Monday, December 30, 2013

Religion: The Cult of Dissolution:

Lukarr's followers are typically assassins and poisoners, though members of The Cult of Dissolution are another breed of vile fiend.  The members of this cult elevate mutation of themselves for revenge or 'justice' as some claim it to be beyond just simple repayment for his assistance, drawing others into the cult to poison and dissolve into a ritualistic mixture created for the sake of stabilizing some of the mutations so as to retain their sentience and speech, if nothing else.  This altered members will typically disguise their new forms as they seek out others to sacrifice or in carrying out his aims...  Their icon is a flagon of slime with a bone dissolving in it.

Tuesday, December 24, 2013

Religion: The Order of the Broken Gear:

The Order of the Broken Gear is a religion that serves Kaesot, its members all having fallen out of his favor but seeking redemption.  Typically these followers were blacksmiths, metallurgists or inventors that have besmirched the profession, but were repentant.  Their symbol is a broken version of Kaesot's standard icon, and their mission is to repair anything related to Kaesot's domains at no cost, and to teach those not in their order how to prevent membership being necessary, though lessons, tutoring, and their own schools.  Some find their religion to be very annoying that are in competition in the fields they offer freely, but only an idiot would bring direct harm to one of its members, their few possessions and buildings, for Kaesot's temper is usually well known in regions that they serve him.

Thursday, December 19, 2013

Religion: The Church of Ink Baptismal:

The Church of Ink Baptismal is a religious sect of Jannae's followers that believes that to fulfill their ascension they must first purge their hearts and lives of all wickedness, repenting for the wrong done to others, be covered in ink and then baptized in a tub or pool of water from which the ink is regathered, carrying with it the darkness within the individual and blotting it out with potential for good.  Those that falter are encouraged to do this again, and try to return to the correct path.  Those that have committed atrocities are still offered forgiveness, but their recollected ink is burned so as to taint nothing else, and the individual is given a period of time in solitude and private meditation before being allowed to commune with the others and continue on their path once more.  Their iconography has several inkwell candle standards, all of which are on or in front of an ink-filled bathtub or basin.

Monday, December 16, 2013

Religion: The Church of the Sacred Dagger:

Jandur has many followers, primarily those in power or those seeking justice against thieves, but some explorers also will focus on him for his aid.  The Church of the Sacred Dagger is a group of his followers that explore their world and the realms in search of new lands, sending back information to their nearest temple, which spreads to all of them.  Should they come across an injustice or lack of governmental control, they will seek to honor Jandur by righting this as efficiently as possible.  The Sacred Dagger is their primary tool, being a blessed silver and gold dagger with a ruby in its hilt and markings along its length, being designed to guide his followers where needed and to slay evil more effectively as Jandur's judgement burns those that touch it or are attacked by it who are not considered worthy.  In their iconography, the standard bowl of sand with a dagger upright in it specifically has the sacred dagger, albeit simplified in imagery.

Monday, December 9, 2013

Religion: The Cult of the Silver Spoon:

The worshipers of Inthdu may not be many, but they are usually very influential, and mostly infernal.  The Cult of the Silver Spoon is no exception, its members using their abilities to influence the wealthy and increase their wealth further in exchange for sacrificial meals to Inthdu as well as materials and items that helps the cult to spread its influence further.  Their icon is the same as Inthdu's normal one, save that a silver spoon is sticking out of the rotten meat in the upside-down skull.  The infernal members will also try to tempt the wealthy into mating with them, gaining even more wealth and influence as their younger generations are slowly able to infiltrate societies at the top level and bring more back to the cult on a consistent basis.

Sunday, December 8, 2013

Religion: The Church of the Emerald Nautilus:

The Church of the Emerald Nautilus are a religious group that worships Hexen, their holy icon being a large Nautilus shell that has been metaled with copper and had six emeralds embedded in it.  Each of the churches has this icon and will do anything to get it back if missing.  The followers constantly fish and gather shells and other items for their temple feasts, never eating anything that has not been found in the body of water their temple is nearest to or its beaches.  Its followers to travel from time to time, but even whilst traveling will always eat something aquatic, forsaking everything else, even if it means starving.  Their devotion to doing so and not giving in to temptation is rewarded by Hexen most times, though those that seek a reward for it will not receive even the culinary bounty he would have served to them for their devotion, instead forcing them to choose between several poisonous aquatic creatures and plants, hoping that one was prepared properly so as to remove the poison either entirely or to a tolerable degree.

Thursday, December 5, 2013

Religion: The Cult of the Sphinx's Dream:

The Cult of the Sphinx's Dream worships and serves Guraye, protecting the few Sphinxes left in the world, pampering them as sacred, and keeping Guraye's icon in their temples as well.  The Sphinxes, according to their religion, directly speak to Guraye in The Somnium Bleed as well as guarding its home in Jhaneer.  In addition to their love of riddles, puzzles and eating sentient flesh, the Sphinxes they protect are prideful, boasting to Guraye about their caretakers, which sometimes amuses Guraye enough to grant his followers boons or a direct hearing of their problems.  The followers in this cult will also at times bring those seeking refuge to Feluk to put in stasis until they are no longer pursued, for the sake of sanctuary and for it being a realm Guraye had strong dominion over.

Tuesday, December 3, 2013

Religion: The Church of the Eternal Word:

Dyndar has many who focus on it that are writers or seeking inspiration or balance in their life, but rarely do they form religions around Dyndar specifically, instead focusing on it when convenient.  There is, however, a shifting assembly of individuals that seek to have immortality of their own, in a manner of speaking.  The Church of the Eternal Word seeks to have its members' lives and works chronicled with the use of magic to bind their lives to their stories.  So long as their stories are still read or told, a small measure of their essence comes back as a faint specter that fades away soon after, but may use its time to inspire others, or to try to take over an individual that is weak-willed and be alive again.  In actuality, their souls have moved on to wherever they end up, but according to their religion even an echo that continues on is better than fading away from their home realm completely.  Some even bind their echo to a specific copy of their works, usually their favorite one, and are able to have a much higher will to utilize in taking over someone else's body.

Friday, November 29, 2013

Religion: The Cult of Lost Treasures:

The Cult of Lost Treasures is a religion that that dedicates itself to raiding any lost temples or other structures and villages that may have items of wealth, and splitting the wealth fifty-fifty between those in the cult and Ehnkilli, the higher powered being they revere most.  They intentionally drop his share into pits filled with traps, beasts and other hazards so that only he may gather them back up, and that he will have it all when they die.  No member leaves an inheritance to their offspring, instead teaching them skills to become wealthy in life but making them have to earn it, even if with thievery and other methods they encourage that outsiders might balk at.  All members of The Cult of Lost Treasures carry a golden knife with a ruby in its hilt on their person at all times they are clothed, as it is the icon of Ehnkilli.  They do encourage charity to beggars, but mostly to teach them how to make money for themselves if they want to be rich, just ensuring they have enough to survive otherwise.

Monday, November 25, 2013

Religion: The Order of the Ruby Butterfly:

The Order of the Ruby Butterfly is the most famous group that serves Fuldor.  Each of its many temples has a ruby butterfly affixed above Fuldor's altar, with a bowl filled with seeds to either side of the altar.  Each temple has multiple basement levels, some for the worshipers, some for securing sacred items, some for the trials of initiation, and the lowermost holding an erratic but powerful artifact created for each temple, called the Wheels of Change.  The Wheels of Change reaches out to sense any genetic samples on the floor and store their information on its circle's circumferences.  When someone is bound to the center wheel and it is spun, then the various circles move independently and land on different entries, metamorphosing the participant to take on the traits it ends up on.  The members of The Order of the Ruby Butterfly will use The Wheels of Change once upon their initiation completion and once every season if they so desire.

Wednesday, November 20, 2013

Religion: The Order of the Golden Lute:

Chabelle's followers are mostly musicians, and their devotion is rarely more than wanting to improve their skills or to hear her play.  However, there are more dedicated followers, and the most secretive is The Order of the Golden Lute.  While the musicians in it may not play the lute as their primary instrument, they all have a golden lute they carry with them as a symbol of their devotion to her, and all receive training from each other to better play their primary instrument and others so as to better appreciate music as a whole.  The golden lutes they carry are sometimes lost or stolen, but the order has vows to recover them once they locate them.  Some outsiders have been found to have them, or other items of power belonging to the order, and they have always been brought back through one means or another.  The most famous of which was the felinae fiddler Charlene Danya who bested the incubus Seva Nann in a musical contest and then spent two years convincing her opponent to join the order, and later married.

Religion: The Cult of Electric Vanity:

Followers of Byn are typically those in the cosmetic and fashion industries, as well as those who are exceedingly vain.  There is, however, an even darker undercurrent, a cult of devoted followers that seek to elevate themselves to perfection, and to either fix or remove those who are less perfect than them.  The Cult of Electric Vanity trades focus and more in exchange for lasting beauty, power and influence.  Members of this cult typically have an open eye with lightning in its pupil tattooed somewhere on their body, with some even going so far as to tattoo it in a blatantly obvious place so as to show their loyalty.  They flaunt their bodies in a manner that borders on impropriety, yet keep a retinue on hand of lesser members to guard them from those that may not only be jealous but violent, or as the case often is, to sic them on someone else that does not seem impressed by their beauty.

Monday, November 18, 2013

Religion: The Fraternity of the Fop:

Bobh is fairly relaxed about his followers unless they meddle too much with causing dangerous fluctuations in wild magic and dimensional travel flow, but one of the stranger orders that gives him focus is one of his most popular and least recognizable.  The Fraternity of the Fop is obsessed with keeping on top of and guiding the fashions of the realms, choosing per region to all wear the same type of shades and hat combination with minor variance, as well as a small pin or necklace that has a hat wearing shades on it to let other members recognize them.  In addition, they try to always keep additional benefits at their jobs for individuals not of their order who seem to start following their fashion who have an interest in wild magic or travel.  Membership initiation has many pranks and specific travel needed, but overall it is much more relaxed than many other religions, unless they receive word from senior members that a specific individual or group needs to be delayed or prevented from traveling to another realm or diverted to a different location in it or different realm, or that a specific individual or group needs to be either prevented or encouraged to pull wild magic from a certain area.  The highest members of the order are said to communicate with Bobh directly on a regular basis, and other members may find him in disguise partaking in their many efforts for the thrill of it.

Sunday, November 17, 2013

Religion: The Order of Silent Reflection:

The Order of Silent Reflection is an odd order to those outside of it, taking a vow of silence and poverty outside the walls of their temples, yet always looking for new knowledge and understanding, and their patron higher powered being is Atim.  As a result, they always work for their food and keep when traveling, writing or communicating through other methods, but never speaking.  While outside of their temples, they wear full cloaks, hoods, thick veils, padding and other means to keep their members as anonymous as possible, trying to offer little attention to specific members that might otherwise distract them from their pursuit of knowledge.  This is not to say that they have a vow of chastity, that they cannot marry within or outside the Order, but that it is to be minimized, and that it is preferred that a member who finds a mate would also try to indoctrinate them if they are from outside the order, and that they would either maintain their vows to the order or choose to leave its temples until they are able to resume them.  While members of the Order of Silent Reflection are rarely out of their outfits outside of the temples, within them in areas that only members may access they discuss many things in the comfort of less concealing garb.

Tuesday, November 12, 2013

The Phoenix Society:

Throughout history sentient species have sought ways to extend their lifespan, to prolong the final taste of death, and to make a lasting impact on the world around them through their offspring and their legacy if unable.  Some species are longer lived than others, and half-breeds sometimes have a lifespan between that of their parents, or shorter than either, or rarely longer than both.  However, through natural means alone, most species do still die from old age, in addition to other means.  There are a few individuals who through a boon or curse from a higher power or through mutation or accident have had longer lives than expected, but these are spoken of more in tales than conversations occurring with said individuals directly.  However, there has for several centuries been a cabal that seeks to guide events so as to perpetually keep their coffers stocked as they seek true immortality and invulnerability, having already found several methods that have greatly extended their lifespans.  The Phoenix Society puts its inductees through a hell of trials for a year before approving membership before finally allowing them a sample of one of their life-extending treasures, and even then each member must work to find more methods and objects capable of bringing them closer to their goal.  Most of the members of The Phoenix Society care nothing for the world around them, save that their treasured methods and objects are saved alongside their personal pleasures and distractions.  Hidden away in the homes of their members may be remnants of their past, as well as hints to their membership, though they are spread far and wide, meeting once per equinox.  They always seek to improve their lives, even if it means burning everything they have to ashes so as to be reborn with a new perspective, as its first members did long ago before naming their society after the legendary bird that they have taken as their symbol.

Saturday, November 9, 2013

Materials: Bobh-Bon Crystals, Ilkarji Silk, Tioneb Goo, and White Matter:

To say that the High Ordered Beings' prison realm known as The White Void is mostly empty blindingly white space is an understatement.  Still, even it is not devoid of materials of value, if you will pardon the pun.  True, the dangers are high with the prisoners there, but several things draw others to raid and harvest it for profit or experimentation needing specific materials.  The most desired materials are Bobh-Bon Crystals, Ilkarji Silk, Tioneb Goo, and White Matter:

Bobh-Bon Crystals are a delicacy, edible crystals with 4 Sweet and 1 Carb sustenance, given either as gifts from Bobh to visitors to his home in The White Void, or sometimes found in modest containers scattered through that realm for no reason that any mortal can understand, but many wonder if perhaps they are refused gifts to the High Ordered Beings to try to keep them from feeding on each other or travelers.  Seeing as they are never seen eating one, that seems unlikely, but others counter that perhaps the High Ordered Beings also consume the containers themselves, leaving no trace.  Regardless, the treats also may store up to 75 EP in each one, and eating a depleted one still grants full FP and +5 FP beyond the character or creature's maximum, once per day.  Consuming more seems to have no effect to FP though some swear through sugar hallucinations to have seen Bobh's visage smirking and wagging an index finger in amused admonishment at the attempt.  Experiments have been made to try to verify this, but the results have always been inconclusive.  Each cubic inch is one treat, having 1 EP, 1 Toughness, and weighing 1/230th lbs.

Ilkarji Silk is made by the Octahedron Higher Ordered Beings to wrap around captured larger creatures until it crystallizes them before consumption or laying their young depending on the season.  It is so named after Ilkarji Gokar, a Felinae explorer who first managed to retrieve some and bring it back to the main realm within known history.  It is extremely sticky and stretches without breaking until heated to 60 MaL degrees, when it becomes dry, stretching barely, and extraordinarily sharp.  It is frequently used in assassin gear, suspension structure building, or machinery needing precision cuts due to how thin and sharp that it is.  Each cubic inch spools out to make a 16 foot strand that has 75 EP, 19 Toughness, weighs 1/1800th lbs and is barely visible unless light glimmers directly on it.

Tioneb Goo is the extracted center of a Fractaldactyl egg, first found by the human Tioneb Troblednam found within his time adventuring when he was trapped with the creatures of The White Void before retiring to become a mathematician.  For nearly a year he studied the creatures and survived by eating some of the Fractaldactyl eggs which left him with a scent that made the parent terrors leave him alone for a few days each time and left him feeling full enough for the period of time until it wore off.  Tioneb Goo was named after him as he managed to bring a few of the eggs back with him when he was finally rescued, and studied its composition, finding that despite being unable to hatch while unfertilized, the goo in the eggs would dissolve most materials, save more of the goo, arsenic, copper, and glass.  One cubic inch has 1 EP, 1 Toughness, weighs 1/40th lbs, and is capable of providing 1 HP, and the following sustenance: 4 Protien, 4 Carbs, 3 Umami, 1 Fatty, 1 Liquid, 1 Soft, 1 Sweet, 1 Salty, 1 Cold, and 1 Pure.

White Matter is a strange wisp so soft most move through it without noticing it.  This material comprises most of the White Void, its structure always displacing as things move through it, not causing any sensory data to analyze except a feeling of weightlessness and a light warmth.  White Matter if scooped up by most materials will just shift out of the way, but a bit of temporal mechanics or magic to create a bubble of frozen time will allow one to trap some and take it with them out of The White Void, though High Ordered Beings will quickly move toward that spot if within fifty miles of it.  Outside of The White Void, White Matter maintains a spherical shape, and may be altered and used to create a pocket dimension home once reinserted into The White Void, for use in temporal machines, to create a dimensional bag's pocket dimension, as part of a weapon against High Chaotic Beings, or if attacked with enough chaotic force will create an explosion of 12 frost and 12 fire damage in radius of 25 squares aside from the 2 square radius per cubic inch of White Matter, which has 40 EP, 1 Toughness, and weighs 1/90000th lbs each.

Thursday, November 7, 2013

Materials: Bokeno, Harglesplerk Crystals, Jilcuskon, Vennerkun,

The Crystal Slumber of Feluk is a realm filled with valuable minerals and the dangers of coming too close to the humming crystals, but some still try to harvest valuable materials most are unaware of: Bokeno, Harglesplerk Crystals, Jilcuskon, and Vennerkun:

Bokeno is the remnants of the Bodel eggs if they do not hatch, withering and shrinking in size the older they get.  The Bodels put these failed eggs into caverns which slowly break them down into more minerals for the humming crystals that people slumber in, trying to accelerate the growth process toward another egg.  If the egg is only a few weeks old it is still hard, and highly valued.  One fresh Bokeno has 6 EP, 3 Toughness, weighs 9 lbs, and when its surface is removed without dissolving it, the gooey center may be extracted.  While the outer shell will not break down further without the center, making it good for decoration or use in crafting items, the true value is in the goo.  The Bodel's do not have fetuses, instead having a crystal see in the center of the goo, and this is a key ingredient in temporal machines.  The goo itself, however, when mixed with an equal portion of sugar and animal fat, produces an anti-aging cream that removes 10 years of wrinkles per pound, not reversing aging internally, but adding +6 Beauty to any who use it.

Harglesplerk Crystals are a type of crystal that only grows in total darkness, named after its Gitwerg discoverer with an unfortunate rite-of-passage last name meaning "lucky-stumbling-bastard" due to his barely passing the test due to his poor navigation and balance skills but still finding his hidden challenge statuette after falling down a hole onto another individual returning from their own rite-of-passage.  Harglesplerk Crystals were found under similar circumstances in Feluk, each pound producing a 15 physical and 10 fire damage explosion when exposed to more than dim light for more than a minute.  Each cubic inch of Harglesplerk Crystal has 4 EP, 17 Toughness, and weighs 1/8th lbs.  Feluk's caverns are rich with Harglesplerk deep in the dark, but so are other dangers.

Jilcuskon is a type of rock found in Feluk that anchors the humming crystals used by the Bodels, as well as sometimes lining walls where Vennerkun rocks are found.  It absorbs vibrations and electricity to become more dense, but as a result becomes less tough, and leaks out the vibrations slowly over time.  Each cubic inch of Jilcuskon devoid of absorbed vibrations and electricity has 5 EP, 9 Toughness, and weighs 1/32th lbs.  Absorbing 3 vibration or 3 electricity damage increases its EP by 2, reducing its Toughness by 1/4th Toughness, and increasing its weight by 1/128th lbs each time.  If one deals damage to it faster than it absorbs it will shatter, and once a day it will reduce by 2 EP if it is not receiving vibrations or electricity during that time.

Vennerkun is a type of rock found in Feluk that absorbs pressure, trapping it as a faint glimmer in the crystal flecks running through it.  When electricity is applied to one end of Vennerkun, the entire rock vibrates in any direction opposite the electrical leads until it has released its contained pressure.  If one runs electricity into it for too long they risk shattering it, but applying pressure to it again will give a bit more vibration to use before it shatters.  One cubic inch of Vennerun has 52 EP, 1 Toughness, weighs 1/10th lbs, absorbs 3 pressure damage per EP, and withstands 1 electrical damage per EP.  As a result, it is highly valued by miners when put into focused machines to ensure it directs only in one convex direction.

Wednesday, November 6, 2013

Materials: Baelfire Trees, Moonstone, Silverleaf Trees, and Sunstone:

The Glens of Tirae are deceiving, not only due to its denizen's trickery, but also to their very nature, some materials being far more valuable than one may immediately think.  Among these materials are Baelfire Trees, Moonstone, Silverleaf Trees, and Sunstone:

Baelfire Trees are extremely valued due to the duration at which they burn when aflame, the strong sweetness of their fruit, the spice of their ground bark, and the softness of their leaves being woven into garments and tapestries, readily absorbing dyes.  Each cubic inch of Baelfire Wood has 5 EP, 2 Toughness, 1/175th lbs weight, and -3 Resistance to Fire.

Moonstone is a type of stone sometimes found in babbling brooks of Tirae, meteor pieces smoothed and absorbing magic the most when the water is at its coldest, meaning less of the magical energy is being pulled away by the current.  Each night a Moonstone exposed to the night air and land in which magic isn't severely dampened will find a large amount of magic absorbed.  One cubic inch of Moonstone has 3 EP, 1 Toughness, 1/125th lbs weight, stores up to 18 FP, and replenishes half its FP without assistance at night when able.

Silverleaf Trees are rare and usually protected by those that cultivate them, as their wood is extremely durable, and their leaves do indeed have trace amounts of silver in them that gives them their appearance and name.  This may either be extracted or used in making very light layered flexible armor.  One cubic inch has 12 EP, 2 Toughness, and 1/275th lbs weight.

Sunstone is a type of rock that absorbs visible light, growing warm and faintly glowing at night, but a little bit of focus or the application of electric current will make it release all of its heat and light at once in the direction opposite the electricity or foci.  Even one cubic inch has 1 EP, 1 Toughness, 1/50th lbs weight, and the ability to store up to 120 MaL degrees and enough illumination for 16 turns, or 16 Light damage.

Monday, November 4, 2013

System Mechanics: Luck Points Revisited:

At the beginning of this blog I wrote about determinism vs random in terms of how actions and choices have a huge influence on how well an action works, as well as how random things can greatly influence things as well.  Chaos theory dictates that everything is linked and that there is a chain of even minor changes that can affect seemingly unrelated events.  As such, someone buying an item in a shop may find that it is key to bypassing a temple guardian or some other coincidence that eases actions or makes them even more difficult than if one did not have it.  With a GM on the pen and paper version each item or action can have as much influence as they so desire, and on the eventual computer version the algorithms will work behind the scenes to keep everything moving with or without player involvement in an area to ensure things simulate life within the system.  All that said, luck points were touched on briefly as being able to be spent from a positive or negative pool, but little detail was put on how they were used or how they were gained.

Luck Points, or LP, are used when a character or creature's attempted action is taken if one chooses to burn it, adding a 1d6 potential out outcomes to it:  1) -/+1d6 penalty, 2) 0 change, 3) +/-1d4 bonus, 4) +/-1d6 bonus, 5) +/-1d10 bonus, and 6) +/-1d20 bonus.  As one can see, burning LP can greatly benefit or even hinder a player when taking an action.  Players burning positive LP will gain the first of two possibilities per outcome [positive except 1) being negative and 2) being no change], and players burning negative LP will gain the second possibility [negative except 1) being positive and 2) being no change].  In this manner, if a player knows that their action is about to fail, they can burn positive LP to improve its chance of succeeding, or if successfully landing burn positive LP to do the task with an even better result.  Conversely a player can burn negative LP for the opposite, having a higher chance of failure in order to get rid of some of their negative LP.

A character  that is superstitious gains positive or negative LP due to actions that their culture believes bring good or bad luck, in addition to their karma choices.  They, and all other characters, gain LP based on their actions, positive for any action that helps an individual and are selfless, and negative for those that only help the character or another individual selfishly without regard for others involved.  Actions done out of self-defense such as in combat initiated by someone or something else, do not affect LP unless a character is superstitious and harming the foe brings positive or negative luck according to their culture.

Sunday, November 3, 2013

Abilities: Low-Level Psionic Touch Abilities:

Previously some low-level magic touch abilities were sampled, today we'll sample some psionic touch abilities.

Algesis Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Blood):  The user of this ability attempts to cause physical harm from any touch against a foe regardless of the severity of the touch if it even brushes, dealing +1 damage that bypasses any non-psionic armor against HP directly, in addition to any other physical damage by the blow's force.  Prerequisites: Psionic Mind Trait.

Apportation Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(3 FIN/15 FIN)(Psionic/1 Range/Touch, Psionic, Movement): The user of this ability touches a creature, character or item that they would ordinarily be able to lift and attempts to teleport it away from them up to their maximum range.  Prerequisites: Psionic Mind Trait.

Clairvoyant Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Sight): The user of this ability touches an item, creature or character to later view it for strategic purposes such as gaining information, being able to find something if lost, and ensuring that something stolen is found more easily.  Prerequisites: Psionic Mind Trait.

Empathic Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Emotion): The user of this ability touches another character or creature to read their current true emotional state if successful, and may attempt if desired to push a different state into them, diminish, or increase the state the individual already has.  Prerequisites: Psionic Mind Trait.


Hydrokinetic Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Water): The user of this ability touches a body of water to make it move out of the way or form a placid surface upon which to walk for the duration of the effect.  Prerequisites: Psionic Mind Trait.

Mentatic Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Healing): The user of this ability touches themselves, another character or creature to diagnose the mental health of the individual and attempt to do one of the following: 1) remove a mental status affect, 2) temporarily bestow +2 WIL for 15 minutes or 1 turn, or 3) increase the individual's SP by +1 for 15 minutes or 1 turn.  Prerequisites: Psionic Mind Trait.

Psychokinetic Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Psionic/1 Range/Touch, Psionic, Movement): The user of this ability touches another character, creature or item in order to attempt to move something small within it.  This ability is frequently used by thieves to attempt to open locks, as well as by individuals who attempt to cause weapons and items to fall apart, or small organs to temporarily be squeezed or stretched, such as the eyes, veins, or the throat for examples.  Prerequisites: Psionic Mind Trait.

Psychometry Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Sight): The user of this ability touches another character, creature or item to view a portion of their past if successful, and may then attempt if desired to seek a specific time-frame or a random one.  Prerequisites: Psionic Mind Trait.


Telekinetic Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Movement):  The user of this ability touches a character, creature or item to pull it closer if barely able to touch it or push it further away up to half their range.  Prerequisites: Psionic Mind Trait.


Telepathic Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Mind): The user of this ability touches another character or creature to read their current true thoughts if successful, and may attempt if desired to push a different idea into them, encourage a specific thought, or try to diminish the focus on a particular thought.  Prerequisites: Psionic Mind Trait.

Transvection Touch 1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Psionic/1 Range/Touch, Psionic, Movement):  The user of this ability touches a character, creature or item that they can normally lift and levitates it to the height of their central body mass off the ground, being able to push or pull it as if it were 1/10th its weight for movement speed.  Prerequisites: Psionic Mind Trait.

Vitakinetic Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Psionic/1 Range/Touch, Psionic, Healing): The user of this ability touches themselves, another character or creature to diagnose their physical health and attempt to do one of the following: 1) dull pain temporarily, 2) remove a status effect upon them, or 3) heal 1 HP per use.  Prerequisites: Psionic Mind Trait.

Friday, November 1, 2013

Materials: Kukoju Metal, Rojihal Metal, Wudgan Marble, and Xhunfo Sand:

The Shifting Sands of Jhaneer are rife with danger and mystery, ancient treasures buried and lost in the harsh sands.  Some of these, and the techniques to make them, have been recovered and sold in secrecy.  The most valued of these discovered thus far are Kukoju Metal, Rojihal Metal, Wudgan Marble, and Xhunfo Sand:

Kukoju Metal is a deep reddish gold, shining as it catches light, soft and conductive to electricity.  Each cubic inch of Kukoju Metal has 2 EP, 2 Toughness, 1/400th lbs, and when worn or held grants +1 HP per eight hours even if no other healing actions are taken.

Rojihal Metal is faintly pink, but blades made of it are highly feared by thieves in Jhaneer, as its secret was well guarded for centuries, used solely for royal bodyguards and the highest ranking official police.  Each cubic inch of Rojihal Metal has 8 EP, 6 Toughness, 1/3000th lbs, and glows brighter and hotter for each life taken by it, trapping the remaining focus a body had in it when the spirit departed the body.  As a result, Rojihal Metal releases this trapped focus as an extra 1 damage to EP for every 2 FP it retains, or it may be used by those that can use Foci Magic in order to put it to greater potential.

Wudgan Marble is a deep blue, green-veined stone that outputs a calming field of +1 Charisma per cubic foot, maintaining per cubic inch 3 EP, 2 Toughness, 1/250th lbs, and self-repairs +1 EP per two hours without damage to it.  It is frequently used in palaces where the ruler wants visitors to feel more at ease, as well as in the most secure of stone prisons to help keep walls repairing themselves.

Xhunfo Sand is a type of black sand that is magnetic and drawn to large quantities of metal, as well as being highly toxic.  Xhunfo Sandstorms rarely happen, but if the sand isn't close enough to maintain its attraction to the metal it is near it will tear through many materials with 2 damage per minute in the sandstorm.  Additionally, while it has only 1 EP, 1 toughness and 1/1000th lbs per cubic inch, it may also be used in temporal machines, as melting the Xhunfo sand into glass will show 1 century in the past per inch thickness if looking through a convex surface, and 1 century in the future per inch thickness if looking through a concave surface.

Materials: Albacon, Endata Cubes, Fraglith Crystals, and Syndak:

The Silicon Fields are abundant with items useful within it and if properly extracted, outside of it as well.  However, some of the materials themselves are as valued if not more than the powerful items.  Chief among them are Albacon, Endata Cubes, Fraglith Crystals, and Syndak:

Abacon is a type of material that is harvested regularly in The Silicon Fields to make ultra light but strong fibers and it transmits electricity and light with ease.  One cubic inch has 38 EP, 1 Toughness, weighs 1/6000th lbs, and may transmit 1 electrical damage and 12 electrical hazard points from tip to tip and 5 light damage and full illumination to 1 square through its entire length.  It is often put into decor or even clothing (if properly shielded) for grand spectacles, as well as for lightweight short-range weaponry.

Endata Cubes are condensed data and energy that fuel any portable digital device equipped to take their power.  Each cubic inch has 4 EP, 1 Toughness, 1/9100th lbs weight, and stores 20 electric hazard points, which powers devices for quite some time.  Most Endata Cubes are 8 or 27 cubic inches in size, and each one also stores an extractable memory of every device it has been used or recharged in, and a holographic image of a 2 square radius of each use or recharge location.  Endata Cubes may be used in any realm, but only recharged in The Silicon Fields.

Fraglith Crystals are found adjacent to or near tears between The Silicon Fields and other realms, or from one portion of The Silicon Fields to another.  While tears do occur naturally and are shut down when the Fraglith is removed from them, they may also be caused by tuning the Fraglith with harmonic resonance to a particular location.  When the Fraglith is then shattered or destroyed by heat, light or electrical damage, a new tear will open in its place for 1 hour in one direction only.  Each cubic inch of Fraglith has 2 EP, 9 Toughness, weighs 1/4500th lbs, and is capable of creating a spherical tear four times its size.  Fraglith grows only from absorbing melted Albacon, Silicon and Copper, and an equal portion to its size will grow it by 1 cubic inch per week.  Putting more than equal batches of melted Albacon, Silicon and Copper will cause the Fraglith to dissolve.

Syndak is an addictive substance formed from digital dna, synthol, sugar, and a mixture of ingredients each creator keeps to themselves.  It can be liquified and injected, glazed over something, re-hardened within baked candies, or kept crystallized and broken into powder.  As it contains digital dna, it has the potential to carry infections if not prepared properly, but it also can temporarily bestow traits of the source and secret ingredients to the individual using it.  Its addiction starts as a simple craving, but those that have used it more than six times within a month find themselves having a sugar crash every morning and the need for hot and acidic consumables every two hours until they get a fix, with a lasting fever and slight purple around their irises as symptoms of their addiction.  Each cubic inch of Syndak has 1 EP, 1 Toughness, weighs 1/750th lbs, and is 8 units of Syndak dosage.

Sunday, October 27, 2013

Materials: Dreamsand, Frightstone, Krinklewyne, and Sithansard Tree:

The Somnium Bleed as a realm of dreams and nightmares is filled with wonder and hazard, beauty and terror.  As a result, a myriad of items and materials may be found there, but some are found here of consistent value.  These include Dreamsand, Frightstone, Krinklewyne,and Sithansard Tree:

Dreamsand:  Sand is found in much of the surface of The Somnium Bleed, making one think that it is too abundant to be of much value, however, the pure white Dreamsand when outside of The Somnium Bleed can be used in rituals to take characters, creatures or items into or out of The Somnium Bleed if utilized properly.  Dreamsand can be put lightly over a pillow to ensure good dreams and full EP and FP recovery when at rest, or it can be thrown at someone to make them need a sleep check and if they resist that still need a hallucination check as well.  Just a pinch of it is of use for distractions or used for its additional ability to purify water strained through it, absorbing up to 4 points of poison, toxicity or other contaminants of a non-biological nature.  One cubic inch has 1 EP, 1 Toughness, weighs 1/200th lbs and has 32 pinch uses.

Frightstone is a type of rock found in The Somnium Bleed in areas filled with terrifying creatures, landscape warped by the nightmares of sleeping individuals.  One cubic inch has 16 EP, 2 Toughness, weighs 1/50th lbs and causes any sleeping creature or character capable of dreams within 40 movement squares to have a nightmare except whomever is within 2 movement squares of it.

Krinklewyne is a beverage made from Krinklewyne berries grown only in The Somnium Bleed and by those who have mastered their delicate cultivation in private orchards.  Drinking even one cubic inch of it is almost guaranteed to create drunkenness, but the chemicals in it in addition to alcohol trigger a general feeling of happiness, joy and camaraderie.  One perfect cubic inch has 1 EP, 1 Toughness, weighs 1/5000th lbs, and if drunk requires a resistance check to charm from anyone else within eyesight for 10 turns.  Krinklewyne is best at 25 years or more of settling in a bottle, but further years will increase the taste while diminishing the charming effect.

Sithansard Tree is a type of tree that grows in The Somnium Bleed, its dark bark having a very sweet aroma and taste as well as a cure against radiation poisoning as one lucky Cubi scientist found out on transplanting some.  It is an extremely hearty plant, but it needs manual pollination outside The Somnium Bleed as its green flowers contrast its white and pink leaves without attracting many insects to help germinate.  The flowers themselves are poisonous, and the leaves are extremely rough and cause itching, but when boiled and then dried properly may be used for very strong kindling, and the drainage from the boiling process is a strong herbicide.  One inch of Sithansard Tree wood has 6 EP, 2 Toughness, weighing 1/375th lbs and makes 2 doses of anti-radiation medicine when properly extracted, though that same amount of bark makes 6 doses.

Saturday, October 26, 2013

System Mechanics: Pacts and Bindings:

Another aspect of magic briefly touched on with leech magic and soul magic is gaining more power from another creature or higher powered being.  While some using wild magic or foci magic may also utilize leech magic and soul magic if they so choose to experiment and refine such abilities, an easier way for a practitioner of any of these styles is to form a pact or binding.

A player might recall that with a tamed creature or charmed sentient they can get them to do some things on their behalf, such as attacking enemies, or sharing their resources and abilities.  This is, however, the forcing of one's WIL onto another, and not the same as a pact or binding.  A pact specifically is when a creature or character that is more powerful than the player makes an agreement to come forth when summoned, or to lend a helping hand in the form of an ability or giving items.  This technically can happen even without it being magical in nature, such as when two neighboring tribes form a pact to provide support if an invader encroaches on their land, but this is always distinguished from a normal alliance in that the ally or higher powered being does not need to be present to offer their support, nor does it take Favor to maintain it, so long as one's relationship with the ally does not break the vows of the pact itself.  It can be as simple as a quick communication with the ally in the pact to request information, such as the location of a safehouse, or more complex, such as having an air strike called in when under enemy fire on the battlefield.  Any ally that one has a pact with should be designated as (Pact) next to their name on their entry, and any higher powered being will have certain abilities marked with (Pact) to show that those abilities may be used once a day without FP cost, but if using them outside of the pact they will use +1 FP more than they would if it wasn't a pacted ability.  Additionally, the pact only extends to the details of the vow made during it and the wording of it, making it risky business to rely on.

A binding, conversely, deals with when a creature or character willingly submits to the character to do their bidding without question.  They are typically one at an equal or lower level to the character that bound them, and unlike a tamed creature or character, they cannot be turned against the one they are bound to even if one overwhelms their WIL.  Any ally or companion that is bound should be listed as their name (Bound), and in addition to this restriction they may have more power granted them by the one to whom they are bound.  If the one that bound them gives up some FP, they may use it instead of their own or when theirs is empty, and have their own WIL plus the WIL of the one who bound them for use when resisting any challenge that may test it.  Bound creatures and characters are more fearless and determined to serve the one they gave their allegiance to, and as a result give 10% of their XP gain automatically to the one who bound them if they are present.

Pacts and Bindings are very useful when one has allies, companions or even fellow teammates, but despite whatever circumstances pushed the parties involved into making one, they are always voluntary, making them rare to find in the general populous, more commonly found in cults, with apprentices to their masters, and other groupings that try to rely on each other more collectively than individually.

Friday, October 25, 2013

Materials: Blotstone, Deafstone, Memory Crystals, and Whisper Leaf:

The Ascended Isles of Serseki is not a realm one would typically expect to bring items away from, as the Hundki intends for it to be available to all who wish to ascend, however, some things which grow there or exist in abundance may be of great use to those that discern their value.  Chief among these are Blotstone, Deafstone, Memory Crystals, and Whisper Leaf:

Blotstone is a type of rock that occasionally flies out of the torrential winds under Serseki to either imbed into the floating islands' structure or land on its surface.  It is a highly compressed mixture of stone and biological matter, its center densely filled with a soft tar-like substance that, when the blotstone is heated, pours out of even the smallest crack slowly as pitch-black ink.  One cubic inch of blotstone has 2 EP, 1 Toughness, 1/100th lbs, and 1/8th gallon of extractable ink.  As a result, they are highly sought for academics seeking a portable source of ink, or used by rogues and other individuals for stealthy purposes.

Deafstone is a type of rock that is found easily in Serseki, being one of the primary materials used to make the temples and much of the structure of the islands themselves.  By themselves, they have 4 EP, 1 Toughness, and 1/450th lbs per cubic inch, as well as providing +5 Stealth against making noise at a cost of -5 Observation to noise, within a 7 square radius.  Additionally, if one charges them with 2 FP, they will temporarily invert it to provide -5 Stealth against making noise with +5 Observation to noise at a cost of 1 SP damage if sensitive to sound or if the sound is itself of noise-pollution levels and one does not shut it off within two turns.

Memory Crystals store the lifespan of one individual thus far into them, growing in Serseki under the many temples, being able to harvest the tips of to seed more memory crystals or use for storing one's memories.  If a character uses 5 FP while holding one, all of their memories will be copied into it.  If one uses 1 FP, they can replay any one day from a crystal in one minute's time.  If one uses 25 FP, and is able to put themselves into a day-long coma with no EP or FP regain during it, withstanding 10 HP damage, they may download all of it into their own mind and clear the memory crystal entirely without losing the memories.  If they wish to clear it without downloading it, they may submerge it in water for a day, letting it dissolve and form a new memory crystal.

Whisper Leaf is a type of material that rustles lightly in the wind, repeating all that it has heard within 5 squares through the past two hours if the wind did not rustle the leaves too much.  Whisper Leaf may be made into many different items as long as it can still rustle later, making it very useful for espionage, or just simply keeping track of conversations.  It does, however, take as long for it to repeat what it has heard as it takes for it to hear it.  Each cubic inch of it has 1 EP, 1 Toughness, 1/4500th lbs, and can work as well as larger quantities can.  However, strategic placement of more than one cubic inch makes it more useful if more is used.

Thursday, October 24, 2013

Materials: Glimmerstone, Helkarne Metal, Nala'Jun Beads, and Sunderstone:

The Barren Waste of Thelatos hold mostly wasteland and warring species vying for domination and survival, but despite the dangers there are materials some have risked their lives and more to gather.  Chief among these are Glimmerstone, Helkarne Metal, Nala'Jun Beads, Sunderstone:

Glimmerstone is a type of rock that polishes nicely, having 2 EP, 1 Toughness, and 1/4000th lbs per cubic inch, drawing -6 Stealth to any within 2 squares of it while it is uncovered and having a sanity check required if looking at it for more than 2 turns, every 2 turns, and a +4 damage against Specters.  This type of stone was created by a species drawn into Thelatos to try to keep the first infernal beings distracted while they formulated an escape, but they hadn't counted on its effects being so potent as to trap specters in it even, who would psionically wail at any that looked at it for release.  This drove them insane faster than they could escape, as the first infernal beings wanted more and more of these glimmerstones, being too shrewd to look at them for too long, but unable to resist the desire to have more of them as distractions while they waged war on each other.

Helkarne Metal is a white and black speckled metal created by the first infernal beings and first celestial beings in concert to fight the High Chaotic Beings, having 4 EP, 5 Toughness and weighing 1/200th lbs per cubic inch, healing 1 HP per day, and dealing a bonus 25 damage if used with an individual's last FP use of a day.  Many thought it was lost during the war, but both the celestials and infernals kept some hidden for their war that followed.  The celestials lost most of their own in the war against the infernals, putting everything they could into the battle effort, but many infernals resorted to less powerful metals and forced armies from beings from the primary realm to ensure they not surrender their prized weaponry to the celestials or to shattering.  Some steal them from Thelatos, but the method of making more is a lost art that many have tried to reclaim.  If any have, they have not shared it with the general populous.

Nala'Jun Beads were made by an ancient species whose planet had been grabbed by the first infernal beings early in their war against the first celestial beings.  Some say the species itself fled Thelatos unharmed due to these beads but had to leave them behind, while others claim that they still wander Thelatos helping others to escape when trapped in it, while others rumor as to what may have happened to turn them into a force that even the first infernal beings fear.  Though the Nala'Jun themselves seem to be gone or in hiding, their stone beads were made of remnants of their planet's core as it died in Thelatos, condensing and shaping it to hold massive amounts of magical energy, but at the cost of being only useful to those deemed worthy.  Each of these purple and blue swirled ,metal beads has 3 EP, 1 Toughness, and weighs 1/3500th lbs, storing 100 FP, but anyone with infernal traits will find it dealing 1 HP damage and -1 LP per FP used.

Sunderstone is a type of speckled and craggy rock in Thelatos that has absorbed a lot of metagenic toxins caused by the selfishness of the first infernal beings to harvest as much resources from the early planets they stole as quickly as possible.  As a result, some planets ended up having their cores tainted with enough poisonous materials to cause them to explode, sending debris across Thelatos that still is a danger to those that find it if not handled properly.  Each cubic inch of Sunderstone has only 1 EP and 1 Toughness, weighing 1/200th lbs, but storing enough mutagen inside that when cracked open will cause a 1d4 random possibility on whatever character or creature it leaks onto: 1) A Beneficial Mutation from surrounding genetic material, 2) No Change, 3) A Negative Mutation from surrounding genetic material, 4) 4 HP damage and a Negative Mutation from surrounding genetic material.

Wednesday, October 23, 2013

Materials: Baneyelle Tree, Gretho Lichen, Oronakl Metal, and Wyrdstone:

The Endless Labyrinth of Mazek holds many mysteries, each one solved only unfolding yet another clue and another question about the realm.  While every explorer to it dreams of understanding it, not even the higher powered beings claim to have searched all of it or having a firm grasp on its purpose or meaning, save those whose lies are too myriad to even give a modicum of credence.  Still, there are materials that are highly sought after by even those who don't seek answers to its mysteries.  Chiefly, they are Baneyelle Tree, Gretho Lichen, Oronakl Metal, and Wyrdstone:

Baneyelle Tree is a type of tree that grows in Mazek on the surface, in the Undermaze, and even underground, seeming to draw nutrients and moisture not only from the soil, but also the air and rocks.  It feels warm to the touch when found near sources of heat, seeming to flourish most when within 4 squares of a source of 30 MaL degrees or more, resisting 40 fire damage with ease.  Its bark is flaky and makes for good seasoning when properly ground or shaved, and its wood center is very fibrous and useful for rope or fabrics when properly woven.  Its leaves are a pale blue with red veining and green surrounding that, and its flowers are a bright orange and white with flecks of red.  One cubic inch of Baneyelle wood has 7 EP, 2 Toughness, weighs 1/650th lbs, and if properly treated is flexible by strong.  Transplanting Baneyelle Trees is difficult due to the speed of their decay when uprooted being only 3 days to fully die and dry up.  If it is not replanted within a day and a half, the tree may not recover, let along become healthy and flowering again.

Gretho Lichen is a type of lichen that grows on some portions of Wyrdstone, being a strong moisture absorbent and yet still grows in the dryness of the maze walls, glowing in the Underdark a faint orange, and on the surface a pale blue due to the constant exposure to sunlight.  It survives frost, and fire damage up to 10 points per cubic inch, having 3 EP, 1 Toughness and weighing 1/5600th lbs.  In addition to its moisture absorbing properties and endurance to varying heat, Gretho Lichen is a strong agent used in truth serums due to its high +20 charm per dose extracted from a cubic inch, and if over-consumed or injected six does in a day, causes a sanity check.

Oronakl Metal is a type of metal found natively only in Mazek and some meteors, being the primary metal used in ancient devices located in Mazek.  Each cubic inch has 30 EP, 5 Toughness and weighs 2 lbs.  It is a superconductor of heat and electricity, being immune to any damage from it, but allowing it to be stored or transfer through it depending on what else it is alloyed or otherwise utilized with.

Wyrdstone is the material that most of the maze's stone structure seems to be made out of.  While it may have ruinous portions, especially in the Undermaze, Wyrdstone itself is extremely difficult to gather freshly.  Each cubic inch has 120 EP, 3 Toughness and weighs 4 lbs.  Once per day, wyrdstone glistens with a shimmer of green fleckling at twilight and recovers half its EP but retains its cracks and physical appearance of damage, belying its actual durability.  Due to its extreme durability those fortunate enough to find a way to transport it out of Mazek find it highly valued by those seeking to make secure room or strongholds designed to take massive punishment.  It is no easy feat, as it resists all damage equally, so none has an advantage in breaking it down for transportation.  A true mystery as none knows how to make more, only how to struggle to harvest it for use elsewhere.

Materials: Celzial Metal, Gorgust Powder, Onyew Nectar, and Sildak Metal:

The Hallowed Mists of Ragsendi are a peaceful realm for the most part, but even there materials may be found of use both in combat and outside of it that some will go to great lengths to gain.  The most desired of those are Celzial Metal, Gorgust Powder, Onyew Nectar, and Sildak Metal.

Celzial Metal is a radioactive metal found in trace amounts in most celestial species that live in Ragsendi, but too much can harm or kill them.  Areas of Ragsendi and other realms avoided by celestial species are usually rich in this material, as are some meteors.  Each cubic inch of this metal has only 1 EP. 1 toughness. and 1/6000th lbs, dealing very little damage to most beings, but dealing +4 HP damage to any species that has it as a weakness, and even more to those that have a multiplier to their weakness.

Gorgust Powder is made from the ground up ancient bones found in Ostiel as well as diamond dust mixed together to a fine blue flour.  It grants an extra +12 toughness to anything it is rubbed on while dealing 1 EP damage to it, and if put into part of cast metal it will grant it +10 toughness without the EP damage.  Additionally, if it is given to plants alongside a nutrient mix, they will have 1 month of weed-free life per square it is applied to per 1/4th lbs of Gorgust Powder applied.

Onyew Nectar is part of the recipe of ambrosia the higher powered beings in Ragsendi will bestow to those worthy of immortality, which some say does not grant the immortality itself, but does help to serve as a final test of worthiness.  Onyew Nectar causes +1 HP regained per 1/2 lbs drank, if one has positive LP, but -2 HP per 1/2 lbs drank if one has negative LP, as those that are selfish or feel unlucky will find their mind burn at the sensation of its taste.  Onyew Nectar may be gathered by insects or other creatures to make byproducts such as honey, wax and other materials for a lesser effect, or it can be applied as part of a varnish, stain or dye to bestow a ward against 4 EP damage of any type and against 8 EP damage against infernal attacks.

Sildak Metal is made from the melted leaves of the Sildak trees in Ragsendi, which shimmer and glitter in even low-light conditions.  A cubic inch of Sildak Metal, even if unworked, has 15 EP and 10 Toughness, weighing only 1/8000th lbs, being extremely light for its durability.  It has the appearance of faintly blue-tinged silver that shines brightly even without polishing.

Tuesday, October 22, 2013

Materials: Enhontros, Lykonhide, Munzotan, and Shatterstrom:

The Forgotten Prison of Pral is perhaps the second most dangerous if not most dangerous realm to attempt to harvest materials from, and yet some are either brave or foolish enough to not only try, but succeed.  Their main hauls include Enhontros, Lykonhide, Munzotan,and Shatterstrom:

Enhontros is a type of metal found in some of the asteroids floating in Pral, exposed to the pure entropic forces radiating out from the High Chaotic Beings' prison crystals.  In its natural state it has 3 EP, 6 Toughness, and weighs 1/20th lbs per cubic inch, radiating entropy to wear down all non-ordered and non-chaotic materials by 3 EP per turn that are within 4 squares of it.  When merged with other materials, it can be harnessed to only deal 2 EP per turn that it strikes something, and ward against chaotic attacks with +7 EP resistance to chaotic attacks at a cost of -2 HP per day regardless of any attacks.

Lykonhide is harvested from some moderately weak chaotic creatures that live in Pral that are not imprisoned inside crystals, having freedom to roam it as they were found to be too difficult to entrap, and not enough of a threat to the stability of the realms to waste more than a couple centuries of work to try to capture them.  Lykons feast on the pain of others, usually eating some radiating from the Pragur in their prison crystals, but sometimes capturing, torturing and consuming a sacrifice intended to free the Pragur by one of their many cults.  Lykonhide when properly prepared and worn offers +4 EP protection against chaotic attacks, +3 Speed, and + 7 Stealth, though it deals 1 sanity check per day due to the ambient absorption of suffering.  Each cubic inch has 2 EP, 1 Toughness, and weighs 1/4000th lbs.

Munzotan is a type of rock that emits mutating radiation, being safe within a gold shield or abilities that block radiation, but otherwise having each turn within 10 squares of it a 1d10 chance of causing 3 simultaneous mutations from nearby genetic material or genetic material from one's own ancestry, having a 50/50 chance of being beneficial or negative.  A cubic inch has 4 EP, 2 Toughness and weighs 1/120th lbs in its natural state, but its true power lies in using it in conjunction with gold to focus its radiation, or in finding a way to cause it to break apart through explosions or other ways of turning it into an easily spread powder that guarantees the 3 simultaneous mutations occur on exposure.  Intentionally adding genetic material samples to this powder for a day before exposing someone to it guarantees that all 3 mutations will occur with those as their base, but not which mutation of their genetics will arise.  However, if Munzotan is outside of Pral for more than 5 days, it turns into worthless dust, regardless of its form beforehand.

Shatterstrom is a type of crystal that grows alongside the prison crystals that hold the pral but is not containing a pral within it.  As a result of its close proximity, it has absorbed their agony and insanity, dealing a sanity check per turn that someone is within 4 squares of it, and an additional sanity check and 2 HP damage to whomever touches it.  This is contained and focused by gold around the crystal except in the direction one wishes to aim it.  Each cubic inch of it has 1 EP, 1 Toughness, and weighs 1/3000th lbs.

Materials: Darkholm Metal, Novana Crystals, Starrelle Metal, and Warpstone:

The Starry Oceans of Quantil exhibit fluctuations of gravity, fusion, fission and radiation in such extremes as to baffle even most astronomers and cosmologists, as well as cause some brave souls to traverse its waves and plunge its depths for what it may hold, some of which has already come to the primary realm in small quantities that still dazzled the masses that saw them.  In addition to the mundane items that were still of great value such as diamonds and the like, there were also four materials that most under-reported due to their rarity and power: Darkholm Metal, Novana Crystals, Starrelle Metal, and Warpstone.

Darkholm Metal is extremely dense and durable for its size, 20 EP, 22 toughness, and 1/2 lbs unworked per cubic inch, making it the most dense natural material in all the realms.  It absorbs light, bending all around it and remaining pure black with no shine.  It is unknown how it came to exist in Quantil, but some have claimed to find it only in starless space.

Novana Crystals retain light and heat for centuries, needing only a little pressure to release some, though they are extremely light and durable, being 15 EP, 3 toughness, and 1/3000th lbs unworked per cubic inch.  Some use them for power generation, others simply for light and warmth, while others harness their power for weaponry.

Starrelle Metal is very shiny, drawing the attention of pixies, sprites and many other creatures easily, but despite this it is still sought after for its power.  It glows faintly in the dark if uncovered, and is extremely tough if not durable even when unworked, having 4 EP, 26 toughness, and 1/200th lbs per cubic inch.

Warpstone hums faintly, warm in the hand even when laying in cold darkness for centuries.  It holds a peculiar habit of linking to the nearest piece of warpstone of the same frequency despite dimensional travel being necessary to reach it, warping light even when unworked from one to the other to form a visible, if distorted, image of the other location.  It also is capable of teleporting materials from one to the other if light shines through it to land fully on something else.  If the creature, character or item is not fully covered by the light of it, they will be stuck in place for 1 turn and dealt 1 EP damage due to the stress of the rejected travel.  Those wishing to tune two warpstones together need only cleave the two to a similar size and then run a light through the back of each toward the other, then move the two to whatever location is desired.

Monday, October 21, 2013

Abilities: Low-Level Nimble Touch Abilities:

Some players love to throw around spells or fisticuffs in order to win combat sessions, while others prefer more strategic and quieter approaches.  Those latter individuals, especially if they are using the bardic, rogue or tinkerer pre-built classes, should consider picking a few low-level nimble touch abilities

Blinded Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Sight):  The user of this ability feels the item they are about to use and despite other factors, such as eyesight impairments, they are able to perform the crafting, repair, lock-picking, trap-disarming or performing abilities associated for the next 4 turns as if unimpaired.  Prerequisites: Concealer Trait, Inventive Hands Trait, Fix-It Trait, Performer Techniques Knowledge III, Crafting Techniques Knowledge III, Repair Techniques Knowledge III, or Stealth Techniques Knowledge II.

Concealing Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Stealth): The user of this ability touches an item and conceals it with sleight of hand with a +3 Stealth Bonus for three turns or fifteen minutes.  Prerequisites: Concealer Trait, Stage Magician Trait or Stealth Techniques Knowledge II.

Distracting Touch  (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Movement):  The user of this ability takes expert skill and planning to touch a creature, character, item or themselves so that 3 turns later the touched being or item has a -5 Stealth penalty for that turn, drawing attention to it and away from someone or something else.  Prerequisites: Concealer Trait, Stage Magician Trait or Stealth Techniques Knowledge III.

Golden Touch (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(3 FIN/15 FIN)(Physical/1 Range/Touch, Wealth, Experience):  The user of this ability focuses their next attempt at gaining funds by using their skilled hands whilst performing, thieving, haggling, or other means to gain an extra 20% bonus to funds if available or 10% bonus to RXP if unavailable, if action that follows is successful.  Prerequisites: Concealer Trait, Hustler Trait, Inventive Hands Trait, Fix-It Trait, Performer Techniques Knowledge III, Repair Techniques Knowledge III or Stealth Techniques Knowledge II.

Intimidating Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Emotion):  The user of this ability takes the subtle clues they read in others and plays with them through subtle touches to gain +3 Intimidation on the character for 2 turns per use.  Prerequisites: Hustler Trait, Interrogator Trait, Performer Techniques Knowledge V, Intimidation Techniques II or Stealth Techniques Knowledge IV.

Load-Lightener Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Movement):  The user of this ability stabilizes their body to distribute weight being lifted in order to keep silent and gain both +1 STR for 3 turns, and +2 Stealth on for 3 turns.  Prerequisites: Brutish Strength Trait, Concealer Trait, Underestimated Trait or Stealth Techniques Knowledge III.

Magic-Fingers Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Movement):  The user of this ability touches an item or group of tiny or smaller items and works them rapidly with +4 FIN precision on the next turn, being quite useful for expert repairs, gambling skill and cheats, unlocking items, or other uses that require a fast, quiet and precise hand.  Prerequisites: Concealer Trait, Hustler Trait, Inventive Hands Trait, Fix-It Trait, Craft Techniques Knowledge III, Repair Techniques Knowledge IV, or Stealth Techniques Knowledge III.

Memorable Touch (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(3 FIN/15 FIN)(Physical/1 Range/Touch, Quality):  The user of this ability touches a piece intended to have aesthetic value immediately before working it, gaining a 1d4 chance of 1) No improvement beyond what is normally resulting, 2-3) 1 Level Quality improvement, or 4) 2 Levels Quality improvement.  This increase in quality typically will gain an according increase in sale value as a result.  Prerequisites: Inventive Hands Trait, Performer Techniques Knowledge III, or Crafting Techniques Knowledge II.

Precision Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Movement):  The user of this ability gets a feel for their tools or instruments before performing a task with them, gaining +3 FIN for 3 turns per use.  Prerequisites: Concealer Trait, Hustler Trait, Inventive Hands Trait, Fix-It Trait, Performer Techniques Knowledge II, Crafting Techniques Knowledge IV, Repair Techniques Knowledge IV, or Stealth Techniques Knowledge III.

Silent Touch (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(3 FIN/15 FIN)(Physical/1 Range/Touch, Sound):  The user of this ability presses their own body in a way to focus their hearing and concentration to move silently, doing their next movement and ability with +10 Stealth.  Prerequisites: Concealer Trait, Hustler Trait, Performer Techniques Knowledge IV, Repair Techniques Knowledge V, or Stealth Techniques Knowledge II.

Testing Touch (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Strength):  The user of this ability tests an item or material for its endurance and toughness with subtle actions to ensure it will get the job done, increasing repair by 15% and reducing quality variance in purchased or stolen items by 20% when able.  Prerequisites: Hustler Trait, Fix-It Trait, Performer Techniques Knowledge V, Repair Techniques Knowledge II or Stealth Techniques Knowledge IV.

Trusting Touch (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(3 FIN/15 FIN)(Physical/1 Range/Touch, Emotion):  The user of this ability makes subtle touches on a creature, character, item or themselves to gain +4 Charisma for 2 turns on any visible targets in range.  Prerequisites: Concealer Trait, Hustler Trait, Inventive Hands Trait, Fix-It Trait, Performer Techniques Knowledge III, Repair Techniques Knowledge II, or Stealth Techniques Knowledge IV.

Saturday, October 19, 2013

Abilities: Low-Level Physical Touch Abilities:

While there are many physical abilities that are simple and common, some others that are low-level are still beyond that which the average individual will have trained for, such as those below.  These are low-level physical touch abilities that those that play as a fighter-type primarily, those that use the pre-built berserker, burdener, huntsman and tumbler classes, and those that simply have rounded out their physical traits and knowledge for some beneficial abilities may wish to consider choosing from for their starter abilities, or early low-level choices.

Awakening Touch (1 FP/4 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Physical): The user of this ability touches a creature, character or themselves to deal 1 damage, but increase their REA by +3 for 3 turns or 15 minutes.  Prerequisites: Melee Defensive Techniques II Knowledge.

Cutting Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Physical): The user of this ability if successful lands their next melee blow with a +1 Damage, as well as putting the enemy into a Shocked Status for 1 turn or Berserker Rage for 1 turn on a 50/50 chance.  Prerequisites: Deft Blow Trait, Heavy Strikes Trait, or Melee Offensive Techniques III Knowledge.

Diverting Touch (1 FP/5 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Physical):  The user of this ability gains +2 REA until their next turn, and if successful in avoiding a melee strike will divert their foe 1 square away from their striking location, as well as dealing 1 damage to them.  Prerequisites: Flowing Body Trait, or Melee Offensive Techniques IV Knowledge.

Confusing Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Physical):   The user of this ability attempts to land their next melee attack to either knock the air out of their foe, hit them in the head or otherwise land a blow that will cause Confusion Status for 1 turn, as well as dealing +1 damage.  Prerequisites: Melee Defensive Techniques III Knowledge.

Equipping Touch (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Physical):  The user of this ability takes a turn to equip items to slots as normal, but being able to equip the same turn as this ability and with twice as many items in that turn.  Prerequisites: Melee Defensive Techniques II Knowledge.

Focusing Touch (1 FP/2 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Physical):  The user of this ability deals 1 HP damage to themselves, a companion, mercenary, ally or teammate in order to 1d6 of FP to the recipient.  Prerequisites: Melee Defensive Techniques III Knowledge.

Hobbling Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Physical):  The user of this ability tries to land their next melee blow with +1 FIN in order to put their foe into Slowed Status for 2 turns in addition to their normal damage dealing.  Prerequisites: Melee Offensive Techniques III Knowledge.

Numbing Touch (1 FP/4 Uses/1 FP After)(5 Minutes/1 Turn)(1 FIN/5 FIN)(Physical/1 Range/Touch, Physical): The user of this ability attempts to grip and squeeze an area of their body or that of another dealing 1 HP damage, but gaining 4 EP for 3 turns, and -1 REA for 3 turns.  Prerequisites: Bear It All Trait, Constant Defense Trait, or Melee Defensive Techniques III Knowledge.

Shattering Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Physical):  The user of this ability puts their strength into an attack with expert precision, using -2 FIN on the attempt, but if successful dealing half their strength rounded down on their foe.  Prerequisites: Melee Offensive Techniques IV Knowledge.

Sleeping Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(2 FIN/10 FIN)(Physical/1 Range/Touch, Physical):  The user of this ability attempts to dealt 1 damage to a foe and if successful reduces said foe's REA by 4 for 2 turns or 10 minutes.  Prerequisites: Melee Offensive Techniques IV Knowledge.

True Blow Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(3 FIN/15 FIN)(Physical/1 Range/Touch, Physical): The user of this ability lands their next melee attack if successful with +1 damage directly to HP, bypassing EP for one-third its sum as well.  Prerequisites: Melee Offensive Techniques IV Knowledge.

Wide-Eyes Touch (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(3 FIN/15 FIN)(Physical/1 Range/Touch, Physical, Sight): The user of this ability deals themselves, an ally, companion, mercenary or teammate 1 HP damage, but increases their REA by +2 and WIS by +4 for 3 turns or 15 minutes.  Prerequisites: Hunter's Eye Trait, Keen Eye Trait, or Melee Defensive Techniques III Knowledge.

Friday, October 18, 2013

System Mechanics: Equipped Inventory:

Unlike most RPG systems, MaL allows players to equip multiple items to the same location type so long as they fit and combined with overall carried items do not overwhelm an individual's speed to drop below 1.  The more that one wears, of course, the slower one may become, but sometimes sacrificing speed may be of benefit to defensive characters.  Each of 6 equipment sections has 4 slots that may be used.  An individual must use 1/2 a turn per item change from one slot to another or from outside the slots if done in combat.  If someone adds an item that has a special ability, they must wait at least 2 turns before they can use that special ability in combat unless it was previously in another slot.  For every 3 special abilities slotted items have, 1 FP must be expended at the start of the day if they are equipped to ensure one can use it immediately when able, or they will have to spend 1 turn per 3 special abilities at the first combat of the day before they can use any item with special abilities, being only able to use items or other attacks that do not have special abilities.  Below are the different slots, and a list showing examples of items that use that slot.

Head: Any equipment that goes on the head, face or neck.  This includes amulets, blindfolds, crowns, chokers, collars, glasses, goggles, hats, headbands, helmets, hoods, leashes, jewelry, necklaces, masks, pendents, scarfs, shades, tiaras, and other items.

Front Body: Any equipment that goes on the shoulders, chest, or either arm.  This includes arm armor, breastplates, capes, coats, cloaks, epaulettes, jackets, jewelry, shirts, shoulder pads,and other items.

Back Body:  Any equipment that goes on the back, shoulders or spine.  (Yes, Shoulder items can go on the front or back of the body as one sees fit to slot them.)  This includes back armor, backpacks, capes, cloaks, epaulettes, secondary weapons, shields, shoulder bags, shoulder pads, tail weapons, tail jewelry, tertiary weapons, and other items.

Hands:  Any equipment that goes on the hands or forearms. This includes bracelets, bracers, bucklers, gauntlets, gloves, primary weapons, rings, secondary weapons, shields, and other items.

Lower Body:  Any equipment that goes on the stomach, waist, hips, rear, or upper legs.  This includes armor, belts, jewelry, pants, shorts, small bags and other items.

Feet:  Any equipment that goes on the feet or shins.  This includes books, shin guards, shoes, and other items.

Thursday, October 17, 2013

Environment Features: Strategic Positioning:

In addition to the exotic terrain, there are many other environment features that offer strategic benefit to either the player or their enemies.  Obviously simple things such as utilizing the environment as best as possible are easy enough to forget, but they can sometimes turn the tide of battles.

Arrow Slits and Murder Holes give a higher bonus to those behind them, requiring +4 FIN to be able to hit the target behind them than normal, as well as an additional EP equal to the durability of the structure if one were to miss and start damaging the wall or ceiling instead.  Arrow Slits are in walls.  Murder Holes are in ceilings and also give Higher Ground.

Catwalks require an additional +2 Balance to cross if having no railing, and automatically gives higher ground against those underneath if dropping or firing any attack at them.

Cover provides concealment and/or defense for those trying to hide behind it depending on their solidity, and varies in how much EP and concealment they offer by the type of material they are made out of.  They may be boulders, pillars, statues, etc.

Curtains or other Soft Walls such as tapestries take 1 turn to look and go through or look and try to back away, typically blocking line of sight and observation of what lays behind them, and providing a small amount of Cover.

Doors provide Cover when one is behind them, as well as taking a turn to open and go through them or open and shut them during combat.  If a door has a window or is made out of see-through material in a direction a character or creature looks at, then they will be able to use their observation to see whatever lies beyond it.  Some may have locks on them, requiring either a key or a FIN check to try opening.

Entrenchment gains +1 to REA and +1 to defense when one ducks down into it to avoid enemy attacks.

Furniture takes 1 extra square to move around for each square that it occupies if moving onto it, but not off of it.  Creatures underneath furniture gain a concealment and defense bonus equal to the furniture's EP and how solid and how much it covers them up.

Hard Walls provide Cover, and typically block line of sight unless there are holes for viewing in them or they are made of materials that allow observation checks through them.  To climb one or hop over one requires at least 1 turn to do per half square of height.

Higher Ground is an area that has at least +5 height from the character or creature compared to its opponent.  Having the higher ground gains +1 on attack and defense as compared to attacking from a lower position.

Ladders and Ropes require a FIN check to ascend, having different difficulty depending on how stable and easy to grip they are, and take 1 extra square of movement to climb than descending.  Those higher up on them may damage the ladder or rope to try to keep others from following them, or attempt to attack downward with Higher Ground if able.

Ledges and Platforms require a FIN check to jump onto, and if hanging from or pulling oneself up onto require a STR check and 1 FP expenditure if successful.

Now Way Back is an area in a corner, against a wall, a sudden shift in height or a hazard behind the character or creature that prevents them from retreating, gaining -1 to REA.

A Pool requires a Balance check if moving into deep water, and a check against swim speed for how quickly one can move in it.  If a character has no swim speed, then each turn they must do a STR and FIN check to see if they can stay afloat and spend 1 FP, or they will start to sink.

A Portcullis is a gate that drops down from the ceiling, having holes in it for ranged attacks requiring +2 FIN to succeed, but can also be lifted with a STR check, or destroyed if enough damage is dealt to its EP.

Potholes and Pits require an observation check to spot, a FIN check to avoid or jump over if one cannot simply go around them, and depending on their depth may take additional turns to climb out if there whether there is any additional danger at the bottom or not.

A Secret Door or Trapdoor hides a path of movement from those unable to find it, also making it possible to hide items or secret rooms from adventurers, or hide a potential ambush until it is ready to strike.

Stairs and Steep Slopes give Higher Ground to those higher up on them, and additionally require +1 on Balance checks if insufficiently broad on footholds.

Terrain Mastery is when a character or creature is in its ideal sort of terrain for battle, such as a flying creature in the air, a swimming character in water, an underground moving one under the dirt, a land-based creature in any land area, or one best suited to a particular type of biome, realm, or the like.

Traps are typically hidden and awaiting a trigger of some sort to release their effect, taking an observation check to find and FIN and knowledge check to disarm even if mundane, with possibly more needed if it involves more than purely physical mechanics or effects.

Windows and Viewports let a character or creature observe through them and of sufficient size possibly open and travel through them or attack from them.

Wednesday, October 16, 2013

Environment Features: Exotic Terrain:

Early on in the development of the game and posting information on this blog we touched on Environmental Features.  Today we're going to revisit that part of world generation with some detail on exotic terrain.

Blessed Ground is an area blessed by a higher powered being to gain +2 on any attack using their granted powers and +1 to any attack not granted from them that still falls under their domains.  Typically this is an area where one of their champions have served them greatly in the past.  It will be put as Blessed Ground: Higher Powered Name or Title, when listing it in official maps for reference, though a GM may put it however they wish in their notes.

A Cold Spot is an area that has had death in it, and is weakened against ectoplasmic rift travel.  Ordinarily when a soul arrives or leaves one of the realms it makes the area a little colder, but this dissipates rather quickly.  However, when either a very big creature has died or many have died there it perpetually feels cold, as ghostly echos try to cross over into the realm.  The larger and older the cold spot, the harder it is to prevent ghosts from doing as they please, and the harder it is to remove.  Some cold spots may have ectoplasmic goo in or around them depending on the type of specters that roam around them.

Cracklestone is a type of rock that is extremely conductive and capacitive, absorbing lightning and electric attacks with only 1 EP damage per 5 electric damage dealt them, but dealing 5 electric damage to the dealer per 1 EP dealt through any other means within its square or an adjacent square to the dealer and any adjacent squares.

A Cobwebbed area will slow movement by 1 speed per tier of webbing as well as restrict observation by 10% per tier, and trigger any response from someone with Arachnophobia if they fail their courage check.  They are highly flammable, but burning them may backfire as they float while burning or burn whatever they are attached to.  Additionally, if the tier is high enough, one may find that the creature that left the webbing may find it returning due to the noise intruders make trying to escape.  Fresher webs that aren't cobwebs may find this happening as well but they are usually guarded in a more obvious manner.

Cursed Ground is an area cursed by a higher powered being to gain -2 on any attack using their granted powers and -1 to any attack not granted them that still falls under their domains.  This tends to be where one of their champions have failed or tried to betray them and as a result all future champions of their domain will struggle to prove their worth.  If they succeed, they may humbly ask their higher powered being to lift the curse on the area, possibly making it neutral or blessed if their higher powered being is pleased enough to grant such a request.  It will be put as Cursed Ground: Higher Powered Name or Title, when listing it in official maps for reference, though a GM may put it however they wish in their notes.

A Diffusing Pillar is a crystal or glass pillar that has been faceted in a special way to absorb light related attacks to cause it to faintly glow, diminishing their strength by 2, but splitting them to hit a curve opposite the attacker with that lower attack each.  Some will utilize these for defensive purposes as a result, but the forewarned individual knows that the pillar allows these attacks from any direction.

A Dimensional Rift is a tear in space that shows another realm and may allow travel between them, however as it is not an intentionally stabilized doorway, it may dump travelers randomly within 50 blocks of the rift on the other end, and deals 1 HP Damage as a result of traveling through it regardless of any protection.

Everburn Slime is a sticky substance that some creatures leave trails of, being a sign of either prior or current infestation as it clings to many substances but dust and cobwebs dissolve in it, keeping its outer surface still glistening after decades until it hardens.  This slime is extremely flammable with a long burn time, hence its name, and well worth collecting for use in torches or other lighting instruments, though best done with some manner of ventilation, as it produces a non-toxic but noxious dark red smoke.

A Faerie Circle is a circle of mushrooms or darker grass that has the power of protection against wild magical creatures and magic attacks entering it without permission of those within it, though non-magical creatures and attacks will still penetrate its bounds with ease.  Anytime within a Faerie Circle will allow one to entreat one of the Higher Powered Beings in Tirae to allow passage to it, though it is not always granted, and one may instead find themselves rejected or deposited to a different Faerie Circle if one is within 50 blocks.

Freezing Mist is a concentrated spray of cold mist that chills to the bone doing +1 Ice and +1 Water damage per square that one passes through if they are not properly garbed or immune to one or both.  This is typically the result of the meeting of extreme heat and cold making steam rise up to chill along frozen walls, but sometimes is created through other means.  While this can occur naturally, if the freezing mist still exists in a location more than a century old, it is most likely magical in nature.

A Fungal Choke is an area heavily infested with fungus and spores, making most creatures find it hard to breath within, dealing +1 Blood Damage per square passed through, and reducing respiration by 10% unless immune.  Some crafty individuals may intentionally create one of these to guard something, while others may cause it from neglect and letting nature take its course.

Mirage Wall is a type of permanent illusion that makes the appearance of a solid surface which may otherwise cover a secret door, passage or small inset to an otherwise ordinary wall.  It makes those that fall for its effect see what they believe they will see there, which is typically a solid wall befitting the ordinary surroundings, but may also appear to be a pit, flames or other illusion.  Those that can see through illusions will see through its effect, though those that do not will either have to use an ability to see if it exists and what it conceals, or will react as though it was not an illusion.  Touching it will dispel the illusion to those that see this being done.  Sometimes they are one-way illusions, making them useful for concealing traps and creatures that may attack at any given moment.

Mirrorzone is an area where one's actions are mimicked by an illusion double and any attempt to destroy it makes an individual trapped within it until released by a summoning out of it via magic or other means, being unable to free themselves from within it unless a method of transport is visible both in the mirrorzone and normal realm.  If, for example, a mirrorzone is covered by a curtain and a lever is pulled, its duplicate will not be pulled, and a door may remain shut if both need to be pulled, but some individuals may intentionally make it so that it will not open if both or neither are pulled, creating a simple logic gate for conditionals.  If one does travel into the mirrorzone, their double is gone until they are back outside of it.  One can travel from one mirrored surface to another within a mirrorzone, but cannot leave the room itself to explore other parts of the structure as it is merely a pocket dimension, not the entire structure.  Traveling in and out of it, or storing powerful objects within a mirrorzone may also draw the attention of high ordered beings, so one should be careful with their application.

A Nanite Cloud is an area filled with nanites that hum softly as they work to stay aloft, most often protecting something of high value such as their power source or controller.  If set to actively protect instead of in a standby mode, they will not leave their area, but will deal 1 Physical Damage to any that are in their square, plus 1 Damage of a stationary or rotating type of their chosen sub-types (Electric, Fire, Ice, Metal, or Slime/Ink).  If in standby, they will not deal any damage until they are attacked or the thing they are protecting is either moved or attacked.

A Nexus is an area that focuses magic, psionics, ectoplasm, temporal or dimensional forces together from various locations into a concentrated aura.  They may be concentrated to one or more of the particular forces to cause +2 damage from them specifically while within the nexus, or conversely, they may cause a +2 boost in any abilities used that correspond to the nexus's strongest forces.  A nexus may also be used to travel between realms, points in time, communicate with others across great distances near leylines or other places of power, or reach to the minds of those one has a high relationship with in order to communicate mentally if able.  They are potentially dangerous to be within even if beneficial, as they bleed into The Forgotten Prison of Pral, and High Chaotic Beings may be able to have influence or start to cross over into the nexus and any point that it connects.

A Stasis Field is an area that slows all movement inside as to those inside it time does not pass for them, but all movement outside is blurred.  There are six tiers of stasis fields:  1) For every second, 1 hour passes outside it.  2) For every second, 1 day passed outside it.  3) For every second, 1 week passed outside it.  4) For every second, 1 month passed outside it.  5) For every second, 1 year passed outside it.  6) For every second, 1 decade passed outside it.  Anything entering the stasis field will be allowed 2 squares of movement before becoming affected, and they are best avoided if possible.  Everything inside it looks blued while looking in, and everything outside if looks more orange while inside it.  Within it, everything within the field appears to be its own normal color.

A Strong Magnetic Bubble is an area that will either draw or repel any metal object within 5 squares of it, being powerful enough to affect normally non-magnetic metals if they are not immune to all magnetic fields.  It is best not to allow anything with circuitry in it anywhere near these as if improperly shielded they may become useless.

Tangleweed is a long grass that grows easily on land or in water, grabbing anything that brushes against it tightly, eventually decomposing victims become nutrients that make it stronger and let it spread faster.  Best avoided unless harvesting it for defensive use in one's own homes in strategic locations.

A Time Loop is an area that has everything within it repeating over and over within the amount of time it takes to pass from one edge to the other, keeping whatever is inside on a perpetual loop, usually unaware that any time has passed outside.  It is not possible to turn it off from outside it, but the amount of time to pass from one end to the other is the maximum number of turns available to try to find and turn off whatever is generating the time loop or to counteract it to gain freedom.  Those outside it will find that any attack from outside it to go within it will only deflect back at them, unless they too enter it.  Entering it will cause the time loop to continue but with the individuals inside able to interact, which may cause delay in the outsider's plans if they get interrupted.

Quicksand is a mixture of sand, clay and mud that is extremely difficult to move through, dropping one's speed down by 75% of their current speed per foot of depth one is stuck in it.  Due to its displacement due to density, one will not sink to cover up their head if standing upright regardless of their size but may still find it impossible to escape before they tire too much, having sunk back to gain no progress.  If one does find themselves falling into it and have no one else to assist, it is best to lay flat on one's back and basically backstroke out, as the surface displacement will make it take longer to sink, and moving in such a manner might let them escape before they sink enough to be stuck facing upward, plus if they do rest they have less to struggle out of.  However, quicksand or even normal sand if poured onto someone is different as they are caught and it keeps rising, potentially crushing them under its weight or suffocating them from lack of respiration.  If at all possible, it is best to simply avoid such areas.

Sunday, October 13, 2013

System Mechanics: Gaining Favor:

Previously we touched on how Favor is listed, and on the different Higher Powered Beings.  Now, let's look at how favor is gained for each of them.  Just for recap, here is how the favor for a particular higher powered being is listed, before we get into how favor is gained:

Favor: Higher Being Name or Title: Amount of Favor.

Alright, on to how favor is gained!  Bit of a long post, but those that play Acolytes or just want to gain potential boons or soul power should give it a read-over.  There are a lot of different ways to gain favor for different Higher Powered Beings, but most boil down into simple actions.  The listing below is pretty straightforward, though if a player attempts either an action not listed or attempts to use a particular action in a way not previously listed, as GM should take its domain into account and determine whether it has any influence on favor.

Charity (Goods):  Donating a book to a library, school or an individual without any gains +1 Favor from Atim per day.  Donating a mirror or any goods that improve one's appearance to someone less attractive gains +1 Favor from Byn.  Donating a musical instrument or musical notation to a musical school or musician in training gains +1 Favor from Chabelle.  Donating a fictional book specifically to a library, school or individual without any gains not only the favor from Atim, but +1 Favor from Dyndar per day as well.  Donating clothing or food to the homeless gains +1 Favor from Ehnkilli per day.  Donating any transformative items to Fuldor's temples or giving one to someone seeking metamorphosis gains +1 Favor from Fuldor per day.  Donating beds, bedding, pillows, or sleeping bags to those in need gains +1 Favor from Guraye per day.  Donating Shells of any non-ammunition kind to one of Hexen's temples, or food or culinary equipment to a struggling cook, chef or baker gains +1 Favor from Hexen per day.  Donating items gains no Favor from Inthdu.  Donating any food to a traveler, guard or law officer gains +1 Favor from Jandur.  Donating a book on ascension techniques or a celestial item to one of Jannae's temples gains +1 Favor from Jannae per day.  Donating a metal weapon, shield or tool to someone in need, or metal materials to a blacksmith in need gains +1 Favor from Kaesot per day.  Donating a mutating or slime item to one of Lukarr's temples gains +1 Favor from Lukarr per day.  Donating a timepiece, a shield or armor to someone in need, gains +1 Favor from Maemyer per day.  Donating a language aid gains +1 Favor from Munnatir.  Donating a puzzle or construction tool gains +1 Favor from Najon per day.  Donating a bladed weapon to someone in need gains +1 Favor from Nysisa.  Donating pure water or ice to someone in need gains +1 Favor from Oroyas per day.  Donating a fungus or size-changing item to someone in need gains +1 Favor from Prenn per day.  Donating a soul-purifying or peace-inducing item to one of Qualo's temples or someone in need gains +1 Favor from Qualo per day.  Donating fire-starting items to someone in need gains +1 Favor from Ryim per day.  Donating clothing to those in need gains +1 Favor from Saja per day.  Donating bones to someone studying bone magic gains +1 Favor from The Shrouded One.  Donating a diseased item, sacrificial organs, or an item imbued with fear to one of Tarne's temples gains +1 Favor from Tarne per day.  Donating an animal to someone in need that will care for it gains +5 Favor from Turosh per day.  Donating new machinery to those in need gains +1 Favor from Unate per day.  Donating land for plants to grow, seeds, plants or materials to help plants grow gains +2 Favor from Urdendur per day.  Donating funeral related items to someone in need gains +1 Favor from Ves per day.  Giving away a possession of Unique or greater rarity gains +20 Favor from The Weeping Woman per day.  Donating something belonging to someone else without their permission gains +1 Favor from Wenba per day.  Donating a chaotic item to an ordered temple or place of government gains +1 Favor from Xyib per day.  Donating a tool, storage device, or non-primed trap to someone in need gains +1 Favor from Yull per day.  Donating a lust-based item to someone in need or someone very chaste, a space-based item to someone in need, or an infernal item to someone in need or a celestial follower gains +2 Favor from Zhen per day.

Charity (Monetary):  Donating 5% of one's funds or more to a library, student in need, or school gains +1 Favor from Atim per week per 5% donated.  Donating 5% of one's funds to a magic school, apprentice learning magic that is in need of funds, or to any travel-related business gains +1 Favor from Bobh per week per 5% donated, +1 more if it is an realm-to-realm travel-related business.  Donating 5% of one's funds to a salon, barber shop, beautician school or any other place intended to improve one's appearance gains +1 Favor from Byn per week per 5% donated.  Donating 5% of one's funds to a musical school, music hall or a musician in training gains +1 Favor from Chabelle per week per 5% donated.  Donating 5% of one's funds or more to a library or an aspiring author gains +1 Favor from Dyndar per week per 5% donated.  Ehnkilli does not reward Favor for donating funds to anyone or any organization, rewarding +1 Favor per week if one's own funds increase by 5% or more by the end of the week.  Donating 5% of one's funds to Fuldor's temples gains +1 Favor from Fuldor per week per 5% donated.  Donating 5% of one's funds to Guraye's temples gains +1 Favor from Guraye per week per 5% donated.  Donating 5% of one's funds to Hexen's temples or a struggling restaurant or bakery gains +1 Favor from Hexen per week per 5% donated.  Donating funds gains no Favor from Inthdu.  Donating 5% of one's funds to a travel-related business or law-enforcement agency gains +1 Favor from Jandur per week per 5% donated.  Donating 5% of one's funds to one of Jannae's temples gains +1 Favor from Jannae per week per 5% donated.  Donating 5% of one's funds to one of Kaesot's temples or a Blacksmith in need gains +1 Favor from Kaesot per week per 5% donated.  Donating 5% of one's funds to one of Lukarr's temples gains +1 Favor from Lukarr per week per 5% donated.  Donating 5% of one's funds to one of Maemyer's temples or a Blacksmith or Watchmaker or Clock Repairer in need gains +1 Favor from Maemyer per week per 5% donated.  Donating 5% of one's funds or more to a beggar, honest charity, library, student in need, or school that teaches at least one additional language gains +1 Favor from Munnitar per week per 5% donated.  Donating 5% of one's funds to a charity doing construction work or to someone studying Mazek for Najon gains +5 Favor from Najon per week per 5% donated.  Donating 5% of one's funds to Nysisa's temples or a weapon's training facility in need gains +5 Favor from Nysisa per 5% donated.  Donating 5% of one's funds to purifying water or ice gains +4 Favor from Oroyas per week per 5% donated.  Donating 5% of one's funds to one of Prenn's temples gains +5 Favor from Prenn per week per 5% donated.  Donating 5% of one's funds to one of Qualo's temples or someone in need gains +5 Favor from Qualo per week per 5% donated.  Ryim does not reward monetary donations.  Donating 5% of one's funds to one of Saja's temples or someone in desire of dancing or clothing-related studies that can't afford them gains +5 Favor from Saja per week per 5% donated.  The Shrouded One does not reward monetary donations.  Tarne does not reward monetary donations.  Donating 5% of one's funds to one of Turosh's temples or an animal shelter gains +5 Favor from Turosh per week per 5% donated.  Donating 5% of one's funds to someone developing new machine-related technology gains +5 Favor from Unate per week per 5% donated.  Urgendur does not reward monetary donations.  Donating 5% of one's funds to someone who has had someone close to them die or to a pauper's funeral gains +5 Favor from Ves per week per 5% donated.  Donating 25% of one's funds to someone else who needs it gains +35 Favor from The Weeping Woman per week per 25% donated.  Donating 5% of one's funds to Wenba's temples gains +5 Favor from Wenba per week per 5% donated.  Xyib does not reward monetary donations with Favor.  Yull does not reward monetary donations with Favor.  Zhen does not reward monetary donations with Favor.

Charity (Services):  Teaching someone how to read, reading a book to children, or teaching someone a skill from a book gains +2 Favor from Atim per day.  Giving someone passage to another realm or teaching someone the basics of magic gains +2 Favor from Bobh per day.  Improving someone's appearance gains +2 Favor from Byn per day.  Teaching someone how to read music, playing a song for a crowd at no charge, or teaching someone how to play an instrument gains +2 Favor from Chabelle per day.  Teaching someone how to read, reading a book to children, telling a story or teaching someone how to write a story gains +2 Favor from Dyndar per day.  Teaching someone how to steal in any method gains +3 Favor from Ehnkilli per day.  Helping someone willing to transform themselves gains +2 Favor from Fuldor per day.  Guiding someone through a desert or interpreting someone's dreams gains +2 Favor from Guraye.  Teaching someone how to cook or how to collect shells, or preparing a meal for the homeless gains +2 Favor from Hexen per day.  Eating someone's leftovers or falling asleep on a job gains +2 Favor from Inthdu per day.  Volunteering for at least 2 hours per day as a Guard or Travel Guide gains +2 Favor from Jandur per day.  Leading someone to Jannae's temples or protecting it for at least 2 hours per day gains +3 Favor from Jannae.  Teaching someone how to harness lightning or how to smith gains +2 Favor from Kaesot per day.  Showing someone how to make poison or a mutating item, or mutating someone gains +3 Favor from Lukarr per day.  Serving as someone's bodyguard, in a law enforcement agency, military defense branch, dusting someone's home or business free of charge or repairing a timepiece gains +2 Favor from Maemyer per day if at least two hours are spent on it.  Teaching someone another language or about another culture gains +2 Favor from Munnatir per day if at least two hours are spent on it.  Solving a puzzle for an explorer in need, or studying Mazek and taking notes for at least two hours gains +2 Favor from Najon per day.  Training someone how to use a bladed weapon or serving as a law enforcement agent for at least two hours gains +2 Favor from Nysisa per day.  Purifying water or ice for a settlement in need gains +3 Favor from Oroyas per day.  Helping someone with their fungal garden, spreading fungus, or helping someone change their size gains +2 Favor from Prenn per day.  Teaching someone how to meditate gains +2 Favor from Qualo per day. Helping individuals into a romantic relationship or helping to stabilize one gains +2 Favor from Ryim per day.  Teaching someone how to make something with cloth or how to dance gains +2 Favor from Saja per day.  Teaching someone bone magic or ghosting gains +2 Favor from The Shrouded One per day.  Taking on a disease to spread or spreading fear gains +5 Favor from Tarne per day they are spread.  Helping an injured animal or helping guide someone through darkness gains +2 Favor from Turosh per day.  Spending at least an hour repairing machinery for someone without pay gains +2 Favor from Unate per day.  Helping to prepare an area to grow plants, helping to make plants mature, or protecting plants from danger gains +2 Favor from Urgendur per day.  Helping to prepare a dead body, do funeral rites, or prepare a funeral gains +2 Favor from Ves per day.  Spending half one's waking hours providing a service for someone at no charge gains +10 Favor from The Weeping Woman per day.  Helping a divorce, helping a relationship to fall apart or helping a kidnapping gains +2 Favor from Wenba per day.  Teaching someone how to fight or how to fly through any method gains +2 Favor from Xyib per day.  Helping someone setup traps, teaching someone how to use tools, or helping someone sort their storage out gains +2 Favor from Yull per day.  Taking someone into space, helping sate their lust, or helping them satisfy their selfishness gains +3 Favor from Zhen per day.

Construction (Goods):  Making a blank book or book filled with information gains +1 Favor from Atim per day.  Making a magical focus device or a realm travel device gains +1 Favor from Bobh per day.  Making a mirror of beauty enhancing item gains +1 Favor from Byn per day.  Making an instrument or musical notation gains +1 Favor from Chabelle per day.  Writing poems, short stories or novel gains +1 Favor from Dyndar per day if at least an hour is spent on it.  Creating a safe, lock or trap intended to keep others from one's funds gains +1 Favor from Ehnkilli per day.  Constructing a transformative item gains +1 Favor from Fuldor per day.  Making a pillow gains +1 Favor from Guraye per day.  Constructing a piece of culinary equipment gains +1 Favor from Hexen per day.  Constructing a bed gains +1 Favor from Inthdu per day if it is slept on that same day for at least 10 hours.  Making a travel guide or exploration log entry gains +1 Favor from Jandur per day.  Making a log entry of ascension techniques or meditation thoughts gains +1 Favor from Jannae per day.  Constructing a metal sword, shield or tool gains +1 Favor from Kaesot per day.  Making a mutating item, poison, or a slime item gains +1 Favor from Lukarr per day.  Crafting a piece of armor, a shield, a timepiece or dusting equipment gains +1 Favor from Maemyer per day.  Making something tied to another culture, or an aid to language studies gains +1 Favor from Munnatir per day.  Building a puzzle or making a log from studying Mazek gains +1 Favor from Najon per day if at least an hour is spent on it.  Making a bladed weapon for someone else gains +1 Favor from Nysisa per day.  Making a water or ice purification device gains +1 Favor from Nysisa per day.  Making a size-changing device gains +1 Favor from Prenn per day.  Constructing a soul-purifying or peace-inducing item gains +1 Favor from Qualo per day.  Making a fire-starting item or a romantic item gains +1 Favor from Ryim per day.  Making something out of cloth of Fine or greater quality gains +1 Favor from Saja per day.  Making an item for bone magic or ghosting for someone else gains +1 Favor from The Shrouded One per day.  Making an item imbued with fear or carrying disease gains +2 Favor from Tarne per day.  Making a shadow-based item gains +1 Favor from Turosh per day.  Constructing a machine new to an area that is in need gains +2 Favor form Unate per day.  Making a tool to help plants mature or something to harness wind power gains +2 Favor from Urgendur per day.  Making a funeral-related item gains +2 Favor from Ves per day.  Constructing something of Marvelous or greater quality gains +3 Favor from The Weeping Woman per day.  Making a fence gains +1 Favor from Wenba.  Making something that flies, a weapon, or a chaotic item gains +1 Favor from Xyib per day.  Creating a tool, storage device or trap gains +1 Favor from Yull per day.  Creating a lust-based, space-based or infernal item gains +1 Favor from Zhen per day.

Construction (Structures):  Spending at least 3 hours to help construct a library or school gains +2 Favor from Atim per day.  Spending at least 3 hours to help construct a magical school or realm-to-realm travel structure gains +2 Favor from Bobh per day.  Spending at least 3 hours to help construct a beauty school or beauty-improving business gains +2 Favor from Byn per day. Spending at least 3 hours to help construct a musical school or music hall gains +2 Favor from Chabelle per day.  Spending at least 3 hours to help construct a library gains +2 Favor from Dyndar per day.  Constructing a hidden vault or horde gains +3 Favor from Ehnkilli per day.  Spending at least 3 hours to help construct another of Fuldor's temples or another place of transformative power gains +3 Favor from Fuldor per day.  Spending at least 3 hours to help construct another of Guraye's temples gains +2 Favor from Guraye per day.  Spending at least 3 hours to help construct another of Hexen's temples or a new restaurant or bakery gains +2 Favor from Hexen per day.  Constructing a structure gains no Favor from Inthdu.  Spending at least 3 hours to help construct a travel-related business, law-enforcement agency building, jail or prison gains +2 Favor from Jandur per day.  Spending at least 3 hours to help construct another of Jannae's temples gains +3 Favor from Jannae per day.  Spending at least 3 hours to help construct another of Kaesot's temples or a Blacksmith shop gains +2 Favor from Kaesot per day.  Spending at least 3 hours to help construct another of Lukarr's temples gains +2 Favor from Lukarr per day.  Spending at least 3 hours to help construct another of Maemyer's temples gains +2 Favor from Maemyer per day.  Spending at least 3 hours to help construct a library or school gains +2 Favor from Munnatir per day.  Spending at least 3 hours to help construct a research outpost in Mazek gains +2 Favor from Najon per day.  Spending at least 3 hours to help construct one of Nysisa's temples or a weapon's training facility gains +2 Favor from Nysisa per week.  Spending at least 3 hours to help construct a water or ice purification facility gains +2 Favor from Oroyas per day.  Spending at least 3 hours to help construct one of Prenn's temples, a fungal garden or a size-changing structure gains +3 Favor from Prenn per day.  Spending at least 3 hours to help construct one of Qualo's temples or a home for someone in need gains +3 Favor from Qualo per day.  Spending at least 3 hours to help setup a wedding, honeymoon or other romantic event for someone else gains +2 Favor from Ryim.  Spending at least 3 hours to help construct another of Saja's temples gains +2 Favor from Saja.  Building a small shrine to The Shrouded One gains +2 Favor from The Shrouded Oneper per day.  Spending at least three hours to help construct one of Tarne's temples gains +2 Favor from Tarne per day.  Spending at least 3 hours to help construct another of Turosh's temples or an animal shelter gains +2 Favor from Turosh per day.  Spending at least 3 hours to help construct one of Unate's temples gains +2 Favor from Unate per day.  Spending at least 3 hours to help make one of Urgendur's temples, a windmill, prepare land for growing plants or placing equipment to protect plants from danger gains +2 Favor from Urgendur per day.  Building a shrine to Ves or a funeral-related structure gains +2 Favor from Ves per day.  Spending at least a full day's working hours to help make one of The Weeping Woman's temples gains +6 Favor from The Weeping Woman per day.  Spending at least 3 hours to help make one of Wenba's temples gains +2 Favor from Wenba per day.  Xyib does not reward constructing structures.  Spending at least 3 hours to help build a warehouse gains +2 Favor from Yull per day.  Spending at least 3 hours to construct a brothel or space-travel-related building gains +3 Favor from Zhen per day.

Destruction (Goods):  Destroying a book gains -5 Favor from Atim per day.  Destroying a realm-to-realm item or magic-storing item gains -5 Favor from Bobh per day.  Destroying a mirror gains -5 Favor from Byn per day.  Destroying a musical instrument or musical notation gains -5 Favor from Chabelle per day.  Destroying a poem, short story or novel gains -5 Favor from Dyndar per day.  Destroying any valuable materials gains -5 Favor from Ehnkilli per day.  Destroying a transformative item gains -5 Favor from Fuldor per day.  Destroying a bed, bedding, pillow or sleeping bag gains -5 Favor from Guraye per day.  Destroying a shell or food gains -5 Favor from Hexen per day.  Destroying food or a bed gains -5 Favor from Inthdu per day.  Destroying a travel-related or law-enforcement-related item gains -5 Favor from Jandur per day.  Destroying a celestial item or a guide on ascension techniques gains -6 Favor from Jannae per day.  Destroying a metal sword, shield or tool gains -4 Favor from Kaesot per day if it is repaired or recast within that day.  Destroying a mutating item, poison or a slime item gains -5 Favor from Lukarr per day.  Destroying a timepiece, or destroying a shield or piece of armor outside of combat gains -5 Favor from Maemyer per day.  Destroying a book gains -5 Favor from Munnatir per day.  Destroying a puzzle, Mazek exploration log, or any good intended for a Mazek research outpost gains -6 Favor from Najon per day.  Destroying a bladed weapon out of combat gains -5 Favor from Nysisa per day.  Destroying a water or ice purification device or tainting water or ice gains -10 Favor from Oroyas per day.  Destroying a size-changing device or non-poisonous fungus gains -4 Favor from Prenn per day.  Destroying a soul-purifying or peace-inducing item gains -9 Favor from Qualo per day.  Destroying a fire-starting item or romantic item gains -6 Favor from Ryim.  Destroying clothing or polluting the air gains -7 Favor from Saja.  Destroying items does not gain Favor from The Shrouded One.  Destroying something imbued with fear, sacrificial organs or a disease-ridden item without Tarne's instruction gains -15 Favor from Tarne.  Destroying an animal or leaving parts of an animal unused gains -5 Favor from Turosh per day.  Destroying a machine out of combat unless Unate orders it gains -10 Favor from Unate per day.  Destroying a plant that is not a danger needing destruction gains -10 Favor from Urgendur per day.  Destroying a death-related item gains -3 Favor from Ves.  Destroying one's most valuable possession gains +12 Favor from The Weeping Woman per day.  Destroying a method of transportation gains +2 Favor from Wenba per day.  Destroying an order item gains +3 Favor from Xyib per day.  Destroying a trap instead of disarming it, destroying a tool without using it or destroying a storage device gains -10 Favor from Yull per day.  Destroying an infernal item, lust-based or space-based item gains -6 Favor from Zhen per day, though destroying a celestial item gains +3 Favor per day.

Destruction (Monetary):  Destroying funds intended for a library or school gains -10 Favor from Atim per day.  Destroying funds intended for a magical school or realm-to-realm travel business gains -10 Favor from Bobh per day.  Destroying funds intended for a beauty school of beauty-improving business gains -10 Favor from Byn per day.  Destroying funds intended for a musical school, music hall or musician in training gains -10 Favor from Chablle per day.  Destroying funds intended for a library gains -10 Favor from Dyndar per day.  Destroying any funds gains -10 Favor from Ehnkilli per day.  Destroying funds intended for Fuldor's temples gains -7 Favor from Fuldor per day, as it angers him greatly, but also helps him test his followers.  Destroying funds intended for Guraye's temples gains -10 Favor from Guraye per day.  Destroying funds intended for Hexen's temples, a restaurant or bakery gains -10 Favor from Hexen per day.  Destroying funds gains no Favor from Inthdu.  Destroying funds intended for Jannae's temples gains -10 Favor from Jannae per day.  Destroying funds intended for Kaesot's temples or a Blacksmith in need gains -11 Favor from Kaesot.  Destroying funds intended for Lukarr's temples gains -10 Favor from Lukarr.  Destroying funds intended for Maemyer's temples gains -10 Favor from Maemyer.  Destroying funds intended for a library or school gains -10 Favor from Munnatir.  Destroying funds intended for a Mazek research outpost gains -11 Favor from Najon per day.  Destroying funds intended for Nysisa's temples or a weapon's training facility in need gains -10 Favor from Nysisa per day.  Destroying funds intended for a water or ice purification facility gains -12 Favor from Oroyas per day.  Destroying funds intended for Prenn's temples, a fungal garden or a size-changing building gains -9 Favor from Prenn per day.  Destroying funds intended for Qualo's temples or beggars gains -11 Favor from Qualo per day.  Destroying funds gains no Favor from Ryim.  Destroying funds intended for Saja's temples gains -10 Favor from Saja per day.  Destroying funds gains no Favor from The Shrouded One.  Tarne does not offer Favor for destroying money.  Destroying funds intended for an animal shelter gains -10 Favor from Turosh per day.  Unate does not reward destruction of money.  Urgendur does not give Favor for destruction of funds.  Ves does not care if funds are destroyed.  Destroying 30% of one's funds gains +20 Favor from The Weeping Woman per day.  Destroying funds intended for Wenba's temples gains -25 Favor from Wenba, but destroying funds for anything else gains +4 Favor per day.  Destroying funds from intended for an ordered temple or a government gains +5 Favor from Xyib per day.  Destroying funds does not reward Favor from Yull.  Destroying funds intended for anything traveling through space gains -18 Favor from Zhen per day.

Destruction (Structures):  Destroying a library or school gains -20 Favor from Atim.  Destroying a magical school or realm-to-realm travel business gains -20 Favor from Bobh.  Destroying a beauty school of beauty-improving business gains -20 Favor from Byn.  Destroying a musical school, or music hall gains -20 Favor from Chabelle.  Destroying a library gains -20 Favor from Dyndar.  Destroying a bank completely gains -20 Favor from Ehnkilli (Destroying part and stealing the funds does not gain negative favor).  Destroying one of Fuldor's temples or a place of transformative power gains -25 Favor from Fuldor.  Destroying one of Guraye's temples gains -20 Favor from Guraye.  Destroying one of Hexen's temples, a restaurant or bakery gains -20 Favor from Hexen.  Destroying a structure gains no Favor from Inthdu.  Destroying one of Jannae's temples gains -30 Favor from Jannae.  Destroying one of Kaesot's temples or a Blacksmith shop gains -20 Favor from Kaesot.  Destroying one of Lukarr's temples gains -20 Favor from Lukarr.  Destroying one of Maemyer's temples, a watchmaker's shop or workshop, a clock repairer's shop or workshop, or a Blacksmith shop gains -20 Favor from Maemyer.  Destroying a library or school gains -20 Favor from Munnatir.  Destroying a Mazek research outpost gains -25 Favor from Najon.  Destroying one of Nysisa's temples or a weapons training facility gains -20 Favor from Nysisa.  Destroying a water or ice purification facility or destroying a building that causes taint to leak into water or ice gains -30 Favor from Oroyas.  Destroying a fungal garden, one of Prenn's temples or a size-changing building gains -21 Favor from Prenn.  Destroying one of Qualo's temples gains -30 Favor from Qualo per day.  Destroying something setup for a romantic event gains -20 Favor from Ryim.  Destroying one of Saja's temples gains -20 Favor from Saja.  Destroying a building that lies in ruin gains -25 Favor from The Shrouded One.  Destroying one of Tarne's temples gains -30 Favor from Tarne.  Destroying an animal shelter or one of Turosh's temples gains -22 Favor from Turosh.  Destroying one of Unate's temples gains -18 Favor from Unate per day.  Destroying land prepared for plants, protected land, windmills, or one of Urgendur's temples gains -19 Favor from Urgender per day.  Destroying a funeral or death-related structure gains -7 Favor from Ves per day.  Damaging one's own current domicile by 6 EP or more gains +3 Favor from The Weeping Woman per day.  Destroying one of Wenba's temples gains -15 Favor, but destroying any other structure gains +3 Favor per day.  Destroying a government structure or ordered temple gains +7 Favor from Xyib per day.  Destroying a warehouse gains -16 Favor from Yull.  Destroying one of Zhen's temples gains -27 Favor from Zhen per day.

Focus (Thoughts):  Be it meditation, prayer or just concentrating on a Higher Powered Being's known plans and how to help them, a character may use 1 FP per day to gain +1 Favor from a Higher Powered Being.  However, focusing on some may lose favor from another who is fighting with them, such as someone praying to Ehnkilli gains +1 Favor from him, but always gains -1 Favor from Jandur.  Most Higher Powered Beings don't care, so long as an individual doesn't go beyond focusing on another to actually working against their plans.  However, it is best to pay attention to the news and rumors to determine if followers of one Higher Powered Being have attacked something cherished by another.  If so, focusing on the same Higher Powered Being whose followers did the attack will gain -1 Favor from the victimized Higher Powered Being unless done more than a week after the attack.  Taking at least an hour to study a language or another culture after it costs 1 FP gains +1 Favor from Munnatir.  Eating nothing for a day and meditating at least 4 hours during it gains +3 Favor from The Weeping Woman.

Pilgrimage (Travel):  Travel to a famous library or school gains +5 Favor from Atim per week if at least an hour is spent within it.  Traveling to another realm gains +5 Favor from Bobh per week if at least an hour is spent within it.  Travel to a famous beauty school or beauty-improving business gains +5 Favor from Byn per week if at least an hour is spent within it.  Traveling to a famous musical school or music hall gains +5 Favor from Chabelle per week if at least an hour is spent within it.  Traveling to a famous library or favored writing spot of a famous author gains +5 Favor from Dyndar per week if at least an hour is spent within it.  Ehnkilli does not reward any travel with Favor.  Travel to one of Fuldor's temples or a famous transformative place gains +5 Favor from Fuldor per week if at least an hour is spent within it.  Travel to one of Guraye's temples gains +5 Favor from Guraye per week if at least an hour is spent within it.  Travel to a famous restaurant or bakery gains +5 Favor from Hexen per week if at least an hour is spent within it and something is purchased.  Refraining from leaving one's current room for an entire day gains +10 Favor from Inthdu per day.  Travel to one of Jannae's temples gains +5 Favor per week if at least an hour is spent within it.  Travel to one of Kaesot's temples gains +5 Favor per week if at least an hour is spent within it.  Lukarr does not reward travel.  Managing to travel in time to the past or the future gains +5 Favor per week from Maemyer.  Travel to a famous library or school gains +5 Favor from Munnatir per week if at least an hour is spent within it.  Traveling within Mazek gains +6 Favor from Najon per week if notes are taken and at least an hour is spent within it.  Traveling to one of Nysisa's temples gains +4 Favor per week if at least an hour is spent in it.  Oroyas does not reward travel.  Prenn does not reward travel.  Qualo does not reward travel.  Ryim does not reward travel.  Travel to one of Saja's temples as either an invited dancer or clothing-related artisan to show your works gains +6 Favor from Saja per week if at least an hour is spent in it.  Travel to a ruins and respecting its state of ruin gains +5 Favor from The Shrouded One if at least the building has less than 10 EP damage done to it after at least an hour spent in it.  Traveling outside of a quarantine zone if one is in place while carrying a disease gains +10 Favor from Tarne.  Bringing an animal ready to return to the wild back to its kind, or walking without light at night for at least an hour gains +5 Favor from Turosh per week.  Traveling to The White Void and spending an hour in it gains +6 Favor from Unate per week.  Urgender does not reward travel unless spreading seeds and then it is +4 Favor per week.  Travel to a graveyard or place saturated with death for at least an hour gains +3 Favor from Ves per week.  Traveling at least 20 miles by foot in a week gains +6 Favor from The Weeping Woman per week.  Wenba does not reward travel with Favor.  Traveling at least 5 miles through some method of flight gains +6 Favor from Xyib per week.  Yull does not reward travel with Favor.  Travel to an infernal realm or into space gains +3 Favor from Zhen per week if at least 1 hour is spent in either.

Slaying (Enemies):  Slaying anything gains no favor from Atim, Bobh, Byn, Chabelle, Fuldor, Guraye, Hexen, Inthdu, Jannae, Kaesot, Munnatir, Najon, Saja, The Shrouded One, Urgendur, Ves, or Yull unless it is attacking something that falls within their realm, and then it is +1 Favor per day.  Slaying a thief gains +1 Favor from Jandur if they were proven guilty of a recent crime (One might expect to gain -1 from Ehnkilli, but if they were caught he doesn't care), but -1 Favor from Jandur and Ehnkilli if they were proven innocent.  Slaying someone opposed to mutation, slime or potion items that is in a position of influence gains +1 Favor from Lukarr.  Slaying a Living Pentachoron or another creature or individual trying to stop time-travel he has permitted gains +1 Favor from Maemyer per one killed.  Slaying an aggressive non-sentient creature in fair combat gains +2 Favor from Nysisa, slaying an aggressive sentient one in fair combat gains +1 Favor from Nysisa.  Slaying someone guilty of tainting water or ice gains +2 Favor from Oroyas.  Slaying someone to protect your jealousy of your possessions and getting away with it gains +2 Favor from Prenn.  Slaying any sentient or peaceful creature outside of combat initiated by the other individual gains -5 Favor from Qualo per sentient or creature.  Slaying someone threatening a person in love gains +6 Favor from Ryim.  Slaying a therapist or medical professional gains +5 Favor from Tarne.  Slaying someone cruel to animals gains +6 Favor from Turosh.  Slaying any chaotic-ability using creature or sentient gains +4 Favor from Unate.  If someone else not hired by the follower slays a follower of The Weeping Woman's relative, loved one or best friend, then the follower gains +30 Favor.  Slaying a diplomat, negotiator, counselor, psychiatrist or other individual who mediates between two parties gains +5 Favor from Wenba.  Slaying an order follower or government official gains +4 Favor from Xyib per day.  Slaying something celestial gains +1 Favor from Zhen per day.