Wednesday, July 31, 2013

System Mechanics: Item Appraised Value (Part III):

Touching on the item appraisal system yet again, here is the current listing formula.

Item: Item Name (Weight) (Rarity) (Quality) (Value) (Toughness) (EP) (Aspects): Description.

As stated in Part I, there are base values to items, decided from their category and subcategories.  Due to the massive number of potential items that will be in the core books on their release, the computer version later, and GM added items for customizing their campaigns, it is extremely difficult to list all of the subcategories, let alone the items themselves.  Still, to start, here is an example of a category and subcategories (Note that as the system develops the specific base values may be recalculated for balancing):

Category: Gemstone (Base Value: 8 Copper Pieces)
    Subcategory: Precious (Base Multiplier: 10)
        Subcategory: Uncut (Base Multiplier: 10)
            Subcategory: Emerald (Base Multiplier: 10)

That makes the base value at 8000 Copper Pieces, or 32 Gold Pieces at a 1 pound piece.  If an uncut emerald is at a quarter pound, then we'll look at its base value at 8 Gold Pieces.  We'll say that this particular type of uncut emerald is of Unique Rarity due to its particular hue  (4 Rarity), and Excellent Quality (2 Quality) in its present state being less than once cut, but still highly valued.  Its toughness we'll set at 3, and its EP at 8.  While Emerald does have its own aspects in terms of alchemy essences, symbolism and specific uses that make it valued in certain situations, that increases its value to an individual and situation, not general value.  Also not listed are market fluctuations, favor and renown, and other factors that change its value from the appraised standard to a higher or lower value.  More on those changes another time, but let's calculate out the value of the item, and show its listing.

Value: <8 GP (Base Value)> + <0 CP (Weight)> + <4 GP, 160 CP (15% * 4 * 8 GP)> + <2 GP, 80 CP (15% * 2 * 8 GP)> + <1 GP,  40 CP (5% * 3 * 8 GP)> + <3 GP, 40 CP  (5% * 8 * 8 GP)> = 18 GP, 360 CP = 19 GP, 160 CP.

Item: Uncut Emerald (1/4th Pound) (Unique) (Excellent) (19 GP, 160 CP) (3 Toughness) (8 EP) (No Aspects): This uncut emerald is a precious gemstone weighing in at a quarter of a pound, of higher value once cut or used for other purposes than a shiny paperweight.  Still, to the right individual even without preparation you might make more from selling it than the standard value.

Tuesday, July 30, 2013

System Mechanics: Item Appraised Value (Part II):

For every item, its rarity adds to its value, with each increase  being a 15% increase in the base value of an item, as discussed in an earlier post.  Additionally, there is another common aspect of an item that changes its value, its quality.  That said, the formula is adjusted again, with another 15% increase at base value for every increase in quality:

     Item: Item Name (Weight) (Rarity) (Quality) (Value) (Toughness) (EP) (Aspects): Description.

With that update to the formula, a listing of the levels of rarity and levels of quality:

     Rarity: Familiar (-3 Rarity), Prominent (-2 Rarity), Classic (-1 Rarity), Common (Neutral Rarity), Uncommon (1 Rarity), Extraordinary (2 Rarity), Rare (3 Rarity), Unique (4 Rarity), Mythical (5 Rarity), Fabled (6 Rarity), Legendary (7 Rarity)

     Quality: Worthless (-3 Quality), Cheap (-2 Quality), Poor (-1 Quality), Simple (Neutral Quality), Fine (1 Quality), Excellent (2 Quality), Superb (3 Quality), Marvelous (4 Quality), Exceptional (5 Quality), Masterwork (6 Quality), Supreme (7 Quality)


Creature: Jackalope:

Sometimes rare creature mutations occur that if allowed to breed into the general population enough may cause the mutation to become more prominent than it would ordinarily be. As a result of successive generations of breeding, this mutation may become the dominant type of a breed in an area. Jackalopes are one such rare breed of hare which populates MaL and in some areas of pollution may become more prominent.

Creature: Jackalope: A rare mutation in a hare that causes them to sprout horns or antlers, with females forming the antlers and the males forming horns. They are generally peaceful pests that eat at crops if unsecured, but may become quite enraged if anyone comes too close to a pregnant female or their young.

HP: 20 / EP: 3 / LP: 2 / SP: 4 / FP: 12
Reaction: 19 / Finesse: 14 / Intelligence: 12
Wisdom: 7 / Willpower: 17 / Strength: 16
Speed: 30 (30 feet per second, 15 movement spaces per turn <10 ft x 10 ft per square>)

Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Ice, Bone

Common Drops: Jackalope Antler, Jackalope Pelt, Jackalope Skeleton, Jackalope Skull, Jackalope Lucky Foot

Bestow Luck (2 FP Each): Bestows a positive or negative luck point from its positive pool.

Bite II (0 FP Each): 2 damage on success against armor-less targets.

Dig III (1 FP Each): Digs one-half its body height in a single turn.

Charge (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Gnaw II (1 FP Each): Chew through most materials in a matter of minutes. Anything of less than 6 hardness can be chewed through, scaling from 5 hardness taking an hour per cubic foot downward to 1 hardness at 20 minutes per cubic foot.

Headbutt (0 FP Each): 4 damage on success against armor-less targets.
Magic Siphon II (2 FP): Drains up to 2 FP from an active focus point or active spell and heals itself 1 HP.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Sneak III (1 FP Each): Crosses an area at two-thirds speed without making a sound in the process.

Stalk III (2 FP Each): Able to follow at one-third speed the scent or tracks of another character or creature without making a sound.

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Monday, July 29, 2013

Terror: Unatte:

Sometimes wealthy individuals may pay those with access to advance science or magic to create items for them, or pets for themselves or their progeny.  Sometimes this is as simple as a talking cat, one of the many theorized ways the Felinae race came into being.  Usually it is to create something appealing to the childish whimsy, but sometimes for darker purposes.  Occasionally, one might pay to have a monster developed to guard something, or to take to war, or to hunt for the challenge, or to use to seek vengeance on others.  Sometimes the purpose intended is not what eventually arises.

Terror: Unatte: The Unatte is a strange creature too seemingly innocent to be the threat that it is, an unintentional deception as they were originally intended as mere pets.  An Unatte is a hybrid creature in its nature, comprised of the body and head of a bunny, the tail of a cat, enlarged dragonfly wings, a single horn rising from the forehead, and ordinary rodent teeth visible normally with another two sets of retractable teeth behind them which serve to rip whatever they bit to shreds.  They tend to come in white, black, cream, pink, periwinkle, mint and lavender colors of fur, with their eyes being vermillion in hue usually.  They can and do breed with normal bunnies and hares, tricking them into believing they are others of their species instead of the monsters they are.  They are rarely found without at least one more somewhere in the nearby area, and are very rapid breeders.

HP: 22 / EP: 4  / LP: 0 / SP: 3 / FP: 11
Reaction: 19 / Finesse: 14 / Intelligence: 12
Wisdom: 6 / Willpower: 16 / Strength: 18
Speed: 32 (32 feet per second, 16 movement spaces per turn <10 ft x 10 ft per square>)

Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Ice, Bone

Common Drops: Unatte Pelt, Unatte Skeleton, Unatte Skull, Unatte Lucky Foot

Bite VII (0 FP Each): 7 damage on success against armor-less targets.

Dig III (1 FP Each): Digs one-half its body height in a single turn.

Charge (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to four movement spaces.

Ensnaring Vegetation (3FP Each): The character using this ability utilizes local plantlife to try to trap an enemy in place, utilizing its strength to prevent their foe from moving.  If successful, the opponent's turn after the ensnaring occurs will leave them unable to move their feet or equivalent appendages, and the following will move higher and higher until they cannot move anything.

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Gnaw II (1 FP Each): Chew through most materials in a matter of minutes. Anything of less than 6 hardness can be chewed through, scaling from 5 hardness taking an hour per cubic foot downward to 1 hardness at 20 minutes per cubic foot.

Pebble Growth (2 FP Each): The character using this ability turns a pebble or small stone into a bolder fifteen feet in diameter for 3 turns or 25 minutes.  The stone needs to be visually targeted for this to work.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash III (0 FP Each): 6 damage on success against armor-less targets.

Sneak IV (1 FP Each): Crosses an area at full speed without making a sound in the process.

Stalk IV (2 FP Each): Able to follow at half speed the scent or tracks of another character or creature without making a sound.

Swift Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up. 

Saturday, July 27, 2013

System Mechanics: Item Appraised Value (Part I):

In MaL, everything, living or otherwise, has a default value attributed to it due to its current condition, rarity and usefulness.  200 Copper Pieces equals 1 Gold Piece, 200 of those equals 1 Platinum Piece, and so forth for the majority of different civilizations, as metals retain their value due to rarity if pure enough, or alloyed consistently.  Some other locations may use a barter or credit system, but the appraised value is set with the Piece values due to it being far more fair and understandable.  First, let's look at the current item system:

Item: Item Name (Weight) (Value) (Toughness) (EP) (Aspects): Description.

Note that rarity isn't listed in it, so let's add that to the system.

Item: Item Name (Weight) (Rarity) (Value) (Toughness) (EP) (Aspects): Description.

Alright, so rarity is added and there is a value already in the system, but what if a new item is being added to MaL later, either by the creative team or a GM on a custom item basis for something like a quest?  Therein lies the point of this mechanic.  For every point of rarity, 15% is added to the value.  For every point of toughness or EP, another 5%.  Each aspect adds 15% to the value, regardless of its type.  This means a Simple Flame Sword has the same added value as a Fine Sword, as the latter is a better made sword.  But what about weight and what are these percentages being added to?  Weight scales plus or minus 5% for every 25 pounds depending on if it is better suited to be stationary or kept in one place.  If it is best suited to be in a single location, subtract the percent, and vice versa if the other way around.  The base value depends on what type of item it is, starting with an initial value of the type and subtype of item category it belongs to most.  More on that another time, but the more precise the item is, the more specialized it becomes, and therefore the more valued at base value.

Friday, July 26, 2013

System Mechanics: Effective Communication:

In our world, there are thousands of forms of language and communication.  Some are spoken, some are written, some are signed, and others do not fit with any.  In MaL, while there are far fewer languages, there still are disabilities of communication such as deafness, muteness, blindness, as well as dialects and enough languages that perfect communication between every single character is impossible.  Every character has at least one starting language, and many have multiple for various reasons.  Despite sign language and the braille alphabet in our world being non-verbal forms of communication, they are still languages, and the same applies in MaL.  Any method of communication is considered a language, even the language of images and concepts, most commonly used by telepathic characters.  The effectiveness of communication between two characters is seen as such:

A) Do the characters use the same or similar languages?
B) Do they use the same or a similar dialect?
C) Do they have the similar relative vocabulary in that language?
D) Do they have the similar relative sanity?
E) Do they have any impairments to their understanding of said language?

(A + B + C + D + E)/5 = Effectiveness of communication.

For example, two characters are using the same language, but their differing dialects that are 60% similar.  One has a very limited vocabulary, whereas the other has a very verbose one, making their overlap 20%.  They both have the same sanity, and neither has impairments to their understanding.  Their effectiveness is as such:

(100 + 60 + 20 + 100 + 100)/5 = 76% Effective Communication.

As such, the more complex an idea is to communicate, the higher effectiveness is required, which compares what the rating is to see if there is a miscommunication or lack of understanding.

Items: Sample Golem Cores

As mentioned yesterday, there are a few different types of Golem Cores that give different properties depending on which precious materials are runed and activated.  Below are a few samples.

Item: Copper and Sapphire Golem Core (1/4 lbs) (1 PP) (1 Toughness) (15 EP) (Animating, Electric, Strength):
     Golems made with this Golem Core conduct electricity easily, as well as having increased strength.

Item: Gold and Ruby Golem Core (1/4 lbs) (1 PP) (1 Toughness) (15 EP) (Animating, Fire, Solar):
     Golems made with this Golem Core are resistant to fire, as well as being well suited to recharging its abilities faster during the day.

Item: Iron and Amethyst Golem Core (1/4 lbs) (1 PP) (1 Toughness) (15 EP) (Animating, Magic Resistant, Lucky):
     Golems made with this Golem Core are resistant to direct magical attacks, as well as giving the golem with it a luck point per day.






Item: Silver and Pearl Golem Core (1/4 lbs) (1 PP) (1 Toughness) (15 EP) (Animating, Aquatic, Lunar):
      Golems made with this Golem Core are able to move at regular speed in water, as well as being well suited to recharging its abilities faster at night.


Thursday, July 25, 2013

Item: Golem Core:

When a magically created personal servant called a golem is made it needs a base material and form to animate, as well as a Golem Core.  This item is typically a runed piece of precious material with blood coating it before it is covered in its animating structure and activated.

Item: Golem Core (1/4 lbs) (1 PP) (1 Toughness) (15 EP) (Animating):
      Each Golem Core can animate a form designed for its usage, and different types of runed precious materials will give the golem different attributes.

Tuesday, July 23, 2013

Item: Time Crystal:

Sometimes a Living Pentachoron or other temporal creature attacks a character due to its meddling with the flow of time, and if defeated certain rare drops may be found.  In the case of the Living Pentachoron, this drop is a Time Crystal.

Item: Time Crystal (1/4 lbs) (1 PP) (2 Toughness) (5 EP) (Temporal):
     These rare crystals do not normally grow outside of the White Void, as they are very prone to corruption of structure which makes their power diminish or disappear.  Each Time Crystal is capable of a small field of temporal interruption when magic or electricity flows into it.  At the size typically found in a Living Pentachoron, this allows the user to step between seconds for five minutes of their perspective before the Time Crystal needs five hours to recharge.  Coupled with additional spells or materials, this may also allow increased precognition and retrocognition, temporally freezing a targeted radius, temporally accelerating a targeted radius, or the possibility of time travel.  In order for a character to grow a time crystal larger, they need to grow it in a pure vacuum, save the Fnor and Lin essences used in equal proportions to grow it larger.  Using one essence of each and spending five hours dropping them slowly will cause the crystal to grow by five minutes of use, while requiring the same recharge time.

Monday, July 22, 2013

Item: Bottle of Ectoplasm:

Some specters bring with them enough excess ectoplasm that it may be collected from where it slimes off of them, while others may be using it to keep a more solid form, and thus it can be gathered after defeating them.  This may aid in some creations as well as serving as a potent drug.

Item: Bottle of Ectoplasm (1/2 lbs) (35 CP) (1 Toughness) (1 EP) (Spectral):
      A Bottle of Ectoplasm can be used in creations that need Vettir essence, or are used in traveling to the ectoplasm rifts.  It also serves as a potent drug that makes the individual feel acutely aware of the smallest of sensations, able to see into other realms for five minutes (depending on what other materials mixed with it for which realms), able to see specters, and able to phase through substances that specters can phase through for fifteen minutes.  It is almost entirely illegal to own or ingest in most regions unless delivering to the authorities, licensed for its disposal, or part of a special task force licensed to use its multiple functions.  Certain other individuals may have license to use it solely in creating alloys and other mixed materials, but are generally still unable to legally ingest it and all must submit to tests proving they haven't on a regular basis for those and similar licenses.

Item: Bottle of Wispy Vapor:

When some specters are sent back to the ectoplasm rifts they leave behind air tainted by their presence that may aid in certain creations, as well as serving as a mild drug.

Item: Bottle of Wispy Vapor (1/4 lbs) (35 CP) (1 Toughness) (1 EP) (Spectral):
      A Bottle of Wispy Vapors can be used in creations that need Vettir essence, or are used in traveling to the ectoplasm rifts.  It also serves as a drug that makes the individual feel detached from sensations while having their mind very acutely sped up.  It is used legally in some areas for pain relief, while in other areas it may be illegal due to lack of proper regulation.  Overuse may make an individual have an out-of-body experience that drops them in an ectoplasm rift they have to either get free from or end up in a coma or dead if otherwise ill.

Saturday, July 20, 2013

Item: Corpsebloom:

There are a lot of different types of materials that either attract or keep specters at bay.  One such is the Corpsebloom.

Item: Corpsebloom (1/10 lbs) (50 CP) (1 Toughness) (1 EP) (Spectral, Plant, Death):
     This flower is unusual in that it parasitically attaches to animals and other plants to grow, but will only transfer itself via its clinging edges like cockleburrs.  Once its host dies, the plant wraps itself around it, drawing all nutrients it can out, blossoming a day later for however long it takes for the corpse to decompose, then it will release seeds to settle elsewhere.  Flies are drawn to the scent of the corpses and the flowers as a result are pollinated as well.  Away from a corpse, the corpsebloom smells sickeningly sweet and is a potent ingredient in many healing potions.  Additionally, its smell makes many specters remember that they are dead if they have forgotten, and agitates others regardless, making them swarm the source of the scent until it dissipates or they are otherwise distracted by something else.

Friday, July 19, 2013

Item: Ring of Spectral Phasing:

Some ectoplasm alloys bring forth other amplification uses, such as silver and ectoplasm giving a phasing and floating trait to items using it while focus is pushed into them.  The Ring of Spectral Phasing is made with this ecto-silver alloy, a sapphire, and small runes on the inside of the ring's band to allow it to amplify these traits to the wearer and not just the item itself.

Item: Ring of Spectral Phasing (1/4 lbs) (95 GP) (1 Toughness) (3 EP) (Spectral):
     The silver and sapphire Ring of Spectral phasing allows the wearer to phase through most materials other than ectoplasm, magnetic metals, glass, and electrified surfaces.  It requires 2 FP per movement square moved in any direction while phasing.  The wearer cannot interact with anything physically while using its ability, floating through things and having a soft blue glow around them.  Specters will be drawn to the wearer while it is used and react to them as they normally would, but feeling a need to come closer.

Item: Spectral Painting:

Most specters link themselves to a person, place or item, finding it difficult to separate themselves from said link, making them classified by the thing they are linked to.  In the case of some, they are very violent as fragments of a soul echo that is strengthened in rage, but sometimes a more peaceful or strange aspect will be the strongest aspect of the echo.  One such type of specter is one that links to a painting created by or favored by the soul that was echoed.

Item: Spectral Painting (1 lbs) (25 GP) (1 Toughness) (2 EP) (Spectral):
      When a specter is linked to a painting, they can sometimes alter it to become a portal to a portion of another realm that matches what the painting looks like, or to make those viewing it hallucinate having been in one, or to simply appear in the painting and make things look different.  This can sometimes be of benefit to an owner of one of these paintings as the ghost inside can keep intruders away, scaring them off or trapping them in another realm, or just being useful for seeing and hearing things to pass on later to the owner.

Wednesday, July 17, 2013

Item: Spectral Goggles:

Most specters are invisible until they attack, and sometimes its difficult to even tell if something, such as a Haunted Weapon, is a ghostly infestation or someone with telekinesis or the like.  The Spectral Goggles make it so the wearer no longer has any doubt if indeed it is a ghost, but will not answer what else it may be if it is not.

Item: Spectral Goggles (1/4 lbs) (15 GP) (1 Toughness) (3 EP) (Spectral):
     This item allows the wearer to see ectoplasm, ghosts and other spectral creatures when worn.  It is crafted by mixing ectoplasm into the glass, giving it a soft shimmer when tilted in the light, being a very pale blue or other pale color depending on if the crafter mixed dyes into the glass as well.  The most common material around the glass is leather, but it may have other materials used instead to hold it around an individual's head.  It requires 1 FP to activate per day for a +100 Observation to Spectral objects and creatures.  As a result of covering the eyes, the wearer also has a resistance to getting water, sand, dust, smoke and other things into their eyes.

Tuesday, July 16, 2013

Terror: Haunted Weapon:

Very often a specter may haunt a specific location, but sometimes they may haunt an item instead.  Beware be those that find these items when the specter is in a foul mood.  Especially if it is a weapon.

Terror: Haunted Weapon:  A haunted weapon is a spectral echo of a soul inhabiting a weapon that had been precious to the individual the echo mimicked.  The weapon itself is whatever it was before the haunting in addition to the below, as caused by the specter.

HP: 20 / EP: 5  / LP: 0 / SP: 4 / FP: 10
Reaction: 9 / Finesse: 17 / Intelligence: 11
Wisdom: 7 / Willpower: 14 / Strength: 24
Speed: 22 (22 feet per second, 11 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Metal, Blood
Elemental Weaknesses: Earth, Lightning, Bone

Common Drops: Ectoplasm, Damaged Weapon (of the type it was)

Attack (0 FP Each): 2 damage minimum plus the weapon's damage modifier on success against armor-less targets.

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Float (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Hover (0 FP Each): Moving at half a character's current max speed, rounded up.

Possess Weapon (5 FP Each): The specter possesses another weapon of the same or similar type to flee the one they were in an attack again.  They are unable to possess other things as they are too fragmented to concentrate on anything else.

Monday, July 15, 2013

Terror: Lurking Apparition:

When a soul passes through the aether, the ectoplasm waves often echo and create a creature known as a specter, or ghost.  Typically, they are condensed or fractured portions of the soul they are mimicking.   As a result, they frequently amplify things strongly related to the death of the origin of the echo.  The Lurking Apparition is one such echo.

Terror: Lurking Apparition:  This specter is formed from the rage and fear of a soul's echo toward an individual, group of individuals, or people like those they were angry at and afraid of.  A Lurking Apparition will stalk an individual they have targeted and try to push them towards accidents or suicide whenever possible.

HP: 30 / EP: 5  / LP: 0 / SP: 4 / FP: 20
Reaction: 3 / Finesse: 17 / Intelligence: 19
Wisdom: 9 / Willpower: 34 / Strength: 4
Speed: 18 (18 feet per second, 9 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Lightning, Blood
Elemental Weaknesses: Earth, Metal, Bone

Common Drops: Wispy Vapor, Ectoplasm

Shove (0 FP Each): 1 damage minimum on success against armor-less targets.  Shoves a target or shoves something at the target.

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Float (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Hover (0 FP Each): Moving at half a character's current max speed, rounded up.

Phase (0 FP Each): Passes through almost any non-magnetic materials other than glass. Cannot pass through iron, nickel or cobalt. On phasing through an individual or other creature, it only tickles unless they are using an active spell on their body, in which case it causes 1 damage as they pass through.

Roar III (0 FP Each): Roars to intimidate and call for reinforcements. If any are within 2 1/2 miles and sound is not dampened, more specters will come to the aid of the Lurking Apparition. Check Willpower of opponent when used, if less than 8, -1 SP. May only be used once per combat per Lurking Apparition to affect sanity, subsequent roaring does not affect sanity further.

Shriek II (1 FP): Check Willpower of opponent when used, if less than 20, -1 SP. May only be used once per combat to affect sanity.

Test of Sanity III (2 FP): The Bound Phantom uses its spectral nature to reveal a horrific aspect of the universe potentially unknown to its foe. This deals 3 damage plus 3 sanity points reduction if the foe has less than fifteen willpower.

Sunday, July 14, 2013

Terror: Gibbering Echo:

There are many forms of specters in MaL, all of which are formed by a soul passing through the ectoplasma waves propagating the aether as they continue onward to their final destination.  As this occurs regardless of the direction traveled, and it occurs frequently, it is no wonder that many areas are high in specters, since they are echos of the soul passing through the waves, amplifying certain aspects of a soul.  The Gibbering Echo is one of the more annoying pests that while more rare than many other forms, is certainly troublesome even by itself.

Terror: Gibbering Echo: This horrible fiend mimics speech of the one it is originally echoing as well as others in the area that it hears, but at an accelerated and distorted manner, sounding like a mad fool.  It may seem to be a mere crazed specter, but it is quite able to defend itself.

HP: 12 / EP: 15  / LP: 0 / SP: 1 / FP:60
Reaction: 9 / Finesse: 7 / Intelligence: 9
Wisdom: 14 / Willpower: 44 / Strength: 8
Speed: 16 (16 feet per second, 8 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Lightning, Sand
Elemental Weaknesses: Earth, Metal, Slime

Common Drops: Wispy Vapor

Bite X (0 FP Each): 10 damage on success against armor-less targets.

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Float (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Hover (0 FP Each): Moving at half a character's current max speed, rounded up.

Phase (0 FP Each): Passes through almost any non-magnetic materials other than glass. Cannot pass through iron, nickel or cobalt. On phasing through an individual or other creature, it only tickles unless they are using an active spell on their body, in which case it causes 1 damage as they pass through.

Roar IV (0 FP Each): Roars to intimidate and call for reinforcements. If any are within 2 1/2 miles and sound is not dampened, more Gibbering Echos will come to the aid of the one roaring. Check Willpower of opponent when used, if less than 12, -1 SP. May only be used once per combat per Gibbering Echo to affect sanity, subsequent roaring does not affect sanity further.

Spell Reflection (1 FP Minimum): The creature using this ability absorbs and reflects back a spell that affects it at the caster or nearest other foe if unable to reach them, amplifying it by one level at a cost of 1 FP plus the cost of the spell being reflected.  If it uses this ability, the spell itself deals the Gibbering Echo no damage.

Friday, July 12, 2013

Item: Disguising Hood:

Arindell's gains from the battle with the traveling trader gained some items already covered, but there are more as well.  Today we'll cover another stealthy piece of clothing, the Disguising Hood.

Item: Disguising Hood (1 lbs) (25 GP) (1 Toughness) (2 EP) (Visible Light Spectrum):
     This hood has been tailored with sigils on the inner side that bind an illusion spell to it.  It's not durable, but on concentration its wearer can make their face look like that of another species, if the hood is up.  This is a visual only spell and affects the face alone, so it is best if the wearer covers other features that might give away their true nature.  The individual wearing it does not need to know how to make one or how to work magic to operate the Disguising Hood, but they do have to concentrate on another species and race and the hood will give the illusion of another of their same gender in that species and race as per their height and genetics to make it as seamless as possible.  In order to repair it if it is damaged, a character must have learned a level II illusion spell and a level II binding spell and Sigil Knowledge and Spell Knowledge needed for those levels of spells.  Repairing it without that knowledge will render it into a Simple Hood.

Item: Invisibility Cloak:

Arindell, the goblin character belonging to one of the male playtesters was touched on a bit yesterday with her item Dawnblade the Shortsword, as well as how it was turned from an ordinary shortsword into an more powerful weapon.  Today, we'll cover another item gained by Arindell, the one making much of her cunning plans that much simpler, an Invisibility Cloak.  Arindell negotiated and purchased it from the traveling trader before leaving and returning to combat him, and has put it and other items gained from that encounter to great use.

Item: Invisibility Cloak (3 lbs) (75 GP) (1 Toughness) (5 EP) (Visible Light Spectrum):
     This cloak has been tailored with sigils on the inner side that bind an invisibility spell to it.  It isn't very durable, but its advantage to stealth operations makes it well worth having.  In order to activate its effect, the wearer must speak the activation word.  In order to deactivate its invisibility, a separate word must be spoken, though the wearer does not need to be the one to speak it.  If a character is not told its activation or deactivation words, they must either attempt to learn it via studying the sigils if their Sigil Knowledge and Spell Knowledge is high enough to have learned a level III invisibility spell and level III binding spell, or they may attempt to guess the words with a 5d100 chance of learning one if they crit on all rolls, or they may try to learn the words from another means such as tracking down someone else well versed in such matters.  When the Invisibility Cloak is active, stationary characters get +20 to stealth involving visual checks involving visual light, and moving characters get +15 to the same.  Creatures and characters relying on scent, infrared or ultraviolet light, sound or other means of observation may either have a general idea of the direction of the wearer or possibly their specific position.  The Invisibility Cloak cannot be repaired to retain its spell without having the knowledge necessary to make one.  Repairing it without that knowledge will render it into a Simple Cloak.

Wednesday, July 10, 2013

Item: Dawnblade the Shortsword:

Arindell, a goblin character belonging to one of the male playtesters a little bit back managed to find a few magic items for sale from a traveling trader and after a bit of negotiating for one item and leaving, came back in secrecy.  She fought the trader for the rest, rendering him temporarily paralyzed as the character used a teleportation device to get out of the situation.  Then came a lot of fire and other wasted attempts trying to see whether the trader was merely hiding or nearby somehow and once satisfied she looted the caravan.  More on those other items later, but one contained a sprite that she freed, and they became allies.  She also tried to free and befriend a instinctive shadowpup which turned a mouse into a skeleton in an instant before she managed to keep it at bay with a bright light.  The sprite, who called himself Drexel, chose to bind the shadowpup to Arindell's shortsword.  After Arindell experimenting with it a little bit, Drexel said it needed a name.  One was chosen, Dawnblade.  Their adventures continue, but let's visit Dawnblade for a bit:

Item: Dawnblade the Shortsword (2 lbs) (90 GP) (10 Toughness) (25 EP) (Bound Creature, Shadow):
     This shortsword has a shadow-pup bound to it by sprite magic.  As a result, it reaches out at foes to try to pull them closer to it when not within one movement square of a bright light or in an area with no shadows due to overall brightness.  When jabbing outside those areas, it gets +1 Physical Damage on success, plus +1 Shadow Damage.  When swinging outside those areas, it gets +2 Physical Damage on success, plus +1 Shadow Damage.  If a creature or character is weak against shadow damage, this bonus is cumulative to their weakness.  If they are neutral to it, it is just the +1.  If they are strong to it, they take no damage from the shadow damage.  If they are powered by it, they gain +1 HP from the shadow damage.  Once per battle in which it has drawn blood, Dawnblade may recover 1 EP.  The blade itself disappears into the hilt when the lighting is over-saturated in a movement square or if next to a light source, rendering it useless outside its scabbard in these instances, but it may be used as a Simple Club in these situations.  Repair of Dawnblade is special as a bound creature weapon.  It requires insertion of a new blade, which the shadowpup will consume and form when drawn, and a half-pint of blood to be coated on said new blade.  It cannot be rebuffed or refurbished on the blade itself, as the heat and grinding will cause harm to the shadowpup.  It is recommended to do this before its endurance reduces to 0, as the shadowpup will die as well as the blade being shattered.

Tuesday, July 9, 2013

Item: Controlled Mutation Stand and Controls:

Item: Controlled Mutation Stand and Controls (3 Pounds) (3 Platinum Piece) (0) (25 EP) (None):
     The Controlled Mutation Stand is a rare device that an individual or creature stand on, with a ring levitating up from its surface to center on the being's center of mass to keep it from falling off the stand.  The Controlled Mutation Stand comes with three runed stones for control purposes.  The first control uses 1 FP for ten turns worth of mutation attempts.  The second control uses 1FP extra for those ten turns in order to suppress pain from the process.  Without using it, 1 HP damage is dealt per turn.  The third control uses 1 FP per two turns of regressing an individual mutation of choice back to the original genetic state.  From the start of ownership, an individual has 0% Knowledge of Operation for this device, unless they have found another individual that has used it and copied some of their memories from it.  For every attempt to add a specific mutation, 1d100 is rolled to see if it can be done, or if another happens.  The player rolls 1d20 to try to go for a specific mutation, plus or minus their % Knowledge of Operation.  In order for the specific mutation to occur as intended, the number rolled with the 1d20 plus or minus the % Knowledge of Operation must fall on the number rolled from the 1d100.  For example, if an 87 was rolled by the GM, and the player rolled a 6 with 10% Knowledge of Operation, their maximum would be 16, thus, they can't get the mutation that they are aiming for, getting a completely different one.  What mutations occur can be rolled randomly by the GM if the player does not succeed in gaining the one they intended.

System Mechanics: Item Listing:

For every weapon, tool or other item there is a durability rating as well as a stat on what it can do, and modifiers for what else it can do beyond the standard for its material type.  An item's personal name is what a character chooses to name the item, most common when it has a lot of modifiers making it unique.  Its regular name for the type of item it is, is listed afterward.  After is its weight, which adds up against the total that a character can hold without losing speed, and by how much they end up decreasing.  The value of an item follows, showing its average estimated value, which may be higher or lower than what it actually is purchased or sold for.  Its toughness bonus is how it is modified to increase the physical damage that it deals.  It's EP is how many points of durability it has before breaking if it doesn't receive any repair work to it.  The other modifier bonuses would be if it has any additional alterations to use, such as if it has a flame modifier, or ethereal, or electric, etc.  Finally the item's description for what it does, what it looks like and other information pertaining to it.

(Personal Name) (Item Name) (Weight) (Value) (Toughness Bonus) (EP) (Other Modifier Bonuses): Description.

Sunday, July 7, 2013

System Mechanics: Classes and Traits:

One of the key mechanics in Myths and Legends is the tree systems with regard to learning knowledge, abilities, and other roleplay developments.  Many RPG systems allow the use of a particular starting class or two classes, and anything within them is allowed as a player levels up, so long as the player has met the prerequisites necessary.  Some make learning outside of these classes impossible, or heavily penalized.  MaL is designed with that aspect removed.  If a player wants to play purely within a set of traits and suggested build and focus on specific areas of expertise, they may, and thus will be spending more time leveling those specific abilities and related ones, rather than a lot of useful, but unrelated abilities.  Should a player instead choose to try to experiment and learn different combinations of abilities for use within and outside combat, they can work toward learning the prerequisites to study and utilize any ability that has met the prerequisites already, as well as the chance to attempt other abilities without the prerequisites at a lower chance of success.  Already in the playtesting a few players have stuck directly to their class choices.  A few have started to deviate in order to try new ideas, and some have moved more easily through certain tests than others might have as a result.  That said, I'll post the class bonuses again, with the different traits that those bonuses tie directly to, so one can see how to potentially create hybrid classes or custom classes.

The Huntsman
A build intended as a ranged and melee fighter.

Deft Blow characters get +1 damage dealt when using melee attacks.

Hunter's Eye characters get +2 on Visual Observation Checks related to tracking (Does stack with Keen Eye and other traits when appropriate).

Keen Eye characters get +2 on all Visual Observation Checks.

Piercing Aim characters get +2 damage dealt when using ranged attacks.

Animal Knowledge II and Plant Knowledge II as commonly chosen knowledge bonuses.  They also have a general respect for nature for roleplay reasons.


The Burdener
A build intended as a defensive fighter primarily.

Bear It All characters have +2 EP to max.

Brutish Strength characters have +5 STR.

Constant Defense characters get +1 on defense against attacks (essentially a +1 EP that refreshes every single attack the player withstands).

Melee Defensive Techniques IV as a commonly chosen knowledge bonus.


The Berserker
A build with two melee bonuses, filled with rage and wrath.

Blind Rage characters get +2 damage dealt when using melee attacks if enraged (but being less able to tell friend from foe at that point.  1d6 chance of accidentally attacking a friend if they are in range.  This does stack with other bonuses).

Harsh Blow characters get +2 damage dealt when using melee attacks.

Mild Poison Resistance characters get +1 resistance to poisons.

Improvised Weapon Knowledge II and Simple Weapon Knowledge II as commonly chosen knowledge bonuses.


The Wizard
A build that casts magic using Foci to have better control.

Foci Accuracy characters gets +2 on Accuracy Checks when using ranged Foci spells.

Foci Crafting characters get +1 Success on crafting a Foci.

Foci Control characters know how to use Foci in order to get +2 Success on using their Foci Magic without side-effects, as well as making it land properly where intended.

Foci Recharge characters get +1 to Foci Recharge Success Checks, being able to better recharge their Foci.

Spell Studies characters get +2 on Learning Checks related to learning new knowledge for magic-related abilities.


The Acolyte
A build with Soul Power bonuses and related traits.

Faith Favor characters get +2 favor with their primary higher-power-being.

Focused Mind characters get +2 on regain rate on FP per time regaining at least 1 FP back.

Spiritual Strength characters get +2 damage when using soul power abilities.

Widened Universe characters get +1 SP.


The Sorcerer
A build with wild magic bonuses and related traits.

Animal Tongues characters get the ability to speak to mundane animals and understand them.

Bonus Language characters get one bonus language at start.

Spell Resistance characters get +2 on Spell Resistance Checks.

Wild Magic Strikes characters get +2 damage when using Wild Magic attacks.


The Rogue
A build designed for stealth and related traits.

Alchemical Accuracy characters get +2 on Alchemy Success Checks.

Backstabber characters get +1 damage when using sneak attacks.

Charmer characters get +1 on Charisma Checks.

Concealer characters get +2 to Stealth Checks.


The Psion
A build based around psionic bonuses and related traits.

Psionic Conductivity characters get +1 to Success Checks when using psionic abilities if they are wearing conductive non-toxic metal on their head, and -1 to Success Checks when wearing toxic metal or other toxic substances on their head.

Psionic Focus characters get +2 to Success Checks when using psionic abilities.

Psionic Focus Regain characters get +2 FP per day regained when they regain at least 1 FP.

Practiced Psionic characters at start get 1 psionic ability using 2FP or 2 psionic abilities using 1FP each without using from their ability pool.


The Tinkerer
A build based around gadgets, strategy and related traits.

Inventive Hands characters get +2 on Craft Checks of all types.

Fix-It characters get +2 on Repair Checks of all types.

It Lives characters get one simple golem of small to tiny size without cost if valued under 5 Gold Pieces.

Quick Check characters get +1 on Observation Checks.

Advanced Gear characters get one weapon or tool advanced beyond commonality to their area for use at start for no cost if under 5 Gold Pieces in value.


A hybrid starter build might be a mix of a Wizard and Tinkerer builds, a character that crafts mundane and foci weapons.  As such, these might be a good mix of traits for them:

Fix-It characters get +2 on Repair Checks of all types.

Foci Crafting characters get +1 Success on crafting a Foci.

Inventive Hands characters get +2 on Craft Checks of all types.

Foci Control characters know how to use Foci in order to get +2 Success on using their Foci Magic without side-effects, as well as making it land properly where intended.

Foci Recharge characters get +1 to Foci Recharge Success Checks, being able to better recharge their Foci.
Another player might want to play with traits from more than just two builds, or do one from scratch from the list of traits.  Below is an example with traits from multiple builds.  This sort of build would suit a character that uses its mind a lot, having some knowledge of basic weaponry and defense, as well as having some psionic abilities and control of foci for some spell uses, and alchemical accuracy to improve the chances of making alchemical concoctions properly.

Alchemical Accuracy characters get +2 on Alchemy Success Checks.

Constant Defense characters get +1 on defense against attacks (essentially a +1 EP that refreshes every single attack the player withstands).

Foci Control characters know how to use Foci in order to get +2 Success on using their Foci Magic without side-effects, as well as making it land properly where intended.

Practiced Psionic characters at start get 1 psionic ability using 2FP or 2 psionic abilities using 1FP each without using from their ability pool.

Improvised Weapon Knowledge II and Simple Weapon Knowledge II as commonly chosen knowledge bonuses.

Friday, July 5, 2013

System Mechanics: Upbringing Traits:

Sometimes certain characters have traits due to their genetics, and sometimes it is due to the nurturing their parents or guardians gave them as they were being raised to maturity, or as close to it as their sense of humor allows.  Below are some traits that are due to the character's upbringing.

Upbringing Traits:

Born Lucky characters get +1 LP at start.  These type of characters constantly get put into situations that test their luck during their upbringing, causing them to be more luck than most others to start out.

Cursed Blood characters have a family curse that has to either be broken individually or for the individual and their future lineage.  They get +1 Local Reputation, as most likely the curse would be know to others in their hometown, though not its cure.  The curse itself could be chosen from a later uploaded list, the character's recommendation to the GM, or the GM picking one at random themselves for the character if the player agrees.

Early Apprenticeship characters get +2 Proficiency to a Profession of choice at start, having learned from their parents or guardians or another individual from a very young age more about their profession than most others have by the age they first start adventuring.

Favored Child characters get a lot of attention and end up very charismatic as a result.  Some might become spoiled from this, depending on their type of upbringing, whereas others might always need to prove themselves.  They get +2 to Charisma Checks.

Forgotten Child characters get very little attention, usually due to being the smallest of a group of children, or the middle child, or otherwise not different enough to show off their strengths.  They get +2 to Stealth Checks.

Gender Schism characters are raised by their parents or guardians as if they were the opposite gender due to uncomfortableness, senility, or any number of other reasons, and as a result may act more according to that opposite gender at times, if their culture has differences between gender roles.  They get +1 to EP for bearing things regularly, but -2 to Knowledge Checks on their own culture if their culture has differences between gender roles.

Magic in the Blood characters are born or altered early in their upbringing to have small amounts of magical energy coursing through their veins, allowing them +1 FP and the ability to wield magic directly from the leylines, having only a 1d20 chance of failure.

Merchant Class characters were born to a family of merchants, gaining +2 on Haggle Checks and + 1d100 extra gold pieces at start beyond the standard.

Seventh Child characters get a +2 FP bonus and the ability to wield magic from foci with relative ease, if they are the seventh son or seventh daughter of their family.  They have a 1d10 chance of failure if pulling directly from leylines.

Seventh Cubed characters are the seventh son or daughter of the seventh son or daughter, making them able to cast magic without foci with relative ease.  They have a 1d100 chance of failure if pulling directly from leylines.

Silver Spoon characters grew up in wealth, and as a result have -1 to Cunning Checks, but + 3d100 sum  Gold Pieces at start beyond the standard.

Slave Child characters grew up as a slave and were freed or freed themselves, having no funds at start, only 1d10 Gold Pieces worth of equipment and weaponry that they were able to steal or be given when going out their first adventure.

Street Rat characters grew up either as orphans or otherwise poor families and had to fend for themselves growing up, as well as their own families possibly.  They get +1 to Cunning Checks and +1 to Speed.

Thirteenth Child characters are born with -1 LP, but +5 FP, and the ability to pull magic directly from the leylines, with a 1d6 chance of failure.

Thursday, July 4, 2013

System Mechanics: Mental and Emotional Disorder Traits:

Flaws add depth to character, turning them from idealizations of concepts into more realistic personalities, breathing life and diversity into roleplay.  A character with flaws has a difficulty to overcome regularly, a reason for going questing sometimes, and a challenge to maintain the flaws in roleplay consistently.  There are a multitude of different optional flaws, and below are just a sample.

Mental & Emotional Disorders:

Addiction characters have something that they find very difficult to resist.  They get -1 WIL on any check involving resting their type of addition.  Some examples include types of food, alcohol, gambling, money, smoking, power, adrenaline, sex, combat, work, and recreational drugs.

Amnesia [Anterograde] characters have -5 to Learning Checks involving anything happening after gaining this flaw trait until it is removed.

Amnesia [Retrograde] characters have -5 to Memory Checks involving their own past before gaining this flaw trait until it is removed.

Anxiety characters have +1 to Reflex Checks, but have to spend an hour regaining the first EP point regained every time they rest.

Bipolar characters have 1d6 chance each of their emotion swinging to mania or severe depression every 30 minutes or 6 turns until it rolls differently (1 = Mania, 2-5 = Emotional State prior to roll, 6 = Severe Depression).

Borderline Personality Disorder characters have a 1d20 chance for each of the following: suicidal behavior, self-mutilation, stress-related paranoid delusions, emotional shift to rage or depression, and gestures and threats of anger at others per every 30 minutes or 6 turns until it rolls differently (1 = Suicidal Behavior, 2 = Self-Mutilation, 3 = Paranoia, 4 = Emotional Shift Rage, 5 = Emotional Shift Depression, 6 = Gesture or Threat of Anger at others).

Dementia characters have -2 INT, and -2 to Cunning Checks, finding it difficult to do abstract thinking and make quick judgements, as well as impaired intellect and memory.

Dependent Personality Disorder characters have -3 to Morale Checks and -2 to Courage Checks if left on their own, -2 to Morale Checks and -1 to Courage Checks even if with someone else, feeling dependent on others constantly and afraid of being alone.

Depersonalization Disorder characters have -2 SP, and -2 to Reason Checks, feeling like their body is not their own, or constantly in a dreamlike state.

Depression Impaired characters have -3 to Morale, -1 to Learning Checks, first EP takes one hour to recover per time they rest, these characters feel guilty, pessimistic, hopeless, suicidal, and have low energy, low interest, low motivation, and low desire for and enjoyment of pleasure.

Fugue Abrupt characters have -3 to Memory Checks leave their home with an inability to remember important parts of their life, as well as possibly adopting in part or in full a new identity (1d20 chance [1 for partial and 2 = full] with -5 to Memory Checks of information prior to the adoption).

Histrionic Personality Disorder characters are narcissistic, always seeking to be the center of attention, and latches onto others thinking relationships are more intimate than they are.  -3 to Charisma Checks.

Hypochondria characters are fraught with worry about potential diseases or physical problems with little or no real evidence to suggest worry is founded.  They have -1 SP, and -2 to Reason Checks.

Kleptomaniac characters have an overwhelming compulsion to steal, gaining +2 to Steal Checks and +1 to Stealth Checks, but -4 WIL to resist stealing.

Manic characters have an inflated self-esteem, decreased need for sleep, are more talkative, have racing thoughts and are more distracted, having an increase in goal-oriented activities, and are highly involved in activities that are pleasurable but have a high chance of painful consequences.  They have -1 LP per week, +1 to Charisma Checks, -1 to WIL Checks involving any current addictions.

Masochist characters have a strong desire to be humiliated, beaten, bound and made to suffer due to a psychological need, gaining +2 EP to max, but -1 HP to max.

Multiple Personality Disorder characters have more than one distinct personality within them, and the other personalities may overwhelm them at different times, sometimes with information the other personalities might not know consciously.  They get -1 to Reason Checks, and 1d20 chance per half hour or 6 turns to change personalities from one to another.

Narcissistic characters have a high sense of self-worth, constantly fantasizing future success, power, beauty or other ideals they might achieve, believing themselves to be special and only others of their ideals or close to them are worth associating with.  They require fawning adoration or admiration, having a sense of entitlement, taking advantage of others and lacking empathy for them.  They get -2 to Charisma Checks and -1 to Reason Checks.

Nymphomaniac characters have a strong compulsion to engage in sexual activities with others of their preferred romantic partner types, or aides.  They get +2 to Charisma, but -2 WIL to resist sexual activities.

Obsessive-Compulsive Disorder characters have a need to engage in specific ritualized behaviors as well as being obsessed over some things with uncontrollable thoughts.  They get -1 to Learning Checks and -1 to WIL Checks resisting the obsessive behaviors of choice at start.

 Panic Attack characters are extremely nervous and have attacks which can cause them physical problems, as well as having feelings of detachment from themselves and fear of losing control.  They get +1 to Reflex Checks, -1 EP max, -1 HP max, and -1 SP max.

Paranoid characters believe without proof that others are intentionally trying to mislead and take advantage of them or cause them harm, being highly passive-aggressive or outright aggressive to others, bearing grudges and unforgiving of perceived slights.  They gain -1 to Charisma Checks, and -1 to Morale Checks.

Phobia characters are afraid of a particular object or situation.  For each phobia, -1 to Courage Check for the particular phobia.  It is entirely up to the GM's discretion on whether to allow highly obscure phobias or not, and how to bring them into roleplay and ensure characters have to face their fears or flee them.

Pyromaniac characters are obsessed with fire and have a high compulsion to do arson.  -2 to WIL Checks resisting setting a fire, or watching one instead of putting it out.

Sadistic characters have a strong desire to cause others harm or humiliation, gaining -2 to Charisma Checks, and +1 to Cunning Checks.

Schizophrenic characters have delusions and hallucinations, paranoia and catatonic behavior, being poorly organized and prone to lashing out.  They have -1 SP, -1 to Reason Checks, and -1 to all Observation Checks.

Wednesday, July 3, 2013

System Mechanics: Hobby Traits:

A character's hobbies and pastimes help build their personality out and may give them added knowledge or proficiency in different skills.  Some are more for general roleplay reasons, but most have some added bonus that may make them desirable, or be useful for balancing other traits.  Some of these might seem like they should have balancing, such as Drinking, but it will be differentiated later with with Addict traits in a later post.

Hobbies:

Acrobatics characters get +1 REA.

Actor characters get +1 to Charisma Checks and +1 to Lying Checks

Animal Fighting characters love to fight animals, against themselves, other individuals, or against other animals.  They gain +1 to Taming Checks.

Animal Taming characters love to tame animals and keep them or sell them off as pets.  They gain +2 to Taming Checks.

Animal Tracking characters get +1 to Tracking Checks and +1 to Taming Checks.

Art Appreciation characters love to look at art, gaining +1 to Art Appraisal Checks of a designated type per use of this trait.

Brewing characters love making their own alcoholic beverages and have an increased proficiency in brewing.  They get +1 to Brewing Profession Proficiency.

Calligraphy characters love to make fancy writings and can more easily read calligraphy as well.  This has no general bonus, being more for roleplay reasons.

Carving characters love to use blades to carve things out of other materials, gaining +1 to Carved Object Crafting Checks.

Competitive Combat characters love to fight with others in competition, gaining +2 EP.

Cooking characters love to cook, gaining +1 to Cook Profession Proficiency Checks.

Crowd characters love to watch things such as games and sports from a crowd.  This has no general bonus, being more for roleplay reasons.

Dancing characters love to dance and get +1 to Perform Dance checks and +1 to REA,

Drinking characters love to drink alcoholic beverages.  This has no general bonus, being more for roleplay reasons.

Dueling characters love to throw-down with another character for sport or for honor, gaining +1 to Courage Checks.

Fast-Eater characters are great at eating quickly while on the go, particularly when the food is stolen, or at competitions. This has no general bonus, being more for roleplay reasons.

Fishing characters love to fish.  This has no general bonus, being more for roleplay reasons.

Fortune-Telling characters love having their fortune told.  This has no general bonus, being more for roleplay reasons.  Characters may more regularly get hints toward possible quests as a result, depending on the GM.

Gambler characters enjoy gambling.  This has no general bonus, being more for roleplay reasons.

Gardening characters love working in gardens and observing plants, gaining +1 to Visual Observation Checks and +1 to Plant Kingdom Knowledge.

Glassmaking characters are better at making glass objects.  They get +1 to Glass-Making Profession Proficiency Checks.

Hunting characters specifically follow animals in order to hunt them for trophies or food, rather than animal trackers, who follow them for enjoyment of seeing them.  They get +1 to Tracking Checks and +1 to Accuracy Checks.

Instrument Playing characters get +2 Performance Checks to a designated instrument per use of this trait.

Inventor characters create new things or make new uses out of old things regularly.  +1 to Craft Checks and +1 to Repair Checks.

Jewelry-Making characters love to make different forms of jewelry and wear them, give them away, or sell them. +1 to Jewelry Crafting Checks and +1 to Jeweler Profession Proficiency Checks.

Jousting characters love to joust with other characters, gaining +1 to Balance Checks.

Juggling characters love to juggle things, gaining +1 to Reflex Checks.

Metal-Working characters get +1 to Metal-Working Profession Proficiency Checks and +1 to Repair Checks.

Mount Racing characters get +1 to Taming Checks and +2 to Mount Speed.

Music Appreciation characters love to listen to the nuances of musical performances, gaining +2 to Listen Checks.

Painting characters love to paint, getting +1 to Painting Profession Proficiency Checks, and +1 to Visual Observation Checks.

Philosophizing characters love to discuss the mind, society and other things related to philosophy.  This has no general bonus, being more for roleplay reasons.

Playing characters enjoy playing games and sports.  +1 Proficiency in a single designated game or sport per use of this trait selected.

Reading characters love to read, gaining +1 to Observation Checks and +1 to Learning Checks.

Researcher characters love to study things in order to learn more, gaining +2 to Learning Checks in a specified field per use of this trait.

Riddling characters love to exchange riddles, gaining +1 to Wit Checks.

Sailing/Boating characters love to sail and ride boats, gaining +1 to REA.

Sewing characters love to sew things, gaining +1 to Cloth Repair Checks and -1 to Intimidate Checks.

Singing Softly characters love to sing as a hobby but do not necessarily do it constantly, gaining +1 to Singing Performance Checks, but -1 to Morale Checks if criticized.

Smoking characters enjoy smoking one or more substances, gaining -1 to Respiration Checks.

Storytelling characters get +1 to Charisma Checks and +1 to Lying Checks.

Swimming characters love to swim regularly and get +1 to Swim Speed and +1 to Respiration Checks.

Theatre Appreciation characters love to see people acting, gaining +1 to Observation Checks.

Weaving characters love to create things out of yarn and string, gaining +1 to Weaving Profession Proficiency Checks and -1 to Intimidate Checks.

Wood-Working characters love to carve and otherwise work wood into other things, gaining +1 to Wood Crafting Checks.

Writing characters love to tell a tale in their writing, gaining +1 to Lying Checks and +1 to Learning Checks.

Monday, July 1, 2013

System Mechanics: Quirk Traits:

This is the 100th post to this dev blog!  That said, let's get into more traits.  For roleplay reasons, most individual quirks usually have no general bonus, but some may have a specific bonus depending on the type.

Quirks:
Quirks are oddities about an individual that bring personality to roleplay, things that happen regularly which may make them endearing or annoying.  They can affect small decisions as per the GM's choices for creatures and NPCs, such as if a character's whistling to get a creatures attention distracts it enough for another character to land an attack.

Addict characters are addicted to a substance and have -3 WIL to resist using it specifically and -1 WIL in general.

Animal Hater characters have -1 Charisma with animals of all types, and -3 with a specified animal.

Animal Lover characters have +1 Charisma with all animals and +3 with a specified animal, as well as having -1 WIL to resist helping, collecting or buying animals and +2 Success on taming animals.

Apologetic characters regularly apologize, even if they didn't do anything wrong.  Some find this attractive, while many find it annoying.  This has no general bonus, merely for roleplay reasons.

Belching characters regularly burp, and many individuals find this unattractive, though due to some cultural norms some may find this attractive instead.  This has no general bonus, merely for roleplay reasons.

Chewing characters regularly chew on gum, sticks, small bones, ice or other easily crushed things, having an oral fixation on it.  Most find this unattractive, but others might like this.  This has no general bonus, merely for roleplay reasons.

Coin Flipping characters regularly flip a coin even if not wagering on something.  They may do this merely out of boredom or for making decisions in their life.  This has no general bonus, merely for roleplay reasons.

Collector characters tend to find and keep many things, some of which others find unusual or odd.  This does give them +1 to appraisal of the type of thing they collect, but -1 WIL to resisting purchasing something that is of the type of thing they collect.  Players should preface this trait with the type of things collected, such as Famous Hair Collector or Signature Collector.

Compulsive Liar characters lie regularly even without necessary trying to.  +2 to Lying Checks, but -2 to Charisma Checks to any who find out about this trait even if they aren't lying to them.

Constantly Grooming characters are obsessively grooming themselves, gaining +1 Beauty, but some other individuals may find this annoying.

Dancing characters love to dance about when they are bored or feel giddy.  This can make them seem childish or charming depending on their skill with dancing and the situation.  +1 to Dance Checks.

Daydreamer characters space out, their minds drifting when bored, finding it harder to concentrate, but usually are more creative as a result.  -1 to Learning Checks, +1 to Performance Check of choice.

Echo characters regularly repeat what others have said, either intentionally to anger them, or just out of social awkwardness.  This usually gives -2 Charisma unless during a humorous performance.

Exagerating Characters regularly stretch the truth, giving them +1 to Lying Checks and +1 Charisma, except to those that find this trait annoying.

Exhibitionist characters have no problem with nudity in public and sometimes may even be turned on by it.  This can make them have +1 Charisma to individuals where it is normal or a minor taboo and -1 Charisma to those belonging to a culture where it is severely taboo.

Eavesdropping characters

Facial Tic characters have muscle spasms beneath the skin, especially if nervous or lying, making them have -1 Charisma and -1 to Lying Checks.

Fingernail Biting characters are nervous often and bite their nails as a result.  Some may find this endearing while others find this unattractive.  This has no general bonus, merely for roleplay reasons.

Foot Tapping characters regularly tap their feet out of nervousness or boredom.  Some may find this endearing while others find this unattractive.  This has no general bonus, merely for roleplay reasons.

Hair Pulling characters are nervous often or angry and pull their hair as a result.  Some may find this endearing while others find this unattractive.  This has no general bonus, merely for roleplay reasons.

Hair Stroking characters stroke their beard or other hair regularly, especially if puzzled about something.  This has no general bonus, merely for roleplay reasons.

Humming characters hum for a multitude of reasons, especially when they feel pleased or puzzled about something.  This has no general bonus, merely for roleplay reasons.

Insomnia characters have 1d4 chance of waking up in the middle of the night and needing to go back to sleep to fully recover. Rarely sleeps easily through the entire night. May sometimes find interesting things afoot while others are sleeping, however.

Kleptomaniac characters constantly steal things, having +1 to Steal and +1 to Pick-Pocket Successes, but -2 to Charisma if found out even if not stealing at the moment.

Knuckle-Cracking characters regularly crack their knuckles out of boredom or to loosen up.  This gives them +1 to Intimidation Checks and +1 to Accuracy Checks on small manipulations such as instruments, locks, etc.  Some find this unattractive while others like this trait.

Lip Biting characters bite their lips when nervous or thinking, gaining +1 to Charisma if an individual finds that attractive.

Lip Licking characters lick their lips if pleased with themselves or a situation, or turned on, gaining +1 to Charisma if an individual finds that attractive.

Mumbling characters regularly mumble, sometimes saying anything they are thinking aloud, giving them -1 to Stealth.

Name Dropping characters regularly try to use their personal knowledge of famous or otherwise specific people to their advantage whether they know them or not, depending on their honesty.  They may be seen as more attractive if they do know someone, gaining +2 Charisma, or less attractive if they do not, gaining -2 Charisma.  This is per individual person's name and reference being used per individual it is used on.  Some individuals don't care either way, gaining no change.

Nose-Picker characters are regularly seen as less attractive having -2 to Charisma, but +2 to Infection Resistance.

Pacing characters tend to move about in circles or back and forth when puzzling over something or nervous.  This has no general bonus, merely for roleplay reasons.

Recites characters regularly recite poetry or repeat quotes, being charming to those that find this trait attractive.  This has no general bonus, merely for roleplay reasons.

Self-Injury characters deal pain to themselves regularly, having -1 HP from their current per day, but +1 EP current per day, up to their max, even if they haven't fully rested.

Sharpening characters constantly sharpen their bladed weaponry, keeping them honed for maximum damage.  As a result, their bladed weapons wear down faster having as 1d20 chance of breaking instead of 1d100, but deal +1 more damage every use.

Singing Voice characters love to sing, especially while in a good mood, and get +1 to Singing Performance Checks.

Sleeps Oddly characters sleep in either an unusual place or unusual pose regularly, keeping their FP and EP regain rates regardless of sleep conditions if it is a fully restful sleep, taking no penalty, but are looked on as bizarre for this trait.

Sleeptalker characters mumble or talk in their sleep, finding 1d20 chance of offending someone else hearing them talk in their sleep, and 1d20 chance of endearing themselves to them.

Sleepwalking characters move about in their sleep and tend to find themselves 1d100 worth of movement squares away  from where they went to bed unless they are prevented somehow.  This can make them lost when they awaken if they don't know the area, and bring them to interesting new finds if they haven't already searched the area they ended up in before bed.  They also have a 1d4 chance of being awoken by injury if no one helps them, and a 1d20 chance of a creature or other individual interrupting their walk if they do not have others with them to keep them safe.

Smelling characters regularly smell bad, not caring much for hygiene, having -1 Charisma in any culture this is considered taboo within.

Snacker characters eat food constantly to satiate their cravings.  This may cause them to go through food more regularly, but they usually don't leave any crumbs behind.  This has no general bonus, merely for roleplay reasons.

Sniffing characters regularly sniff to either try to fix an annoyance with their nose or to try to pick up a scent.  This may be seen as unattractive to some individuals, with few individuals finding this attractive.  This has no general bonus, merely for roleplay reasons.

Snoring characters have difficulty sleeping silently and are often a bother to other characters when they are trying to sleep, though some sleep soundly and easily enough as to not care.  Some snoring characters do not even know or believe that they snore.  This also makes it difficult to sleep in stealth situations due to their noise.  1d4 chance of a character or creature in the area inspecting the noise if others do not keep them away.

Stuttering characters regularly have difficulty speaking, especially to members of the genders they are most attracted to.  This may endear them, or cause others annoyance.  This also gives -2 Success to Verbal Spells.

Substance User characters regularly use a substance that they are not addicted to.  Depending on taboos and the culture of others characters, this may be seen as attractive or unattractive.  This has no general bonus, merely for roleplay reasons.

Superstitious characters are afraid of what they perceive causes bad luck, and regularly try to counter it.  As a result, they get -1 LP for anything they perceive as bad luck due to their culture and added superstitious, but +1 LP for anything perceived as bringing good luck.  This is in addition to the LP changes due to karma choices.

Tabulating characters constantly count everything, money being the most common.  As a result, they may be an annoyance at times, but are great at keeping stock of inventory and ensuring maximum retention of funds and items when dealing with shopkeepers and traders that do not have a hatred of tabulating characters.  They also count much more than money and inventory items, making them sometimes bad at stealth or bad at lying if they either count aloud or their lips move while doing so.  +1d4 chance of improving a Haggle against shopkeepers and traders without a hatred of tabulating characters.

Teeth Picker characters constantly pick their teeth, keeping them clean of food.  Some individuals may find this offensive if done in public due to their cultural norms.  This has no general bonus, merely for roleplay reasons.

Teeth Sucking characters are nervous often or lost in thought and may suck on their teeth, making noise as a result.  Most find this annoying and unattractive giving -1 to Charisma.

Toucher characters excessively touch others, sometimes to annoyance even if it isn't in a sexual manner.  This has no general bonus, merely for roleplay reasons.

Tree Climbing characters regularly climb trees for no reason other than to do it, and gain +1 REA

Walks Backwards characters can walk backwards easily and often do despite or sometimes because it infuriates some others, taking no penalty for backwards movements and having +1 REA.

Whistler characters whistle for a multitude of reasons, especially when they feel pleased about something or to get the attention of another individual or creature.  This can be helpful or harmful as it brings attention to the character.  This has no general bonus, merely for roleplay reasons.