You are here: Home

Seventh Kingdom IGE

Adept

E-mail Print PDF

Class Overview: There have always been five Totems upon Midworld, five Totems willing to place their marks upon the dwellers of the mortal world:

Sun – who burns ever brightly in the skies
Moon – who sends long shadows across the landscape
Storm – who flies across Midworld in a single eye-blink
Earth – who holds the shape of Midworld together
Winter – who is the end and the beginning of all things

Some tie these five to the elemental spirits while others relate the totems to the five spawnlings of the great dragon known as Wyrm. Each Totem is a symbol of great power, an aspect of the world so central to its creation and existence that even the mortals that dwell upon Midworld are not exempt from their mark.

Indeed, across the surface and the histories of Midworld, mortals are born with their fates entwined with that of a Totem spirit. There are no definitive answers to why there are only five kinds of Totem spirit or why they choose whom they choose, but those who have been lent the strength and the power of a Totem can expect two things: a life of constant conflict and incredible spiritual prowess that allows them to transcend beyond the limits of mortality.

Costume Effects: The mark of his Totem drawn upon one’s brow or upon one’s upper chest (right below the neck).


Class Features: Adepts receive these Class Features at first level for no build cost.

-SPIRITUAL COMMUNION

  • Because of the Adept’s bond with the Aetherworld, he can see and speak (in whispers only) to spirits (those that wear white headbands). An adept begins with the Spirit-Sight skill. This skill also allows the Adept to speak to Spirits and Spirit-Beasts.
  • Furthermore, any and all Adepts can call a minor spirit to them that can light their path during times of darkness (phys rep: flash-light or other lighting device).

-MARK OF THE TOTEM

  • An adept is the vessel of his totem, the greater spirit that allows him to perform feats of supernatural prowess. An adept must possess, upon his brow or chest, a mark of his totem. This mark must be in full view, so that those who look upon the adept realize what powers he is capable of and accord him the respect that is due to him.
  • In addition, the Adept learns the Totem Strike feat, which allows him to channel his Totem’s power into a melee or ranged weapon strike.

An Adept must choose from the following Totems, although there are whispers of Forgotten and Forbidden totems that allow adepts to channel the power of Demons or even Dragons:

EARTH: The power of beasts, of the wild or the mountains. This is represented by a featureless circle, claw marks, fangs, or an upturned mountain.
MOON: The power of darkness, night, and the moon. This is represented by a crescent moon, an eye or a black five-pointed star.
SUN: The power of fire, warmth, and light. This is represented by a sunburst, a tongue of flame, or a winged serpent.
STORM: The power of lightning, winds, and the sky. This is represented by a thunderbolt, a spiral, or a bird.
WINTER:  The power of ice, decay, and the seas. This is represented by a snowflake, a coiled serpent, a skeletal tree or waves.
*If you wish to use an alternative symbol for your Totemic Mark, you may consult the Seventh Kingdom staff.

ADEPT SUB-CLASSES: Adepts must choose from one of three Sub-Classes: the Berserker, the Mystic and the Zephyr.

Last Updated ( Thursday, 16 July 2009 05:45 )  

What is an IGE?

IGE stands for "Interactive Game Experience," but what does that mean?  Find out here.

What is the Seventh Kingdom?

The Seventh Kingdom is a world of intrigue and danger. Help shape the story to come.

Seventh Kingdom Gallery

See the  Seventh Kingdom IGE game come to life!  Check out our Picture Gallery.

Seventh Kingdom Forums

Keep the game going between events.  Join the Seventh Kingdom Forums.