Friday, August 30, 2013

System Mechanics: Soul Power Favor:

As briefly touched on in the description of Acolytes, soul power comes from a being focusing their thoughts and actions on a higher being or several of them, so as to request something in return when needed.  Some higher beings may require rituals and sacrifice while others may require charity and humility, and so forth.  For every higher being there is a particular set of traits and actions they see in their followers that they desire, and another set that angers them.  Going from one end of the spectrum to the other is an individual's favor with that higher being.  Each of these sets of traits and actions would be under the listing of the higher being, but an individual's favor entry with that higher being is listed as follows.

Favor: Higher Being Name or Title: Amount of Favor

Item: Tinfoil Psionic Amplification Hat:

Item: Tinfoil Psionic Amplification Hat (1/4th Pound) (Uncommon) (Simple) (10 CP) (1 Toughness) (1 EP) (Psionic): This modest headgear is made out of simple tinfoil shaped to the head of the wearer, amplifying their psionic abilities as all conductive non-toxic metals do.  However, as cheap as tinfoil is, it is still uncommon to see it worn regularly as not only is it usually ugly, but also makes it obvious that the individual may be trying to boost their psionic abilities to anyone who knows at least Psionic Knowledge II.  It still does give the +1 to all psionic success checks though.

Wednesday, August 28, 2013

Item: Temporal Stasis Jars:

Here's a handy item for the would-be adventurer, one which the playtester playing Arindell didn't take from the loot a fleeing foe dropped.  Due to suspicions of the contained food inside (and for good reason, though she didn't know that) it was left behind, but had she emptied them they would have been quite practical or sold at a decent price.

Item: Empty Temporal Stasis Jar (2 Pounds) (Uncommon) (Fine) (9 CP) (2 Toughness) (2 EP) (Time, Stasis): This finely crafted jar is designed to be airtight when its cover is put onto it, which alone makes it valuable compared to normal jars, however, its special modified features make it a prize for any traveling chef, adventurer or other individual with the desire for its functions.  It requires 2 FP per use to activate its true purpose, halting in time whatever is put within it that does not have the will to block its effects.  This makes it quite useful when handling materials that degrade, or to keep food hot or cold regardless of the temperature outside the jar.  As the jar is itself sealing in the air and the runed bottom and band near the top keep the timelock engaged, the jar itself will feel at room temperature regardless of its internal contents.  Once it is opened, however, it requires another 2 FP to relock the contents in time.

Tuesday, August 27, 2013

Item: Purification Cup:

All physical creatures in MaL currently and most in the future will need to eat and drink in order to maintain their health and peak condition.  However, sometimes food spoils, and water is tainted by pollution or disease.  Very handy items for a would-be adventurer would be ones that keep their food and drink safe for their consumption and culinary enjoyment.  Enter the Purification Cup:

Item: Purification Cup (1/4th Pound) (Common) (Simple) (10 CP) (1 Toughness) (1 EP) (Purification): This simple-looking cup is a blessing to those traveling through lands with impure water and other drinks.  It seems normal from every angle except the bottom, where an enchantment has been placed to purify the drink from most dangers requiring a level II purification.  It does require 1 FP to utilize per day, but will perform a level II purification any drink poured into it during that time.

Monday, August 26, 2013

System Mechanics: Modifying Mundane Items:

Most rpg systems have specialized armor, weapons, tools or other gear that the players may find which is already enchanted with special abilities and modifiers, but most of these systems don't allow a player to slot their own modifiers directly onto mundane items.  Not so with MaL!  Every item has a maximum number of modifiers that can be added to it depending on the size and material.  Each modifier reduces the EP and Toughness of the item by 2 points each.  Every item must have at least 0 EP and 0 Toughness and cannot go negative or it will self-destruct.  An item with 5 EP and 6 Toughness could therefore have 2 modifiers on it, but will end up with 1 EP and 2 Toughness.  Additionally, any attempt to repair the modified item must be done by one who knows both how to repair the tool and how to add the specific modifiers used or it will no longer have the ones they don't know when it is repaired.  An item can only be modified by what a locatable individual knows, whether a character modifies it themselves, or they find someone else who knows how to add it and has them do it for them.  As such, some enchanters, metallurgists, jewelers or other individuals may have special enhancements they can add to items for a price or in exchange for something other than funds.  However, in addition, some of these may be modified to cause trouble for the one using it, becoming cursed items.  One can only know what the item does if they know how to discern the modifiers from their own knowledge of them, or by using them if the item is designed to work without an activation phrase or other trigger.  Adding a modifier costs FP to do every time, and here is a list of the costs:

Any Modifier Added (1 FP):  Per modifiers added which stays with the item and constantly is active.  This is a 1 FP minimum regardless of whether the modifier added requires 0 FP to activate.  If it requires more than 1 FP to activate the modifier's effect, then the total sum of FP to use it once must be expended on modifying the item, plus half of its cost to use when accessing that modifier.

Vocal Trigger Added (2 FP): Per modifier with a vocal trigger, this cost comes into effect.  Great for utilizing on items which need to not be constantly active, such as traps.

Binding Added (3 FP):  Per modifier with a binding, this cost comes into effect.  These are used for things such as binding an item with a specter or another creature.

Ownership Added (3 FP):  Per modifier with ownership, this cost comes into effect.  These are used to make a particular modifier unusable except by the owner put into the modifier, or to activate a specific modifier if used by someone other than the owner.  This includes cursing items to make them unable to come off unless the one in the modifier does or it is destroyed by other means.

Sunday, August 25, 2013

System Mechanics: Leech Magic and Warlocks:

While the nine core character skill-set groupings or 'classes' were made, I always intended that other groupings would be added either to the core classes in the first release, or added to expansions to showcase new playstyles befitting newly available abilities and features.  One such new mechanic and class grouping for players wanting to start out in these fields is leech magic and those that cast it, warlocks.  Wild Magic pulls magical energy out of the Leyline Rifts and the center of a planet or other heavenly body when in space, being quite powerful, but more prone to backfire, backlash, or simple failure.  Focus Magic pulls magical energy out of Foci, conduits for the energy that keeps it stable, being less powerful, but also less prone to accidents or failure.  Soul Magic exchanges Favor and a small amount of FP in order to ask a higher powered being to utilize their powers to do something for the person using it, being potentially more powerful than Wild Magic, but with varying amounts of stability dependent on favor and the mood of the higher powered being.  Leech Magic, however, forcibly uses a small amount of FP in order to draw FP out of another individual or lifeform in order to add that to more potent spells.  A Warlock is a practitioner of leech magic, the name itself meaning 'promise breaker', befitting as leech magic is forced upon another being.  Even if they are aware of it and consent, it deals damage and FP loss if the Warlock succeeds.  In order to pull FP from another, the Warlock's WIL must be higher than the one they are pulling from, otherwise it backfires, dealing damage to them and feeding the small amount of FP they used in the attempt into the other being.

Saturday, August 24, 2013

Flora: Tearful Violet:

One of the many plants in MaL is the rare Viola Lacrimosus or Tearful Violet, a breed that is extremely sensitive to both magical and mundane pollution, bearing black with deep purple teardrop shaped markings upon each petal.  The Tearful Violet primarily was used-and still may be in some regions-as a symbol of fragile beauty, tended to by those with enough power to ensure its blossom each year and cultivation of it for its purposes.  Those primarily known are drying the flower or the whole flower fresh as a laxative, as an antioxidant, and as boosting the immune system, which are common to most Viola plants.  However, to those with a high enough knowledge of the plant kingdom or of zombies will have learned that this specific flower is one of the few that kills the microorganism responsible for standard zombification, and may be used as a preventative or potential cure for those who haven't gone too far or ended up with a mutant strain.  Once a level of pain tolerance that a normal human would pass out from occurs, or enough trauma to the brain occurs without killing the zombie, however, the zombie should be considered beyond help from this floral remedy.  If they were cured they would either die from the damage or live forever in unending agony and most likely seek escape from that, whereas while infected their conscious mind is too suppressed and the pain tolerance increased to the point of a zombie withstanding it with only moans and screeching, rather than seeking to end the pain.

Friday, August 23, 2013

System Mechanics: Training Titles:

In MaL there are different types of professions and other skill-set related opportunities, and there are varying opinions on them by different characters.  One thing mostly consistent, however, is that a certain title indicates a level of training being reached in a skill-set or profession, but not always the specifics of what the training includes to those not of that line of training.  One character might claim that they're higher or lower in their training than they are for various reasons and if successful potentially bluff someone into underestimating or overestimating them.  Below are the different levels and meaning.

Dabbler:  One who has started to practice and experiment on their own, having no formal training.  This is the lowest level of training, which most characters start at in their background, but some may begin higher, such as those apprenticed due to lineage and the like.

Apprentice:  One who has just started to learn under a higher trained individual in their field of study.

Sojourn:  One who has learned 50% of their particular field.  A fire acolyte, for example, would have learned half of the spells related to soul-fueled fire magic at least.

Exemplar:  One who has learned 75% of their particular field.  A huntsman studying a martial art might have learned three-fourths of their school's training.  Martial Arts may also have other alternative titles such as Belt Color or Colored Animals or the like.

Master:  One who has learned all of their particular field.  A Tinkerer who has learned all about clockwork golems would have mastered that field, but not necessarily mastered fire magic, for example.

Grand:  One who has Mastered at least 4 fields of study.  A Primary Element Wizard would have mastered Fire, Air, Water and Earth Magic, but not necessarily mastered the secondary or tertiary elements or non-elemental magic.

High:  One who has Mastered at least 8 fields of study.  A Berserker who has mastered 8 different forms of weaponry schools would be a High Berserker, for example.

Arch:  One who has Mastered at least 12 fields of study.  An Arch-Psion would be one that has mastered 12 ability trees.

It is rare to find one that has mastered higher than 12 fields of study in a particular skill-set in the non-player character population, but they do exist, typically calling themselves lofty titles of their own devising without much consistency.  It is much more common to find someone who has mastered 12 fields of study in one vein of abilities and mastered some fields from others, such as an Arch-Rogue Master-Burdener, who would have mastered 12 fields of Rogue training, and only mastered 1 field of Burdener training.

Thursday, August 22, 2013

System Mechanics: Ability Creation:

All abilities in MaL utilized a check against specific stats, time, and number of uses before further focus is needed to utilize it again.  Fighter, Caster and Strategist type characters can easily pick up abilities from a type other than their primary play style, though they still need to have the prerequisites for said ability.  Let's look at how the entries are made, and what each part means:

Ability Name (Cost for First Uses/Uses per First Use/Cost after First Use per use)(Time per use/Rounds per use)(Required Stats Minimum/Required Stats Mastered)(Ability Source/Ability Range/Ability Modifiers): Ability Description.  Prerequisites for usage.

The ability name is pretty straightforward, however, the first parenthesis may be confusing at first glance.  Some abilities in MaL give a number of uses per day at no cost, such as haggling.  However, if one continues to use them repeatedly in a day, they will find it harder to concentrate on doing them.  If an ability has the first parenthesis as (0 FP/5 Uses/1 FP), then the first five uses of the ability in a day don't cost any FP, but any additional use beyond that will use 1 FP.  Pretty simple, and for shorthand it could also be written (0/5/1).  The second parenthesis is the time per use or rounds per use.  Outside of combat, abilities last longer due to not having a split focus between using them and considering being attacked.  Some characters might have traits or abilities that extend the combat turns for abilities or lessen them, but the standard is what most characters would use.  If it was (15 Minutes/3 Turns), then out of combat it would last 15 minutes, but within combat it would be 3 turns.  This makes it relatively easy for both the pen and paper version and later computer version to coordinate how long abilities are supposed to last for balancing.  The third parenthesis is the required stats portion, listing what stats are needed to be able to use the ability at all with a high chance of diminished potency, and the mastered entry afterward for what would give the maximum potency if it lands on its target as intended.  An entry with (5 STR/15 STR) would require at least 5 strength to use the ability, and if a character had 15 strength they would always do it without decreasing the quality of work.  In the case of an ability requiring strength, it might be something along the lines of striking a tree with an axe.  An accuracy check might show that a character still missed the target tree, but if they hit it, they'd go as deep as possible in a blow, knowing how to properly put their strength behind the axe.  The final parenthesis is for the ability source, range, and modifiers.  The first would differentiate between a natural physical ability, augmented physical ability, wild magic ability, soul magic ability, focus magic ability, leech magic ability (more on that another time), psionic ability, or other source of power.  Scientific abilities are considered natural physical abilities unless they require more than a natural representation of a species can do, such as augmentation and the like.  The range is the extension of the characters natural reach that this ability provides.  Ranged magic with 3 range and the character having a Natural Range of 2 would put the 100% potency at 5 movement blocks, with it diminishing at further distances by 25% per additional movement block.  The targeting ability modifiers we've covered already, but additionally any elemental, physics or other modifier that may cause extra damage to a target or other effect would be listed there as well.  An entry with (Wild Magic/5 Range/Beam, Fire) would be an ability that uses wild magic as the source of its casting, extending the character's natural range by 5 movement squares, and would be a beam targeting type with a fire modifier, causing extra damage to targets that are injured by fire.  Next we have the ability description, which is simple enough, and finally the prerequisites needed to gain and use the ability.  These would include other abilities in the tree branch of abilities one took to get it, as well as any knowledge or item required to be able to use it.

 

Tuesday, August 20, 2013

Fungi: Green Blessing:

Within MaL, Morchella Viride, also known as the Green Blessing, is a type of spongy mushroom with a soft but nutty flavor, bearing a green conical honeycombed cap with small pores underneath that is spotted white, and has a white stalk.  Due to the their natural habitat being either decaying matter or near the roots of extremely hearty plants, the Green Blessing is rich with nutrients in addition to its flavor, making a pound of it recover 1 HP and 1 EP, though due to its culinary value it is heavily hunted and harvested, grown in private mycology farms underground and the like.  The Gitwerg are prone to growing and eating this fungus, as are the Goblins, but the latter tends to be less apt to grow larger colonies of the delicacy as they are usually harvested and doled out to those living in the region.

Monday, August 19, 2013

Fungi: Ley-Teeth:

The Hydnum Medius, also known as the Ley-Teeth, is a type of fungi with a light blue stalk and cap with dark blue spots on it. It is bio-luminescent and grows underground on root systems, being especially prevalent on old roots in ley-lines and ley-line intersections, absorbing some of the ambient wild magic into themselves. They are quite edible and have a sweet, nutty and crunchy exterior with a softer fruity sponge center. Their cap is deeply depressed into a funnel shape, their underside covered in tooth-like spore-bearing structures in a decurrent fashion, and their stalk is bare of any markings, making some especially old specimens appear to be large blue glowing teeth, hence the name. They are not only known for their culinary use, but also their ambient wild magic absorption, making them quite useful for potions, rituals, or even ingested directly. One quarter pound restores focus equal to 2 FP, though after being fully digested the one who ingested it may feel especially drowsy for the first five minutes of their next waking, per quarter pound consumed, reducing wisdom and reaction checks by 5 during this period.

Sunday, August 18, 2013

Fungi: Coal-Puffs:

In MaL the fungus Morchella Alogia, more commonly called a Coal-Puff, grows on either crushed or solid lignite coal, its puffed exterior dry and stiff, but the interior of the fungus is spongy and moist.  It is a delicacy due to its savory and lightly bitter taste, but some governments strictly regulate or ban the harvesting or growing of the fungus, as the base of the black and gray coal puff is surrounded by thin purple tendrils.  These tendrils contain a potent hallucinogenic which when crushed and smoked may cause the inhaler of the fumes to have alternating sensations of space expanding and closing in on them.  Taken orally or through other means without first exposing it to air and drying it tendrils its toxin even more potent and has a seventy-percent chance of causing heart attacks or strokes, so most adventurous drug users still tend to follow the advice of those that have tried it before rather than risking almost certain death.

Saturday, August 17, 2013

Fungi: Boom-Shroom:

Deep in the darkness and areas saturated with sulfur and saltpeter there exists a form of fungi known as Amanita eruptio, or more commonly, the Boom-Shroom.  This fungus has a ring and volva on its broad white and faintly black streaked stalk, pink emarginate gills, and a large ovate cap that is purple with black spots on it, and a small concave indentation at the top.  If it is brushed or plucked without first jabbing from the indentation to the stalk, it will swell and explode, spreading its spores in a near sphere, most prevalently on whichever creature or object triggered its response.  These are both capable of living on their native rocky terrain and decaying organic matter, such as a creature killed by the force of the blast.  Most humanoids of medium or larger sizes may be injured by the blast, but rarely killed.  Some creatures are susceptible to fungi and may become moving hosts if their immune system cannot fight off the spores, but most are more than capable if still living.  When growing on a decaying organism or other area without ample sulfur and saltpeter, the black streaks in the stalk are not present, and their concave indentation is much broader.  If one opens a diffused Boom-Shroom, they will find a paste that may be dried out and used as improvised gunpowder for whatever purpose they might need it, as well as the spongy meat of the mushroom, which will be spicy and a little bitter, but quite edible and high in fiber.  A caution though that this meat should be cooked first, as otherwise some of the spores may attempt to inhabit the one that ingested it, causing mild cramps and acid reflux.

Friday, August 16, 2013

Materials: Cold Iron, Silver and Gold:

Cold Iron is a very common staple of many fantasy stories, and MaL includes it in the many materials an individual can utilize in the game.  Cold Iron in MaL is iron that has not been alloyed with anything else and has not been put into a forge, merely shaped without the application of heat.  It is useful to ward of most Fey, some Specters, and to the superstitious it can be shaped into a horseshoe or other specific shape designed to ward off bad luck.

Silver is another metal that has many mythical properties in MaL, being linked to the night, and many creatures of darkness being strongly allergic to it.  Some mistakenly think that someone infected with the Lunemire virus needs to be killed only with silver, especially Werewolves, but while this does agitate them and make it hard for them to focus, it in and of itself does not kill them.  It may, however, be utilized in rituals, tools, and weapons that have increased efficiency in darkness, especially at night.

Gold is yet another metal with innate power.  It is linked to the sun, and some creatures are drawn to it, or painfully allergic to it.  It is used in some rituals, often alongside Silver and Cold Iron or other mythical materials, usually with the gold in the spot linked to light, strength and life.  As it is a soft metal, it is rarely used solely in weaponry or tools, but it often accents specialized equipment, and sometimes is the primary visible material to increase its effective properties.

Thursday, August 15, 2013

Materials: Orichalcum and Amber:

Orichalcum is an alloy combining copper, gold and silver and additional elements may give it different colored hues than pure Orichalcum.  It is typically found in golems used by Wizards and others wanting precise control without as much understanding of magic as a Wizard may have.  The reason for this is that Orichalcum is a transforming alloy, turning magical energy into electricity, and electricity into magical energy.  As a result, it is quite useful when a complex golem needs to be able to absorb magical spells cast at it for replenishing its batteries, or utilizing that energy to retaliate with a spell it is designed to cast.

Amber is resin from trees that has fossilized and hardened, trapping whatever was within the sticky sap forever.  They may be used for gathering genetic samples from long-dead creatures, but also used in magical applications, as they contain a small fragmented echo of that creature's soul, and amber retains the focus of the creature, as well as recharging from leyline rifts like Focus Crystals.

Tuesday, August 13, 2013

Materials: Focus Crystals:

Focus Crystals are by far the most common form of Foci that wizards use due to their relative ease to grow in magically saturated areas such as leyline rifts and their intersections, their storage capacity compared to their size, and their durability to store magic being minimally diminished by the shape the focus crystals are cut into.  In addition, the multitude of colors make it easier for one to blend them into a design or at least mute the attention they draw with proper accents so as to conceal their importance.  Each color has a different capacitance and durability:

Clear: Prominent, 1 FP per cubic inch, shatters easily, 1 EP, 1 Toughness.
Light Blue: Common, 2 FP per cubic inch, slightly more resistant, 2 EP, 1 Toughness.
Dark Blue: Uncommon, 3 FP per cubic inch, slightly more resistant, 2 EP, 2 Toughness.
Light Purple: Uncommon, 2 FP per cubic inch, moderate resistance, 3 EP, 1 Toughness.
Dark Purple: Extraordinary, 3 FP per cubic inch, moderate resistance, 3 EP, 2 Toughness.
Pink: Unique, 6 FP per cubic inch, shatters easily, 1 EP, 2 Toughness.
Red: Rare, 4 FP per cubic inch, slightly more resistant, 2 EP, 3 Toughness.
Yellow: Mythical, 7 FP per cubic inch, moderate resistance, 4 EP, 2 Toughness.
Orange: Rare, 5 FP per cubic inch, higher resistance, 6 EP, 3 Toughness.
Green: Extraordinary, 4 FP per cubic inch, shatters easily, 1 EP, 7 Toughness.
Dark Green: Unique, 7 FP per cubic inch, slightly more resistant, 3 EP, 9 Toughness.
White: Fabled, 9 FP per cubic inch, incredible resistance, 9 EP, 11 Toughness.
Black: Legendary, 12 FP per cubic inch, incredible resistance, 11 EP, 9 Toughness.

Materials: Cavorite & Barobenell

As in many fictional realms, MaL has its own special materials that stand out from the normal mundane elements and compounds.  Two of those materials are the alloys purple-blue Cavorite and burnt-orange  Barobenell.  Each has their own composition and properties that make them useful to characters in adventuring and other applications, and each quite rare to find outside specialized laboratories.

The mysterious alloy known as Cavorite is a composite made of melted purple amber, and pure helium, hydrogen and oxygen all brought to plasma state and cooled to room temperature in a pure vacuum.  The resulting solid is lighter than air, floating upward against air pressure unless otherwise weighted down.  It is not very durable, but one pound of it will negate the weight of two pounds of other materials, though it will faintly repel magnetic ones.  An electric current ran through it will cause its magnetic field to flip, making it faintly attract magnetic materials.  Cavorite will repel from itself unless forced together, but the larger the sample, the stronger the magnetic field.

Barobenell on the other hand is a composite made from copper, promethium, yttrium and carbon at gaseous state rapidly cooled to a solid state before it decays too far.  The rarity of this alloy makes it quite expensive, in addition to how quickly it is snatched up by those of strategic military intelligence due to its properties.  The more pressure that is exerted on Barobenell, the stronger it becomes, dissipating heat rapidly and retaining its weight and structure, being twenty-times stronger than diamond at half the weight.  Naturally occurring Barobenell is rare, sometimes found in comets or asteroids, and only survives entry into planets if cooled rapidly, such as when landing in a polar cap or a planet with an ice age active or dark-side of a tidally locked planet or moon, or celestial body with no atmosphere.  When an electric current is run through Barobenell it accelerates its decay,  being an incredible superconductor for a short period of time before it breaks down into its composite elements.

Sunday, August 11, 2013

System Mechanics: Time Management:

MaL utilizes differences between day cycles and night cycles like some other games and even further between morning, midday, evening and night, and individual hours.  Each planet has its own potential set of species that react to these cycles differently, most doing the majority of their outdoor work during the morning and evening hours.  However, no area is ever completely devoid of activity during any of these cycles.  As a result, some things are more efficiently done during one than another, such as watering plants in the morning, hunting animals at night if a character can see well enough, stealing during the middle of the night, pickpocketing during the middle of the midday due to the large crowds, and other such examples.  Time management ties directly into this, as certain individual characters in the game may be unavailable to purchase goods from or train under due to their own patterns through the different cycles.  As a player gets to know a character or asks around, they'll easily see if a character is more predictable or more liberated from constant schedules, and therefore more easily able to work out when to contact them if desired or needed.  This also applies to when certain animals might be found, or different industries as a whole in different area.  The more efficient a player is with such coordination, the better their time management is.  Unlike real life, MaL does have different abilities and items which may aid in such things, manipulating the flow of time, crossing space in a short period, probing the minds of others, and other examples.

Saturday, August 10, 2013

System Mechanics: Law Types:

Been a bit hectic lately, so posts are going to be a bit less common until things are dealt with.  That said, let's dive into the different types of laws cultures within MaL have!

Black Laws: These types of criminal laws are almost always punishable by death.  They usually include murder, terrorism, genocide, espionage, defection, being a traitor, and other crimes.

Red Laws: These types of criminal laws are are almost always punishable by long-term or lifelong imprisonment, but may have higher or lower punishments depending on intervention of an individual of power.  They usually include manslaughter, grand-scale theft or robbery, arson, assault, and other crimes.

Gold Laws: These types of civil laws are between two parties with one being of higher authority directly in charge of the life or well-being of the other.  These include examples such: 1) A Plebeian turning to a King because the Duke over them refused them protection from bandits and instead increased their taxes with no benefit to those under him.  2) A Tenant suing their Landlord because of invalid fees on moving out.  3) A Citizen suing the Police or Military for loss of one of their relatives by wrongful association with an enemy party.  Gold Laws are hard for those in lesser power to win a case unless they have substantial evidence and take it to an impartial or just higher power than those they are suing.  Many areas have standards that those in higher power must meet or face punishment by those even higher than them, such as the Duke with the King over them.  If these Gold Laws are broken by those of higher power, they can face punishment from fines and reparations to loss of title, imprisonment, or even death!  These also include other types of administrative laws.

Green Laws: These types of civil laws are between two parties of relatively equal bearing or disassociation of authority and punishable by loss of funds or property if one loses as case against them.  They usually include custody battles, slander, libel, divorce, copyright law, property disputes and the like.

Silver Laws: These types of laws are between international regulations between one nation or regional government and that of another.  They include treaties, trade agreements and other such disputes.

Blue Laws: These types of laws are rarely enforced with severe punishment and are generally the result of a religious or other moral group having convinced the government at an earlier time to enforce certain standards such as business hours, standard of dress and other moral laws.  Certain areas may have punishments such as a short period of time in jail or fines for violating them, whereas others might not enforce them on the first violation and instead give a warning.  They are by and large less known to people and therefore not something that counts against someone's criminal record unless in an area where the religion is itself the government as well.

Wednesday, August 7, 2013

Gambling: Triskago

     Gambling: Triskago (Most Areas Illegal) (Fees and Punishment Vary by Area) (Pot Grab) (Varies by Area) (Chance):  Triskago is a game of chance, and skill that is illegal in most areas, played in back alleys and hidden gambling dens.  In it the players roll a 1d4, a 1d6 a 1d12, and a cup.  The goal is to end up with a minimum bet score or higher, and additionally bet limiter of Scratch, all Odds, all Evens, all Primes, or all Same.  All the players must roll with their cup covering their results while the betting takes place.  Once the game's Runner bets a minimum score, all other players must bet equal with a bet limiter, or bet a higher number, going in a circle counter-clockwise.  The next turn has the person that won betting the minimum score, and the others following after.  If a player bets their minimum score and wins, they get their pot plus however much else is in it, if no one else met their bet.  If someone else bet higher and still won, then they get the pot if no one else met their bet.  If two are of equal bet but with different limiters, then whoever meets their limiter wins.  If someone bets a limiter and wins, the Runner throws in more to the pot, encouraging the use of them.  If someone bets Scratch, they get 1 extra coin as that means the results can't be all odds or all evens.  If someone bets Odds or Evens, they get 2 extra coins.  If they bet Primes they get 3 extra coins.  If they bet Same, they get 5 extra coins.  If there is a tie for any reason, the pot is split in half, with the excess going to the Runner if there is any.  If no one wins, the Runner gets the pot.  Having a limiter automatically counts for 3 points when comparing to another bet, so for someone to win without a limiter, their score has to be at least 4 higher than someone who won with a limiter chosen.  For example:

In this game of Triskago the Runner has three players with a 5 Copper Piece ante.  It goes for three rounds before someone shouts that the local law enforcement is coming.  All players have 15 CP to start.  [Note: All bet choices, limiter choices and rolls were physically rolled to simulate the rounds, and hilariously ended up the way they are through no intentional selection.  Sometimes the odds are stranger than anyone can guess, just like Triskago itself.] 

First Round:  They all put in their 5 CP ante, roll, then make their bets and limiters.  The Runner bets ten with no limiter.  Player 1 bets 11 with odds.  Player 2 bets 11 with evens.  Player 3 bets 13 with no limiter.  The dice are revealed.  The Runner has 4, 6, and 10 for 20 total and no limiter.  Player 1 has 2, 2, and 10 for 14 but an odds limiter and loses automatically.  Player 2 has 3, 1, and 10 for 14, but an evens limiter and loses automatically.  Player 3 has 2, 4, and 6 for 12 with no limiter, but hasn't met his bet, and loses automatically.  The Runner takes his 15 CP plus his 5 CP ante and adds it to his pile, making his pile 35 CP.  Player 1, 2, and 3 each have 10 CP left.

Second Round:  They put in their 5 CP ante, roll, then make their bets and limiters.  The Runner won last time, so they set the bet again.  This time the Runner bets 12 with no limiter.  Player 1 bets 13 with no limiter to play it safe.  Player 2 bets 12 with a scratch limiter. Player 3 bets 12 with Same limiter, feeling lucky for some reason.  The Runner has 4, 2, and 5 for 11, but they haven't met their bet and lose.  Player 1 gets 3, 4, and 9 for 16, with no limiter, so if no one else meets their bet they win.  Player 2 gets 1, 4, and 9, for 14 with a Scratch limiter they met, meaning they've also won their bet, but have a limiter.  If not for the limiter, Player 1 would win with the higher bet, but due to the limiter Player 2 would win.  Player 3 gets 4, 1 and 6 for 11 with a Same limiter, which they didn't meet.  Player 2 wins the pot, plus 1 extra coin, meaning they have 21 coins from this round.  They now have 26 CP.  Player 1 and 3 have 5 CP left.  The Runner has 29 CP.

Third Round:  They put in their 5 CP ante, roll, then make their bets and limiters.  Player 2 won last time, so they set the bet this time.  Player 2 bets 15 with no limiter.  The Runner bets 12 with a Scratch limiter.  Player 1 bets 11 with an Odds limiter.  Player 3 bets 5 with a Prime limiter.  This is unusually risky as if any of the other players make their bet they would win out rather than Player 3, even if their result is all primes.  Player 2 has 2, 6, and 6 for 14, and didn't meet their bet.  The Runner has 2, 4, and 8 for 14, but bet a Scratch limiter and has all evens, so they didn't meet their bet.  Player 1 has 4, 5, and 12 for 19 but an Odds limiter, but has two evens, so they didn't meet their bet.  Player 3 has 2, 2, and 5 for 9, with a Primes limiter.  As all of their dice are indeed Primes, and they met their bet of 5, with no other players meeting their bet, Player 3 wins, and gets 3 extra coins from the Runner in addition to the pot.  The game ends as they players try to evade the law enforcement officials.  The Runner has 23 CP from the game.  Player 1 has no CP left.  Player 2 has 21 CP.  Player 3 has 23 CP.  Subtracting their initial purse, the Runner won 8 CP.  Player 1 lost all 15 CP.  Player 2 won 7 CP.  Player 3 won 8 CP.  Unfortunately for the Players who weren't used to running from law enforcement, during the rush they were jostled around, and were caught.  When their belongings were checked Players 1 and 2 had no CP, and Player 3 still had their 23 CP.  Why?  Player 2's money was taken by a pickpocket in the commotion, Player 3 wasn't able to be targeted in time.  With the number of games run in the illegal gambling den, it is most likely that the Runners, gambling den owner, and their staff have pickpockets in their lot which take advantage when law enforcement comes in, so as to make extra funds.  If its a big enough gambling operation, these pickpockets will be regulated by the individuals in charge so as to ensure they only take from targets that won't come back with violence that they can't handle, such as known berserkers, and to take their cut from letting the pickpocket work as one of their Runners or other staff.  All three players are fined 3 CP and jailed for a day.  Player 3 can pay it off and does, still taking home 5 CP more than when they first started, released without escort.  Players 1 and 2 cannot, and will have a member of law enforcement go home with them to get the funds or equivalent payment, which causes their neighbors to spread rumors if they haven't already from a previous time.  The Runner and their cohorts count their earnings at their rendezvous point and laugh at the fools that come to their gambling dens.

Tuesday, August 6, 2013

System Mechanics: Gambling:

In many regions cultures have certain actions deemed taboo or disreputable.  In others, they are considered nothing of notice.  Gambling is one of those actions, and in some areas it is perfectly legal regardless of what type it is, in others it is strictly regulated and in some it is completely illegal.  In areas that gambling is regulated or illegal, there are those that still gamble in secret with types that are illegal, but opening admitting to gambling is seen as confessing to the crime that it is.  Let's look at gambling closer and the laws some areas may have regarding it:

Gambling Type (Legality in Area) (Fees and Punishment) (Ratio of Payout) (Minimum Buy-In) (Skill or Chance): Description.

The Legality in Area will be Legal, Regulated, and Illegal.  If a Gambling Type is Legal, then there is no fee or punishment for using that action.  If Regulated, it is only legal if the establishment advertises it near the entrance, or if it is done in a government building.  If Illegal, that Gambling Type will be something the local law enforcement is looking for, and being caught doing it will result in a fee and other penalties potentially.  The Fees and Punishment lists the standard legal ramifications of using that Gambling Type, and will specify if even if they are legal or regulated the ramifications of playing where it is not being regulated legally, or the cost of cheating.  The Ratio of Payout refers to how much that the Gambling Type returns to those that win within it, having a range of minimum and maximum possible payouts, or list that it is a Pot Payout if it is too difficult to know.  The Minimum Buy-In refers to how much one has to spend to start that Gambling Type, and Skill or Chance refers to whether it is a skill that can be leveled in order to get better at it, or if it is chance and only by cheating can one get better results.  Cheating is frowned upon in most areas, so even if the Gambling Type is legal, getting caught cheating would have its own fees and punishments.

System Mechanics: Death and Taxes:

When a character dies in MaL, sometimes they come back to life and sometimes they go on to wherever their soul ends up.  This may be well and good for them, depending on how their life was up till that point, but the ones they leave behind may have issues with the local government to deal with.  Likewise, those that do come back to life may have issues to resolve as well, depending on how long they are gone.

Some cultures have no issues with how death is dealt with, save that the family or neighbors must deal with the body as per the customs of the individual or the area.  Others may require that someone pays for professionals to deal with the body, and have strict laws regarding ensuring things are dealt with properly.  The rate of payment to these professionals is usually quite steep compared to other professions due to the limited number of customers they may have in a year's time, as well as all the laws they have to follow, and the possibility of individuals coming back to life, and possibly needing to aid them quickly if need be.  Some regions may have these professionals paid by the government, while others have the family take care of things.  In areas with the government charging for it, there is typically a budget of 1/50th of the population passing on available at any given time, with 1/2 of that split out to the professionals in the area if the total number of deaths is under that number, and higher if it goes over that, the rest kept for a time when it may be needed.  They would be given ratings based on the quality of service and their pay based on that.  In these regions, that added cost is in the budget for the area, and therefore part of the taxes therein.  For regions where the family and friends have to pay, the different funeral service professionals tend to compete for business or claim territories of coverage, and may charge whatever the law allows according to their license.

When an individual dies and does not come back to life within six days, and a culture has an estate tax, then the total sum inheritable assets is looked at and calculated for its value.  The total sum has a minimum percent (5% in most cultures with an estate tax) taken off in estate tax if the sum is 1 Platinum Piece or more, as well as an additional 1% tax for every percent jump increase (20% in most cultures with an estate tax) in value from that point, upward to 50 Platinum Pieces, where it levels off at 55% tax on the estate value.  If a culture does not have an estate tax, then the the individuals receiving inheritance have the tax to pay as income tax if applicable to the culture.  If a culture does not tax on either, then either the inheritance reading will dictate where the assets go, or they are seized and divided or auctioned off.  The laws of the land dictate the cost of death to those still alive, and players would do well to either find ways to work the system in their favor, or settle in areas that do not require them, rare as they may be.

When an individual comes back to life to the same area they were before death, and it is before six days, then any assets during their time deceased will still be their own, however they will need to pay 5% of their estate value to the local government for protecting it.  If the local government does not protect it, then some or all of it may be looted if the individual does not have traps, animals or other individuals to protect it for them.  If an individual does not pay the amount owed in an area that protects it, then they will have to work it off in a labor camp for a period of time equal to the amount owed.  Anything perishable may be rotten or gone depending on if it is looted, protected but not dealt with and replaced, or protected but the perished things thrown away or used to prevent being wasted.  If a person takes more than six days to come back to life or back to the area they were in before death, then their assets will be sold off at auction if there is no deed, or no one to protect them for a prolonged period of time.  As a result of all of these things, many adventurers will utilize every trick they can muster to hide the vast majority of their assets unless they believe they can spare them, or are naive enough to think they will never die.

Monday, August 5, 2013

System Mechanics: Domicile Value and Property Tax:

Every character in MaL has the opportunity to rent or purchase their own area and home, some being in the wilderness or ocean and therefore free, but others costing funds to own.  With that in mind, let's look at how the value of a home is calculated, and how much property tax is on a domicile:

Scarcity of Homes (Demand / Supply %) + Utility (+ 5% for every additional bedroom, bathroom or specialized room) + Transferability (- 3% for each local law limiting ease of ownership transfer) + Uniqueness (- 2% for every house of similar design in the region) + Age (+ 5% for every decade since it was built) + Repair Costs (- 5% for every repair needed) + Time of Sale (- 5% if sold in 'off-season' if the region experiences poor weather during that time) + Quality (Total value of materials put into the building * craftsmanship rating and * construction ratings) + Depreciation Factors (- 5% for any type of local pollution per type per level of it, as well as percentage of reported crimes per 5%) + Fame (+ 10 % for every point of Renown the building has, regardless of if positive or negative) = Home Market Value.

For rental properties such as apartments, duplexes and multifamily homes intentionally designed for that purpose, the value is higher:

Combined Home Market Value / Annual Expected Rental Income = Rental Income Modifier.

Rental Income Modifier * Combined Home Market Value = Rental Market Value.

Now, property taxes are determined on a basis of the sum of all property in a region sharing the same taxes, per 1 Platinum Pieces of value.  If the region's government determines the total value of homes and properties is 600 Platinum Pieces, and it needs 23 Platinum Pieces to run a year, then its regional government expects a 3% tax on all property in the region, plus the adjustments for specific areas.  Any area with a government center, school, police force, military force, firefighters, hospitals and other concerns would also need to calculate its budget in addition, adding a further tax for that specific area, calculating out the value of the properties in the areas they cover, divided by the number of homes.

Region Total Budget / Region Total Value = Region Tax Percent.

(Area Total Budget / Area Total Value) + Region Tax Percent = Area Tax Percent.

Area Tax Percent * Home Market Value = Annual Home Taxes.

Area Tax Percent * Rental Market Value = Annual Rental Taxes.  This is usually absorbed in cost by the tenants in how much they pay to rent.

Sunday, August 4, 2013

System Mechanics: Government and Taxes:

Almost every settled region that has an expansive government has a budget that is made up of either donations or, as is more often the case, collected taxes and fees.  There are a multitude of these as per the local, regional and higher laws, and any character within areas that have them is expected to properly deal with them or face consequences.  As such, most adventurers may find themselves having to sneak their gathered treasure to hidden caches rather than directly home in order to avoid paying, but getting caught may have higher penalties than just fees depending on the local laws.  Trying to keep taxes from a king, for example, may either make a character find themselves losing a prize possession worth more than the taxes and fees, a limb, a family member or even their own life.  The amount of tax per area is determined by the type of government, budgetary costs of said government for its own operation, budgetary costs of said government for public works and possibly pet projects, budget for military force, budget for civil defense, and other concerns.  An area that has no government has no taxes, but it also is ripe for a band of thieves to settle and do as they wish, or to be invaded and overwhelmed, or used as middle-ground between two warring parties.  Some fees must also be gathered in order to pay for damages to public property, loss of time while protecting public property, and often as preventatives to diminish common problems the area may have, such as drunken disorderly conduct, vandalism and other acts.  To determine the exact amount of tax and fees is impossible without either improvisation or determining a rate and types of fees ahead of time for a GM.  As all areas have different types of government and different needs for public works, the rate will fluctuate wildly, but below is some assistance (Note that not all governments are perfect examples of their type, but may be more suited to one description over another):

     In general, taxes on the most heavily taxed are at 4d20 percent maximum, 1d20 percent minimum, and scaling down by 5-10% per social class or tax bracket at minimum, 10-25% per social class or tax bracket at maximum.

     Anarchy: Government by none, no taxes, no fees, everyone for themselves.
     Argentocracy: Government by the wealthy, taxes and fees on all, but higher on lower class, less rights for lower class.
     Aristocracy: Government by nobility, taxes and fees on all but rulers, fluctuates on whims, those not of nobility have less rights.
     Democracy: Government by the majority, taxes and fees on all, equal rights if a citizen.
     Despotism: Government by one individual, high taxes and fees on rest, less rights for all others.
     Communism: Government by community, high taxes and fees on all, equal rights.
     Ergatocracy: Government ruled by the working class, taxes and fees on all, but higher on upper class, working class may have more rights.
     Gerontocracy: Government by the aged, taxes and fees on the young, more rights with age.
     Hoplarchy: Government by the military, high taxes and fees on civilians, less rights for civilians.
     Matriarchy: Government by females, taxes and fees on all, less rights for other genders.
     Patriarchy: Government by males, taxes and fees on all, less rights for other genders.
     Republic: Government by elected officials, taxes and fees on all, equal rights if a citizen.
     Socialism: Government by popular vote, high taxes and fees on all, equal rights if a citizen.
     Tetradarchy: Government by four individuals, taxes and fees on everyone else, less rights for all others.  (May also have other forms of numbered government ruling systems by similar names).
     Theocracy: Government by largest religious group, taxes and fees on all, less rights for those of other religions.

Saturday, August 3, 2013

System Mechanics: Borrowing and Lending:

Some individuals may lend items or funds to other characters without any expectation of receiving them back, whereas others might want not only equal but greater value in return.  Typically, a lending process between two individuals in MaL that is not between a bank and a character is informal and laidback, perhaps having an expected time for a return, but no serious penalties if the deadline is passed by a bit.  This does not apply to all character lending processes though.  As stated before, banks are different, but so are pawnbrokers, loan sharks, and miserly individuals.

Collateral Market Value + 25% + ((Favor + Renown + Charisma - Infamy)/10) % = Loan Amount Max.

(Collateral Market Value * 0.65) +  ((Favor + Renown + Charisma - Infamy)/10) % = Pawn Loan Amount Max.

(10% - ((Favor + Renown + Charisma - Infamy)/10)%) * (Length of Time in days for Local Year / Length of Time in days to repay)   = Standard Interest

Standard Interest + Infamy = Aggressive Interest from Loan Sharks.

Loan Amount * Interest = Return needed to receive collateral back and not face penalties.

Banks will lend funds at a specific amount in order to get more in return later or be able to seize assets to make up their loss, whereas pawnbrokers already have the pawned item to be able to sell if an individual does not repay, and as such will typically not give the market value of the collateral for the loan even, instead lower so that they may still make a profit if an individual doesn't bring back the return.  Neither a bank nor a pawnbroker may legally threaten or injure a borrower in order to get their money back unless local law permits.  Usually it does not, and officers of the law will assist banks and pawnbrokers in getting their return back.  Loan Sharks on the other hand, do not care about working within the law typically, and as such will do whatever they need in order to make their return back, or if unable, to make an example of the borrower so that other individuals do not try to do the same.  Players may open banks, pawnshops or become loan sharks as well within the system, but must either fall within local laws or face the consequences.


Friday, August 2, 2013

System Mechanics: Varying Economics:

Certain areas within the different worlds in MaL may utilize the same exact type of coinage, whereas others may require different coinage, paper money, credit systems, bartering or other methods of payment.  In areas where bartering is the primary form of economy, a character should consider what is in high demand primarily, not merely the more valued items, as other characters in that area most likely do not know their value and would not trade equivalently.  In areas using different coinage or paper money, a character should either earn the new currency via paid work or selling an item, or exchange some of their other funds into it.  Theft is also an option, though as outsiders to the area the character performing the theft will be an automatic suspect in all but completely naive areas.  Credit systems, depending on their security, may have all of the previously listed methods, as well as hacking in order to gain funds in a credit currency area.  For GMs deciding to utilize multiple forms of currency for a campaign, it is best to consider either the most prevalent form of currency as the one the players utilize at start, or their starter currency to be prevalent locally to their area even if not the most prevalent one in the world.

(Base Currency Amount * Exchange Rate) - Exchange Fee = Alternate Currency Value.

(Demand / Supply) + Personal Interest = Value in a Barter System.

((Length of Credit History in years + Current Balance + Amount Paid + Number of Credit Payment Types) /  (Amount Owed + Times Late + Number of Credit Account Sources)) =  Credit Rating Value in a Credit System.

(Alternate Currency Value * Credit Rating Value) = Line of Credit Value in a Credit System.

Thursday, August 1, 2013

System Mechanics: Market Value Fluctuation:

Every economic system fluctuates the value of items based on supply and demand.  The higher the demand is compared to the supply, the more valued an item is to that area.  The higher the supply is to the demand, the less valued that it becomes due to over-saturation.  The more there is a need for something, such a staple foods, the higher the demand will be in an area.  Certain items will have higher value to individuals or specialized groups, such as fine art and other rare items, but without the knowledge of its value via Knowledge: Appraisal of its type, it is doubtful that the lay person will be able to recognize its worth and instead buy and sell it at the price that a non-specialized item of that type.  A sculpture that is unusual might be more valuable to a shopkeeper than ones they've seen a lot of, but a buyer might recognize it as one of the totems needed to unlock a hidden temple, or one of the lost works by a famous artist.  All in all, a player would do best to acquire items at low cost and sell them where they will get the most profit.  Knowing the market value of an item may either be acquired for an area by asking around, checking different shops to compare their prices, or if a character has Knowledge: Market Forces II or higher.

Demand / Supply = Market Fluctuation Percentage.

Item Value * Market Fluctuation Percentage = Market Value.

((Item Value / Market Value ) * 100) - 100 = Profit Percentage (Anything less than 0 Profit is a Loss Percentage).

Other mitigating factors such as Renown, Favor, General Charisma, Haggling, and other modifiers may help a character to get a better price than what the individual is selling an item for, but conversely, those same factors may affect said character's willingness to pay the listed price, as well as other factors such as the individual's greed, charity, need of funds for a particular purpose, and other things.  Overall, however, any player should be able to tell if a shopkeeper is overcharging or trying to cut them a bad deal on purchasing an item from the player.  Of note, however, is that most shopkeepers will need at least 15% profit to make purchasing an item worth their effort, so players should expect to receive less than the market value when selling an item, unless the individual purchasing it has some idea of its value.