Monday, June 30, 2014

Abilities: Low-Level Elemental Self Spells:

Previously we touched upon some various abilities, including low-level elemental touch spells.  Now we'll deal with a few low-level elemental self spells, those which can only be used on the caster.  Again, here is the format:

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.

That reminded, let's continue.

Self-Immolation (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Heat, Fuel and Oxidizer/1 Range/Self, Fire): The user of this ability uses heat, fuel and an oxidizer to set themselves on fire or alternatively creates heat from within, drawing upon magical energies to set themselves on fire.  Generally this is a very little practiced and utilized spell due to the self-destructive power it holds.  It is typically an ability of last resort, but perhaps worth learning just in case.  This may be used outside of combat for certain purposes, but within it causes 4 heat/fire damage if successful to any grappling with the character and provides a +4 to Distraction on any species that can see or feel heat.  Prerequisites: Elemental Knowledge I...  And perhaps foolishness.

Self-Purifying (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Water): The user of this ability condenses humidity from their body and gear, drawing moisture out and into a drinkable amount to make their thirst if at -2 thirst or higher become fully replenished.  This will have a 1d6 chance of purifying any liquid-related toxin or disease out of their system at a cost of 1 HP and 1 EP from the pain of some bodily cells going with the liquid as a result.  This may be used outside of combat, but within it may be useful for trying to remove certain influences.  Prerequisites: Elemental Knowledge I.

Solar-Sustenance (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Plant): The user of this ability temporarily causes their body to be able to absorb nutrients more efficiently as it utilizes light and heat to be able to replenish 3 Sustenance to any missing from its current daily requirements.  This may be used outside of combat, but within it may help rebuff against abilities that distract by causing hunger.  Prerequisites: Elemental Knowledge I.

Cooling Wind (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Air): The user of this ability causes the air around themselves to lessen heat by 20 MaL degrees in order to cool themselves off.  This may be used outside of combat, but within it serves to provide +1 resistance to heat/fire if the fuel source is not thrown at them..  Prerequisites: Elemental Knowledge I.

Temporary Stasis (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Ice): The user of this ability their body temperature to lower as they enter a state of temporary stasis, slowing the effect of some poisons or making time pass quicker to their perspective, but causing 1 frost damage to them and passing a turn without movement.  This may be used outside of combat, but within it may also lock another grappling with them into stasis with them if successful.  Prerequisites: Elemental Knowledge I.

Metal Skin (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Sourc or Gear with this ability/1 Range/Self, Metal): The user of this ability causes their skin to be coated in a layer of metal, providing an additional +2 EP for the duration of its use or until it is removed from strong enough attacking damage.  This may be used outside of combat, but within it provides some additional defensive capabilities at a cost of -1 Speed.  Prerequisites: Elemental Knowledge I.

Static Cling (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Electric): The user of this ability causes static electricity to gather in their body to attract light objects with magnetic attraction, as well as providing +2 to Climb Checks on any non-liquid surface.  This may be used outside of combat, but within it opens up some tactical options.  Prerequisites: Elemental Knowledge I.

Stonefall (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Stone): The user of this ability causes their skin to temporarily turn to stone as they gain twice their mass and will fall much faster as a result.  This may be used outside of combat, but within it causes an extra 4 Physical damage to foes they land on from above if successful.  Prerequisites: Elemental Knowledge I.

Stigmatic Hemorrhage (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Blood): The user of this ability causes blood to seep out of their body through the skin or an orifice in order to give a 1/d6 chance of removing blood-borne diseases and 1d4 chance of removing the berserk status effect, at a cost of 2 HP.  This may be used outside of combat, but is rarely used within it.  Prerequisites: Elemental Knowledge I.

Grit Removal (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Sand/Dust): The user of this ability causes sand and dust to be removed from their skin, gear and orifices that might otherwise be a distraction to themselves or others.  This may be used outside of combat, but within it a +1 REA, and either way removes any negative Beauty effects caused by sand or dust.  Prerequisites: Elemental Knowledge I.

Bone Knitting (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Bone): The user of this ability causes their own bones to repair, speeding up healing by 200% for its duration if any bones are broken or fractured.  This may be used outside of combat, but within it may allow the user to better focus on combat than their pain.  Prerequisites: Elemental Knowledge I.

Slime Removal (1 FP/3 Uses/1 FP After)(5 Minutes/1 Turn)(1 INT/3 INT)(Any Magic Source or Gear with this ability/1 Range/Self, Slime/Ink): The user of this ability causes any slime or ink in or on their body and gear to come out if not intentionally contained, removing its influences and also having a 1d6 chance of removing spectral possession.  This may be used outside of combat, but within it removes any FIN effects caused from slime or ink on them.  Prerequisites: Elemental Knowledge I.


Of the various abilities listed above, some are more obviously suited to combat than others in a wider range of use, while some are better suited to non-combat uses while having only a touch modifier, and others still are incredibly useful regardless of whether used in combat or outside it. Fiery touch is useful for lighting many torches, watery touch to gather something to drink, metal touch to possibly damage locks for breaking and entering, stone touch for climbing, slime touch for setting traps, and so forth.  The possibilities for play with them are multitude even at so low a level and so limited in range.  It all depends on how creative the players and GM are with how they can be used.

Wednesday, June 25, 2014

Diseases: Vilru and Lunemire Infections:

Vilru infections can be spread through blood, saliva (especially bites) and sexual contact with 1/3rd, 1/40th and 1/10th chance of spreading to a new host through those means of infection respectively.  With any means of infection it has a 3/5th chance of turning the infected into another host after a delirious fever and chills through a three day near-death state, a 1/5th chance of killing the infected within three days without their returning as a host, a 1/10th chance of turning the infected into a carrier instead of exhibiting symptoms, and a 1/10th chance of the infected becoming immune to that particular strain of the virus.  These percentages fluctuate depending on species and genetics.  Humans keep the same percentages with females having a +1/20th chance shift toward death or turning instead of becoming a carrier or immune.  Felinae keep the same percentages with males having a +1/20th chance of becoming a carrier or immune.  Draconis Dragon-Kin have +1/10th chance of becoming a carrier or immune.  Centaurs have a +1/10th chance of death.  Gitwerg have a +1/5th chance of becoming immune.  Goblins have a +1/5th chance of turning into a host.  Pixies have a +1/5th chance of becoming immune.  Cubi have a +1/20th chance of becoming carriers or dying.  Naiads have a +1/8th chance of becoming immune or carriers.

Lunemire infections can be spread through the blood, saliva (especially bites) and sexual contact with 1/2, 1/50th and 1/5th chance of spreading to a new host through those means of infection respectively.  With any means of infection it has a 2/5th chance of turning the infected into another host after massive increases in testosterone and paranoia for twenty days, a 2/5th chance of killing the infected within twenty days without their turning into a host, a 1/10th chance of turning the infected into a carrier without exhibiting more than excessive drool and aggression as a symptom, and a 1/10th chance of being immune to that particular strain of the virus.  Humans keep the same percentages with females having a +1/10th chance of becoming a new host.  Felinae keep the same percentages with females having a +1/20th chance of becoming a new host.  Draconis Dragon-Kin have a +1/4th chance of becoming a carrier or immune.  Centaurs have a +1/4th chance of death.  Gitwerg have a +1/3rd chance of becoming a host or carrier.  Goblins have the same percentages with males having a +1/4th chance of turning into a host or carrier.  Pixies have a +1/4th chance of becoming immune.  Cubi have a +1/3rd chance of dying.  Naiads have a +1/4th chance of becoming immune or carriers.

Wednesday, June 18, 2014

Status Effects: Diseases:


There are many different dangers that characters have to face within Myths and Legends, but sometimes the danger is less apparent than one might ordinarily recognize.  In addition to all the environmental hazards, the flora, fauna, and other living dangers briefly mentioned before, there are also dangers from within...  Diseases which can affect most species, some quite annoying but not life-threatening and some quite deadly.  There are a number of diseases from real life which may also be applied to MaL by a GM with relative ease either as they are or with modification, but here are some of the stranger diseases within the system currently:


Akerpy:  A virus that infests the host's nerves, brain and heart, removing the pain limiter and keeping the heart pumping to prevent shock, strengthening it.  One infected with the Akerpy Virus will gain +2 EP daily, and will not lose EP from physical pain resistance, having a 19d20 chance of not losing EP from exertion as well.  They will, however, still feel the pain, and for every 1 EP not lost they will have a 1d20 chance of losing 1 SP.

Berkonnen:  A virus that produces excess testosterone among other hormones to induce a berserk rage state daily from three hours after waking to three hours before sleeping.  The infected will deal an extra 20% damage, but cannot use active defensive abilities until the state wears off, immediately taking 2 EP damage regardless of how limited their actions were during the day.  This disease can effect any of the starter species, but does only 1 EP damage to Gitwerg, and does 3 EP damage to Pixies.

Bradysvolo: A disease that affects the joints, breaking them down over time painfully and crippling the infected area, not only slowing down that individual, but limiting the amount of weight they can carry as well, or making it impossible for them to do more than limp unaided.  For each infected joint used for a movement action, speed is reduced by 1 per 50% of a joint infected if that joint would be used (i.e. arms and legs for climbing, legs mostly for walking or running, etc), as well as 1 HP damage per day if not treated with medication or other healing methods.  Felinae are affected an extra 50% more than normal, and Centaurs are affected an extra 80% more than normal, as well as having 25% less effectiveness on Cubi.

Bubonic Plague:  This disease strikes most species in areas of poor hygienic safety and high rat populations, lessening the resistance to any other disease by 20%, as well as having a 2/3rd chance of killing the host within 4 days if not treated.

Burnrot:  This disease is a type of mold originally from The Barren Wastes of Thelatos which infects any species to deal a daily 3 Dehydration Damage, dehydrating them until cured, but additionally causes Cubi and Draconis Dragon-Kin to catch fire spontaneously as their abilities to create fire or other effects spark a mild gas which the mold exudes.  A character vulnerable to Fire will take 1 damage per turn beyond the initial damage until the fire is put out, or 2 damage per turn if a character is specifically weak against Fire.  This typically is relatively harmless to Cubi and Draconis Dragon-Kin, but may damage any carried or worn gear significantly, and additionally may still ignite on other species if they get too close to a source of heat or sparks.

Conduleth:  A character infected with this parasite originally from The Endless Labyrinth of Mazek will enter a state of confusion, being unable to tell friend from foe and has an equal chance to hit his or her fellow party members or allies as they are to hit their enemies or creatures they are fighting while infected, as well as having a -2 to any INT or WIS check.  Additionally they will find themselves having a 3d4 chance of needing an INT and WIS check on any subject even those which they ordinarily would find simple enough to do without the check.  It can affect any of the starter species, but will be far easier to see in a Naiad and be easier to remove.

Cordycellaphis:  A fungus that infests all species, forcing 10 Hunger and 10 Thirst every day beyond the need of the host normally as it uses the extra food and water to spread faster, as well as causing a berserk rage every time the hunger and thirst are not satisfied, and a scent which makes the host recognize other infected and ignoring them as a potential source of food.

Charming Sores:  A character infected with this type of bacteria becomes slowly covered in sores which ooze out a thin layer of pus which contains not only more of the bacteria, but a by-product of the infection, a type of pheromone cocktail which is strongest on the infected's own species, but also has trace amounts of another pheromone which may affect other species, gaining +4 Charisma against their own species and +2 Charisma against other species.  Additionally, it lowers the WIL of a character -3 daily, making them much more susceptible to suggestion as well.  This serves to help it spread more easily and makes it quite dangerous.  It affects all starter species except the Naiads as they are immune to pheromones and do not produce any, and the bacteria needs some to be able to feed upon to spread throughout the body.

Convoko:  This parasitic tick originally from The Hallowed Mists of Ragsendi infests characters that it burrows into, its larvae squirming up to the brain of the creature and rooting down.  A normal infected individual has dark bags under their eyes and grows thin with purple veins, but before maturing the larvae vibrate in response to a certain ultrasonic frequency unique to each lineage of the tick, making the infected have a -5 WIL to any producing the sound, and a +3 WIL against all others.  However, as a result of this controlled state, the infected are unable to think clearly enough for anything more complex than a 1 FP ability.  This disease infects most species, but is unable to enter Draconis Dragon-Kin due to their scales being too hard to penetrate, and Naiads which don't have a more flesh and bone structure.

Dalygi's Disease:  A character infected with this bacteria has their oxygen-supply to the brain thinned but not cut-off, having a dazed affect until cured, with -3 Finesse for the duration of its infection.  It is named after a very clumsy gitwerg who was first diagnosed with it after eating some meat tainted with it.  Can affect any of the starter species.

Dermecron: A disease that causes the skin of many species to age drastically, making it wrinkle and sag, as well as shedding off as it progresses.  In some species, such as those with scales, fur or feathers, more than just the skin itself will fall off.  In most species this deals -1 Charisma per 20% infection stage except to those in cultures where individuals with old age are not only equal but greater in importance than youth or middle age individuals..  In Draconis-Dragon Kin, for example, scales will fall off and not only diminish 1 EP per infection stage, but also deal 1 HP damage per 2 stages as their tough scales also serve as part of their immune system.  Pixies may find their flight speed diminished by 1 per infection stage as well due to the scales on their wings will start slowly falling off.  Felinae will lose 2 points of cold resistance per infection stage as well.

Dunnerkig:  This virus attacks the cells in most species, slowly weakening their ability to absorb nutrients, giving them a -1 EP recovery from their normal rate, as well as a -1 on every stamina check.  It can affect any of the starter species, though Gitwerg are less likely to contract it due to its typical habitat being in fish.

Eladre's Disease:  This disease comes from a type of fungus found in The Glens of Tirae, causing rapid dehydration and aging, one year for every day until cured.  Most Gitwerg, Goblins and Pixies have a knowledge of the fungus itself, though some have forgotten their past if their lineage has been away from it for too long.  Those without the knowledge of what the fungus looks like are recommended by travel guides to not eat anything from The Glens of Tirae as its spores may be on or in other foods as well, and the cure only grows in The Glens of Tirae and in very controlled greenhouses over leyline intersection in the primary realm or other realms.  It can affect any species, but it is rare to affect Gitwerg, Goblins and Pixies.

Hailvein Disease:  A rare viral infection, more common to Cubi than other species, hailvein disease spreads from the coldest point on a body during infection and begins compressing blood and other liquids in order to cause them to freeze and further harm the immune system.  Those with the disease will find their sense of touch numbing in general with occasional sharpness from the pressure of the spreading ice, their veins turning blue and skin chalky, flaking off.  The oxygen and other gasses to their brain and other organs will be diminished severely, also causing disorientation, confusion, and if the virus spreads to the brain, total empathic break, becoming sociopaths by their altered brain chemistry.

Insolmortes: A magic-driven disease that pulls 1 FP from an infected creature to spread 5% daily, dealing 1 HP damage per 5% of infection, being unable to be cured by common healing magic.  Pixies have an additional 5% daily spread of infection unless their FP is being drained constantly by some magic-suppressive means, due to their very strong link to wild magic causing them to draw it in more easily than many other species.  When someone is infected, the veins and nerves turn black and start glowing red every few seconds as it tries to absorb magic from the infected.

Kulyrden Disease:  This waterborne virus from The Shifting Sands of Jhaneer is primarily dormant in its dry arid environment, but in cold, dark and damp places it spreads quickly in moisture, causing those who drink its infected waters to become hosts to the virus where it lies dormant for three months.  If the temperature is above 70 MaL degrees, the virus remain dormant for an additional three months, and if still above 70 MaL degrees it will break apart and die.  If it is below 70 MaL degrees during either of the two points it will cause the body to drink excessive amounts of liquid whether they are normally consumed or even if they are toxic until finally the kidneys fail and the bladder bursts, killing the host and letting the virus seep from their decomposing corpse's juices into the nearest waterway.  This virus can affect all species, though with Naiads it is rarer as they are mostly made of water and therefore regularly check their various water sources for purity.

Muckrot:  A type of fungal infection that grows in polluted waters along muddy shores and infects those that drink or bathe in it, causing irritation of the exposed surfaces, clotting of blood, a burning sensation if ingested, and the breakdown of muscle and fat into more fungus and mud.  This infection deals 1 HP damage per day per 10% of the body infected if not cured.  It affects most species that do not have fungal defenses, being doubly strong against naiads due to how easily the fungus spreads within them, but has half effectiveness against Gitwerg and Goblins due to their early exposure to similar dirt and mud dwelling diseases in small amounts so that their body builds resistance.

Nultikra Disease:  A parasitic wasp which stabs its stinger into potential hosts or their food source, laying eggs and dying causes this disease.  The eggs suck up magical energies and grow larger, pushing the host to draw even more into themselves, but preventing them from utilizing it themselves until they are cured.  Found by a medical autopsy of the high mage Nultikra Karn, who in later years lost all use of her magic due to this parasite.  Can affect any of the starter species, and is cured by consuming an excess of 6 Bitter sustenance beyond that which a species needs for its maximum consumption average.  This will make them violently ill, vomiting and diuretic for a week, but it will also drive the eggs out with a 90% success rate.

Omanum:  This disease is caused by flecks of crystalline parasites from The Crystal Slumber getting into the blood, eating testosterone and adrenaline, slowly pushing peace and serenity into the subject to the point of completely suppressing their fight or flight instinct and responses to allow the parasite to be consumed alongside its host and spread to more and more creatures.  Every day the infected has a 1d6 chance of losing 1 WIL if their WIL does not exceed their current EP.  Due to the very calming nature of the infection and their suppression of fear, they gain 1 SP per 2 WIL lost, however, as they take small or large risks to understand the universe.  This can apply to any starter species but it is rarer to apply to Gitwerg as they regularly deal with crystals in general and are more likely to notice which crystals are infected than other species.

Phantom Pox:  A sign of failed attempts of possession from a weak immune system but strong will, Phantom Pox appears as small pale green spots all over the body.  For every day uncured, the individual infected has a 1d4 chance of a WIL check against their remaining EP.  If their WIL is equal or greater than half the EP, the character will lose 1 EP, but retain their WIL.  If it does not, they will lose 1 WIL, 1 HP and 2 EP.  The more they succumb to the Phantom Pox, the more it will spread until finally they expire and their body becomes infested with a multitude of weak specters, or one powerful enough to control the body on their own.  Those who are infected also have a 1d100 chance per day of randomly phasing through up to 1/4th meter of matter during a single turn, or 1d100 chance per day of turning invisible for a single turn.  It can apply to any starter species with a 1d4 chance when resisting spectral possession, though has a 1d12 chance of applying to Cubi due to some specters still having a fear of infernal species they may have had in life being more common than specters being afraid of other starter species.

Pexahgra Virus:  This virus originating from The Forgotten Prison of Pral strikes most species, causing dehydration, excess calcification and heavy metal poisoning, slowly driving a character to consume foods that have an abundance of calcium and heavy metals, slowly replacing their skin and bones into metal and rock.  Any starter species can get this infection, though Gitwerg and Goblins are more resistant to it than most other species, with Naiads being highly susceptible as their core rapidly expands and dehydration shrinks their volume, creating a dusty outer layer which slowly contracts to join the expanding core.  Those infected with this virus take a daily 3 Dehydration Damage as well as having -4 Speed, -3 REA and -2 FIN until cured.

Qualvarus: A disease which infests the host, producing warts and boils, which when burst from excessive pressure or poor attempts to alleviate it will help spread the disease.  It forces the body to produce excess pus with which it can multiply much more easily and spread further throughout the body.  With many species this is easily treatable by proper medication, but species with strong immune systems will have its symptoms suppressed, being unaffected by most immune systems itself.  This will cause it to be even harder to cure by the time the immune system is too compromised to suppress the wart and boil symptoms anymore.  Goblins are especially susceptible to this disease, being two and a half times more dangerous to them.  It also causes 2 points of dehydration per 10% of infection, as well as random headaches, migraines, and frequent urination.

Rabies:  Those infected with rabies gain a fear of water as well as fever, excessive drooling and aggression.  Those with rabies will enter a berserk rage with a 1d4 chance daily after 1d20 days, and will die after 1d90 + 20 days if not treated.  It spreads quickly in mammals and birds primarily, being effective against all starter species except Draconis Dragon-Kin and Naiads.

Reoan:  This bacteria originally from The Ascended Isles of Serseki causes an extreme boost to the immune system and bodily repair systems of most species, however it has a draining effect on the stamina and sanity.  Every day the infected gains an extra 1 HP, regardless of their current maximum recoverable HP.  If they exceed this maximum they lose 1/2 EP and 1/4th SP per hour, and when their EP reaches 0 they will lose -2 HP per hour.  This can affect all starter species.

Sakja Virus:  This virus originally from The Stary Oceans of Quantil infests the nerves and bladder of most species, shocking them over and over as it tries to force them into suicidal actions.  This virus spreads even faster through necrotic tissue putrefying, and becomes a festering breeding ground for the virus, which is then released into the purge fluid which may drain into waterways where it will survive for one month of dormancy, or into the released gas where it will survive for three days of dormancy.  It deals 1 Electric/Lightning Damage per shock, which occurs with a 1d4 chance every hour for most infected species, and a 1d2 chance every hour for Naiads.

Sleeping Sickness:  This parasitical disease comes from the bite of a sand-flea within The Somnium Bleed which rarely is found outside it.  The parasite squirms up from the point of infection to the brain where it stimulates sleep so as to feed on the serotonin produced. Those infected end up have a 1d20 check against WIL per hour, and a 1d12 check against depression.  For every failure to exceed half their EP, they will fall asleep for 12 hours and lose 1 WIL and 1 EP.  Every time they succumb the number of hours they sleep next due to the disease will increase by 6 hours.  If they resist they have a 1d4 chance of losing 1 EP.  When an individual finally has no WIL left they will enter a coma which will not cease until either they die or are cured.  It can apply to any starter species, but has a 1d2 chance of not infecting a Cubi initially.

Vreem Virus:  Named after Vreem Par, a Naiad explorer of The Silicon Fields, this strange retrovirus infects materials, flora, fauna and sentient creatures, slowly breaking them down into energy in cubic chunks which may cause living things to start taking damage, having a 1d20 chance per day of taking 1d4 HP Damage, 1d6 EP Damage and 1d40 chance of a random organ failing.  The virus itself is cured with a single turn excess of electricity being applied 2 points beyond the total EP of the material, flora, fauna or sentient creature, forcibly causing them 2 HP damage regardless of whatever additional weakness they may have to electricity causing them further damage.  It can apply to any starter species.

Zhaqua Disease:  This parasite infects various species and drives up their libido and desire for a wider variety of food than they normally consume, using genetic samples to help it mutate to be able to infect other species more easily.  A month after infection the parasite starts pumping a genetic retrovirus into the host once per day based on the samples it absorbed, using these changes to drive the infected host to be quickly killed by its own species, or the host to commit suicide, or for the changes to cause total organ failure.  Once the host has died the parasite burrows out of the body and launches capsules containing eggs over a 1 kilometer radius which will remain dormant for eleven months before hatching and climbing onto whatever mobile creature it can in order to test them.  If a single bite from the parasite finds a sample it has adapted to already, it will burrow itself into the potential host to start the process its parent enacted.  If the bite finds an entirely new sample it will try to find its way in through any available orifice when the potential host is sleeping, latching on until it feels the creature is at rest.  A character with this status effect is not in their native form but instead another for the duration of its effect.  This can affect any starter species, but it is much more visible in a Naiad and thus more easily able to be removed.

Thursday, June 12, 2014

Materials: Enigmatic Materials Charting:

While this listing is in no means complete for the final core book version of the system, this charting does include a lot of more unusual and enigmatic materials that are hard to classify in just one category.

Material Name | Most Common Appearance | Toughness | Durability | Density (Room Temperature g/cm^3) | Average Cost for 5 grams | Special Effect(s) | Description.


Amber | Translucent Orange | 1 Toughness | 2 EP | 1.07 g/cm^3 | 3 Copper Pieces | Per 15 grams, + 1/2 Genetic Sample if anything previously living trapped within it, + 1/4th FP, + Any Remaining FP from the creature trapped in it if unused. | 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.

Baneyelle Tree | Pale Blue with Green Vein Leafs, Bright Orange and White with Red Flecks Flowers, and Light Brown Bark and Pulp | 2 Toughness | 7 EP | 5.85 g/cm^3 | 1 Silver Piece | Per 15 grams, + 1/2 Fire Resistance. | Baneyelle Tree is a type of tree that grows in Mazek on the surface, in the Undermaze, and even underground, seeming to draw nutrients and moisture not only from the soil, but also the air and rocks.  It feels warm to the touch when found near sources of heat, seeming to flourish most when within 4 squares of a source of 30 MaL degrees or more, resisting 40 fire damage with ease.  Its bark is flaky and makes for good seasoning when properly ground or shaved, and its wood center is very fibrous and useful for rope or fabrics when properly woven.  Its leaves are a pale blue with red veining and green surrounding that, and its flowers are a bright orange and white with flecks of red.  If properly treated it remains flexible but strong, making it useful for bows, clubs, even basic armor.  Transplanting Baneyelle Trees is difficult due to the speed of their decay when uprooted being only 3 days to fully die and dry up.  If it is not replanted within a day and a half, the tree may not recover, let alone become healthy and flowering again.

Blotstone | Black | 1 Toughness | 2 EP | 2.02 g/cm^3 | 34 Copper Pieces | Per 15 grams, + 50g/cm^3 of extractable ink. | Blotstone is a type of rock that occasionally flies out of the torrential winds under Serseki to either imbed into the floating islands' structure or land on its surface.  It is a highly compressed mixture of stone and biological matter, its center densely filled with a soft tar-like substance that, when the blotstone is heated, pours out of even the smallest crack slowly as pitch-black ink.  As a result, they are highly sought for academics seeking a portable source of ink, or used by rogues and other individuals for stealthy purposes.

Deafstone | Gray with White Speckling | 1 Toughness | 4 EP | 0.056  g/cm^3 | 2 Silver Pieces | Per 15 grams, + 5 Stealth against making Noise, but at a cost of -5 Observation to Noise, range of 7 m^2.  If one charges it with 2 FP, they invert it to provide -5 Stealth against making Noise with a + 5 Observation to Noise at a cost of 1 SP damage if sensitive to Noise or if the sound is itself of noise-pollution levels and one does not shut if off within two turns. | Deafstone is a type of rock that is found easily in Serseki, being one of the primary materials used to make the temples and much of the structure of the islands themselves.

Diffusing Pillar | Refractive Translucent | 1 Toughness | 2 EP | 3.42 g/cm^3 | 17 Copper Pieces | Per 15 grams, any Light related attacks cause it to faintly glow, diminishing their strength by 2, and splitting it to hit a curve opposite the attacker with that lower attack to each. | A Diffusing Pillar is a crystal or glass pillar that has been faceted in a special way to give it special properties.  Some will utilize these for defensive purposes as a result, but the forewarned individual knows that the pillar allows these attacks from any direction.

Dreamsand | White | 1 Toughness | 1 EP | 0.15 g/cm^3 | 2 Silver Pieces, 3 Copper Pieces | Per 15 grams (50 Units), 10 units for a trip of up to 100 Kg (scaling accordingly) into The Somnium Bleed can be made with the right ritual, or 10 units over a pillow for to ensure good dreams and give full EP and FP recovery while at rest, or 2 units to be thrown at someone to make them do make them need a Sleep Check and a Hallucination Check as well even if they pass the sleep check, or 1 unit may be used as a distraction to force an Observation Check, or 1 unit to purify water strained through it by absorbing up to 4 points of Poison, toxicity or other contaminants of a non-biological nature.  | Dreamsand is found in much of the surface of The Somnium Bleed, making one think that it is too abundant to be of much value, however, the pure white Dreamsand when outside of The Somnium Bleed can be used in for a multitude of uses that it doesn't have within The Somnium Bleed.

Endata Cubes | Shifting Rainbow Pulse when charged, Desaturating to pure Gray when uncharged | 1 Toughness | 4 EP | 0.003 g/cm^3 | Average Cost for 5 grams | For every 15 grams, (1/10th Small Endata Cube, 1/30th Large Endata Cube) 2 Electric Hazard point storage, storage of memory of every device it has been used or recharged in, and a holographic image of a 1/5th m2 radius of use or recharge location. | Endata Cubes are condensed data and energy that fuel any portable digital device equipped to take their power.  Each large Endata Cube cubic inch stores 20 electric hazard points, which powers devices for quite some time.  The smallest Endata Cubes are 150 cm^3 and the largest are 450 cm^3 in size.  Endata Cubes may be used in any realm, but only recharged in The Silicon Fields.

Fraglith Crystals | White with mostly Purple Refraction | 9 Toughness | 2 EP | 0.006 g/cm^3 | 5 Silver Pieces | Per 15 grams, a spherical tear four times its size may be made when it is shattered or destroyed by heat, light or electrical damage, creating a tear which will open in its place for 1 hour in one direction only, leading to whatever non-radiation shielded location it has been attuned to. | Fraglith Crystals are found adjacent to or near tears between The Silicon Fields and other realms, or from one portion of The Silicon Fields to another.  While tears do occur naturally and are shut down when the Fraglith is removed from them, they may also be caused by tuning the Fraglith with harmonic resonance to a particular location.  Fraglith grows only from absorbing melted Albacon, Silicon and Copper, and an equal portion to its size will grow it by 2 cubic centimeters per week.  Putting more than equal batches of melted Albacon, Silicon and Copper will cause the Fraglith to dissolve.

Gorgust Powder | Blue Powder | 0 Toughness | 1 EP | Density (Room Temperature g/cm^3) | 3 Silver Pieces, 12 Copper Pieces | Per 15 grams, + 3/2 Toughness is granted to anything it is rubbed on while dealing 1/8th EP damage to the object, if put into part of cast metal it will grant it + 5/4th toughness without the EP damage, additionally if given plants alongside a nutrient mix they will have 3 days of weed-free life per m2 it is applied to per 113.398 grams of Gorgust Powder.  | Gorgust Powder is made from the ground up ancient bones found in Ostiel as well as diamond dust mixed together to a fine blue flour.

Gretho Lichen | Faint Orange Glow in the Underdark, Pale Blue when on the surface of Mazek | 1 Toughness | 3 EP | 0.1 g/cm^3 | 1 Silver Piece | Per 15 grams, up to 150 points of frost and fire damage negation, and 150 doses of + 20 Charm effect making it used often as a truth serum ingredient, and if over-consumed or injected with 6 doses in a day a Sanity Check is required, it also absorbs a air amount of moisture in additon to its endurance to varying heat. | Gretho Lichen is a type of lichen that grows on some portions of Wyrdstone, being a strong moisture absorbent and yet still grows in the dryness of the maze walls, glowing in the Underdark a faint orange, and on the surface a pale blue due to the constant exposure to sunlight.

Jilcuskon | Dark Gray | 9 Toughness | 5 EP | 0.86 g/cm^3 | 3 Silver Pieces | Per 15 grams, the Jilcuskon rock can absorb 45 Vibration Damage or 45 Electricity Damage (or combination of the two) to increase its EP by 30, reducing its Toughness to 2 & 1/2 Toughness and increasing its weight by 2 grams.  If one deals damage to it faster than it absorbs (45 points of Damage per turn at 15 grams) then it will shatter and once a day it will reduce by 30 EP if it is not recieving vibrations or electricity during that time. | Jilcuskon is a type of rock found in Feluk that anchors the humming crystals used by the Bodels, as well as sometimes lining walls where Vennerkun rocks are found.  It absorbs vibrations and electricity to become more dense, but as a result becomes less tough, and leaks out the vibrations slowly over time.

Memory Crystals | Pale Purple Translucent | 3 Toughness | 3 EP | 0.72 g/cm^3) | 1 Gold Piece | Per 15 grams, if a character uses 5 FP while holding one it all of their memories will be copied into it.  If one uses 1 FP, they can replay any one day from a crystal in one minute's time.  If one uses 25 FP, they will put themselves into a day-long coma with no EP or FP regain during it, taking 10 HP damage, but they will be able to download everything from a memory crystal into their own mind and clear the memory crystal without losing their own memories.  If they wish to clear it, they may submerge the memory crystal in an equal portion of water for a day, letting it dissolve and form a new blank memory crystal.  | Memory Crystals store the lifespan of one individual thus far into them, growing in Serseki under the many temples, being able to harvest the tips of to seed more memory crystals or use for storing one's memories.

Moonstone | Pale Gray and White | 1 Toughness | 3 EP | 0.22 g/cm^3 | 24 Silver Pieces | Per 15 grams, Moonstone may store up to 90 FP and replenish half its FP without assistance at night when it is able. | Moonstone is a type of stone sometimes found in babbling brooks of Tirae, meteor pieces smoothed and absorbing magic the most when the water is at its coldest, meaning less of the magical energy is being pulled away by the current.  Each night a Moonstone exposed to the night air and land in which magic isn't severely dampened will find a large amount of magic absorbed.

Novana Crystals | Bright Orange and Yellow Translucent with Prismatic Refraction of Blue and Green | 3 Toughness | 1 EP | 0.01 g/cm^3 | 8 Silver Pieces | Per 15 grams, 50 Light or Fire/Heat Points (or a combination of the two) are able to be stored until 3 points of pressure are put upon it to release a point of each, scaling upward before it is destroyed, unless one uses damage that is not from light, fire/heat or pressure. | Novana Crystals retain light and heat for centuries, needing only a little pressure to release some, though they are extremely light and durable.  Some use them for power generation, others simply for light and warmth, while others harness their power for weaponry.

Sunstone | Yellow and White | 1 Toughness | 1 EP | 0.55 g/cm^3 | 4 Silver Pieces | Per 15 grams, 360 MaL Degrees may be absorbed and stored to provide a 3 square radius full illumination for 48 turns without dealing Light Damage or deal 48 Light Damage if focused, using 1 Electricity Damage or 2 FP to release the illumination or light damage. | Sunstone is a type of rock that absorbs visible light, growing warm and faintly glowing at night, but a little bit of focus or the application of electric current will make it release all of its heat and light at once in the direction opposite the electricity or foci.

Tioneb Goo | Green, Milky | 1 Toughness | 1 EP | 0.69 g/cm^3 | 6 Silver Pieces | Per 15 grams, Tioneb Goo disolves 15 grams of any material that is not more of the goo, flesh (regardless of species), arsenic, copper or glass.  If consumed it will provide 20 HP, 12 Protein, 12 Carbs, 9 Umami, 3 Fatty, 3 Liquid, 3 Soft, 3 Sweet, 3 Salty, 3 Cold and 3 Pure sustenance.  Additionally it will cover one medium character with enough Tioneb Goo that a Fractaldactyl will ignore their non-hostile actions for one day. | Tioneb Goo is the extracted center of a Fractaldactyl egg, first found by the human Tioneb Troblednam found within his time adventuring when he was trapped with the creatures of The White Void before retiring to become a mathematician.  For nearly a year he studied the creatures and survived by eating some of the Fractaldactyl eggs which left him with a scent that made the parent terrors leave him alone for a few days each time and left him feeling full enough for the period of time until it wore off.  Tioneb Goo was named after him as he managed to bring a few of the unfertilized eggs back with him when he was finally rescued, and studied its composition, finding that despite being unable to hatch while unfertilized, the goo in the eggs would dissolve most materials, save more of the goo, flesh, arsenic, copper, and glass.

Vennerkun | Dark, Chalky Red with Pink Crystals | 1 Toughness | 52 EP | 2.77 g/cm^3 | 2 Gold Pieces | Per 15 grams, the Vennerkun rock has 30 Pressure Damage absorption per EP (520 EP for 15 grams), and withstands 10 Electrical Damage per EP.  | Vennerkun is a type of rock found in Feluk that absorbs pressure, trapping it as a faint glimmer in the crystal flecks running through it.  When electricity is applied to one end of Vennerkun, the entire rock vibrates in any direction opposite the electrical leads until it has released its contained pressure.  If one runs electricity into it for too long they risk shattering it, but applying pressure to it again will give a bit more vibration to use before it shatters.  As a result, it is highly valued by miners when put into focused machines to ensure it directs only in one convex direction.

Warpstone | Silver with White and Rainbow Prismatic Refraction of a Location's Appearance | 1 Toughness | 1 EP | 3  g/cm^3 | 12 Gold Pieces | Per 15 grams, Teleport an Item, Character or Creature fully within 0.25 squares in the direction light shines through it at them if fully within the light.  If not fully within the light it will deal 1 EP damage and hold them in place for 1 turn before pushing them out of the range of its beam. | Warpstone hums faintly, warm in the hand even when laying in cold darkness for centuries.  It holds a peculiar habit of linking to the nearest piece of warpstone of the same frequency despite dimensional travel being necessary to reach it, warping light even when unworked from one to the other to form a visible, if distorted, image of the other location.  It also is capable of teleporting materials from one to the other if light shines through it to land fully on something else.  Those wishing to tune two warpstones together need only cleave the two to a similar size and then run a light through the back of each toward the other, then move the two to whatever location is desired.

Whisper Leaf | Pale Blue with Black Speckling | 1 Toughness | 1 EP | 0.01 g/cm^3 | 12 Silver Pieces | Per 15 grams, Whisper Leaf repeats all Sounds within 5 squares heard within the last two hours if the wind did not rustle the leaves too much, if one uses 1 FP on it. | Whisper Leaf is a type of material that rustles lightly in the wind, repeating all that it has heard within 5 squares through the past two hours if the wind did not rustle the leaves too much.  Whisper Leaf may be made into many different items as long as it can still rustle later, making it very useful for espionage, or just simply keeping track of conversations.  It does, however, take as long for it to repeat what it has heard as it takes for it to hear it.  However, strategic placement of more than one cubic inch makes it more useful if more is used.

White Matter | Glowing White | 1 Toughness | 40 EP | 0.0003 g/cm^3 | 9 Gold Pieces | Per 15 grams, White Matter will produce a 30 square spherical pocket dimensional space, create 15 dimensional bag's pocket dimensions.  If attacked with 45 Chaotic Damage it will produce and explosion of 36 Frost and 32 Fire/Heat Damage in a radius of 25 squares. | White Matter is a strange wisp so soft most move through it without noticing it.  This material comprises most of the White Void, its structure always displacing as things move through it, not causing any sensory data to analyze except a feeling of weightlessness and a light warmth.  White Matter if scooped up by most materials will just shift out of the way, but a bit of temporal mechanics or magic to create a bubble of frozen time will allow one to trap some and take it with them out of The White Void, though High Ordered Beings will quickly move toward that spot if within fifty miles of it.  Outside of The White Void, White Matter maintains a spherical shape, and may be altered and used to create a pocket dimension home once reinserted into The White Void, for use in temporal machines, to create a dimensional bag's pocket dimension, as part of a weapon against High Chaotic Beings, or if attacked with enough chaotic force will create an explosion of frost and fire/heat damage.

 Xhunfo Sand | Black | 1 Toughness | 1 EP | 0.028 g/cm^3 | 34 Silver Pieces | Per 15 grams, if melted into glass it will show a centuries into the past looking into the convex side, or future looking into the concave side per 2.5 cm thickness with a radius of 82 cm.  It will also tear through many materials with 2 Piercing Damage per minute in a sandstorm if not close enough to maintain its magnetic attraction to metal.  | Xhunfo Sand is a type of black sand that is magnetic and drawn to large quantities of metal, as well as being highly toxic.  Xhunfo Sandstorms rarely happen, but they are dangerous when they happened due to their high attraction to metal, including within a creature's body.  It also may also be used in temporal machines.

Monday, June 2, 2014

Materials: Hazardous Materials Charting:

While this listing is no way complete, it does, however, have a good charting of several hazardous materials within the system.

Material Name | Most Common Appearance | Toughness | Durability | Density (Room Temperature g/cm^3) | Average Cost for 5 grams | Special Effect(s) | Description. 

Acid | Translucent, Fizzing, Clear Typically | 0 Toughness | 0 EP | Varies, 1.46 g/cm^3 average | 15 Copper Pieces Average | For every 15 grams, + 1/4th Acid Damage per MaL PH. | While there exist many types of acid, hazardous acid is strong enough harm most species severely, having an MaL PH of 5 or lower (remembering that MaL PH is 3 points higher than true PH due to extending the ends).

Cracklestone | Gray with Cracks that glow faintly Blue | 2 Toughness | 5 EP | 3.48 g/cm^3 | 14 Silver Pieces | Per 15 grams, for every 5 Electric Damage dealt Cracklestone only 1 EP Damage is received and any other Damage modifier from the attack is negated.  For any attack not containing Electric Damage, Cracklestone deals 5 Electric Damage back at the attacker per 1 EP damage done to it as it releases its stored electricity to its own square, each adjacent square, the dealer's square and any square directly adjacent to the dealer. | Cracklestone is a type of rock that is extremely conductive and capacitive, absorbing lightning and electric attacks with ease.

Everburn Slime | Forest Green | 0 Toughness | 3 EP | 1.27 g/cm^3 | 2 Silver Pieces, 24 Copper Pieces | Per 15 grams, Everburn Slime has -40 Resistance to Heat/Fire, but only takes 1/40th EP Damage per turn from Heat/Fire. | Everburn Slime is a sticky substance that some creatures leave trails of, being a sign of either prior or current infestation as it clings to many substances but dust and cobwebs dissolve in it, keeping its outer surface still glistening after decades until it hardens.  This slime is extremely flammable with a long burn time, hence its name, and well worth collecting for use in torches or other lighting instruments, though best done with some manner of ventilation, as it produces a non-toxic but noxious dark red smoke.

Frightstone | Purple with Red Flecking | 2 Toughness | 16 EP | 55,360 g/cm^3 | 3 Silver Pieces | Per 15 grams, any sleeping creature or character capable of dreams within 40 movement squares will have a nightmare except those that are within 2 movement squares of it. | Frightstone is a type of rock found in The Somnium Bleed in areas filled with terrifying creatures, landscape warped by the nightmares of sleeping individuals.

Harglesplerk Crystals | Translucent Red and Green Refraction | 17 Toughness | 4 EP | 3.46 g/cm^3 | 34 Copper Pieces | Per 15 grams, 1/2 Physical Damage and 1/3rd Heat/Fire Damage when exposed to more than Dim Light for more than a minute. | Harglesplerk Crystals are a type of crystal that only grows in total darkness, named after its Gitwerg discoverer with an unfortunate rite-of-passage last name meaning "lucky-stumbling-bastard" due to his barely passing the test due to his poor navigation and balance skills but still finding his hidden challenge statuette after falling down a hole onto another individual returning from their own rite-of-passage.  Harglesplerk Crystals were found under similar circumstances in Feluk, whose caverns are rich with Harglesplerk deep in the dark, but so are other dangers

Lava | Bright Red and Orage | 4 Toughness | 5 EP | 2.6 g/cm^3 | 3 Gold Pieces | Per 15 grams, Lava deals 80 Heat/Fire Damage to its square and adjactent squares, and further damage decreasing at 10 Heat/Fire Damage per square further out in radius from the Lava. | Lava is superheated rock typically found in volcanoes and deep within a planet.  It is not recommended to go swimming in it, but it is a good place to dispose of most unwanted items such as certain magical rings.

Munzotan | Light Green Rock | 2 Toughness | 4 EP | 1.81 g/cm^3 | 2 Gold Pieces | Per 15 grams, unless shielded by Gold, Munzotan deals radiation to its square and all squares within a radius of 10 squares which has a 1d10 chance per 5 turns in range of causing 3 simultaneous mutations from nearby genetic material or genetic material from one's own ancestry, each having a 50/50 chance of being beneficial or negative. | Munzotan is a type of rock that emits mutating radiation, being safe within a gold shield or abilities that block radiation, but otherwise affecting nearby characters and creatures.  Its true power lies in using it in conjunction with gold to focus its radiation, or in finding a way to cause it to break apart through explosions or other ways of turning it into an easily spread powder that guarantees the 3 simultaneous mutations occur on exposure.  Intentionally adding genetic material samples to this powder for a day before exposing someone to it guarantees that all 3 mutations will occur with those as their base, but not which mutation of their genetics will arise.  However, if Munzotan is outside of Pral for more than 5 days, it turns into worthless dust, regardless of its form beforehand.

Shatterstrom | Translucent, Purple and Gray | 1 Toughness | 1 EP |  0.0003 Room Temperature g/cm^3 | Average Cost for 5 grams | Per 15 grams, Shatterstrom deals 1/2 HP damage to whomever touches it per turn they touch it, as well as requiring a sanity check (only one regardless of the size) per turn within 4 squares of it and an additional sanity check per turn they are touching it. | Shatterstrom is a type of crystal that grows alongside the prison crystals that hold the pral but is not containing a pral within it.  As a result of its close proximity, it has absorbed their agony and insanity.  This is contained and focused by gold around the crystal except in the direction one wishes to aim it.

Syndak | Glistening Rainbow shifting evenly unless contaminated | 1 Toughness | 1 EP | 0.001 g/cm^3 | 12 Copper Pieces | Per 15 grams (1/1000th dose of Syndak), the user gains 1/6000th addiction, and + 1/200th Happiness Mood, + 1/400th Arousal Mood, + 1/500th Hallucinations of veins, lines, cracks and any other visible division of a creature, character or item's surface glows bright purple and throbs in their vision.  When addicted they will have a sugar crash every morning and the need for hot and acidic consumables every two hours until they get a fix with a lasting fever and slight purple around their irises as symptoms of their addiction.  Additionally they gain 1/5000th chance of infection from the digital dna within it or other contamination. | Syndak is an addictive substance formed from digital dna, synthol, sugar, and a mixture of ingredients each creator keeps to themselves.  It can be liquified and injected, glazed over something, re-hardened within baked candies, or kept crystallized and broken into powder.  As it contains digital dna, it has the potential to carry infections if not prepared properly, but it also can temporarily bestow traits of the source and secret ingredients to the individual using it.  Its addiction starts as a simple craving, if using enough to cause a usable response (1 dose) it becomes an addiction after 6 doses per month.