Tuesday, April 26, 2016

System Mechanics: Skill Checks:

Anytime a character, creature or terror controlled by the GM attempts to do something, they can reference their attributes to determine its success or failure and the consequences of their action.  Likewise, a player may be asked to do similar, and have their particular attributes compared to the required number the GM determines it requires.  Highly favored territory, items and other familiar things tend to add a +1 bonus on top of whatever their result was, however, completely new territory, creatures, terrors and the like cause a +1 increase to the challenge's requirement.  This may be adjusted by the GM as needed to higher and lower numbers as a result of the experiences of the players through their campaigns.  Typically, an attribute alone is needed as the base value of an attempt in combat, however, certain skills may utilize the sub-attributes as further modifiers or multiple of them, divided by the number used.  The higher the resulting number, the more likely that a skill use may succeed, as well as go beyond what was originally intended to far greater outcomes.

Unlike many other systems, a player's statistics and attributes determine the bulk of the results of skill checks without the need of a dice roll.  Every day a player has a temporary 1d10 to use inside combat and another outside of combat, on top of whatever their Luck pool has.  For every 1d10 not used, the player in question should gain 5 CXP for the combat die, 5 RXP for the die used outside of combat, 5 GXP for every positive Luck not used, and 5 GXP for every Luck used, as an encouragement to burn negative Luck as well as to trust their own training and decisions regarding the other dice.  The two temporary 1d10 do not roll over from day to day if not used, however, so some players might want to consider using them if dealing with challenges that seem daunting, as a benefit to their efforts.

A GM may have a player use any attributes (and in some cases statistics) that they feel is relevant to a combat or roleplay ability attempt.  However, some common suggestions are below with explanation for their reasoning.  As a GM you will find detailed listings of possible skill checks to use for common abilities as well in the core mechanics book when it is completed, but it is always a good idea to modify them as needed to fit the purpose of the specific attempt used by the players or other beings in the realm.  For example, if one were to crush something with their bare hands during an attempt to intimidate a character, it may be wise to add on a strength check as well.  Additionally, if doing something like crushing it against their own head, an endurance check against the durability and hardness of the object may be of use to determine if they injure themselves in the process.

Bluff (Charisma and Wit, Cunning and Reflex, or Courage and Stealth)
  By utilizing charisma and wit, they can attempt to bluff their way out of a situation using humor to try to keep a potential outburst diffused.  See also: Persuade.  By using cunning and reflex, they can try to flip out false identification or otherwise utilize their inventory and the environment to stack the odds in their favor.  See also: Intimidate.  By using courage and stealth, they can tamp down their reaction as they act bolder and more powerful or influential than they actually are, tricking others into backing down.  See also: Intimidate.

Climb (Observation and Knowledge, Balance and Lifting Strength, Agility and Reflex might potentially all be used in that order, or skipping Observation and Knowledge)
  By using balance and lifting strength, they are able to determine if they are able to even lift their own weight, as well as balance properly to distribute that weight to prevent falling.  More difficult climbs will require more climbing ability or gear to do so, or a prior observation and knowledge to see if they can find an efficient route (which would include whether or not it is even climbable).  If falling agility and reflex will help them try to catch themselves if possible.

Intimidate (Cunning and Reflex, or Courage and Stealth)
  By using cunning and reflex, they can try to flip out false identification or otherwise utilize their inventory and the environment to stack the odds in their favor.  See also: Bluff.  By using courage and stealth, they can tamp down their reaction as they act bolder and more powerful or influential than they actually are, tricking others into backing down.  See also: Bluff.

Move Silently (Observation and Knowledge, Cunning and Reflex, Stealth and Speed, might all be used in any order, or have Observation and Knowledge alone skipped or it and Cunning and Reflex skipped when determining the outcome)
  Depending on whether the individual studies the terrain and knows how loud parts of will be, choosing their steps or other forms of movement carefully, and is able to move effectively stealthy with or without doing the observation and careful planning of their steps first, one can determine how silently they may be able to move.

Persuade (Charisma and Wit, Cunning and Reflex, or Courage and Stealth)
  By utilizing charisma and wit, they can attempt to bluff their way out of a situation using humor to try to keep a potential outburst diffused.  See also: Bluff.

Ride (Agility, Balance, Reflex, possibly Knowledge)
  By using agility (and possibly a jump if needed) an individual may try to climb a difficult mount if needed, though mechanical vehicles and such will most likely not need much if any agility to get into a proper sitting location.  Balance is needed for staying on whatever is being ridden, if it is not specifically designed to minimize the need for balance.  Certain saddles on creatures and terrors might remove the need for a balance check, but most have a possibility of the character being shifted around quite a lot, and leaning on some vehicles such as motorcycles may make it difficult to steer.  Reflex is needed when balance is failing, or if needing to quickly alter the course of whatever is being ridden.  If it is a creature or terror trained to react to certain commands, knowledge may also be needed if tugging at reins or the like does not produce the desired response.

Running Jump (Lifting Strength, Speed and Weight Carried)
  By having to lift not only the individual themselves but all that they are carrying, they need enough excess movement speed to be able to move over an obstacle or reach a goal at a higher elevation.  Gravity may vary per planet and realm, allowing more vertical movement when jumping, but typically most species have with no weight carried a maximum running jump height equal to 1.25x their standing jump height, and a distance equal to half their movement prior to the jump itself, thus allowing for inertia to carry them further the faster they have run.  This applies to all species prior to using flight or other means of vertical movement, except those that have a species ability for a high standing jump to increase their maximum height.  If weight is carried and speed is reduced, then that maximum is reduced in percentage by the percentage of current speed to max speed.  For example, if at half speed, then a character may only running jump 0.94x their height as that is half their maximum running jump height.

Standing Jump (Lifting Strength, Speed and Weight Carried)
  By having to lift not only the individual themselves but all that they are carrying, they need enough excess movement speed to be able to move over an obstacle or reach a goal at a higher elevation.  Gravity may vary per planet and realm, allowing more vertical movement when jumping, but typically most species have with no weight carried a maximum standing jump height equal to 1.5x their height.  This applies to all species prior to using flight or other means of vertical movement, except those that have a species ability for a high standing jump.  If weight is carried and speed is reduced, then that maximum is reduced in percentage by the percentage of current speed to max speed.  For example, if at half speed, then a character may only jump 0.75x their height as that is half their maximum standing jump height.

Thursday, April 21, 2016

Magic, Matter, and The Known Cosmology:

Previously there has been a great many sections on the various realms and their overall ecology.  However, little has been said about their relation to one another and to the primary realm in terms of location and influence, as well as to how the different forms of magic operate in relation to their sources.  First, let's go into magic and the different forms of matter.

Primal Magic is that which comes from The Expanse and into a universe.  Typically this will come from a top-down sort of perspective through The White Void as other universes are adjacent which minimize it coming from more horizontal angles as well as The Somnium Bleed absorbing a great deal from those angles when they do occur, and Pral does not typically release primal magic, feasting upon it.  Primal magic is usually too raw for most individuals to access, more-so than wild magic, and even Numina have to be careful to use it properly, with the help of their followers focusing their devotion to them.  In this manner, Numina may wield it briefly and transmute it into soul magic.  Likewise, the Adecrea and Pragur may wield it directly, or transmute it into soul magic.  Primal magic as it falls and bleeds through the realms causes localized warping of the physics of the area, far more than that of wild magic.

Soul Magic requires a great deal of favor with a Numina, Adecrea or Pragur to wield, but is second in power to primal magic.  It is more difficult to use, but the ability to access it without a foci even in areas of no magic makes it very useful indeed.  That is, when their chosen higher power permits it.  As such, devotion is almost always a requirement of most powers to wield it, though some are amused and may for a time permit it without devotion if they are favorable in the power's eyes.

Wild Magic is what happens when primal magic has filtered itself and left a remnant behind in a realm.  It is not as powerful or fierce as primal magic, but it is still erratic and wild, pulsing up from the heart of whatever planet, star or other cosmic body it radiates from.  High concentrations of wild magic create arcane storms and natural dimensional rifts, as well as being difficult to wield.  Typically, those who can wield wild magic are those that have either grown up next to such a source as a leyline, or whose lineage lays claim to such a heritage even if they have since moved away from such a location.  There are also others who may have access without these genetic ties, but more-often they will not know of a branch in their lineage which had a high affinity for wild magic.  As wild magic spreads out, some of it becomes foci magic.

Foci Magic is more refined than wild magic, but also harder to access from a distance.  When wild magic spreads, certain materials absorb and retain it such as crystals.  These materials are known as foci, and unless an area actively pushes away magic forcefully enough, foci may even be brought into areas without any primal or wild magic to be wielded.  However, without being reintroduced to an area of wild magic, these foci will not recharge in such an area.

Leech Magic is a curious, relatively misunderstood form of magic.  Technically, it is soul magic, in that it pulls from another being who can access other forms of magic, but is is of a rarer sort in that it takes forcefully or willingly from those who either have inadequate willpower to resist the one utilizing it, or willingly make a pact with them.  Few beings learn how to access leech magic even if they have the affinity as it is a rarer genetic trait than the affinity for wild magic.  Most often, it is caused by a direct interaction with a dark spore or a lineage who had.  As dark spores dissolve, they do not leave behind wild magic, but occasionally some of their power lingers in the form of Sporestones.

Spore Magic is extremely rare.  Those who are able to utilize it have been directly exposed to a dark spore within their life before it passed through their realm, and touched it, not passing down through lineages.  This typically drives many into homicidal and then suicidal insanity, but those who survive these stages have the taint of a dark spore upon them.  Often this causes mutations, but it does allow them to sense the presence of sporestone, which is the material taint of a dark spore on a realm.  If a sporestone is not exposed to a wild magic or, even better, primal magic source within a moon cycle, it will wither and its power will wane.  However, if it is regularly fed blood and magic, it works very similarly to foci but with an intensity higher than wild magic but lesser than primal magic directly.

Psionics are not technically magic and operate without the intervention of a higher power even in areas without magic, however, the mutation that creates psionic capabilities typically occurs after exposure to a dark spore without touching it, and such mutation does pass down through genetics often as it mutates the dna.  As such, we briefly bring it up as the manipulation of matter, energy and minds via the power of the user's mind, but without the use of a magical source being necessary.

White Matter is matter that has been massively suffused by primal magic, but does not retain it as a magical source.  Instead, it may be manipulated with magic to create pocket realms, regular matter, or even be transmuted into the most powerful sorts of foci.  White matter is found natively in The White Void, and does not last long within a particular realm without being transmuted into regular matter or foci.  Pocket realms are formed using it as a shell to protect the space while it buoys either in The Aether properly or for a brief time within another realm while maintaining a different set of physics from that of the realm in question.

Dark Essence is matter that has been massively suffused by primal magic as well, but it is a living thing, collected from Pral itself.  Those directly exposed to it typically go mad if they survive the occurrence.  Over time it dissolves into regular matter unless suffused by a dark spore or primal magic.  While it may be used to create pocket realms, and was used by some species initially to create their realm, it is even more unstable than white matter, and as such is best avoided when possible.

A Dark Spore is a mixture of primal magic and dark essence, a fragment of Pral itself in its attempt to seed a universe or fire it off through one toward The White Void in order to inflict harm upon the Adecrea.  It dissolves quickly, but may taint normal matter and create things such as sporestone.

Now that we've covered that, here is the currently known cosmology.  That is not to say that a hidden or even popular pocket realm might not one day become a fully fledged realm with the right modifications, but currently few exist that have lived beyond the death of their creators.

The Expanse encompasses all possible universes, past, present and future and is the forge of all creation.  It is there were the collision and destruction of universes creates the wellspring of primal energy and white matter.  The space above these universes is known as The White Void, the space even with them is known as The Aether, and the space below them is known as Pral.

The Last Station travels through The Expanse as one universe ends to take survivors able to find it into a new universe.  Its location within the universe is unknown currently.

The White Void is above all current universes, holding the concentration of white matter, and is the birthplace of the Adecrea.  As white matter and primal energy bleed into universes and their various realms, it is drawn to the space below all universes, Pral, where the energies of dying universes primarily flow.  The Adecrea are warded from directly entering most universes, but not all.  Thankfully, this universe is one which most Adecrea are unable to enter directly.

The Somnium Bleed is the second oldest universe in creation, having been born as a twin to the first before latching on to it through strands of metaphysical connection, eventually absorbing it.  Over time it has stretched out and latched on to each new universe through astral travel and the power of dreams, though it has not been able to absorb other universes in their entirety according to its inhabitants mythology and history.

Serseki is the highest realm within the universe itself, being closest to The White Void and primal energy that flows down through it to lower realms.  It is at the heart of Serseki that the secrets to the pantheons of Numina are said to be held, as it has the highest concentration of primal magical energy, of which only the Numina may transmute directly into Soul Magic without it passing first through The Aether, and even the Numina require the focus of their followers to allow more efficient transmutation of Primal Magic while in Serseki.  An attempt by any other to access primal magic in Serseki that is not already on their way to becoming part of a new Pantheon has never led to more than death for the one who attempted, as well as consequence to the environment around the place they sought to tap into it.  That is not to say that are not other beings that may access primal magic in other realms, but the closer one is to its source, the more potent and more dangerous it is even than wild magic.  For wild magic is unchained but guided through the environment, becoming part of it.  Primal magic, however, is the power before the environment's existence, and is raw, unchained but also unfocused, radiating out equally in all directions until it fades to a lower realm, and its use draws its dangerous power to those who use it with even greater potential for unintended consequences that not only bend but break the laws of physics.

Ragsendi is the home realm of the Celestials, as created by them.  As the Celestials were created by the Adecrea and that while they fear them, they are more easily able to channel primal magic, wild magic and soul magic than many other kingdoms of life.  They have more difficulty with foci magic curiously despite the presence of many focusing materials, which has caused many theories to rise, though none have been conclusively confirmed.  It is no wonder that when the First Celestials created their realm from White Matter and Primal Magic that they would position it as close to Serseki as they could in order to keep it readily replenished with primal magic.  However, even the royal bloodlines have difficulty with Primal Magic directly when it has immediately passed from Serseki to Ragsendi, and as a result many ancient celestial ruins exist of attempts to control the flow of Primal Magic away from other realms.

Tirae is the home realm of the Fey, positioned wisely lower than Ragsendi, as well as being constructed not only out of white matter and primal magic, but also out of the former homes of the First Fey, an entire galaxy from the primary realm.  In their construction of Tirae, the first fey managed to create more stable conduits from primal magic into wild magic and foci magic in their realm, and as such some fey species are able to channel all three to varying success, but most have difficulty channeling soul magic without the aid of a higher power such as a Numina, Adecrea or Pragur.

Thelatos is the home realm of the Infernals, positioned lower than Tirae as it does not hold as much primal magic, but still more than the primary realm or those lower than it.  Formed by the First Infernals from pieces of the primary realm and Dark Essence, which is drawn from Pral as white matter is drawn from The White Void, it is able to absorb and quickly shunt a great deal of primal magic out as strong wild magic and lower to the primary realm as a smaller portion of primal magic.  As a result of its means of construction, some infernal species are able to channel wild and soul magic in their realm quite well, though as it has fewer foci in it they have more difficulty using it, and fewer still are able to channel primal magic directly despite its diminished amount, largely due to how devastating and distracting the arcane environment is with wild magic even.  Those that are able to utilize primal magic tend to be of lineages stretching back to the leadership of the first infernals, though some rare beings have it develop separately from those lineages.

The Primary Realm is that which is in the universe that is accessible and detectable via scientific tools from any point within it, without the need to use a dimensional rift.  While many means of travel may shortcut into other realms and back into the primary realm to shorten the time used traveling vast distances, it is theoretically possible to explore the length and breadth of the primary realm without such means and without exceeding the speed of light...  If one were an immortal with a starship capable of refueling itself from the stars themselves.  To most species within the primary realm, however, travel across vast galactic distances and further requires skimming the uppermost ocean of Quantil, known as Slipspace.  Other more magical means are possible as well, but the greater the distance, the more magic is needed to power the travel methods, and there are a great many variables that may alter the effectiveness of such travel methods.

The Pocket Realms are those that are created within The Aether in the space between other realms that are of a small nature, utilizing White Matter or a Dark Essence as its primary building material, though some may also pull material from other realms as well in the process of their creation.  Some are accessible from multiple realms by their creators or those who have the means, but most are locked to their creator's will, and after they pass from the mortal coil their pocket realm will fade back into The Aether, imploding back into white matter or dark essence, and all other matter forcibly ejected into whichever realms it was last connected to.  There are rumors of pocket realms created from both white matter and a dark essence, though none have been conclusively proven.  Though cultures may have different names for the categorizing of a pocket realm if they even recognize its difference to a fully-fledged realm, most have the same meaning: A realm that may be accessed by a means within another realm without traveling through or creating a dimensional rift to travel through.  While the other realms were created in the same means as a pocket realm originally, they have grown with the ability to absorb primal magic being woven into their creation, whereas pocket realms are unable to withstand the impact of primal magic and are designed to move out of its path.  Perhaps the most well known pocket realm is the Mirrorzone, whose ancient construction linked it to all reflections.  It is a constantly expanding pocket realm whose existence is out of phase with the other realms and yet overlapping those within The Aether through any new reflection created, and still maintaining any that previously existed.  However, it does not connect to The White Void or Pral, and its structure is a grey wispy substance that may be manipulated, but not easily damaged.  In addition, there are a great many denizens of the Mirrorzone who were trapped within it or otherwise bound their soul to it, but do not age within it as time has a curious stagnation within it...  But those who leave it and sever their tie in order to be free of it will age rapidly to whatever age they would have been if not within it.

The Aether surrounds all realms and all universes below The White Void and above Pral.  It is the wellspring of all souls and the source of spectral beings as souls pass through it.  Those who have a religion tend to have their soul travel through it to the realm they subconsciously believe they belong to as a result of their dedication to their religion, fragmenting partially and drawing in fragments of new potential souls in the process.  Those who do not have a religion will still typically have a subconscious longing for a different sort of life, many traveling to other realms in this manner after death.  However, some have deeper urges of destruction of their being, and depending on their mentality may have their soul pass through The Aether to either reach The White Void to be be consumed by the Adecrea, Pral to be consumed by the Pragur, or to fragment entirely and become one with the ectoplasmic waves.  Every time a soul or cor passes through The Aether, however, as previously mentioned, a specter may be potentially born in the realm they died in, as well as in each realm they passed through toward their destination.

Quantil was created by infernals who left Thelatos, and utilized a dark essence, primal magic and matter from the primary realm in its creation.  Its oceans are layered and undulating, with the outermost ocean being known as Slipspace, upon which starships traveling vast distances often skim across.  To those within Quantil fully, slipspace is the roof of their realm, the reflected ocean of primal magic and stars that keeps the ocean surface illuminated.  To skim slipspace is to not fully enter the realm, and those doing so will see a strange warping of the realm they left above them, with a line of The Aether seen as between the two distortions.  Due to the velocity one must reach to skim slipspace, specters created by threading the needle within The Aether are typically unable to retain form due to the stresses of following in the wake of such vessels.  However, those who hear ghostly wails in slipspace are not traveling efficiently enough to outpace them as massively and it is often unnerving.  The specters that are formed when skimming slipspace are typically torn asunder as they fall toward Quantil, and re-enter The Aether.  Those that do have enough essence to fall through slipspace tend to either dissolve into ectoplasmic storms which mutate those who are not sheltered during them, or to become a spectral echo that usually does not last long in the realm.  The inner oceans are home to the denizens of Quantil primarily, with some rare creatures able to survive in slipspace and occasionally able to enter other realms following in the wake of starships skimming it.  Due to the means most other realms have for travel through dimensional rifts directly to their destination or through a series of rifts, it is mostly those of the primary realm who skim slipspace, using it as a shortcut without the need for magic to do so.  Many who live within Quantil are able to use wild magic and soul magic, however foci are widespread and only those near them have much affinity for them.  As for primal magic, only those with great affinity are able to utilize it, despite its weakened state in their realm, as it passes through so infrequently and often causing physical devastation to the region without having much to slow it down as it passes to lower realms.

Jahneer was formed by early celestials and infernals who left Ragsendi and Thelatos to form a new realm, one built upon primal magic, dark essence and matter from the primary realm.  As a result of the slow blending of those early species and others that would come to it later, few species are able to use primal magic directly, with the Derenjin being one most notable exception able to wield it, as well as tap into the occasional dark spore as it passes near their realm.  Primal energy is far weaker in Jahneer than higher realms, and as such it is not only specific bloodlines that are able to access it, however, the Derenjin are able to sense it at the edge of their realm's upper surface, allowing them to better safeguard and utilize it than those who are unable to detect it until it has already collided with Jahneer and is slowly bleeding out and down to lower realms.  Foci are very widespread though small in size, so most beings are better able to utilize wild magic and soul magic than it.

The Silicon Fields were formed by several early Numina pantheons long forgotten and it is the youngest of the realms, still expanding but its creation shrouded in secrecy.  What is known of it is that it was made with techniques similar to that of The Somnium Bleed and the Mirrorzone, though far more limited in scope to either, while retaining a solidity and passing of time that the Mirrorzone does not.  A dark spore was used in its creation as well as dark essence, matter from the primary realm and a great deal of primal magic.  Due to the use of the dark spore, it is denizens are less able to use primal magic directly, and wild magic is weak within the realm, but foci magic and soul magic are very prevalent.

Mazek's creation is a mystery to which none seem to have the answer.  Even many of Numina are obsessed with studying and understanding it, while others have given up on the notion of such clarity.  That it has foci and wild magic is of no doubt, weak as the wild magic itself is due to the sheer amount of foci.  However, soul magic is far weaker as most of the Numina themselves do not understand much of the realm's nature.  Primal magic seems to pass through it without much alteration to the realm, save an increase in the wild magic for a period of time.  As such, there are those who may access any form of magic within it, but foci magic is the most prevalent use of magic within the realm.

Feluk is home to the sentient crystals known as the Bodels.  First creations of the Adecrea, they did not obey their creators when they traveled into the primary realm, instead seeking to distance themselves from them despite their own very ordered nature.  The Bodels constructed Feluk ou t of dark essence, primal magic and a dark spore, and due to its use they and its other denizens are mostly able to access primary magic, foci magic and wild magic, however soul magic is rather difficult for those who have not become part of a cult which worships the warded Pragur or Adecrea.

Pral is where the energy of dying universes primarily goes.  It is the birthplace and home of the Pragur, though in many universes they are warded from entry, much as the Adecrea are.  As universes are destroyed, Pral focuses what the Pragur do not feed on and it becomes a Dark Spore which is sent deeper into The Expanse before curving back up into The White Void.  The very structure of Pral itself is formed of Dark Essence, much as The White Void is comprised of White Matter, and it is alike to The Somnium Bleed in that it latches on to every universe as one slumbering interconnected cosmic being, with the Pragur being its kingdom of macroscopic cells.  In many universes, including the one the primary realm is within, Pral's tendrils clutching hold to The Aether and realms within it are almost paralyzed, barely able to move even on a galactic scale of time and space.  These nodes are regularly combated with dark spores, in order to cause the denizens of its realm to become more attuned to its needs and desires, as well as that of the Pragur.  As the oldest and most powerful of Pragur to enter this universe are now trapped on the surface of the node, it seems that at least it is safe for now from more direct means of infestation.

Saturday, April 16, 2016

Terror: Sarok Meynas

"We thought the Sarok making their roost in the wastes was dangerous, but preferable to closer to our town.  Though our city defenses kept the Sarok out for a decade, we still had need of trade and travel, so the mayor offered outsiders land if they would help to extend the city's borders and to create new defenses while means of travel were devised beyond relying on speed when using the highways and low roads.  Everything seemed to be working well...  The Sarok fed on the local wildlife for the most part, attacking those who were too slow on the roads when they had the opportunity, and occasionally attacking the city proper in order to try weaken its defenses.  Thankfully, the militia and repair crews were able to keep them at bay each time but...  One day, they brought something we had never seen before with them to our walls.  It seemed to be a hybrid of some sort.  Not a Sarok Gorna, as some of adventurers had encountered when trying to thin the Sarok numbers a few summers before.  No, this was something new to us.  One of the outsiders looked at it and shuddered, weeping about one of their number we had all thought dead.  She was one of the Sarok now, this...  New abomination.

She hissed as the militia tried to fire upon her, muttering something and with a wave of her hand flung Sarok venom at them, petrifying them on the spot before her other hand was waved, flames encircling their stone forms before they turned on their neighbors and kin as if mere stone golems.  The adventurers and militia covered our retreat as the Sarok clambered over the walls, their new creation wielding arcane arts and ingenuity far beyond anything even the Sarok Gorna had seemed capable of.  One of the adventurer's had shouted for our mayor to tell the governor to send his armies to combat this Sarok Meynas, before casting a spell to send him far from the battle.  Those that could manage took flight through the transportation arch as the mage kept working to recharge it for each group.  Finally the last group was set to leave when the Sarok Meynas cast a spell which destroyed the gate, trapping us in the city with it and its new family.  Those of us still alive watched in horror as the Sarok Hasora and Sitera moved to join her, but she hissed and made a trilling call that made them stop and wait, even the Hasora obeying.  And...  And then she spoke.

Her voice was...  Haunting but beautiful.  She offered us a bargain.  We few would survive as her agents...  Negotiators to the outside world.  The Sarok would feast upon every living creature that approached their dens, but would accept...  Tribute.  A chosen sacrifice every spring, to be sent to them to 'slay' them without the knowledge of what truly awaited them...  And a steady supply of livestock every month.  She had made the same bargain with all the cities within range of their territory...  And brutally slaughtered the adventurers who tried to decline her offer, even though she had once been one of them.  She welcomed us to direct the army toward them though.

I...  I watched weeks later as the army passed us by while seeking to destroy the Sarok infestation.  Even with the knowledge of this Sarok Meynas...  They were no match for the traps she and her new family had laid...  Not the surprise of finding that the Hasora had been deterred from slaughtering new Bayerga that had been maturing since the Sarok Meynas had taken rule.  Gazing at our city, she rubbed her now swollen belly and a cold satisfaction before taking leave of the battlefield, the army destroyed and her family dragging off two survivors for every Sarok that had been slain, killing the rest and dragging them into their dens to store for the oncoming winter.

Lacking the arcane means to reconstruct the transportation arch, we have been prisoners of our own city with her as our cruel queen.  My eldest daughter was chosen last spring.  This spring...  She stood with the Sarok Meynas queen among the others who she had...  Twisted into her image.  Please...  Our numbers have thinned while their family has grown, and we have run out of adventurer's naive enough to fool.  She has sent word to all the neighboring cities as well as ours.  Her territory will soon expand, and we must embark to join new cities, to await her commands.  We must have passage far from these lands...  And a force this island has never seen must be raised to slaughter every last one of the Sarok.  It is too late for my daughter...  If we do not leave, it will be too late for us all."  Eyewitness report from Fordun Linmoth at the height of the Sarok Queen War during the settlement of Tesaria, as recorded by Banorm Darkcutter.
 
Terror: Sarok Meynas: During thankfully rare conditions, a Sarok Gorna will be exposed to a mutagen strong enough to blend their own genetics with that of the young Sarok infesting their body.  Rather than devolving into pure insanity and being further enslaved by the Sarok, or becoming violent to the point of being put down by them, however, this particular mutation imbues enough Sarok genetics for the Sarok Gorna to produce calming pheromones that affect that particular den, as well as giving back a partial clarity to their mind.  Now, some Sarok Meynas may at this point attempt to flee the den and try to return to what they once were, and with the help of advanced healing techniques over time they may have some semblance of a more normal life, but still produce the same pheromones, some even going back to slay their former captors.  Others may seek a nomadic or hermit lifestyle, sometimes taking another Sarok Gorna or a Sarok Bayerga with them and creating a small den of their own, producing more Sarok Meynas.  As seen in the above record, however, some revel in their newfound abilities and power over their former captors.  A male Sarok Meynas will typically attempt to slay the Sarok Hasora while its guard is down in order to take on its role, and if successful will be accepted as such.  If not, it will be slaughtered or driven out.  A female or intersex Sarok Meynas, while rarer than male, are even more dangerous.

A Sarok Meynas is the mutation that has not gone insane or been put down, and before attempts to heal it is considered sixty-five to eighty-five percent Sarok after their mutation.  Any less, and they are further enslaved, and any more and they become irreversibly insane.  Due to that margin of mutation, the Sarok in the den the female or intersex Sarok Meynas was transformed in tend to at first see it like another Sarok Sitera...  But due to the higher (typically) intellect and knowledge of concepts of the civilized world unknown to the Sarok, they will quickly prove their value as being beyond their 'sisters'.  They will in come the preferred mate of the Sarok Hasora, which will in turn allow the Sarok Meynas to better understand and manipulate the Hasora, even to the point of not killing off new Bayerga competition within its den.  Instead, it will lead them into any rival Sarok dens if any are to be found, allowing them to slaughter other Hasora and Bayerga to consume enough hormones to themselves become Hasora as well.  In addition, the Sarok Sitera of that den will be brought back to the main den, as well any Sarok Gorna.  By adding to the gene pool in this manner, the Sarok Meynas has the potential to build up an army capable of swarming whole cities.  Those who attack the Sarok in these raids are typically slaughtered and those that survive are evaluated by the Sarok Meynas to determine how best to utilize them to further her control of the region...  Many being dragged off to become Sarok Gorna, and if possible, mutated to become another Sarok Meynas.  Once the first Sarok Meynas has ensured this new one is loyal, it will send it to stake a claim either in a previously Sarok-free territory...  Or send them with a large number of Sarok Bayerga or Sarok Hasora to take over the den of another infestation.  Unlike many mutations  decreasing the effeciveness of the individual, a Sarok Meynas retains 5-50% of its original capabilities and abilities, before its cunning curiosity  drives it to learn more based on what it previously knew and its new biology and the ecology of its territory,  The information below is, as such, incomplete generalities that most seem to exhibit, in addition to 1/2 of their previous statistics and attributes.  Adventurers who hear about the rumor even of the existance of any Sarok Meynas in a region would do well to seek further information about who they used to be to have a fraction of what other capabilities they may now have.



HP: 52 /  EP: 26 / LP: 3 / SP: 9 / FP: 25

Reaction: 13 / Finesse: 12 / Intelligence: 16 Wisdom: 13 / Willpower: 17 / Strength: 24
Speed: 25 on land, 20 in water, 20 while climbing: Elemental Strengths: Water, Stone, Blood, Toxin
Elemental Weaknesses: Fire, Ice, Slime, Spectral
Common Drops:  Victim's Bones, Victim's Rags, Sarok Meynas Cadaver, Unfinished Victim, Victim's Other Belongings, Sarok Spawn.


Arm Block II (0 FP Each): +2 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Barbed Hold III (1 FP Each):  Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held.  While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding.  Reflexes vs. reflexes to see if hold succeeds.  Strength vs. Sarok Strength + 3 for resisting and breaking free of hold if succeeds.  Deals 3 damage on the turn the hold is successful and any future holds if broken free.  Will often attempt to follow up with other attacks while held. 

Beheading Bite IV (3 FP):  12 damage on success against armor-less targetsDeals 7 crushing and 7 penetration damage if target is still armored or has other natural defenses still.

Bite VI (0 FP Each): 6 damage on success against armor-less targets.  Will also soak the wound in Sarok Toxin.  [Toxin: Sarok Toxin (Liquid)]
 
Dig IV (1 FP Each):  Digs its body height in a single turn.


Hypnotic Call VI (2 FP Each): Attempts to put any creatures, terrors or characters within range of hearing into a hypnotic and defenseless trance.  Some species may then attempt to further manipulate the entranced to perform other actions.  Check Willpower of opponent when used, if less than 20, -1 SP, and foe enters trance.  May only be used once per combat per Sarok Meynas: to affect sanity, subsequent hypnotic call does not affect  sanity further from the same Sarok, but will still require a resistance attempt to prevent entering a trance again.  If any opponents have been injured, it will boost +1 to their attempt, and if any have been killed, +3 to their attempts. 

Hypnotic Lull IV (2 FP Each): Attempts to put any creatures, terrors or characters within range of hearing into a hypnotic and defenseless trance.  Some species may then attempt to further manipulate the entranced to perform other actions.  [Sarok Meynas will focus their attempts on lowering the defense and sanity of their prey often in the attempt to hold them still during their evaluations of them,  creating a WIL check to be needed every turn after the initial WIL check failure.  Utilizing LP may be necessary if failing the first time unless extenuating circumstances such as outside aid or delayed WIL boosts take effect.]  Check Willpower of opponent when used, if less than 16, -1 SP, and foe enters trance.  May only be used once per combat per Sarok to affect sanity, subsequent hypnotic call does not affect  sanity further from the same Sarok if the trance has been broken, however, additional uses from other Sarok of other genders or maturation levels may still have a chance to affect the individual.  If any opponents have been injured, it will boost +1 to their own attempt, and if any others have been killed, +1 to their attempts per one killed.


Roar VI (0 FP Each): Roars to intimidate and call for reinforcements.  If any are within 4 miles and sound is not dampened, more Sarok will come to the aid of the one roaring.  Check Willpower of opponent when used, if less than 10, -1 SP.  May only be used once per combat per Sarok Meynas to affect sanity, subsequent roaring does not affect sanity further.

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

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

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

Sting III (1 FP): Stabs its tail or other applicable appendage into its foe, injecting any toxin or venom it may have within it.  Deals one dose per sting, penetrating up to 6 EP worth of armor or natural defense.  [Toxin: Sarok Toxin (Liquid)]

Swim III (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim.  Moves 120% its land speed while in water.

Tackle and Choke III (0 FP):  6 damage on success against armor-less targets.  Attempts to knock an opponent down and choke the life out of them.

Toxic Spit (1 FP): Spits any toxin or venom it may have within it.  Deals one dose per spit, penetrating up to 2 EP worth of armor or natural defense.  [Toxin: Sarok Toxin (Gaseous)]

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

Saturday, April 9, 2016

Terror: Sarok Gorna

"The Sarok are all that matters.  All that matters are the Sarok.  The young must be tended to.  The herds must be thinned to feed the young.  The bodies must be made smaller for the young to consume.  The Sarok feed me so that I may feed and tend to their young while the Hasora is gone.  I matter because I have use.  But I am not one of them.  The Sarok are all that matters.  I...  I had a name once?  I...  All that matters are the Sarok.  The young must be tended to.  I had offspring?  Two sons?  The...  The herds must be thinned to feed the young.  The bodies must...  Must be made smaller for the young...  To consume.  I...  I can still feel them, even though you...  What did...  My sons?  Yes...  The young must be tended to.  Oh, Qualo!  What have I done?  Please!  You...  You must kill me.  If I am alive when they return they will...  They will infest me again.  I...  My sons are...  I can hear them coming...  The Sarok...  All that matters...  No!  Kill me now!  Kill me before-" The last words of the Sarok Gorna formerly known as Jank Stravik before the Hunter Yalna Deru of Lythane decapitated him and finished the work she and Mage Arellun Karthis set out to do, destroying a Sarok infestation.
 
Terror: Sarok Gorna: The Sarok Gorna is the entranced host of Sarok young which Sarok Sitera will utilize for the young of a Sarok Bayerga.  As the Sarok Hasora will slaughter any Bayerga it finds as well as any Sitera it finds has mated with them, the Sitera cannot put their offspring from the lesser males on the back and neck of the Hasora.  When not around sentient species, the Sitera will use any host it can easily contain in an underground chamber with access to water, especially those that are of an aggressive or clever nature.  When they are able to find a sentient host, they first entrance them, bringing them almost to starvation and dehydration over a period of months while they carry the eggs within themselves, regularly pushing hormones into their body to keep the young from hatching, until the potential host has their spirit broken and will do anything to appease the Sitera in order to be fed and given clean water.  The Sitera will then cut the host's back and neck, setting their eggs against the wounds and trilling a song to stir their young into hatching.  As they hatch, the song will change to one which will cause the young to exude a slime which pacifies and addicts the host to the presence of the young, who cling on to them as they heal, digging their spines and tails into their host.  The young Sarok will feed off their host as it is fed, and once old enough will slip off of it and either be taken to a new feeding ground by their Sitera mother, or if they are deprived of food or reach maturity without being taken away, they will turn and eat their former host, as well as their own siblings.  A Sarok Gorna is a thrall of the young Sarok and their mother, both by the compound the young produce and the song of the Sitera mother.  As a result, the Sitera will attempt to occasionally bring minor threats into the lair the Sarok Gorna is in, in order to see how broken they are, as well as whatever means they may have to defend their young.  As a result, abilities that a host once found easy to do may still be accessible to them in their new function, though at twice the cost of focus due to their status.  Some may be stronger or weaker than the average Sarok Gorna, but the majority are kept in a certain physical standard by the Sarok young, with the rest of their energy and nutrition being consumed until either they are of no more use, or they have proven enough use in defending themselves to be allowed a greater portion of their former capabilities.  Slowly over time, the Sarok young dna mingles with that of their host if they have survived bearing more than four clutches, and the host ends up mutating into a Sarok Meynas.  Long before that, however, the host starts taking on the elemental strengths and weaknesses of the young, as well as having the ability to have the young trigger their petrifying toxic spit.

HP: 20 /  EP: 20 / LP: 2 / SP: 1 / FP: 20

Reaction: 10 / Finesse: 10 / Intelligence: 10 Wisdom: 10 / Willpower: 10 / Strength: 20
Speed: 20 on land, 15 in water, 15 while climbing
Elemental Strengths: Water, Stone, Blood, Toxin
Elemental Weaknesses: Fire, Ice, Slime, Spectral
Common Drops:  Victim's Bones, Victim's Rags, Sarok Gorna Cadaver, Unfinished Victim, Victim's Other Belongings, Sarok Spawn.


Arm Block I (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.
 Dig IV (1 FP Each):  Digs its body height in a single turn.

Roar I (0 FP Each): Roars to intimidate and call for reinforcements.  If any are within half a mile and sound is not dampened, more Sarok will come to the aid of the one roaring.  Check Willpower of opponent when used, if less than 3, -1 SP.  May only be used once per combat per Sarok Gorna to affect sanity, subsequent roaring does not affect sanity further.  However, if the Sarok Hasora has arrived, it will slaughter the Sarok Gorna on sight unless it is unable to reach it before it escapes.

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

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

Swim III (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim.  Moves 120% its land speed while in water.

Tackle and Choke III (0 FP):  6 damage on success against armor-less targets.  Attempts to knock an opponent down and choke the life out of them.

Toxic Spit (1 FP): Spits any toxin or venom it may have within it.  Deals one dose per spit, penetrating up to 2 EP worth of armor or natural defense.  [Toxin: Sarok Toxin (Gaseous)]

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

[Note: While all Sarok Gorna will have the above abilities, many will have been specifically chosen for exhibiting abilities that could aid in defending the Sarok young.  As such, any ability that does not require a Willpower of 5 or greater, or Sanity of 5 or greater, may also be utilized by a Sarok Gorna who previously had learned it.  The more an adventurer knows about the host, the more prepared they may be toward recognizing what other potential abilities they may have.]

Friday, April 1, 2016

Terror: Sarok Hasora:

"Four squads of the imperial army were sent in to investigate the disappearances.  This close to one of the most traveled shipping and passenger lines, the Great Suarn Empire could not afford to leave such a mystery unanswered, such danger unchallenged.  Half a squad never made it to port, but their advance passage and the astral passenger with them allowed the others to realize that the Sarok Sitera had made a roost there.  With the knowledge of their existence, their terrifying call was answered with cunning and preparation.  A squad perished, but the rest made it to shore.  To little, too late for the inhabitants of the isle, the others scoured the forest and cliffs for the likest den of the Bayerga and roost of the Sitera.  Another squad perished in the ensuing hunt, but it was finally over.  Or so we thought.  We had wondered why the Bayerga had been so spread apart, rather than in dens together as their usual tactic.  Here, on the island, they were not the cunning predators whose call lulled many to their grave.  They were the interlopers, and had we not found them first, they too would have been prey, and knew it well.  Still, both they and the Sitera gave a call that continued beyond our hearing as they were being wiped out.  We had thought it was a mere anguish, a cry of pain before death took them.  Even as interlopers though...  The Bayerga instinctively knew their  species must continue.  Even if it meant calling their rival, their alpha, for vengeance upon their killers.

We unlucky few who had still survived returned to port, believing ourselves victorious heroes of the empire.  There we saw it, ramming our last vessel and scuttling it before diving back into the water, surging into the darkness under the wrecks.  Fearful, I stayed at the back as the others rushed in...  Watching in horror as they stepped into the water only to have the Sarok young leaping out at them, spitting out their toxins and chewing through flesh and bone.  Retreat was not enough, as the Sarok Hasora rose out of the water.  The Bayerga had seemed imposing but a worthy challenge before...  The Hasora was as if an entirely different animal.  Not imposing, but horrifically impossible.  Its wings shed as it reached full maturity, the Hasora had become less a creature of cunning and more a monster of madness.  Its size had doubled compared to that of the interloping Bayerga.  Its teeth had grown longer, serrations accentuated, its horns thicker and clearly capable of not only skewering but ramming hard enough to break the hull of our ships.  Its claws had brown longer, been sharped to hone their edge, mud still clinging to its body from wherever offshore it had been last slumbering.  And the sounds, the sounds!  It cared naught of charm or guile, of seduction or entrancement.  Its roar and echoing cry drove staggering fear though each of those remaining.  And the sound was interwoven with the shrieks of its spawn, glued to its back by the Sarok Sitera clutch we had slain with its skin having grown over them to hide and protect them.  It was sinew and hatred exemplified, and the stench of death wafted over the beach.  Its young that were almost ready to leave and find their own territories were wriggling around its head, snapping at our comrades and spitting their toxins.  And for every one of them we cut, for every cut in the Hasora's flesh, another egg burst open, another spawn trying to kill us all.

The last of its enemies alive, it advanced slowly toward me, a throaty low call bringing other Sarok Sitera we had not seen in the ocean to burst out and come to its side.  It nuzzled him and gave a questioning call before it answered by biting onto my arm.  The toxins in its drool turned it to stone which it broke off.  Below the severed, shattered stone, my hand remained on the ground, until it picked it up and tossed it to its new mate.  And as for me...  You see what it did to me.  Please...  For the love of all that is good and noble in this world, you have my tale, now kill me and flee this place!" -A tale told by a Sarok Gorna to the Mage Arellun Karthis of Lythane before the confirmed destruction of a Sarok infestation.
 
Terror: Sarok Hasora: The Sarok Hasora is the mature alpha male Bayerga of the Sarok species.  Having killed the other two of its trio, the Bayerga that becomes a Hasora will slaughter any other Bayerga it finds in its territory, including its own offspring once they have grown, if they do not flee its territory fast enough..  Their ten-meter wide armpan makes them even more frightening than the Bayerga, shedding their wing membrane and feathers as they grow.  Still amphibious by nature, it will hunt along the ocean shelf up to its beaches, leaving the center of its territory alone for its spawn to feed off of until they are old enough to hunt alone.  From egg to hatchling, the Hasora keeps its spawn on its back and neck, ensuring their safety, and should its own be in danger, its cry and pheromones can trigger an early hatching to let them aid in killing any would be adventurer seeking to slay them.  Their spawn do, unfortunately, draw much of the material needed for their toxins out of the Hasora's bloodstream, but that does not end their toxicity entirely.  Instead it remains concentrated in the tail and in their drool.  Hasora will not abduct other species as food for its young until they are ready to hatch,  even prior to this, they will abduct individuals and convert them to become Sarok Gorna, incubators and servants to the Sarok Sitera.  Due to their amphibious nature, all Sarok are capable of hibernating if frozen for a period of time, though decreasing temperatures to near freezing will cause them to slow their speed by 10% per turn in those temperatures.

HP: 75 /  EP: 18 / LP: 1 / SP: 2 / FP: 25

Reaction: 16 / Finesse: 15 / Intelligence: 12 Wisdom: 18 / Willpower: 18 / Strength: 55
Speed: 31 on land, 31 in water, 25 while climbing
Elemental Strengths: Water, Stone, Blood, Toxin
Elemental Weaknesses: Fire, Ice, Slime, Spectral
Common Drops:  Victim's Bones, Victim's Rags, Sarok Hasora Cadaver, Unfinished Victim, Victim's Other Belongings, Sarok Spawn, Sarok Egg.


Arm Block III (0 FP Each): +3 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Barbed Hold IV (1 FP Each):  Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held.  While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding.  Reflexes vs. reflexes to see if hold succeeds.  Strength vs. Sarok Strength + 4 for resisting and breaking free of hold if succeeds.  Deals 4 damage on the turn the hold is successful and any future holds if broken free.  Will often attempt to follow up with other attacks while held. 

Beheading Bite VII (3 FP):  21 damage on success against armor-less targetsDeals 10 crushing and 10 penetration damage if target is still armored or has other natural defenses still.

Bite VII (0 FP Each): 7 damage on success against armor-less targets.  Will also soak the wound in Sarok Toxin.  [Toxin: Sarok Toxin (Liquid)]
 
Dig IV (1 FP Each):  Digs its body height in a single turn.


Hatching Call (0 FP Each): For every time the Sarok Hasora is injured or one of its spawn are killed, another will hatch from its back to come to its aid.

Roar VIII (0 FP Each): Roars to intimidate and call for reinforcements.  If any are within 5 miles and sound is not dampened, more Sarok will come to the aid of the one roaring.  Check Willpower of opponent when used, if less than 18, -1 SP.  May only be used once per combat per Sarok Hasora to affect sanity, subsequent roaring does not affect sanity further.

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

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

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

Sting III (1 FP): Stabs its tail or other applicable appendage into its foe, injecting any toxin or venom it may have within it.  Deals one dose per sting, penetrating up to 6 EP worth of armor or natural defense.  [Toxin: Sarok Toxin (Liquid)]

Swim III (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim.  Moves 120% its land speed while in water.

Tackle and Choke III (0 FP):  6 damage on success against armor-less targets.  Attempts to knock an opponent down and choke the life out of them.

Toxic Spit (1 FP): Spits any toxin or venom it may have within it.  Deals one dose per spit, penetrating up to 2 EP worth of armor or natural defense.  [Toxin: Sarok Toxin (Gaseous)]

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