Friday, December 26, 2014

Creatures: Elemental Specter:

As stated previously, anytime a soul passes through ectoplasmic waves of The Aether, an echo of that soul follows their route, typically back to its origin, as in the case of a soul leaving the body after death.  Souls exist within any sentient species from the moment of initial self-awareness in that species and carries on down through all of its line, no matter the origin of said species.  The formation of spectral echos typically appears as the most common varieties which are the guide or guardian Ghost and the sinister and revenging Phantom.  On initial formation there are many other forms as well, which will be discussed later, and additional forms that arise as one form or another attempts to remain separated from The Aether for as long as they possibly can.  There is, however, another type of specter that warrants observation due to reference being made to one already with regard to the origins of the Naiad species: The Elementals.

Elemental specters are formed from the proto-soul, or Cor, of one of non-sapient species that has passed on in an area due to a classical element danger within it overwhelming it in a fashion that drives it through intense pain almost to self-awareness.  Elemental specters always start small, drawing on the power of other Cor fading away, as well as any source of magical power, elemental power or other source of power in the area that is not shielded from specters.  At first an elemental specter tries to warn any of its kin about the danger that killed it, taking a form similar to what they had in life but made out of pure elemental power and ectoplasm.  Next, it tries to protect the former body of what its Cor came from and warn other species, even those that were predatory to it, away from the danger as well.  However, at this point it will deviate into one of four paths: The Haint, The Harth, The Hollow, and The Husk.

The Haint is a simple enough elemental specter, focusing heavily on channeling the elemental danger that created it to drive any out of its territory, most relegating anything outside of it to non-existance in their perspective.  Most Haints are fairly stagnant unless otherwise provoked by territorial disturbances, but some of a more migrant origin species may feel their territory is not a mere radius, but a radius along a path they consider the route of their journey.  As such, that kind can be very dangerous to those not expecting them.  Haints do not care about sharing territory with other elemental specters, and will only fight them if provoked.

The Harth is drawn from their body after it has decomposed to wander the area they consider their territory, starting to lose a sense of self-identity, not fading away, but actually expanding beyond what would have been possible for them as their former species.  They watch and learn from other species in the area they consider their territory, steadily taking on more and more traits they considered to show great power, growing more intelligent and sapient.  They still protect their territory, but more out of continued concern for other species, and may feel relief when the danger is gone, or a profound sense of melancholy, wondering why they wasted so much time guarding it.  Some will fade away, now that they have nothing to protect, while others will seek out other elemental dangers to guard against, and others still may subsume with an individual of another species that wishes to merge with them, would perish without such a merger, or has recently passed on while the harth has grown attached to another individual in that same species.  It is in this last manner that the undine harth and pixie king came to have the Naiads as their offspring.  Harths will share territory with other harths, and will typically leave other elemental specters alone, but if one should attack a living being they will do all in their power to eliminate that individual elemental specter or group of them as appropriate.

The Hollow is one that decides to reanimate its own corpse despite the decomposition already starting on the body, and are slow, but still able to give the illusion of life to blend in with their own species (if it is not a species that easily senses specters such as felines) or that of another that was in their territory long enough for them to study.  However, once they feel threatened, or feel that their territory or kin (whether original or new) are in danger, they will swell in size from an additional fifty to two hundred percent increase in size and reveal their true elemental specter nature as they wield their power to attack their foes.  They will share territory with each other, but will not share it with husks.

The Husk is similar in many ways to the hollow in that it reanimates corpses, however, it does not merely raise its own.  A husk will draw itself into its former outer-most layer while the rest rots away, filling it with elemental power, and surging that into connected extensions of itself into other corpses that it can reanimate in a similar fashion.  Each is connected by a thread of ectoplasm in its shadow, and one husk will not share its territory with another husk or hollow.

For each classical element, there is an individual haint, harth, hollow and husk, but all four share the same overarching label tied to their elemental source.  The ignis is a fire elemental.  The undine is a water elemental specter.  The slyph is a wind elemental.  The murnod is a plant/soil elemental.  The midiac is a metal elemental.  The ellernan is an ice elemental.  The raijesh is a lightning elemental.  The rotane is a stone/mineral elemental.  The lismu is an ink/slime elemental.  The bahn is a bone/shell elemental.  The cruor is a blood/organ elemental.  The toesem is a sand/dust elemental.  The solel is a rot/fungus elemental.  The tevemo is a toxin/poison elemental.  The texla is a fabric elemental.  The phaena is a specter element typed elemental specter, which may seem strange as its elemental is already part of its being, but phaena are only formed in areas where non-elemental specters have slaughtered a non-sapient species in such a way as to drive their cor to become an elemental specter, feeding off of the fading spectral echos of more sapient species as they fragment further due to their nature...  Or by actively fighting them with instinctual ferocity unmatched by any living creature due to a lingering awareness that they are too dead to care that their cor could be fragmented or otherwise attacked like the specters whom they prey upon.  Phaena, when properly entreated or dominated, are fierce protection for any wishing to keep specters at bay, or to keep them in line for fear of becoming a phaena's next ectoplasmic meal.

Friday, December 19, 2014

System Mechanics: Item Parts and Crafting Items:

When crafting items one may attempt substitutions from any recipe to try alternate methods of creating similar enough items, or completely experiment when not yet having a recipe.  Most items are made from multiple smaller item parts, which are in turn made from materials.  An example would be the common sword, which is made from 1) A Pommel, 2) A Grip, 3) A Guard, and 4) A Blade.  Certainly, a sword could be made completely out of the same material, even wood, but a variety of different materials alters the potential benefits an item may have from each of its parts.  Each item part may have an permanent or conditional effect applied to it during its creation, but doing so requires knowing how to create said effect, or knowing the prerequisites of said effect experimentation.  Continuing from the common sword, 1) one might put an effect on the pommel to boost the finesse of the wielder for an amount of time/number of turns after it is first drawn from its scabbard, 2) one might put an effect on the grip to boost the strength of the wielder to make carrying it during battle easier, 3) one might put an effect on the guard to surge electric damage back at those whose attacks the sword blocks, and 4) one might put an effect on the sword to drain life from those it bleed in order to heal the wielder.  Each part of a crafted item may only have one effect on it, and removal of an effect from an item removes all effects from the item, unless the player had knowledge to be able to repair and create all effects upon the various parts.  Below are a list of common parts and examples of uses:


Barrel: Pistols, Rifles, Shotguns, etc.
Blade: Axes, Daggers, Knives, Spears, Swords, etc.
Blunted: Bat, Staffs, etc.
Container: Bags, Chests, Luggage, etc.
Fastener: Clothing, etc.
Grip: Axes, Guns, Luggage, Spears, Staffs, Swords, Wands, etc.
Guard: Swords primarily.
Hinge: Chests, Doors, Luggage, etc.
Pommel: Daggers, Knives, Swords primarily.
Surface: Books, Doors, Monitors, Shields, Tablets, etc.

Obviously more types of parts are needed for the variety of different craft-able items the system will allow, but the basic mechanic is modifiable by any GM to allow a player to craft any item they wish if they can explain its construction or it is self-evident, and have the prerequisite knowledge to attempt creating it.

Thursday, December 11, 2014

System Mechanics: Item Recipes:

Any time that a character wishes to build something, they can either try to improvise something, or study from instructions.  Below are the chances of crafting a simple item, with each progressive stage of specialization adding an additional 1d10 added to the sum chance of difficulty per level of understanding of its natures that one is below it per nature the item has.  Those that have a greater understanding of an item's natures than is needed to wield it have 1d10 removed from the sum chance of difficulty per level of understanding they have in that nature, with zero or negative difficulty values allowing one to improvise creation of said item with any suitable materials and equipment, and sometimes even those that are not typically considered suitable by the general public.

Those that improvise have a 3d10 (sum) chance of crafting an item properly if they have the proper materials and equipment for each step and have a knowledge of the equipment and materials but not the crafting of the item itself.  Those that have a knowledge of the equipment but not the materials have a 4d10 (sum) chance of crafting the item properly per step, if they at least have the proper materials and equipment.  Those that have no knowledge of the equipment or materials but have the proper equipment and materials have a 5d10 (sum) chance of crafting the item properly per step.  Those have have neither knowledge of the equipment or materials and have the proper equipment but wrong materials have a 6d10 (sum) chance of crafting the item properly per step.  Those that have neither knowledge of the equipment or materials and have the wrong equipment and materials have a 7d10 (sum) chance of crafting the item properly per step.  Those that attempt to improvise crafting an item without even having an idea of what they are creating during a particular step have a 8d10 (sum) chance of crafting the item properly per step.

On the other hand, those that use instructions (or recipes, as they are called collectively) have 1d10 chance of crafting an item properly the first time if they have already created one item previously of each of its natures, and 2d10 (sum) chance of crafting an item properly the first time that they create an item without already having created one with all its natures already.

After creating an item correctly the first time, regardless of method, the character has a chance of remembering how they created it.  If it was in a combat situation or in an altered mental state, then they will have a WIL Check and/or Sanity Check needed to determine if their respective statistic and/or attribute is strong enough to recover that information properly.  If it was in a normal mental state out of combat, or if they have passed their checks, then their chance is the sum of their INT, WIL and WIS compared to a 2d10 (sum) roll by the GM for that specific recipe to become part of their knowledge.  Those that have low INT scores may later have difficulty pulling up that recipe without it being written down for reference, but the information would still be in their mind somewhere, waiting to be called upon when needed.  It is, however, recommended that characters do write it down for the benefit of other characters, especially those in their party, so that should anything happen to them later to make it difficult or impossible for them to pull up the information later, the recipe would still be known to someone else.

Tuesday, December 2, 2014

System Mechanics: Item Nature Properties:

As mentioned previously, items have a specific format for listing them:

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

While that format does aid in calculating out the item's value, it does not help with categorization in and of itself.  As such, the format is being updated with the inclusion of an additional modifier which does not change its value, the item nature property.

Item Nature Properties:

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

All items are categorized by their nature, into one of three groups:

Archetype: If the items do not require any specialization to reuse beyond knowledge of that type of item. A claymore, for example, despite needing knowledge of longer and heavier weaponry, does not require knowledge of magic, technology, psionics or any other domain grouping, being as easy to use as a stick of similar weight and length accordingly, though knowledge of bladed weaponry would remove a damage reduction on not tilting the blade at a foe and hitting with the flat piece instead.

Refueled: If the items require a source of energy in order to function properly. When not fueled, said items could still be used for their other properties, such as being blunt or bladed, but will not be able to perform the chief purpose of their design.

Reloaded: If the items require another item in order to function properly. When not reloaded, said items could still be used for their other properties, such as being blunt or bladed, but will not be able to perform the chief purpose of their design. Some items may be both refueled and reloaded, while others may require merely one or the other. An oven would need refueling to function (be it by electricity or other fuel sources), whereas with a simple gun the fuel is itself in the bullets and thus it would need only to be reloaded. Older guns may need refueling as well, as might more futuristic ones.

All items are also one of the following categories:

Simple: Any that knows the category to which the item belongs may use it without penalty, even if they do not know the item or have knowledge other than recognition of its categorization.

Basic: Any that knows the category to which the item belongs and at least the first level in that category may use it without penalty, even if they do not know the item.

Complex: Any that knows the category to which the item belongs and at least the first and second level in that category may use it without penalty, even if they do not know the item.

Advanced: Any that knows the category to which the item belongs to and at least the first, second and third level in that category may use it without penalty, even they do not know the item.

Specialized: Any that knows the item itself may use it, as long as they know the first, second, third and fourth level in the category it belongs to and know of the item itself.

All refueled items are one of the following categories:

Psionic: If they require mental energy and force of will to operate. Out of sheer determination to survive the special ability effect clause would be triggered on first use most times due to the boost of will when close to death, but if one uses the item before then they might waste it if it does not have such a clause by using it when their will is not as strong.

Arcane: If it uses wild magic, and does not have another special ability effect clause, the first use will cause it to use its special effect. If it uses foci magic, and has enough magical energy stored in it, then it will cause it to use its special effect. If it uses leech magic, then it will use its special ability after dealing damage to a foe. If it uses soul magic, then it will use its special ability when the user entreats, prays, pleads, or begs the appropriate higher powered being for aid, or cries out for any to assist and have either no favor with them yet (but are not in favor with their hated foe) or are in their favor, if the item is blessed by a higher powered being. If the item is cursed by one, then it will enact its affect the moment one of its special effect clauses are triggered, or if needed, all of them are.

Physical: If it uses physical items to fuel its refueling which it consumes in the process, producing exhaust or pollution typically.

Electric: If it uses electricity to fuel its refueling.

Energized: If it uses a power-source other than electricity to fuel its refueling.

All reloaded items are one of the following categories:

Mundane: If the items used for reloading have no fuel within themselves, and do not draw energy from an external source other than the item they are loaded into.

Charged: If the items used for reloading have fuel within themselves, and do not draw energy from an external source other than the item they are loaded into.

Sapping: If the items used for reloading attempt to use energy from their point of contact to initiate their special effect clauses.

Draining: If the items used for reloading attempt to use energy from the one wielding the item they are loaded into in order to initiate their special effect clauses.

Linking: If the items used for reloading attempt to reduce the energy costs of the item they are loaded into by spreading the cost to nearby appropriate sources of energy in order to initiate their special effect clauses.

Additionally, items may have further properties in various categorizations, such as Offensive Properties, Defensive Properties, Utility Properties, and General Properties, all of which are broken down into sub-categories.

Wednesday, November 26, 2014

Starter Pre-Build Inventory Suggestions:

While very few items are listed in the Character Creation Compendium vol. 1, all core items and materials are listed in the Items and Materials Handbook v1 (IAMHv1). That said, each player is free to pick and choose what items to select for their starting inventory, but certain pre-builds do lend themselves to certain equipment more than others.

Starter Pre-Build Inventory Suggestions:

A Huntsman pre-build character tends to balance physical ranged and melee attacks and sensory abilities, and usually wear light armor. As such, players wanting to use the huntsman pre-build may want to choose items that mask their presence, melee and ranged weapons, items that increase their sensory ability effectiveness, and anything that benefits their chosen play-style and professions.

A Burdener pre-build character tends to wear heavy armor and select items that help boost their speed and strength for the sake of serving as a mule pack between quests, and a tank in the midst of combat. While they may have more brawn than other pre-builds, they tend to act more defensively than offensively until they get into range. As such, shields, armor, inventory-carrying equipment, and items that can increase their speed, strength and defense are good selections.

A Berserker pre-build character tends to wear medium armor to take quite a few hits without sacrificing their speed and agility, pushing most of their item selection more toward damage-dealing weapons, and enhancements to their strength, speed, and items that keep their from wasting their berserk rage outside of combat.

A Tumbler pre-build character tends to wear light armor if any, using inertia and precise movement to maximize their efforts. While many do work bare-handed in combat, it's not a bad idea to have a few items to guard weak spots, increase speed, agility and finesse, or light weaponry that can be accessed if needed.

A Wizard pre-build character tends to wear medium armor imbued with magical protection, typically a cloak or coat of some kind with many spells woven into it, with many pockets for carrying various assorted arcane artifacts, foci and other assorted paraphernalia suitable to their vocation. While most rely on spellcrafting in combat, the wiser amongst them also invests in solid staffs that can not only hold some of their foci, but are also handy as quarterstaffs if needed, as well as a few cheats up their sleeve to match the tricks hidden there. Most tend to carry items that aid their intelligence and finesse, and easily overlooked weaponry.

An Acolyte pre-build character tends to wear light armor that is either very humble and modest, or covered in religious iconography, with long flowing robes, cassock or religious habit being the most common forms of garment. These usually contain many relics and spiritual guides to aid the acolyte on their journeys as well as hiding weaponry for those religious orders that are not above lowly mortal methods of justice and vengeance. Many tend to carry a staff, their religious texts and journals containing divine spells, as well short swords blessed for dealing with those they deem unfit to remain living in their sight. Most tend to carry items that aid in their willpower and intelligence primarily, but some carry physical protection in addition to that from spiritual sources.

A Sorcerer pre-build character tends to wear light armor that doesn't hinder their careful movements when shaping wild magic, garments which can hold many foci for them to fill quickly if they pull too much wild magic at once, as well as being covered in protection spells to minimize the damage the blowback will cause them. They tend to shy away from the general public when first trying to learn how to use their abilities if not raised by or with other sorcerers, and even then are typically taught not to rely too heavily on wild magic lest it fail them, or they succumb to its blowback. As such, most sorcerers tend to use magic when it is either for easy to control things, in practice to gain better control, or out of desperation. Usually sorcerers will carry items to aid their wisdom and willpower, as well as their finesse to some degree, and learn to use some ranged weaponry like throwing knives or bladed staffs in order to keep people at a distance, as well as make them focus on that instead of the wild magic when possible.

A Warlock pre-build character tends to wear heavy armor covered in protection spells that allows them to defend themselves from both the mundane and arcane attacks there are most likely deserved due to the past actions either they or another warlock has done in the area, or to the individual. Warlocks will often learn how to wield light swords and ritualistic daggers to great effect in combat in addition to leech magic. Whenever possible, most warlocks will also carry items with them that allow them to remotely summon another being to their aide who is bound to them, or in some other way take what they need from another in order to survive and even dominate the battlefield against naïve foes. As such, warlocks tend to carry items to aid their willpower and finesse primarily.

A Rogue pre-build character tends to light armor that doesn't draw attention to them, is quiet and yet still has many pockets filled with their tools of the trade. This tends to include ranged throwing weapons, daggers, knives and short swords. Usually they will carry items that benefit their finesse and reaction the most.

A Psion pre-build character tends to wear light armor that doesn't distract them, draw attention to them, or hinder the usage of their abilities. Many try to avoid combat when they can if they are worried about the effectiveness of their mental abilities in combat, but most will still carry traps and other items that give them strategic advantage when they can find or make one. They usually have mental-focusing items that benefit their wisdom and finesse the most.

A Tinkerer pre-build character tends to wear heavy armor that helps protect them and their massive (if someone deranged at times) intellect. As they are quite used to working with their hands and minds, most tend to carry weapons they have made or altered themselves, though most are more than willing to pick up new weapons technology to study, in and out of combat. Their armor tends to have multiple pockets filled with all sorts of parts and gadgets, as well as their study notes and the like. Most tinkerers carry items that aid their intelligence, wisdom and willpower primarily.

A Bard pre-build character tends to light armor that allows them to perform both in and out of combat for as long as they can without exhaustion, filled with the objects that aid their vocation most suitably whenever possible if it won't take away from their charisma both during performances and with devoted fans afterward. Usually they will carry musical or other entertainment weaponry, as well as rapiers and fencing swords due to their agility and speed. Most bards carry items that will benefit their finesse, reaction and speed.

Thursday, November 20, 2014

System Mechanics: Leveling Update:

      Due to playtesting and further examination of the threat level system mechanic, it has been simplified, and is listed below, excerpted from its current incarnation from the Core System Mechanics vol. 1.

Levels and Leveling:

      GM: "Grax, with the increase to your FP you've leveled up. Congratulations, you have seven FP and are now level three. You can now work to level up your current abilities to level three using your training with those abilities, and gain up to four new abilities. You can choose abilities at four FP maximum if you want to sacrifice two choices instead of one, at five FP maximum if you want to sacrifice all four choices instead of one, or three FP maximum if you don't want to use more than one choice, or you can substitute a new ability selection for a lower FP costing ability if you want some GXP bonus."
      PC1 (Grax): "Woo! This one here for five FP! Bring on the Drag-"
      PC2 (Nivvi): "No! We're still not ready!"
      PC1 (Grax): "You're just jealous because you're still level two."
      PC2 (Nivvi): "I've got twelve FP, nineteen different one FP specialized combat abilities beyond the standard we both have and your choices have left you with only have four currently."
      PC1 (Grax): "Yeah, but I can still cleave a goblin's arm off while you barely scratch-"
      GM: "Quiet before I cast Rocks Fall on you both."


      Every GM can have their own particular way of dealing with distributing experience, though the FARAD system does have some recommendations. As stated above, CXP, RXP and GXP are all gained different ways, some overlapping. The default leveling system is 1 point of CXP per use of an ability, or 2 points of RXP per use of an ability, needing 100 CXP or RXP per level for the first five levels, 200 CXP or RXP per level for the first five levels after that, raising by 100 CXP or RXP onto the previous five levels. Every time an ability is leveled up the character gains 5 CXP or 5 RXP as per appropriate the type of ability or 5 of each if a dual ability. Each Ability Level may be increased like this individually, which is different from character's Threat Level, which is increased by GXP. Threat Levels allow for the maximum level that each ability can be leveled, as well as the number of abilities beyond the base standard abilities [CCCv1] that a player can have. Every time a player uses an ability that is used for both combat and roleplay, or attempt a quest they gain at least 1 GXP. Likewise, they gain more for using said ability successfully or completing the quest, as well as for using an ability not intended for combat in battle or sparring successfully, or one not intended out of combat in non-battle usage. Every time a character gains 100 GXP, they can use that plus whatever materials or means available to them in order to work to improve one of their attributes, and every time they successfully level up an attribute they gain 5 GXP. For every 10 GXP a player can exchange their GXP for 1 CXP or 2 RXP as well, but they cannot do inversely. Additionally, GXP may also be spent in The Somnium Bleed. When their threat level increases, a player is also able to increase their base HP, EP, SP or FP by 1 point as well as being able to learn new abilities. A character, creature or terror's threat level is the sum of its stats (excluding LP), and attributes divided by ten. Players cannot transfer any form of XP from one character to another, either their own or someone else in a session, unless they spend both items and experience in ritual, magic item or technology that allows for the transfer, and it will always be lossy, as well as needing cooperation from characters involved and the GM. The default FARAD threat level recommendation allows players to gain up to ½ their current FP max rounded down + 1 in new FP-utilizing combat abilities for their new level, and the same with roleplay abilities, with the total amount of FP usable between combat abilities equaling the total number of FP, and likewise with roleplay abilities. From the pool of total FP for each, one may sacrifice from their number of available abilities for more powerful abilities that are never more than 2 FP in cost above their own threat level, with each increase in FP beyond the threat level costing an additional sacrifice from the total number of available new abilities. At one level higher, 2 abilities are taken from the number of abilities instead of 1. At two levels higher, 4 abilities are taken from the number of abilities instead of 1. This does require they have the prerequisites if there are any, as well as time for their character to learn them. If one chooses to gain lower FP costing new abilities, they still use the same number of abilities, but may gain 15 GXP for each FP cost lower than the level's ability selection.


      If a player has 8 FP and goes to level 2, they may gain up to 5 new 1 FP roleplay abilities, and 5 new 1 FP combat abilities, with a total pool for each being 8 FP. However, they could instead choose 1 new roleplay ability at 4 FP cost and 1 new roleplay ability at 1 FP cost; 1 new roleplay ability at 3 FP cost, 2 at 2 FP cost and 1 at 1 FP cost; or 4 at 2 FP cost; or 4 at 1 FP cost and gain 60 GXP, or any other combination within the available possibilities. Likewise with combat abilities.


Character/Creature/Terror Threat Level = (((Stats [Excluding LP] + Attributes)/10)


      Here is an example level up table for ease of reference:


Current Character Ability Level
XP to Level
Total XP
0
100
0
1
100
100
2
100
200
3
100
300
4
100
400
5
200
600
6
200
800
7
200
1000
8
200
1200
9
200
1400
10
300
1700
11
300
2000


      Experience drops for a slain creature, terror or other character are equal to however much experience they have beyond their current threat level requirement plus 1d10 times their threat level number.


      Additionally, if a character faces off against something with a different threat level than them, the amount of experience they would gain alters:


- 10 Threat Levels
- 100% of XP. No XP but still item drops and harvest-able materials
- 9 Threat Levels
- 90% of XP
- 8 Threat Levels
- 80% of XP
- 7 Threat Levels
- 70% of XP
- 6 Threat Levels
- 60% of XP
- 5 Threat Levels
- 50% of XP
- 4 Threat Levels
- 40% of XP
- 3 Threat Levels
- 30% of XP
- 2 Threat Levels
- 20% of XP
- 1 Threat Level
- 10% of XP
Same Threat Level
100% of XP
+ 1 Threat Level
110% of XP
+ 2 Threat Level
120% of XP
+ 3 Threat Level
130% of XP
+ 4 Threat Level
140% of XP
+ 5 Threat Level
150% of XP
+ 6 Threat Level
160% of XP
+ 7 Threat Level
170% of XP
+ 8 Threat Level
180% of XP
+ 9 Threat Level
190% of XP
+ 10 Threat Level
200% of XP

Saturday, November 15, 2014

System Mechanics: Domain Infection:

A little was mentioned before about attunement to the classical elemental domains, but almost nothing was detailed with how that physically affected the attuned, nor the balancing disadvantages, nor how attunement to other domains would affect a creature, character or terror.  Recently added to The FARAD System, Domain Infection deals with refining this mechanic.  By focusing too heavily on any domain, the individual not only gains the benefits of attunement to its usage, but also physical and mental signs of its influence.  In areas of high pollution, this mutation increases drastically, to speed up the physical appearance of the infection at a rate faster than the infect is gaining benefit or other disadvantages from it.  Regardless of how advanced the physical signs are, those who are knowledgeable enough will be able to recognize the signs and thereby be able to easily theorize what specific domains an individual is most comfortable using, and thus, what things may be anathema or even dangerous to them.  Any non-base domain that is in 20% or more of the total number of abilities after a creature, character or terror reaches level 6 will begin to cause a domain infection that will continue to spread as abilities in its domain are gained or improved.  While rare, it is possible for an individual to be infected by up to 5 domain infections at the same time if they so choose their abilities toward that end, but most would be prudent to consider the risks along with the benefits...

Fire/Heat infection causes the individual to start catching on fire on their head and shoulders primarily before it spreads, as well as being immune to fire/heat at a certain point.  Going too far, however, will make them extremely weak against water or cold, as well as having a 2d10 (digits) chance of one of their items catching fire each day.  Additionally, their eyes will start to have a triangular shaped pupil, with an orange edge to it that flickers light firelight.

Water infection causes the individual to start being covered in water, almost always being perpetually soaked to the brim, but being immune to water at a certain point.  Going too far, however will make them extremely weak against fire/heat, as well as having 2d10 (digits) chance of one of their items becoming soaked in water.  Additionally, their eyes will start to have a wave shape around the pupil and cerulean blue hue to that.

Soil/Plant Infection causes the individual to start have leaves and petals sprout from their hair, their skin turn to wood covered with vines or plant stem matter, as well as being immune to soil/plant damage at a certain point.  Going too far, however will make them extremely weak against fire/heat, and ice/cold, as well as having 2d10 (digits) chance of one of their items being covered in dirt and vines coating it, keeping it trapped in whatever place it is in unless they remove the vines.  Additionally, their eyes will start to have a torn brown wreath shape around the pupil and green irises with flecks of random color.

Air/Sky/Wind Infection causes the individual to start hovering above the ground, having their hair always tossled about, their clothes always ruffled by a light wind even if there isn't any elsewhere around them, and their eyes turning black with yellow or blue tinting to the veins within, and black or purple tinting to their veins elsewhere.  Additionally, they will become immune to air/sky/wind damage at a certain point.  Going too far, however, will make them float upward until either something stops them or the air gets too thin or too cold, as well as a 2d10 (digits) chance of one of their items being blown away by a strong gust each day.

Ice/Cold causes the individual to start to freeze, almost always being perpetually chilled to the bone, but being immune to ice/cold damage at a certain point.  Going too far, however, will make them extremely weak against fire/heat, as well as having a 2d10 (digits) chance of one of their items becoming frozen.  Additionally, their eyes will start to have a snowflake shape within the iris, with blue white and gray hues in small flecks to make up the design.

Metal causes the individual to start to have their skin turn to metal, almost always needing to ingest 10% or more metal in their diet (and being able to ingest 30% more than their normal maximum), and being immune to metal damage at a certain point.  Going too far, however, will make them extremely weak against lightning/electricity damage, as well as having a 2d10 (digits) chance of having 2d10 (sum) copper pieces being consumed due to a hankering for metal at the time, and increasing value in coinage if a lesser value is not presently available.  Additionally, their eyes will take on a metalic hue of silver, gold, copper, bronze or other luster, with their pupils taking on a circular sawblade shape.

Lightning/Electricity causes the individual to start sparking electric arcs lightly between their fingertips and hair, which will frequently be affected by static, and becoming immune to lightning/electricity damage at a certain point.  Going too far, however, will make them extremely weak against water, as well as having a 2d10 (digits) chance of one of their items becoming electrified.  Additionally, their eyes will start to have electricity sparking around it.

Stone/Mineral causes the individual to start having craggy rock skin laced with minerals, almost always needing to ingest 10% or more hard foods in their diet (and being able to ingest 30% more than their normal maximum), and being immune to stone/mineral damage at a certain point.  Going too far, however, will make them extremely weak against metal, as well as having a 2d10 (digits) chance of one of the minerals growing on their body cracking and pieces falling off, resulting in 10% slower FP and EP recovery.  Additionally, their irises will take on the pattern of a mineral close to the primary hue their eyes used to be.  The type of mineral their skin is laced with is randomly selected from a list of minerals, and harvesting growing minerals from the individual's body is possible, but 1 kilogram worth is the maximum per day, and it cuts the character's FP and EP recovery by 50%.

Blood/Organs causes the individual to start having increased musculature and throbbing veins, as well as almost always having blood pouring out of their eyes, ears, nose and mouth and having a 10% slower FP and EP recovery, but being immune to blood/organ damage at a certain point.  Going too far, however, will make them extremely weak against sand/dust, as well as having a 2d10 (digits) chance of mutation tied to something living they have touched in the last day.  Additionally, their eyes will become fully red except two rings of their normal color at the inner and outer edge of their irises.

Bone/Shell causes the individual to start having a dense skeleton, a partial shell covering over vulnerable areas, as well as almost always having bones protruding from their skin at the joints, but being immune to bone/shell damage at a certain point.  Going too far, however, will make them extremely weak against blood/organs, as well as having a 2d10 (digits) chance of a bone or shell grow unevenly with the others.  Additionally, the sclera of their eyes will become purple with their eyes also having white irises and black pupils.

Sand/Dust causes the individual to start having their body, clothes and hair covered in sand and dust grit all the time, as well as almost always having a trail of it following behind them wherever they go, but being immune to sand/dust damage at a certain point.  Going too far, however, will make them extremely weak against Water, as well as having a 2d10 (digits) chance of their hair dropping Black Sand into their face as they sleep, pushing them into the nightmare lands within The Somnium Bleed.  Additionally, their eyes have a tan or milky color to their irises with two black bands at both the inner and outer edge of their irises, and bright yellow or orange pupils.

Slime/Ink causes the individual to start having their body and hair ooze out slime, ink, or both, as well as always having a trail of it following behind them wherever they go, but being immune to slime/ink damage at a certain point, as well as having a 10% increase on allowable consumption of any food type.  Going too far, however, will make them extremely weak against fire/heat, as well as having 2d10 (digits) chance of their slime or ink changing colors and having an added random effect (acid, alkali, dye, etc...) that stays consistent with their alteration.  Additionally, their eyes will take on a color opposite to the color of their slime/ink in the iris, with a gray band at both inner and outer edge of their irises, and white pupil.

Fabric causes the individual to start having their skin turning to one of the many types of fabric they have worked with, stitches at their joints and along their veins, and having their hair turn to another kind, but being immune to fabric damage at a certain point, as well as having a 10% increase in REA.  Going too far, however, will make them extremely weak against fire/heat, water, slime/ink, rot/fungus, and metal damages, but having and additional 10% resistance against ice/cold damage.  Additionally, their eyes will take on a more solid color for both sclera and iris, with a rounded cross shape for their pupil, making them seem to be like buttons.

Ghost Infection causes the individual to start having translucent skin, bones and organs with their veins turning black, and will become able to phase through most materials.  Going too far, however, will make them unable to be around any electricity effect item without taking damage, as well as finding it harder to eat or drink anything needing 5 or higher on a 1d10 chance attempt to eat, and having their sanity tested often as they start to hear echos from whatever parts of other souls their own was comprised out of, or potential futures for fragments of their soul.  Additionally, if they encounter other specters there is a chance of shared possession of their own body with them, with their minds being merged with that of the echo's own memories.  Their eyes will start to have black sclera with purple veins, yellow irises and white pupils.

Toxin/Poison Infection causes the individual to start having ash or coal discoloration to parts of their skin, green, purple, red, orange or black veins, yellow or blue ooze leaking out of their mouth, purple, green, black, blue or yellow eyes that are covered with the ooze of another color, as well as having a 2d10 (digits) chance of a random toxin or poison being in their blood and the oozes on their body, but becoming immune to toxin/poison damage at a certain point.  Going too far, however, will make them extremely weak against ice/cold, water, and sand/dust damages.  Additionally, their eyes will glow faintly and become green, purple, black, yellow, blue, red or orange in the iris with another of those colors in flecks there as well.

Rot/Fungus Infection causes the individual to start having their skin covered in sores and rot, as well as having fungus growing out of it, especially in their hair, back and shoulders, 10% or more soft foods in their diet (and being able to ingest 30% more than their normal maximum), and being immune to rot/fungus damage at a certain point.  Going too far, however, will make them extremely weak against fire, as well as having a 2d10 (digits) chance of one of the fungus growing on their body falling off, resulting in 10% slower FP and EP recovery.  Additionally, their eye will have a milky film over its entirety which will be able difficult for people to see their normal eye coloration through, but the infected will be able to see through it at only 10% decreased distance.  The type of fungus their body is laced with is randomly selected from a list of fungus, and harvesting growing fungus from the individual's body is possible, but 1/4th kilogram worth is the maximum per day, and it cuts the character's FP and EP recovery by 50%.

Density/Gravity/Size Infection causes the individual to start having their body size randomly change each day by an increase or decrease from their original size (flip a coin or odds and evens if solely using the 1d10 before rolling again) of 5d10 (sum) % with an equal increase or decrease in STR %.  Additionally, they will have anyone within 1/2 their range be drawn 1 movement square closer per day if their size decreases 25% or more if they do not resist the gravity.  Their skin will start having triangular speckling on it as well as their hair length changing randomly by 2d10 (sum) % each day from what it was previously.  They will also become immune to Density/Gravity/Size damage at a certain point, but need 25% more food intake of each type beyond their minimum.  Going too far, however, will make them potential prey for characters, creatures and terrors that were previously smaller than them if they decreased in size, as well as being a larger target if they increase in size, potentially requiring less FIN for foes to target than before.  Additionally, their eyes will have six joined circles or ovals form their pupil instead of a singular circle or oval.

Gamma Rays/High Energy Gamma Rays Infection causes the individual to start having skin that glows whatever hue it is faintly in the dark as well as dealing 1 Gamma Ray/High Energy Gamma Rays damage per turn to those that are within 3 squares of the individual, as well as making their veins bulge and turn a glowing green.  They will need 40% more food intake of each type beyond their minimum daily, and will become immune to Gamma Rays/High Energy Gamma Rays damage at a certain point.  They will also have a 2d10 (digits) chance of taking on a random mutation from their own genetics each day to add a physical trait change such as patterns altering, coloration of skin, hair or eyes, and having recessive genes from their parentage have a chance to activate or deactivate.  Going too far will make this increase this chance by 1 every hour it does not occur within a week until it does occur.  Additionally, their eyes will have a glowing green band on the inner and outer edges of their irises, as well as their pupils turning purple.

Infrared/Visible Light Infection causes the individual to start having skin that has spots which constantly glow a range of hues that shift in a cycle, typically on the chest, shoulders, spine and joints most commonly, as well as dealing 1 Infrared/Visible Light damage to those within 3 squares of the individual while there isn't an obstruction.  They are also have a 2d10 (digits) chance each day of becoming invisible to normal, infrared and other illumination types of visual observation for the day until taking on at least 1 damage of any type.  Going too far, however, will cause them to produce a sudden flare of light on waking which will cause 1d10 hours of blindness to those that rely on normal, infrared or other illumination types of visual observation if they are within 10 squares and there isn't an obstruction, making them hazardous to have in an encampment without blocking the flare's effect.  Additionally, their eyes will always be glowing pure white.

Magnetism Infection causes the individual to start having skin that has lines or bands through it horizontally or vertically, as well as having a constant magnetic field which flips every 1d10 hours and will attract or reply any magnetic object within 3 squares of the individual, or draw the character to a material that is too large to move that is within range, but they will be immune to magnetic damage at a certain point.  They may make the magnetic field flip immediately if they have been unable to move for 2 turns or if they have taken 2 or more damage as a result of their magnetic field, however, they will be unable to change it again for the day until it flips naturally.  Going too far, however, will also cause them to start having normally non-magnetic items attracted or repulsed by them on a 2d10 (digits) chance as well.  Additionally, the irises of their eyes will become gray with black flecks in them that are either along the inner or outer edge of their irises, but not both.

Radio/Microwaves/High Microwaves Infection causes the individual to start having skin that has concentric circles on the palms and around each joint, as well as on the spine and around the navel and nipples, as well as producing a field of microwaves from their hands which cook food at 1d10% increased efficiency to whatever other method they use to heat it up, and produce a 3 square radius radio static field, but they will be immune to Radio/Microwaves/High Microwaves damage at a certain point.  With conscious effort they can listen into different unsecure radio frequencies once a day for 1d10 hours with 1d10 chance of ending up on a valid frequency that they are aiming for at any given attempt, however, while doing so everything they hear will be broadcast to a previously empty random radio channel for a radius of 1 kilometer that other individuals with the right abilities or equipment can listen in on.  Going too far, however, will also have them start to broadcast what they are hearing on 1d10 additional radio frequencies higher and lower than the one that was randomly selected empty radio frequency.  Additionally, the irises of their eyes will be filled with concentric thin black circles.

Spatial Coordinates Infection causes the individual to start having skin that has has rounded four-pointed star and straight five-pointed star speckles of varying size on it, as well being able to teleport 1d10 squares away on taking damage once per hour at a cost of 1 FP or 1 EP, being able to teleport up to 3d10 (digits) meters randomly per day outside of combat for 2 FP, being able to choose the destination outside of combat for 4 FP it is is within their range of vision, and at no cost having a 1d10 chance per day of teleporting in a random direction up to 3d10 (digits) meters from where they went to sleep on falling asleep, but they will be immune to spatial coordinates damage at a certain point.  Going too far, however, will will make them have a 2d10 (digits) chance of also teleporting into a different realm for (1d10 / 2) hours each day before returning to whatever realm they were in previously.  Additionally, the pupils of their eyes will increase and take on a rounded four-pointed or straight five-pointed star shape, as well as a constellation-like speckling of which flecks in their irises.

Temporal Flow Infection causes the individual to start having skin that has orange veins, hourglass and curving arrows on their back, curving arrows above their ribs, and triangles on each joint, as well slowing their aging by 50%, and being able to generate a temporal increase or decrease field randomly at a cost of 3 FP for 1d10 hours per day, and being able to choose whether the field was increase or decrease for 5 FP for the same period, but being immune to temporal flow damage at a certain point.  Going too far, however, will make them have a 2d10 (digits) chance of being frozen in place (and immune to all types of damage) as they step outside of time for 1d10 hours each day.  Additionally, the their eyes will have orange veins, their irises will have orange triangle flecks in it, and their pupils will have an hourglass shape.

Ultraviolet/X-Rays Infection causes the individual to start having skin that has a faint blue or purple glow that is accentuated in the dark, bones which show faintly in the light but are clearly visible if it is dark even through their skin, and have thin streams of light coming out it wherever there is cartilage.  They also produce a flash of 3 ultraviolet/x-ray damage on falling asleep or unconscious that fills 4 squares of radius around them, but at a certain point become immune to ultraviolet/x-ray damage.  Going too far, however, will make them have a 1d10 chance per day of having x-ray vision for their entire range of vision for 1d10 hours, but finding it hard to see anything that does not have a solid enough outline or shape.  Additionally, their eyes will have purple veins, their irises will have purple, black and blue flecks in it, and their pupils will have an 'X' shape to them.

Vibrations (Slowing and Increasing) Infection causes the individual to start having skin that takes on a lightly purple hue and is warm or cold to the touch, with either steam coming off of it or seeming to be frosted, with this flipping back and forth every 1d10 hours with 3 hours rest between flipping, and veins that are black.  They will cause whatever they touch with their hands and feet to either slow or increase vibrations for 1d10 damage during the time the vibrations are slowing or increasing, as well as causing 1 ice/cold or 1 fire/heat damage when this occurs.  They will also cause a complete sound nullification field for 5 squares during the 3 hours their vibration change is at rest, but at a certain point they will be immune to vibration damage of either type.  Going too far, however, will have a 2d10 (digits) chance per day that they will take ( 1d10 / 2) ice/cold or fire/heat damage at the time when their ability changes to that state, each time it enters that state.  Additionally, their eyes will have a jagged purple zig-zag running in their irises, and the veins of their eye will be black as well.

Luminosity (Light and Shadow) Infection causes the individual to start having skin that is covered in swirling patterns that spread across 2d10 (digits) of their body when they awaken.  This pattern will either exude light or shadow and every 1d10 hours it will rest for four hours before a new pattern will form with the cycle constantly shifting back and forth each day, but at a certain point they will become immune to luminosity damage of either type.  With light or shadow exuded, they may gain a (1d10 / 2) bonus to any luminosity ability they utilize that matches the luminosity type exuded.  Going too far, however, will have a 2d10 (digits) chance per day that they will have a sanity check as every light or shadow appropriately will show them reflections of themselves as seen from the location of that light or shadow simultaneously for 1d10 hours, making their perception massively confusing and potentially making them vulnerable to dangers lurking in places where they are seeing their reflection.  Additionally, their eyes will always have have silver irises even when the pattern is hidden and their pupil and sclera will both either be radiant light or abyssal shadow as appropriate to the luminosity spectrum end they are in.

Life/Renewal Infection causes the individual to start having skin that heals rapidly, but is covered in scarification patterns unique to the individual and has white glowing veins.  They will not gain any new scars that are not part of the pattern, but they will heal fast enough that if a bone is not set right it will need to be broken again to ensure it is not healed incorrectly.  Likewise, every hour they will gain 1 HP back to their maximum, but at the start of the day they will have 1d10 HP, having no pulse and only 1d10 chance of having a dream or nightmare while they sleep, but being immune to life/renewal damage.  Going too far, however, will have a 2d10 (digits) chance per day that they will grow an extra layer of skin 2d10 (digits) hours into the day that will shed off, but leave them immobile for 2d10 (digits) minutes as it has hardens.  Additionally, their eyes will have sectoral heterochromia of their original eye color and a light misty gray color in the iris with 1d10 rounded speckles in the gray semicircle spread in a symmetrical pattern

Death/Decay Infection causes the individual to start having skin that is covered in skull-shaped speckles, black veins and nerves, their body having a light amount of rot around any wounds, and the skin and muscle being partially translucent in the dark to reveal black bones through the patterns of skin cells and muscle fibers.  They will have a 2d10 (digits) chance of dealing 2d10 (sum) death/decay damage to anything they touch the first time in a day, but will become immune to death/decay damage at a certain point.  Going too far, however, will cause the infected to have -2 Resistance to all diseases, but without being able to have death/decay damage dealt by the diseases.  Additionally, their eyes will appear to be completely almost transparent except a blue flickering flame in the center of the eyeball, and thin black edges to the irises and thin faintly glowing blue veins.

Order Infection causes the individual to start becoming more blocky and prismatic in pallor, with shifting hues on their skin starting from their veins and spreading outward.  Going too far with it will result in the individual being able to fuse materials together with a focused thought and touch, however, they will be unable to age, have their learning efficiency reduced by half, and find themselves more and more likely to become stuck in The White Void should they travel near any dimensional or temporal rifts or attempt to travel between realms.  Their eyes will have square pupils and prismatic shifting hues for the irises.

Chaos Infection causes the individual to start having fractal patterns, tentacles and spikes start popping up all over their body.  They will be able to accelerate entropy in other things and cause mutations at the touch.  Going too far, however, will cause more mutations with each time the individual is covered with the blood of any other species, as well as finding it harder to avoid becoming pulled to The Forgotten Prison of Pral if they attempt to travel between realms.  Their eyes will have a black fractal pattern in the irises and purple pupils.

Celestial Infection causes the individual to start having smooth swirling patterns appear on their skin that glow faintly, feathers start coming out of their wrists, shins, shoulder blades and back of their head, as well as their hair growing at a much faster rate.  Additionally, they will be able to recover FP and EP at a 10% faster rate and heal minor wounds in others at the touch.  However, they will find themselves dizzy and nauseaus around the infernal, as well as becoming more likely to be pulled to The Hallowed Mists of Ragsendi if traveling between realms.  Their eyes will take on a gold ring at both edges of their irises, as well their veins starting to turn light blue.

Infernal Infection causes the individual to start having sharply accentuated thorny patterns appear on their skin that absorb light and feel warm to the touch, horns growing out of their head and multiple joints, and spines in their hair, which splits much more easily.  Additionally, they will heal minor wounds in themselves but recover EP at a 10% slower rate.  However, they will find themselves itchy and over-caffeinated around the celestial, as well as becoming more likely to be pulled to The Barren Wastes of Thelatos if traveling between realms.  Their eyes will take on a ruby ring at both edges of their irises, as well as the veins starting to turn black.

Perceiving Infection causes the individual to have their veins and nerves turn a orange, with a mottled orange on their hands, feet, all over their head, on their tongue, and in the irises of their eyes.  They gain +2 to all sensory checks, but will become immune to sensory damage at a certain point.  Going too far, however, will make them need a sanity check once a day with a 1d100 chance they will have a -2 penalty to their check.  Failing a check will make them randomly see, smell and hear sensations from other realms without actually needing to be there, and thus have difficulty telling what is and is not really before them.

Judgment Infection causes the individual to have skin with bands and curving triangles which glow to match their mood, have -3 to Bluff checks, but +2 to Charisma if an individual likes their current emotional state.  They also gain +2 to REA, at a cost of -1 to Sanity, but at a certain point become immune to Judgement damage.  Going too far, however, will make them have a 2d10 (digits) chance of a WIS check each day to determine whether or not they remember whatever caused the emotional state they went to bed with.  If they do not, they suffer -2 to WIL for the day, and an additional -1 to Sanity, but gain another +2 to REA.  Additionally, their eyes will have a band in the middle of their irises that changes to meet their mood, bordered by a thin black band on each edge of it, followed by the normal iris color.

Saturday, November 1, 2014

System Mechanics: Ability Creation Update:

For those that didn't know before...  Blogger's image upload compression is terribly brutal.  That said, here is a link to the graphical concept work accompanying this post: Ability Creation Process Graphic

Ability Creation:

All abilities of every profession, species and class affect the gameplay of FARAD, often in combat or prior to it, sometimes in trade, and often in general on quests. Abilities are separated into Universal Abilities, Species Abilities, and Specialized Abilities. First, how abilities are listed, as previously briefly covered in the Core System Mechanics Vol. 1:

Ability: Ability Name Level Numeral (Cost for First Uses / Uses per First Cost / Cost after First Use per Use)(Targeting / Shape / Concentration)(Time per use / Turns per use) (Ability Source / Ability Range Bonus/Penalty / Ability Modifiers): Ability Description. Prerequisites for usage.

First, each ability has a name that helps a player or GM keep track of it, followed by the numeral of its level. Even if an ability has no initial cost to it, repeated use throughout a day will typically tire an individual's focus, causing a cost later. As each ability takes time to use, it will take turns to use in combat and out of combat things are less heated and therefore it is easier to see how much time it takes to use instead of relying on turns. Additionally, each ability requires a particular statistic or attribute to succeed without burning luck points, and at a certain point it will always succeed with greatest effect if one's aim or other reliant skill is true. Likewise, each ability has a source, range and may have one or more domain modifiers. Following that is the description and finally the prerequisite abilities or knowledge needed for usage. {This all should also apply to home-brew creations, as it will help both the player and GM be able to keep better track of what precisely an ability does and needs to perform correctly.}

Ability Modifiers:

All abilities have a destination, and shape with most also having a concentration. Additionally, all abilities are capable of being modified by the various domains listed out in the Core System Mechanics vol. 1 (CSMv1). All abilities have a potential initial cost, number of attempts for that cost, and an additional cost per attempt afterward. At bare minimum, each ability learned may be tried at least once, but may be highly ineffective if the initial cost is very high, and the additional cost will never be lower than the initial cost.

The destinations are direction, self, target, and touch.

Direction: Aims in a general direction along a three-dimensional (or sometimes even more dimensions) axis. Using this as a base destination costs 3 FP for most abilities.

Self: Aims for the individual using the ability. Using this as a base destination costs 0 FP for most abilities.

Target: Narrows to affect a designated target initially with its effects. Using this as a base destination costs 2 FP for most abilities.

Touch: Only affects that which is directly touched by the one using the ability within its duration. Using this as a base destination costs 1 FP for most abilities.

The shapes are aura, ray, sphere, and wall.

Aura: Surrounds the individual targeted as a persistent effect when successful. Using this as a base shape costs allows two attempts on initial cost.

Ray: A very tight focus circle extending out from the source that aids in targeting, decreasing the number of targets if they are not in a straight line, but allowing for greater accuracy and therefor chance of success. Using this as a base shape allows three attempts on initial cost.

Sphere: Targets all within range of the area chosen with its effects regardless of height level. Any area with an obstruction will have that as a shield from its effects,
as well as having that segment of the sphere continuing outward have no effect.
Using this as a base shape allows one attempt on initial cost.

Wall: A solid force of effects, usually used as a shield of sorts. Using this as a base shape allows two attempts on initial cost.

The concentrations are beam, blast, chain and wave.

Beam: Fires directly out in a sharp even focus of generally circular shape. This may be dodged to the side, by ducking or jumping, though the size of the beam may either be increased by leveling up to include more movement squares, or have more damage fueled into it so that even a grazing hit may be dangerous. Using this concentration as a base increases costs by 1 FP.

Blast: Fires directly out in a burst that splatters its effects on impact, though with diminished effect compared to whatever the target was. This may be dodged to the side, by ducking or jumping, but if one is still within 1/2 movement square per level of the ability, they may still take the secondary effects. Using this concentration as a base increases costs by 3 FP.

Chain: Links the targeted individual and two nearby secondary targeted individuals even if they are not in a straight line or tight radius. Missing the initial target still gives a potential to hit the secondary targets and have it affect one or both of them. A chain may be dodged to the side, by ducking or jumping, but secondary targets might still be hit. Using this concentration as a base increases costs by 2 FP.

Wave: Spreads outward in wave pattern, shoving its effects forcefully without the focus of a beam or blast. Individuals may attempt to duck under or jump over a wave, but cannot dodge to the side unless there is an obstruction in the path of the wave as a result of their movement. Using this concentration as a base increases costs by 2 FP.

Every ability has a maximum of ten domains (or their sub-domains) that can be applied to its creation. The domains and sub-domains are listed below, as well as how they modify an ability:

The Base Domains are Communication, Creation, Decreasing, Destruction, Dream, Increasing, Merging, Physical, Pulling, Pushing, Releasing, Separating, Transfer, Transformation, Trapping and Will. Usage of any of these domains constitutes the nature of almost every ability, adding no additional cost or usage and likewise not reducing either. Any character wanting to utilize any of these domains with any ability may, however, if it is not already part of an ability they must roll 1d10 and achieve 5 or higher to succeed in adding it as an option if using in combat and not already learned with that modifier added. It is to every character's advantage to practice adding each base domain to an ability outside of combat in this manner, as not only does it gain them the ability modifier with less issue if it fails, but it also gains them CXP, RXP or GXP as appropriate, and allows players to test their creativity prior to an instance where failure has dire consequences. One may add a maximum of 4 base domains per ability. Opposing base domains may not be used together in the same ability without doubling all costs.

The Classical Elemental Domains are Fire (and Heat), Water, Soil (and Plants), and Air (Sky and Wind) for the Primary Elements. The Secondary Elements are Ice (and Cold), Metal, Lightning (and Electricity), and Stone (and Minerals). The Tertiary Elements are Blood (and Organs), Bone (and Shell), Sand (and Dust), and Slime (and Ink). The Quaternary Elements are Fabric, Ghost, Toxin (and Poison), and Rot (and Fungus). Each classical elemental domain used adds +1 Damage in its type per level, another +1 to foes weak to it, and if one is attuned to resist the ability either does no elemental damage to themselves if hit by it, or if they are more attuned to it than the one using the ability, they will heal from it as well. Each classical elemental domain used also adds +1 FP cost, regardless of the level used, as long as the user has obtained that ability. One may use one classical elemental domain per set at no additional cost beyond the default +1 FP cost per classical elemental domain, however each additional use from the same set doubles all costs the ability has.

The Physics Force Domains are Density/Gravity/Size, Gamma Rays/High Energy Gamma Rays, Infrared/Visible Light, Magnetism, Radio/Microwaves/High Microwaves, Spatial Coordinates, and Temporal Flow, and Ultraviolet/X-Rays. Each physics force domain used adds +1 Damage in its type per level, and if one is attuned to the ability either it does no physics damage or if they are more attuned to it than the one using the ability, they will heal from it as well. There is no weakness attunement to physics domains, so it would not do additional damage from that, unlike the elemental domains. Additionally, each physics force domain used removes 1 attempt per initial cost, regardless of the level used, as long as the user has obtained that ability, and the cost tends to be linked to a power source to recharge or ammunition to reload from as well as FP. Usage of two Physics Force Domains increases the cost by +1 FP, and no more than two may be used per ability.

The Bridge Force Domains are Vibrations (Slowing and Increasing), Luminosity (Light and Shadow). Each bridge force domain used adds -1 Damage in its type initially with higher levels increasing by +1 damage each level. Attunement to one side of a bridge force gives resistance to that side as well as healing from it if used against them, but the opposite side will be a weakness and take +2 damage initially. Additionally, each bridge force domain used adds +1 FP to the initial cost, and one may use either one side and its opposite, or one side and a side of the other bridge force, but not a full bridge force and a side of the other. Using more than one side of a bridge force doubles all costs of an ability.

The Outside Force Domains are Life (and Renewal), and Death (and Decay). Each outside force domain used adds +2 damage in its type initially with higher levels increasing +1 damage each level. Attunement to one gives resistance to it, including healing if more attuned to it than the one using it against them. Usage against one who is weak to a particular outside force will deal an additional +1 damage to them. Additionally, each outside force domain used removes 1 attempt per initial cost, regardless of the level used, as long as the user has obtained that ability, and the cost tends to be linked to HP as well as FP. Usage of both outside force domains doubles all costs of an ability.

The Reaction Force Domains are Attitude (Chaos/Entropy and Order/Void), Concern (Celestial/Selfless and Infernal/Selfish), Perceiving (Senses and Intuition), and Judgment (Logic and Emotions). Each reaction force domain used adds +1 attempt for the initial, regardless of the level used, but adds a 1d10 chance of 1 SP being an additional cost, but doing a special effect if spent. Usage of a domain within the reaction force domains allows one side or the other of particular reaction force domain, and triples all costs if using both sides. Usage of more than one sub- domain of a reaction force domain within the same subset will also require a check of WIL against the FP cost of the ability. Failure will constitute a backfire with a 1d10 chance of 3 damage.

The Concern Sub-Domains are Caution, Charity, Chastity, Diligence, Envy, Gluttony, Greed, Humility, Ignorance, Kindness, Lust, Lying, Patience, Pride, Sloth, Temperance, Truth, Vanity, Wisdom, and Wrath. Each creature, terror or character has one or more habits as part of their personality, and one can affect their own or another's habits via abilities, items or actions to accentuate or decrease them, potentially gaining individual renown, rewards, or punishments.

The Perceiving Sub-Domains are Balance, Coordination, Taste, Touch, Pain, Sight, Smell and Sound. Each species has three or more of these senses available to it, most having all, and some having extra powerful use of one or more of their senses. Additionally, some abilities or items may accentuate one or more of the senses, or decrease them in the individual or another, potentially gaining individual renown, rewards, or punishments.

The Judgment Sub-Domains are Admiration, Aggressiveness, Awe, Contempt, Disapproval, Dominance, Ecstasy, Fear, Grief, Loathing, Optimism, Passion, Pessimism, Remorse, Rage, Serenity, Submission, Surprise, Suspicion, and Trust. Each of these are possible emotional states for a creature, terror or character to be in, and seeing one in said state may give another information as to how to deal with them in a myriad of ways. Additionally, some abilities or items may accentuate one or more of the emotional domains, or decrease them in the individual or another, potentially gaining individual renown, rewards, or punishments.