
The Immutable
The strangest of all the inhabitants of Refuge, Immutables are born removed from the Leyas. This means that the majority
of Leyas abilities have no effect on Immutables. When using Leyas sight many Mancers have been surprised by the fact that
the Immutable is invisible and the Leyas passes through him as if he wasn’t even there. Immutables are only found among
Earthers, which led many ancient scientists to believe that Immutability is genetically relative. However, only a small
percentage of the Earther race is Immutable.
This same inability to interact with the Leyas allows the Immutable to use all types of technology without the fear of
disastrous malfunctions. Many Immutables have made their living simply operating machinery that the average Earther might
destroy just by activating, making them perhaps one of the most desired group of people within the colonies.
Though not hurt directly by Leyas Energy, an Immutable may still be susceptible to indirect Leyas effects. For example,
they can still be hurt by objects changed by the Leyas as well as objects controlled by the Leyas. Moreover, and rather
unfortunately, nobody is immune to the effects of the dreaded Annihilation Leyas .
Character Archetypes:
The Gunslinger, The Technician, The Scientist, The Vehicle Ace
Primary Attributes:
Strength, Health and Agility
Unconscious
The Unconscious, the most common type of Leyas user, can only manipulate the Leyas when in a particular emotional state.
Obviously, when not in that state the individual is powerless to use the Leyas. This lack of ability stems from different
sources. Although in many cases it comes from a lack of potential, sometimes the individual merely lacks the extensive
training needed to control their inborn talent. Due to either fear of Anti-Leyas religious or social persecution, such as the
Followers of the Church of One, or their status as wanderers or orphans who could not afford to eat let alone afford the
costly path of finding a mentor, talented Unconscious users were unable to find the expertise needed to fully recognize their
potential. In spite of their limitations, the Unconscious Leyas user can still serve as a powerhouse due to their large
assortment of other skills and powers that compliment their Leyas usage.
The Unconscious can have a maximum Leyas Rating of 3 and require a class-specific event to occur before being able to use
a Leyas ability. They can, however, use all Artifacts and Worked items. The Unconscious can have a maximum General
Leyas Rating of 1.
The Berzerker
An angered creature can be deadly. For the Bersker, its rage shapes the Leyas into a weapon that can destroy anything in its
path. Berzerkers learn to harness their anger to make them savage powerhouses in battle. The heat of Fire Leyas is a comfort
to them and it is said a Berzerker only stops fighting when either he or his enemy is dead. These warriors are more common
among the Earthers, though K'iou, Baribur and Pelebor Berzerkers are often found while traveling the colony lands.
Due to their propensity for violent rages, these Unconcious users often work jobs not involving high stress for fear that
when provoked they might accidentally cause severe quantities of damage to their environment. Running bars, working on
farms, and prospecting for precious metals and ancient Earther tech are good jobs for the hearty Berzerker.
The Berzerker must make a successful Temper (T# 4) test to be able to use the Leyas. (See Chapter 4a: Combat )
Character Archetypes:
The Barbarian, the Bar Brawler, the Failed Scholar, the Lonely Outcast
Primary Attributes:
Strength and Health
The Bravo
The Bravo is a deadly master of its own emotions. Unlike the Berserker, the Bravo enters a meditative trance before battle,
preferring a more stoic approach to Leyas activation.
Entering this meditative trance before battle often makes them appear cold and calculating in their fighting. Their controlled
demeanor makes them perfect for work such as Caravan and City Guards, though they can handle any job found within the
colonies. Wielding both common weapons and the leyas, Bravos transform their bodies into fighting machines. A Bravo
moves like a blur in combat, sees in the dark and can shrug off the most dangerous poisons. Their use of the Leyas requires
an almost meditative trance and, when upset or angry, Bravos lose all control of the Leyas. Bravos are often found among
the K'iorn, the Olgogs, the Vorin, and the Vlahadassi.
The Bravo must make an Emotional Control (Em.C.) Test vs. a T# 4 to be able to use any Leyas Abilities. (See Chapter 4a:
Combat)
Character Archetypes:
The Swashbuckler, the Springslinger, the Samurai, the Scout
Primary Attributes
Agility and Intelligence
The Troubadour
An excellent performance can change the lives of the audience. Troubadours, masters of entertainment, use the Leyas to
enhance their performance, allowing them to also manipulate those that experience it. Using this effect to their advantage,
Troubadours can spend an easy life of entertainment, or can finance travel to see the wide world. The famed Baribur
Skyknights, warrior-songsmiths follow the path of the Troubadour. Their battle songs instill power in their comrades and
force their enemies to flee in fear. Earthers, Kumfei, and Vlhadassi Troubadours are also common in the field.
Since many Troubadours travel, they also learn the use of weapons to defend themselves against the dangers of Refuge, or
perhaps against any blacklash from an occasional offending performance. When fighting, they tend to use the Leyas as skill
enhancement or to distract their enemy. Although not your typical warrior, these Unconscious users can often be very
useful allies within an adventuring party.
The Troubadour must make a successful Performance test (using the singing, acting, or dancing skills ) against a T# of 4 to
be able to use the Leyas.
Character Archetypes:
The Bard, The Actor, The Con Artist, The Noble
Primary Attributes:
Charisma and Intelligence
Conscious
The Conscious are those members of the Colonies that are aware of how they use the Leyas and thus can use Leyas abilities
at their leisure. Most Conscious Leyas users train themselves to activate the Leyas with specific gestures and “arcane”
chants. Though not necessary this preparation also aids the user in teaching Leyas use to their apprentices and writing tomes
on Leyas use. Unfortunately, it is very expensive in both time and resources to become apprenticed and learn to safely
activate the Leyas. For this reason the Conscious often hold positions of wealth and power in the Colonies due to their
advanced abilities and training.
The Conscious can have a maximum Leyas Rating of 4 and can create Worked items once they learn the specific ability.
They can use all Artifacts and Worked Items and can have a maximum General Leyas of 1.
The Dragoon
The Dragoon is a warrior who has trained their very body, using the Shapeshifting Leyas, into a weapon. This constant
changing and shifting, creating claws, spines, and poison fangs makes them a deadly and confusing opponent to face in
battle. Derived from an Earther word for soldier, it is also similar to the K'iorn word, Dra'koon (ever present defender), the
elite warriors of a K'iorn tribe. Commonly wielding weapons that are easy to travel with, the Dragoon can find work as a
mercenary, a Caravan Guard, or be hired on to any army. Many Dragoons also choose to work as Nightmare hunters
because of their effectiveness as warriors. Dra'koons are awarded places of high honor in K'iorn communities, however the
standing Army of every colony has Dragoon soldiers, either in special squads or as captains. They are truly the masters of
close combat.
Character Archetypes:
The K'iorn Dra'koon, The Mercenary, The Bounty Hunter, The Knight
Primary Attributes:
Agility and Strength
The Magus
The scholar of the Leyas, the Magus has learned to understand and use the Leyas. What an Adept is born with, the Magus
trains hard to do. Some devote themselves to the study of one element while others look for a more holistic view and study.
Regardless of their focus, the Magus is never without a job. As civilians, Magi can often be found working as advisors,
court-magicians, or serving a wide variety of people and needs due to their extensive training. If so inclined, The Magus can
always find a powerful position within any army or military force. Cities preparing for war will often hire on entire squads
of Magi to support their other troops. Even when in peacetime, every fighting force strives to have a handful of Magi, for
their extensive knowledge of the Leyas is always a welcome and valued commodity. Depending on their training they can be
effective with a wide variety of attacks, both with and without the Leyas. Magi can be found among every race equally and
usually will achieve positions of respect due to their hard working nature, a necessary trait for learning to harness the Leyas.
Character Archetypes:
The War Wizard, The Hedge Mage, The Scholar, The Nightmare Hunter
Primary Attributes:
Will and Health
The Priest
There is a bit of confusion revolving around Priests and their function within society. This confusion is due to the fact that
the term Priest is a bit of a misnomer on Refuge, because priests are not necessarily religious leaders. In fact, they do not
even have to be religious. As Conscious Leyas users, they are people who have trained themselves in the art of healing. Due
to the nature of religion on Refuge, many Healers are members of the various orders that exist in Refuge, which is the
primary cause of the misnomer. Some, like the Cult of the Tsoga and the Church of One, are militant groups who train their
priests to heal so their troops can fight for longer periods of time. Others, like the Universal Church and the Order of the
Twins, are pacifists, preferring to stun their opponents and refrain from killing. Due to the very personal nature of the Leyas,
the reasons behind the founding of priesthoods have been differed, ranging from individual belief to even being based on
ancient Earther literary works that have managed to survive the ages.
Those Priests not among the various orders on Refuge often serve as healers. Regardless of their profession, Priests can be
found among every race and in every city. In fact, Healing is the only Leyas condoned by the violent Inquisitors of the
Church of One, though only for priests of their order. Some priests heal freely while others demand money or services for
their skills. Like many of their Conscious counterparts, there is always a great need for Priests.
Character Archetypes:
The Healer, The Monk, The Paladin, The Inquisitor
Primary Attributes:
Will and Agility
The Adept
The Adept are a unique breed throughout the Colonies because they are born with the ability to interact with the Leyas. They
require no complex words or theories to prepare themselves for using the Leyas, it comes to them as easily as breathing
comes to a child. Moreover, they require much less time and energy dedicated to improving their skills with the Leyas. Due
to their natural power and their rarity, Adepts are highly prized among the more enlightened communities of Refuge. With a
few exceptions, Adepts are never short of employ or earnings. However, having few natural restrictions on their abilities,
many Adepts are lost each year to their own lack of wisdom in using the Leyas, making them especially susceptible to
becoming Fallen.
The Adept has no maximum Leyas Rating and can create both Worked items and Artifacts once they have learned the
appropriate skills. They can also use all Artifacts and Worked items and have no maximum General Leyas
The Mancer
The Mancer is born with the ability to use the Elemental Leyas. Her first sight is that of Leyas Sight, and can even feel the
flow of the Leyas around her. Her ability to artifice makes her a valued commodity in all of Refuge. Every major city has
Mancers who support themselves by creating and selling their artifacts to the wealthy, the city's army, and to those rich
adventurers who pass through. The greatest collection of these Mancers can be found in the Academia of Chooru, where
they are trained to fully utilize their potential. Depending on the Mancer, some of them prefer to remain stationary within a
particular city and reap its benefits while others prefer a traveler’s life. Due to their rarity, the Mancer has almost unlimited
employment opportunities in both civilian and military sectors.
Not all Mancers are the same, nor do they all have the same abilities. These differences are caused by the types of Elemental
Leyas the Mancer specializes in. The different types of Mancers are as follows:
The Loremancer: The importance of knowledge and scholarly pursuits has required the Loremancer to either set up shop as a
merchant or leave home and adventure. Either way this has allowed the Loremancer to learn a little bit of different elemental
styles.
The Aeromancer: Attuned to the changes in weather, since birth the Aeromancer has felt the surge of lightning before it
struck and was fascinated by the act of flight. Often employed by militaries to keep airships afloat they also find work
weatherproofing Manors and Castles for rich nobles.
The Aquamancer: Often born by the sea or a large lake the Aquamancer has an affinity for water. They find work purifying
local water supplies as well as creating water in areas where there is drought. Since life requires water, their services are
always needed.
The Pyromancer: Hot headed and often violent the Pyromancer is a War wizard. Often trained for battle as well as for
keeping the home hearth warm, they can be found working in every major military as living weapons. They also find work
artificing weapons for both private and military markets.
The Terramancer: At home in lush forests or in deep caves, the Terramancer uses the Leyas to find precious metals and
gems. Some live in peace with nature while others rape it for monetary gains. They can also find employ making armor for
both private and military markets.
The Lightmancer: Using solar Leyas, these Mancers keep the cities lit at night and help to ward away nightmares. Their
abilities make them widely respected in public circles. Simply keeping the lights on makes them one of the best loved types of
Mancers. They also find work as Nightmare Hunters, their specific training making them impressive against all light-fearing
creatures.
The Shadowmancer: Often feared and misunderstood, the Shadowmancer has no actual purpose in what people consider
polite society. The dark underbelly of every major city, however, has more than enough homes for a wandering
Shadowmancer. Thieves' Guilds and Assassin Guilds pay top dollar to a Shadowmancer trained in their arts. Those unable or
unwilling to steal or kill can still sell artifacts to the Guilds at very high prices. The Guilds won't cheat a Shadowmancer as to
ensure more artifacts in the future.
Primary Attributes:
Will and Intelligence
The Shapeshifter
Some say Shifters are born without an identity, that their personality changes like Quicksilver. Although for some it is true,
the majority of Shapeshifters have a firm grasp of who they are regardless of what form they take. Unlike Dragoons, who
use Shapeshifting Leyas primarily for combat, many Shifters use it to enhance their social standing as well. For example, a
properly trained Shapeshifting performer can always guarantee a wondrous performance. For those Shifters with more
militant goals, they can always work as a Assassin quite easily. The Strangulari, widely feared Assassins out of Neo Vargas,
only allow Shifters to join their ranks. Moreover, even where there is no work for a Dragoon, there is always work for a
Shapeshifter.
More so than for most other Leyas users, the Adventuring Shifter is usually hoping to find a place where he is accepted for
himself, not for what he can change into. Regardless of what they do, like the Dragoon, the Shifter’s abilities never leave
them weaponless.
Character Archetypes:
The Lycanthrope, The Assassin, The Man of a Thousand Faces, The Living Weapon
Primary Attributes:
Agility and Will
The Summoner
The art of summoning is unique among all Leyas abilities. As opposed to controlling the elements or controlling the body, as
is the case with every other type of Leyas, Summoning Leyas is used primarily to create gateways and links with different
types of creatures across the dimensions for their aid. The Summoner has always had a natural affinity for others and uses
this to their advantage. Some Summoners use their summoned allies like cannon fodder, not caring for their fate. Others
respect their allies and treat them with respect and kindness. Summoners also use their skills to contact beings for
information, be it for beneficial or nefarious purposes. Regardless of intent, the Summoner is never alone.
Unlike other Adepts, Summoning is not as highly courted, in spite of its rarity. It is, in most cities, considered an oddity to
be avoided. In cities such as Delaba and Dunesphere, Summoning is outright illegal and considered courting with Demons.
Because of its relative unpopularity, Summoners are often relegated to menial jobs that lack the prestige of most other Leyas
users. Rather than suffer a life of relative mediocrity, most Summoners turn to traveling and adventuring.
Character archetypes:
The Ranger, The Tyrant, The Academic, The General
Primary Attributes:
Will and Charisma
The Fallen
The Fallen are a caste of Leyas users that were once either Adepts or Conscious Leyas users. However, in their training and
usage of the Leyas they were overwhelmed by its power, thus becoming permanently scarred. Their advanced training
allows them to use the Leyas with the same ease as an Adept, but their scarring either limits or prevents their use of certain
Leyas Abilities. The Fallen are spit into two categories The Cursed and the Burned Out.
A Cursed one, having succumbed to the darker side of Leyas usage, has been transformed into either a horrifying Vampyr or
an untrustworthy Bandit for the sake of everlasting youth and health.
The Burned Out, having overstepped their limits with the Leyas, are condemned to a peculiar fate of their own. Regardless
of type, the Fallen are often feared and mistrusted throughout the world of Refuge and are looked upon to be disreputable
and unfavored.
The Cursed Fallen has no Maximum Leyas Rating and no Maximum General Leyas, but they can never use Light Leyas or
Healing Leyas or any Artifact or Worked Item that is tied to either of these types of Leyas.
The Burned Out Fallen has a maximum Leyas Rating of 4 and can never learn General Leyas nor use any Artifact or Worked
Item that can activate a General Leyas ability (other than it being artificed in the first place).
The Bandit
Being a Cursed One, The Bandit chose the path of the shadow in order to keep herself eternally young. However, such
power does not come cheap. Through either compulsion or conscious choice, the Bandit has bonded herself with Shadow
Leyas to achieve this goal. However, the price of youth is high, for the Bandit must experience the pain of another's loss to
continue living. The Shadow Leyas builds a habit of stealing, whose rush keeps the Bandit alive, extending her life depending
upon the amount of pain she is causing. Outlaws and often forsaken by family and friends, the Bandit usually has no choice
but to have the life of an adventurer, trying to build a life while feeding their constant hunger for loss.
Bastard Bandits are the most commonly found Bandits, as they have a natural predisposition and ability for thievery. Earthers
are also known to fall down this path as well. The Uth velor and Pelebor kill those among them who turn the way of the
Bandit on sight. Because being cursed requires inflicting loss upon others, Bandits are often friendless. It is often a sad and
lonely existence.
The Bandit takes double damage from all light based attacks unless already noted in the damage description due to their
attunement to Shadow. A Bandit who holds an object worked or artificed with Light or Healing Leyas takes 1d6 (No A.R.)
points of damage per round. The Bandit must steal an object that is dear to a person to keep themselves alive. Bandits can be
brought back to life by te Conversion Leyas ability. Without feeding off a victim’s loss the Bandit will grow ill(-2 to all dice
rolls). After two weeks without stealing the Bandit will lose all control and black out. During this black out period the Bandit
will go on a thieving rampage often killing innocents.
Character Archetypes:
The Robin Hood, The Highwayman, The Thief, The Prankster
Primary Attributes:
Agility and Charisma
The Burned Out
The Burnout was once a powerful adept. Their fall however, haunts them as they can no longer be attuned to the Leyas like
they once were. Toil and hardship were required to relearn what they once knew but the ability to live in the Leyas is forever
taken from them. How the individual burned out depends on what type of person they were before their fall. Heroic people
might have used their intense power during a storm or earthquake to save the lives of innocents from evil. This intense
power that surged through them left them barely alive and forever scarred. Selfish or evil people might have misjudged their
own ability and used powers they could not control and were damaged because of their arrogance. Either way the Burn Out
is a tragic person. Hopefully they have accepted their new limitations, though many who did not have caused great damage to
innocents in their quest to regain their powers.
The Burned out can never use any General Leyas ability nor activate or use any General Leyas artifact ability (such as any
General Level 1 (Leyas Sight) or Level 2 ability (Extend Life, Translate, etc.). They can, however, use any other artifact
normally.
Character Archetypes
The Redeemer, The Tragic Hero, The Power Seeker, The Megalomaniac
Primary Attributes
Will and Intelligence
The Vampyr
Not to be confused with a vampire, the Vampyr is not undead, and does not require the blood of victims to survive. The
existence of the Vampyr is perhaps even more depressing. They have bound themselves with Shadow to keep themselves
alive and free of disease. The price is that they must feed off of the pain and fear of normal people. When the sentient mind
feels fear or pain it radiates Shadow Leyas outward. This Leyas is the lifeblood of the Vampyr.
Some Vampyrs have accepted and even embrace their cursed status. Most however try to balance the pain they inflict, or
inflict it on those whom they consider evil. The two most famous Vampyrs on Refuge come from far different
backgrounds.
Damyr Von Glomhammer was son of the Tyrant and joined the Church of One. He became so addicted to the pain of those
he killed in their name that it became the focus of his life. He found that sacrificing the lives of many people could fuel his
own immortality. After hundreds of years of violence, Damyr is now a hunted being, hiding out in the swamp of Gelo near
Kelvara.
The k’iorn warrior know only as Terror has a very different origin. As a child he was dying of a wasting disease. Refusing
to let the incurable disease overtake him, he drank of an ancient Earther artifact called the Blood Cup. It bonded his youthful
form with shadow. At first it was a boon and saved his life. But as the days went on his hunger grew. When he was set
upon by highwaymen on the road he discovered their pain gave him strength and fed his hunger. The young k’iorn tortured
his would-be killers and fed his fill. For the next thousand years he hunted those who fed on the innocent.
The Vampyr takes double damage from all light based attacks. Healing does not work on the Vampyr, and it instead does
damage. A Vampyr who holds an object worked or artificed with Light or Healing Leyas takes 1d6 (No A.R.) points of
damage per round. Every Hour spent in direct sunlight causes 2 points of (No A.R.) damage. Heavy clothing, a large hat and
dark glasses will prevent this damage. Vampyrs can be brought back to life by the Conversion Leyas ability. Vampyrs must
feed to stay alive. They feed by tormenting their foes (for heroic Vampyrs) or torturing the innocent (for villainous
Vampyrs). If they do not feed they will grow ill (-2 to all dice rolls). If two weeks go by without feeding the Vampyr will
go into a feeding frenzy attacking the closest living thing. It is because of this feeding frenzy that many do not trust Vampyrs
and will kill them on sight.
Character Archetypes
The Sadistic Monster, The Child Eater, The Vengeful Shadow, The Vampire Hunter
Primary Attributes
Health and Charisma
(Excerpt from Dark Refuge: The Adventure Game Copyright 2002)

Jeremiah Strykker,
in his power armor Peace,
turns back the Nightmare
Hordes
The Flesh and Bone of the
Dragoon will grow into
weapons
Many Shadowmancers
are called by the
derogatory term,
Necromancers, for
their sick perversion
of the dead
Vampyrs feed off the pain
and suffering of their
enemies.
TM