110,

Jump 110,

Feats of Strength 110,

Notice 120,

Search 110,

Magic Appraisal 110,

Forging 110

The Nexus Guardian is a location-based entity,

which exists to defend the Nexus of Power they are linked with

Somehow,

they are like a supernatural security system that reality itself uses to protect those unique places

Their function is pretty simple

they force out or destroy anyone who tries to enter in a Nexus of Power

Guardians have many forms,

but its most common one is an armored angel,

wielding Creation in one hand and Destruction in the other

They usually fight with a flaming sword which casts both Fire and Destruction spells,

and a glowing shield covering the arm which controls his Creation magic

They are really intelligent,

but they never communicate with other people in a direct way

In rare cases,

especially if they feel that intruders have reached the Nexus by mistake,

they may try to expel them without a fight simply by obvious threats,

but always without direct communication

Nexus Guardians are really powerful

The magic of their right hand can directly attack any enemy with fire or pure destructive energy,

and as well as nullify any magic,

Ki or psychic power

The magic of its left hand can exert supernatural control over the actions of others,

typically to force them to leave the Nexus if they are not strong enough to resist

It can also heal the Guardian,

or increase its strength and speed

Guardians can also use various unusual powers,

or manipulating its surroundings

There is not a Guardian in every Dragon Line or Nexus,

only in those which were never tamed in any way

Once a Nexus of Power is controlled,

there is no Guardian linked to the place anymore

They disappeared from the world after The War of God,

until a Nephilim called Aelfwen summoned the first of them again

After that act,

the Guardians reappeared in the world in several unlinked Nexus

Modus Operandi As its name suggests,

the Nexus Guardians exist only to protect these points of power

They always remain in the vicinity of a Nexus,

and only undertake offensive actions against those who enter into the area they protect

Psychological and Pain Immunity: A Nexus Guardian does not have any kind of feeling and is immune to any psychological state such as anger or fear

Similarly,

Summon Immunity: A Nexus Guardian can not be affected by summoning skills

Nexus Powers: The Nexus Guardians often have different powers,

although usually share four different ones from those listed below

two of the creative side and two of the destructive side

These abilities only work if the Guardian is in the vicinity of its Nexus

-Immunity (Creative Facet): A Guardian is completely immune to any damage,

spell or supernatural power while it is in the vicinity of the Nexus to which it is linked

That means it can not be damaged in any way and is virtually indestructible

However,

this power is linked to the creative side of the Guardian,

so it temporarily loses its immunity when performing some kind of attack

Therefore,

after making any offensive action,

the Guardian is no longer invulnerable during the immediate turn after the attack

Immunity has no effect against creatures with Gnosis 35 or higher

It takes a turn to materialize,

during which it can not be damaged in any way

The copy has only half the life points that the Guardian had at the time when he creates it

After using this ability,

the Guardian must wait at least one day before it can re-activate it

during which the Guardian can only defend,

it triggers a huge blast of fire that burns everything that is in an area of ​​25 meters around it

After using this skill the Guardian is temporarily weakened,

so during the next two turns it loses the effects of Immunity and takes a penalty of

Hydra Queen Level: 7 Category: Natural Life Points: 3

Defense Ability: Damage Resistance Damage: 120 Bite (THR),

AT: 6 Natural Essential Abilities: Superhuman Physical Characteristics,

Fatigue Resistance

Powers: Natural Weapon,

Explosive Breath,

Multiple Heads,

Water Movement,

Aquatic Breathing

Size: 25 Enormous Movement Value: 6

Regeneration: 6 Fatigue: 15

Secondary Abilities: Feats of Strength 180,

Withstand Pain 100,

Notice 150,

Search 140,

History 20,

Intimidate 130

Hydras are huge and vicious polycephalous aquatic monsters with a snake form

It is believed that they are some kind of dragon degeneration similar to the wryms,

although its supernatural evolution has made them very different creatures

Among them,

those called Brood Queens are not only larger (often have dimensions greater than 150 meters in length),

but are also those that lays eggs from which the minor hydras are born

Queens,

unlike common Hydras have a central head,

surrounded by at least seven or eight minor heads snaking around it as if they were tentacles

According to legend,

only the central head is vulnerable,

since the rest regrow too fast after being severed

The Brood Queens usually live underwater,

either at sea or in lakes large enough to hold them

They hibernate for decades and only wake up to feed

Interestingly,

the Queens usually devour their brood shortly after born,

although many escape and survive long enough to become adults

They are also very territorial creatures

While its main purpose is usually just eating,

they do not tolerate any other large predators entering into their hunting grounds

Modus Operandi The Brood Queens act very differently depending on whether they attack to feed or are fighting a real enemy

If they want to eat,

they are generally hidden underwater or underground,

using only one or two of their heads

If these are destroyed,

simply the prey is not valuable enough for the effort and the Hydra lets them go

If instead they have to face something they consider a rival,

the Queen fights with all its heads,

using multiple attacks and abilities

Multiple Heads: Although they are only a mere extension of the will of the Queen,

secondary heads have their own attributes and can act independently

Game wise,

they are considered different creatures linked to the Queen with their own abilities and life points

The damage suffered by minor heads is independent and is not counted as damage to the Queen itself

When a head is destroyed,

usually it explodes leaving only a bloody stump,

causing the Queen a damage of 300 Life Points

However,

ten rounds after the head is destroyed,

a new one emerges instantly from the stump,

with all its life points intact

Explosive Breath: Brood Queens can launch a powerful fire breath from any head (or several of them at once)

The breath of the main head has a range of 100 meters and covers an impact area of up to 25 meters

By contrast,

the smaller heads have a range of only 25 meters and effects an area of ​​one meter radius

After using its breath each head is required to wait at least three rounds before they can re-launch it

Water Movement: The Brood Queen moves at full speed through the water and can survive submerged for hours

Golden Knight Level: 6 Category: Spirit,

Light Elemental 25 Life Points: 2

Powers: Living Armor,

Light Armor (Physical Armor 6,

Mystical Armor 6),

Orbs of Light,

See Supernatural,

Spiritual Form,

Damage Energy

Size: 16 Medium Movement Value: 8

Regeneration: 2 Fatigue: 8

Secondary Abilities: Athleticism 30,

Ride 40,

Climb 25,

Composure 75,

Feats of Strength 65,

Withstand Pain 90,

Notice 100,

Search 30,

Intimidate 50,

Leadership 110,

Persuasion 80

The Golden Knights,

or Aluhe’nai are an unusual type of light elemental of intermediate class

They are luminous spirits without physical form that live inside armors and move with them as if they were natural living beings

Their real form is poorly defined,

but is similar to an amorphous glow full of wings

However,

the truly unique characteristic of these beings is that when they posses an armor it begins to glow with a golden hue,

from which comes the common name of “Golden Knight” by which they are known

As purely spiritual beings,

Aluhe’nai usually reside in the Wake,

but prefer to remain in the material plane using an armor as a body

They can communicate through whispers,

but rarely do because they are well aware that in today’s society they are seen as evil beings

Actually,

they know that the perception of mortals about things change over time

The Golden Knights are usually associated with the Beryl Azrael and other deities linked to justice

They are creatures with a high moral system,

so strict that sometimes they can be too radical in destroying evil in all its forms

In the past they worked closely to the Alius,

but after the War of Darkness both elemental groups distanced from each other

At present there are very few of them,

most of the remaining one have a close relationship with each other and try to protect the world in their own way

Interestingly,

a large number of them came before the Supreme Inquisitor Romeo Exxet when he was still a teenager on the island of Kaasi,

vowing absolute fidelity to him as the chosen of light and assuring him that they will answer his call when it is required

Romeo’s has not used them yet,

but it is a wild card that he has saved for a moment of great need

Modus Operandi The Golden Knights are brooding creatures that do not usually engage in combat,

but they are not afraid to do so provided they perceive,

At such times,

they show an unlimited ferocity and tenacity

nothing stops them from killing those who it may consider a threat to “good and justice”

Living Armor: The Aluhe’nai fuse with any kind of armor to interact with the world

They can only do this with armors that are completely empty at the time of their possession,

as the spirit “fills” them in a supernatural way

The process requires two full rounds until the merge takes place

While they are attached to an armor,

any damage that can affect energy harms equally to the Aluhe’nai as much as its physical form,

but those unable to damage the supernatural only cause damage to the container

The endurance of each frame depends on its quality and nature,

but when they merge with the light spirit,

they often acquire similar attributes often equal to those of full armor

In the event that the “physical body” of the Golden Knight is destroyed while the spirit hasn’t yet lost all its life points (e

if it is destroyed with conventional weapons),

the Aluhe’nai leaves the container and is free to seek another armor to be linked to

Naturally,

if the spirit has been weakened by any cause and loses all its life points before the container is destroyed,

the Aluhe’nai perishes and its armor crumbles lifeless

Spiritual Form: When not inside an armor that gives them body,

the Aluhe’nai can not interact with the world around them,

Although they remain invisible and intangible,

they always emit a glow wherever they are,

so it is easy to perceive them,

even if it is impossible to see their real form

Orbs of Light: Using a part of its essence the Golden Knights can create spheres of pure light as a way of attack against their enemies

Instead of attacking during a turn,

the Knight can manifest in the air a vortex of light energy that,

regardless of what they do later in subsequent rounds,

fires power beams against the target designated by the Knights before it disappears

Game wise,

during the three subsequent rounds after the generation of an Orb of Light,

it fires a light beam at a single target

To determine the moment when it is fired on the action sequence of each round,

it is considered that the Orb has the equivalent final Initiative of 100

The Orb attacks with an unmodified skill independent from the Knight,

and every round fires a light beam which is equivalent to a Light Beam spell with Base Damage 60

Knights can generate only four orbs each day,

because its essence is weakened when trying to create more

Light Armor: Whatever type of armor they have,

the Golden Knight has an Armor Type of 6 against any kind of attack

Striborg Level: 5 Category: Between Worlds,

Elemental 25 Life Points: 110 Class: Wizard Str: 6 Dex: 7 Agi: 6 Con: 6 Pow: 12 Int: 11 Wp: 8 Per: 8 PhR 55 MR 110 PsR 60 VR 55 DR 55 Initiative: 65 Natural MA: 60 Zeon: 1

Physical Exemption,

Powers: Ice Body (Physical Armor 4,

Mystical Armor 8,

Damage Barrier 100),

Frozen Heart (+40 MR),

Splinter Frost

Size: 12 Medium Movement Value: 6

Regeneration: 1 Fatigue: 6

Secondary Abilities: Notice 70,

Search 15,

History 65,

Medicine 45,

Memorize 45,

Occult 55,

Appraisal 75,

Magic Appraisal 110,

Persuasion 75,

Art 60,

Forging 85,

Sleight of hand 10

The Striborg are a mid level category of ice elemental,

vaguely humanoid creatures made of geometric shapes

It is believed that they are linked to the frozen lakes,

and are born from the union of large amounts of magic with the frozen surface of the water,

although no occultist has been able to provide convincing evidence of this fact

The Striborg are exceptionally lonely and dislike the company of any other creatures other than their peers

This applies especially to mortals,

to whom Striborg feel a considerable aversion

While they usually do not attack men without reason,

very little is needed for getting an aggressive reaction from them

just meeting them in the wrong place and time is enough

Striborg are powerful sorcerers by nature,

but they cast their spells instinctively,

using unusual formulas that change every time they cast a spell

They are also known for their incredible resistance to supernatural effects

Magic almost don’t affect them,

because the spells are reflected on them and disappear harmlessly

Therefore magicians consider Striborg extremely dangerous and always try to avoid them

These elementals worship crystals in all its forms

They like to collect them and carve shapes with them

it is something almost compulsive,

Their territories are full of them and the more bizarre they are,

the more time they spend watching them

While they don’t interact with mortal beings,

if their goal is obtaining large or beautiful crystals,

they may be willing to trading with human or simply not attack those who they see in possession of gorgeous jewels

There are still a large number of Striborg left in the Nordic lands (especially in the Peak of the World) and Beckent,

though they rarely get involved in the affairs of men

Ice Body: The body of a Striborg is made of the most robust and compact ice that there is

Consequently,

they are extremely resistant to physical damage,

even if they do not wear any armor,

and have a Damage Barrier of 100 against any attacks unable to damage supernatural beings

Frozen Heart: They have an immense supernatural resistance,

which greatly increases their checks against magical effects

Additionally,

any supernatural attack that is not based on fire reduces the damage it causes by half

Splinter Frost: If they have no more magic left to fight,

the Striborg can project shards of ice to attack their enemies using its Magical Projection

These splinters attack with Thrust and have Base Damage 30

Modus Operandi A Striborg is always an efficient enemy

While they are vulnerable to damage,

their high intelligence assures that they are always prepared for any contingency

If it is they who have to initiate the attack,

they have great patience and know very well how to use their magical abilities and the environment to their advantage

Their favorite time to strike is at night or during ice storms when their opponents do not really know who is attacking them

Vanity of the Mirror: There is an old tradition in the north that ensures that vain women who look too much in the mirrors while traveling will probably be cursed and became lost in the snow

Actually,

this myth has a frightening origin

often Striborg could see the glow of mirrors at a great distance and attack the caravan to take the glass

Basic Elemental Level: 3 Category: Between Worlds,

Elemental Dark/Light 20 Life Points: 110 Class: Wizard Str: 5 Dex: 8 Agi: 6 Con: 7 Pow: 12 Int: 10 Wp: 7 Per: 8 PhR 45 MR 60 PsR 45 VR 45 DR 45 AT: 3 Energy MA: 60 Zeon: 710 Magic Projection: 100 Magic Level: 40 Light/Darkness Essential Abilities: Physical Exemption,

Natural Immunity,

Powers: Levitation (Mystic Flight 4),

Natural Immunity,

Elemental Form

Size: 11 Medium Movement Value: 4

Regeneration: 1 Fatigue: Tireless

Secondary Abilities: Notice 50,

Search 50,

Occult 60,

Magic Appraisal 100,

Hide 60,

Stealth 60

The basic or primary elementals,

as they are also known by some occultists,

are creatures based in light and darkness of lesser power

They are large accumulations of light or darkness which,

after being imbued with magical powers of high purity,

Usually they are born in temples linked to the Shajads or the Beryls,

but some also arise in magic schools or places where spells are triggered constantly

They have a humanoid appearance,

but their bodies are made of crackling bright or dark runes that surround them as if they were some kind of magic shroud

They are often extremely intelligent,

as if they were no more than innocent children incapable of evolution or learning

Dark Elementals are especially malicious and cruel,

or at least no more than a nasty child would be

They communicate in various ways and can learn languages ​​easily,

although they only use them to get on with supernatural beings or people with The Gift

Elementals have high magical abilities and are very competent sorcerers,

yet are unable to explain or understand their spells

It’s just something innate for them,

linked to the magic that created them

Currently their number is very limited,

none have appeared after the activation of Rah’s machine

Most live in The Wake,

although there are others who remain protecting the temples or schools in which they were born,

as if they felt that their duty is to safeguard them from any evil

Living Nightmare

Modus Operandi The basic elementals can fight for any justifiable cause,

since their characters are very different

However,

since they are all wizards of considerable talent,

combating against them is very dangerous especially if they have previous field experience and know how to properly choose their spells

MA: 30 Zeon: 495 Magic Projection: 120 Offensive Magic Level: 60 Darkness (Umbra)

Natural Immunity: The basic elementals are immune to any kind of conventional attack,

except those based on supernatural forces of high power

Therefore the light elementals completely ignore any damage based on darkness and the dark elementals completely ignore any damage based on light unless the attacker h