Ghostwalker

CLASS DESCRIPTION

A Ghostwalker is a Neuromancer that has mastered the control over many minds, providing they are all given the same misconception. This allows the Ghostwalker to virtually move unseen, even through crowds, their mind altering aura all hiding their presence to those otherwise normally able to see them, the Ghostwalker must be careful to avoid their paths as they will not make any effort to avoid them, as they simply do not know they are there.

Ghostwalkers make excellent spies, but many turn to crime due to their ability to be undiscovered, but those that join parties are often used to infiltrate and spy on their enemies, move through their lines or encampments and get the information the party need to launch an attack. In combat they go unnoticed, until they plunge a dagger into the enemies back.

PROGRESSION TREE

Neuromancer >> Ghostwalker

Proficiencies

Armour:Light or Medium robes.

Spellcasting

Aura: Thought Dispersal

Description coming soon


Keywords: 0

Courage

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Defensive: Vanish

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Cowardice

Description coming soon


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Defensive: Assault Mind

Description coming soon


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Traitorous Strike

Description coming soon


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Power: Mass Manipulation

Description coming soon


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Paralyse

Description coming soon


Keywords: 0

Skills:

Ghostwalker:Calculating

Calculating description coming soon


Calculating game effect coming soon

Quick Reflexes

Quick Reflexes description coming soon


Quick Reflexes game effect coming soon

Neuromancer:Read Mind

Read Mind description coming soon


Read Mind game effect coming soon

Forget it

Forget it description coming soon


Forget it game effect coming soon

Class Portrait

Champion Ghostwalker Neuromancer psionics spellcaster

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Artwork of Terrainia

Last updated on the 20th May 26
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ABOUT US

THE CONCEPTION

Terrainia started off in 2004 as a single island for a role-playing game (using a well-known and popular third edition rule set). This island became wonderfully detailed, players would recognise who they were dealing with when suitable miniatures (made by another well-known table-top games company) were placed on the table. But eventually the players finished the campaign, and managed to slay the dragon, or so they thought.

So with the campaign over, but the desire to continue burning ever bright, further areas were designed and planned, and over the course of five long but enjoyable years the world grew exponentially. At its peak of these five years there were six regular groups, around forty players, two dungeon masters, and a world as large as Earth drawn up and with huge levels of detail.

THE EVOLUTION

While that is where Terrainia was born, now twenty-two years on and the development hasn’t stopped, we began to construct this website in 2010 as a resource for our players to use. Then in 2020 (during the world wide pandemic), our founder took the opportunity to flesh out the world even more and add this to the website, during which thoughts turned to sharing Terrainia with the rest of the world.

It was at this time that the founder began to commission artists. Budgets were low, and it took time to find the right artists with the right style. But over the next few years, the main cast got made: the deities, the primary heroes and villains, then monsters. It was important for the founder that all artwork was theirs, monster design was theirs, and in turn, game systems were theirs — we did not want to copy or reproduce existing systems.

Along with the game world, contributors are writing novels and designing games, all set within Terrainia. At the time this page was last updated, there were no fewer than seven different games/books in production. Soon we will have links to these games/books for you to immerse yourselves within.

So that’s us. We hope you enjoy the site. If you want to give us some feedback, why not .

THE FUTURE

After this first wave of games and books, who knows? But one thing is for sure: there is plenty of material, and our aim will be to share this world with as many fantasy fans as possible.

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