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.
A design document blog for the development of a roleplaying game system being created by M.R.Maloney named The FARAD System.
Wednesday, June 25, 2014
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.
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.
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.
Wednesday, May 28, 2014
Materials: Health and Beauty Materials Charting:
Ordinarily HP takes time to recover at one quarter the speed of EP's
recovery, whichever amount that is per character. Using bandages to cover wounds will allow it to stay at that rate, rather than halving from infection. When one uses
Bandages to cover up identifying marks (and not just cover up wounds),
Beautifying Makeup, Scarcover Makeup, or Warpaint a character uses the
Disguise Self skill to determine the effectiveness of the attempt. While this listing is no way complete, it does, however, have a good charting of several health and beauty 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.
Bandages | White or Off-White | 1/4th Toughness | 1 EP | 1.79 g/cm^3 | 1/200th Copper Pierce | Per 15 grams, stop 0.25% Bleeding, - 1/40th Beauty if visible except to those attracted to bandaged individuals. | Bandages help protect injuries from further infection and help lessen bleeding, however most cultures have a primal disinterest or disgust with those who show their injuries, even if they are less conscious of it than certain individuals. Bandages may intentionally be used to cover up identifying marks, but may be suspicious if one is specifically looking for the individual hiding said marks knows where those marks are supposed to be located on them.
Beautifying Makeup | Varies | 0 Toughness | 0 EP | 2.5 g/cm^3 | 14 Copper Pieces | Per 15 grams, +1/2 Beauty in general, +1/4th Beauty additional to those that find that particular style attractive, -1/4th Beauty to those that find it unattractive. | There are many different styles of Beautifying Makeup, each one having additional effect on individuals who either find that style more beautiful or less attractive.
Bokeno | Gray mottled with Grayish Green | 3 Toughness | 6 EP | 16.21 g/cm^3 | 1 Copper Piece (3 Silver Pieces for a full fresh Bokeno) | Per 15 grams, + 2/5th Beauty if mixed with an equal portion of sugar and animal fat. | Bokeno are the remnants of the Bodel eggs if they do not hatch, withering and shrinking in size the older they get. The Bodels put these failed eggs into caverns which slowly break them down into more minerals for the humming crystals that people slumber in, trying to accelerate the growth process toward another egg. If the egg is only a few weeks old it is still hard, and highly valued amongst collectors. One fresh Bokeno has weighs 4095 grams, and when its surface is removed without dissolving it, the gooey center may be extracted. While the outer shell will not break down further without the center, making it good for decoration or use in crafting items, the true value is in the goo. The Bodel's do not have fetuses, instead having a crystal see in the center of the goo, and this is a key ingredient in temporal machines. The goo itself, however, when mixed with an equal portion of sugar and animal fat, produces an anti-aging cream that removes 10 years of wrinkles per 455 grams, not reversing aging internally, but adding +6 Beauty to any who use it.
Mindedger | Blue | 0 Toughness | 0 EP | 0.23 g/cm^3 | 8 Copper Pieces | Per 15 grams (1 pill), + 1 FP immediately, + 2 INT for two hours, -1 HP, + 2 Poison Effect. | The blue Mindedger pills are poisonous, but they do temporarily give the person using them a bit more focus immediately and help them use their intelligence more effectively for two hours.
Onyew Nectar | Pale Orange | 0 Toughness | 0 EP | 0.62 g/cm^3 | 11/500th Average Cost for 5 grams | Per 15 grams, + 7/100th HP regained if drank while one has positive LP, - 7/50th HP lost if one has negative LP, if applied as part of a varnish, stain or dye to grant 1/2 EP protection against any type of damage and 1 EP protection against infernal attacks | Onyew Nectar is part of the recipe of ambrosia the higher powered beings in Ragsendi will bestow to those worthy of immortality, which some say does not grant the immortality itself, but does help to serve as a final test of worthiness. Onyew Nectar causes +1 HP regained per 226 grams drank, if one has positive LP, but -2 HP per 226 grams drank if one has negative LP, as those that are selfish or feel unlucky will find their mind burn at the sensation of its taste. Onyew Nectar may be gathered by insects or other creatures to make byproducts such as honey, wax and other materials for a lesser effect, or it can be applied as part of a varnish, stain or dye per 113 grams to bestow a ward against 4 EP damage of any type and against 8 EP damage against infernal attacks.
Scarcover Makeup | Varies, character skin tone used usually | 0 Toughness | 0 EP | 0.45 g/cm^3 | 11 Copper Pieces | Per 15 grams, cover a five square centimeter scar to regain 1/5th Beauty in general at the cost of losing the beauty bonus from those who find scars attractive. | Those who use Scarcover Makeup typically do so to hide their scars for social appearances and the like, but some use it in general to help hide scars which might otherwise give away their identity.
Sithansard Tree | Dark Brown | 2 Toughness | 6 EP | 1/500th g/cm^3 | Average Cost for 5 grams | Per 15 grams, 1 dose of anti-radiation medicine when properly extracted from the wood, 3 doses when extracted from the bark, 1/15th Pink (Sweet) taste for the bark, 1/5th Purple (Poison) taste for the flowers. | Sithansard Tree grows in The Somnium Bleed, its dark bark having a very sweet aroma and taste as well as a cure against radiation poisoning as one lucky Cubi scientist found out on transplanting some. It is an extremely hearty plant, but it needs manual pollination outside The Somnium Bleed as its green flowers contrast its white and pink leaves without attracting many insects to help germinate. The flowers themselves are poisonous, and the leaves are extremely rough and cause itching, but when boiled and then dried properly may be used for very strong kindling, and the drainage from the boiling process is a strong herbicide.
Stimulant | Milky, Near-Clear | 0 Toughness | 0 EP | 0.72 g/cm^3 | 15 Copper Pieces | Per 15 grams, gain + 1/3rd EP immediately, + 1/3rd Focus immediately, + 1/2 HP, + 1 & 1/2 Poison Effect, and + 2 Daze effect after fifteen minutes until an hour later. | Stimulant use may temporarily help a character to get out of some tough situations, but it is ill advised to overdo it or not to rest when its positive effects wear off.
Sunscreen | Purple or White | 0 Toughness | 0 EP | 0.20 g/cm^3 | 4 Copper Pieces | Per 15 grams, gain + 1/5th EP against Light Damage | Sunscreen is used to protect a character from the harmful effects of the sun, and some find it useful in larger quantities against Light Damage, making it very popular with those who are sensitive to it who know of its existence. Many a shop near Vilru Virus Infected characters find their stock quickly selling out, driving them not only to purchase more for profit, but to help keep themselves alive.
Warpaint | Varies depending on culture | 0 Toughness | 0 EP | 0.35 g/cm^3 | 9 Copper Pieces | Per 15 grams, gain 1/4th bonus on Intimidation in general and 1/2 bonus on those who find that particular culture's warriors intimidating, but no gain on those who aren't impressed or find peace in the presence of those warriors. | Warpaint is typically used to frighten characters of other cultures especially in times of war, but it may also be used to disguise a character as being part of another culture's warriors to varying degrees of success.
Material Name | Most Common Appearance | Toughness | Durability | Density (Room Temperature g/cm^3) | Average Cost for 5 grams | Special Effect(s) | Description.
Bandages | White or Off-White | 1/4th Toughness | 1 EP | 1.79 g/cm^3 | 1/200th Copper Pierce | Per 15 grams, stop 0.25% Bleeding, - 1/40th Beauty if visible except to those attracted to bandaged individuals. | Bandages help protect injuries from further infection and help lessen bleeding, however most cultures have a primal disinterest or disgust with those who show their injuries, even if they are less conscious of it than certain individuals. Bandages may intentionally be used to cover up identifying marks, but may be suspicious if one is specifically looking for the individual hiding said marks knows where those marks are supposed to be located on them.
Beautifying Makeup | Varies | 0 Toughness | 0 EP | 2.5 g/cm^3 | 14 Copper Pieces | Per 15 grams, +1/2 Beauty in general, +1/4th Beauty additional to those that find that particular style attractive, -1/4th Beauty to those that find it unattractive. | There are many different styles of Beautifying Makeup, each one having additional effect on individuals who either find that style more beautiful or less attractive.
Bokeno | Gray mottled with Grayish Green | 3 Toughness | 6 EP | 16.21 g/cm^3 | 1 Copper Piece (3 Silver Pieces for a full fresh Bokeno) | Per 15 grams, + 2/5th Beauty if mixed with an equal portion of sugar and animal fat. | Bokeno are the remnants of the Bodel eggs if they do not hatch, withering and shrinking in size the older they get. The Bodels put these failed eggs into caverns which slowly break them down into more minerals for the humming crystals that people slumber in, trying to accelerate the growth process toward another egg. If the egg is only a few weeks old it is still hard, and highly valued amongst collectors. One fresh Bokeno has weighs 4095 grams, and when its surface is removed without dissolving it, the gooey center may be extracted. While the outer shell will not break down further without the center, making it good for decoration or use in crafting items, the true value is in the goo. The Bodel's do not have fetuses, instead having a crystal see in the center of the goo, and this is a key ingredient in temporal machines. The goo itself, however, when mixed with an equal portion of sugar and animal fat, produces an anti-aging cream that removes 10 years of wrinkles per 455 grams, not reversing aging internally, but adding +6 Beauty to any who use it.
Mindedger | Blue | 0 Toughness | 0 EP | 0.23 g/cm^3 | 8 Copper Pieces | Per 15 grams (1 pill), + 1 FP immediately, + 2 INT for two hours, -1 HP, + 2 Poison Effect. | The blue Mindedger pills are poisonous, but they do temporarily give the person using them a bit more focus immediately and help them use their intelligence more effectively for two hours.
Onyew Nectar | Pale Orange | 0 Toughness | 0 EP | 0.62 g/cm^3 | 11/500th Average Cost for 5 grams | Per 15 grams, + 7/100th HP regained if drank while one has positive LP, - 7/50th HP lost if one has negative LP, if applied as part of a varnish, stain or dye to grant 1/2 EP protection against any type of damage and 1 EP protection against infernal attacks | Onyew Nectar is part of the recipe of ambrosia the higher powered beings in Ragsendi will bestow to those worthy of immortality, which some say does not grant the immortality itself, but does help to serve as a final test of worthiness. Onyew Nectar causes +1 HP regained per 226 grams drank, if one has positive LP, but -2 HP per 226 grams drank if one has negative LP, as those that are selfish or feel unlucky will find their mind burn at the sensation of its taste. Onyew Nectar may be gathered by insects or other creatures to make byproducts such as honey, wax and other materials for a lesser effect, or it can be applied as part of a varnish, stain or dye per 113 grams to bestow a ward against 4 EP damage of any type and against 8 EP damage against infernal attacks.
Scarcover Makeup | Varies, character skin tone used usually | 0 Toughness | 0 EP | 0.45 g/cm^3 | 11 Copper Pieces | Per 15 grams, cover a five square centimeter scar to regain 1/5th Beauty in general at the cost of losing the beauty bonus from those who find scars attractive. | Those who use Scarcover Makeup typically do so to hide their scars for social appearances and the like, but some use it in general to help hide scars which might otherwise give away their identity.
Sithansard Tree | Dark Brown | 2 Toughness | 6 EP | 1/500th g/cm^3 | Average Cost for 5 grams | Per 15 grams, 1 dose of anti-radiation medicine when properly extracted from the wood, 3 doses when extracted from the bark, 1/15th Pink (Sweet) taste for the bark, 1/5th Purple (Poison) taste for the flowers. | Sithansard Tree grows in The Somnium Bleed, its dark bark having a very sweet aroma and taste as well as a cure against radiation poisoning as one lucky Cubi scientist found out on transplanting some. It is an extremely hearty plant, but it needs manual pollination outside The Somnium Bleed as its green flowers contrast its white and pink leaves without attracting many insects to help germinate. The flowers themselves are poisonous, and the leaves are extremely rough and cause itching, but when boiled and then dried properly may be used for very strong kindling, and the drainage from the boiling process is a strong herbicide.
Stimulant | Milky, Near-Clear | 0 Toughness | 0 EP | 0.72 g/cm^3 | 15 Copper Pieces | Per 15 grams, gain + 1/3rd EP immediately, + 1/3rd Focus immediately, + 1/2 HP, + 1 & 1/2 Poison Effect, and + 2 Daze effect after fifteen minutes until an hour later. | Stimulant use may temporarily help a character to get out of some tough situations, but it is ill advised to overdo it or not to rest when its positive effects wear off.
Sunscreen | Purple or White | 0 Toughness | 0 EP | 0.20 g/cm^3 | 4 Copper Pieces | Per 15 grams, gain + 1/5th EP against Light Damage | Sunscreen is used to protect a character from the harmful effects of the sun, and some find it useful in larger quantities against Light Damage, making it very popular with those who are sensitive to it who know of its existence. Many a shop near Vilru Virus Infected characters find their stock quickly selling out, driving them not only to purchase more for profit, but to help keep themselves alive.
Warpaint | Varies depending on culture | 0 Toughness | 0 EP | 0.35 g/cm^3 | 9 Copper Pieces | Per 15 grams, gain 1/4th bonus on Intimidation in general and 1/2 bonus on those who find that particular culture's warriors intimidating, but no gain on those who aren't impressed or find peace in the presence of those warriors. | Warpaint is typically used to frighten characters of other cultures especially in times of war, but it may also be used to disguise a character as being part of another culture's warriors to varying degrees of success.
Wednesday, May 21, 2014
Materials: Some Food Charting:
Material Name | Most Common Appearance | Toughness | Durability |
Density (Room Temperature g/cm^3) | Average Cost for 5 grams | Special
Effect(s) | Description.
Any Spoiled food gain an additional 1/2 Black (Rot or Disease) per 15g, and any Rotten food gain an additional 1 Black (Rot or Disease) per 15g, unless otherwise noted).
Apple | Red, Green or Yellow Typically | 1/5th Toughness | 1 EP | 0.68 g/cm^3 | 1/30th Copper Piece | Per 15 g, (1/12th an Apple), 2/15th Green (Carbs) [2/5th Green (Carbs) if Sweet, 1/3rd Green (Carbs) if Extra Sweet], 1/2 Light Blue (Liquid), 1/2 Magenta (Soft) [if a Juicy Apple 1 Magenta (Soft), if an Extra Juicy Apple 1 & 1/2 Magenta (Soft)], 1/2 Pink (Sweet) [if a Sweet Apple 1 Pink (Sweet), if an Extra Sweet Apple 1 & 1/2 Pink (Sweet)], 1/2 Cyan (Hard or Crunchy) [if a Crispy Apple 1 Cyan (Hard or Crunchy), if an Extra Crispy Apple 1 & 1/2 Cyan (Hard or Crunchy)], and sometimes Light Yellow (Sour) depending on type [if a Sour Apple 1/2 Light Yellow (Sour), if an Extra Sour Apple 1 Light Yellow (Sour)] | Apples come in many varieties and certain characters will enjoy one type more than another, or some recipes may call for one or another specifically, while others may use methods that make the variance insignificant to the end result. The modifiers to what type of apple one has are Crispy, Juicy, Sweet and Sour. Each of these modifiers may also be normal or Extra, adding further amounts of that type of sustenance. Apples will rot over time if not properly protected or otherwise treated.
Baelfire Bark (Ground) | Dark Rusty Brown, Dull | 0 Toughness | 0 EP | 0.53 g/cm^3 | 3/4th Copper Piece | Per 15 g (1 tablespoon), 3 Light Orange (Spicy), 1 Light Purple (Bitter), 1 Red (Hot). | Ground Baelfire Bark is very spicy, having some natural heat and bitterness to it that even in small quantities is very flavorful and useful for some dishes.
Baelfire Fruit | Bright Green | 0 Toughness | 1 EP | 1.01 g/cm^3 | 7 Copper Pieces | Per 15 g (1/8th a Baelfire Fruit), 3 Pink (Sweet), 2 Green (Carbs), 2 Light Blue (Liquid), 2 Magenta (Soft). | The bright green Baelfire Fruit is extremely sweet, very soft and juicy, a very popular treat by itself or in confections, bakery goods and other dishes.
Beer | Varies, Yellow or Brown Typically | 0 Toughness | 0 EP | 1.06 g/cm^3 | 1/60th Copper Piece (8 Copper Pieces for full glass) | Per 15g (1/24th Beer), 1/8 Purple (Poison), 1/2 Green (Carbs), 1/4 Magenta (Soft), 1/4 Light Blue (Liquid) | Beer is a common staple of taverns, sometimes costing early adventurers a pretty large amount due to their habits, use for charming some individuals out of information or other purposes, and due to the quality of the particular beer. Some have additional adjustments to make it more bitter or sour or sweet, but the majority fall within the same general sustenance numbers. Some characters have a favorite type of beer and some will drink any, or any but a few types. Some do not like beer at all, or alcoholic beverages at all. Some adventurers will invest in breweries for a modest return, or purchase large quantities of beer at a lower price to sell where it is more scarce or illegal for high profits.
Bread | Varies, Yellow, Brown or White Typically | 1/3rd Toughness | 1/4th to 1/3rd EP by type | 2.95 g/cm^3 | 3/50th Copper Piece (3/10th Copper Piece for an average Slice, 1 & 1/2 Copper Pieces for an average Loaf) | 1/3rd Magenta (Soft), 1/2 Green (Carbs) [if hard or crunchy 1/2 Cyan (Hard or Crunchy)] | Bread is a staple part of most species diets where grains exist to make into dough and bake. It goes with almost anything. It is heavier in Green (Carbs) than many other staples, and takes longer to spoil if sufficiently dried out. If moist or wet and not consumed, it will gain 1/2 Black (Rot or Disease) and 1/4th Light Green (Umami) per day as various fungi take hold on it. It is not suggested to eat it after this, but it may be good for medicinal purposes. Just be sure to label which sealed container it is in to ensure low INT characters around you don't consume it by accident.
Bobh-Bon Crystals | Clear Prismatic | 1 Toughness | 1-75 EP | 2.03 g/cm^3 | 0.12 g/cm^3 | 6 Silver Pieces | Per 5 g, 4 Pink (Sweet), 1 Green (Carbs). Full FP recovery, + 5 FP Overcharge once per day. May store up to 75 EP from pushing 1 FP per 5 EP gained if one intends to use it for pranks or non-culinary purposes. | Bobh-Bon Crystals are a sweet delicacy, edible crystals, given either as gifts from Bobh to visitors to his home in The White Void, or sometimes found in modest containers scattered through that realm for no reason that any mortal can understand, but many wonder if perhaps they are refused gifts to the High Ordered Beings to try to keep them from feeding on each other or travelers. Seeing as they are never seen eating one, that seems unlikely, but others counter that perhaps the High Ordered Beings also consume the containers themselves, leaving no trace. Consuming more seems to have no effect to FP though some swear through sugar hallucinations to have seen Bobh's visage smirking and wagging an index finger in amused admonishment at the attempt. Experiments have been made to try to verify this, but the results have always been inconclusive. Bobh-Bon Crystals strangely never seem to spoil, though it is not suggested to eat them if outside their wrapper if found lying around.
Cake | Varies on type | 0 Toughness | 1/3rd EP | 11.2 g/cm^3 | 3/125th Copper Piece (2 Silver Pieces, 10 Copper Pieces per average full Cake) | Per 15 g (1/2 slice) on average, 1/2 Green (Carbs), 1/3rd Pink (Sweet), 1/3rd Magenta (Soft), 1/5th Light Brown (Fatty) | Some cakes may be lies, but the average ones are quite delicious. Additional ingredients may change the amount of each sustenance type and/or add additional ones, but the average is considered to be a type of pound cake.
Cheese | Varies, Orange, Yellow, or White Typically | 0 Toughness | 1/5th EP | 1.04 g/cm^3 | 1/5th Copper Piece for 5 g (13 Copper Pieces for average Block of Cheese) | Per 15 g (Thin Slice) on average, 1/3rd Light Gray (Salty), 1/4th Pink (Sweet), 1/3rd Light Brown (Fatty) and 1/4th Light Yellow (Sour) [if Aged, 1/10th Black (Rot or Disease) and if Moldy, 1/8th Light Green (Umami)] | Cheeses are a staple of many different species diets, and go well with many different things. There are a wide variety of different cheeses, but the average is considered to be close to cheddar, one of the more commonly desired types of cheese for a variety of dishes. Perhaps the oldest kind may be cottage cheese or feta cheese, but their salty taste makes it less fitting many dishes and wines.
Chocolate | Varies, Brown or Black Typically | 1/10th Toughness | 1/3rd EP | 1.33 g/cm^3 | 1/2 Copper Piece (4 Copper Pieces for average Bar of Chocolate) | Per 15 g (1/3rd Bar of Chocolate) on average, 1 Green (Carb), 1 Pink (Sweet), 1/5th Light Brown (Fatty), 1/10th Light Purple (Bitter), 1/3rd Cyan (Hard or Crunchy), and 1/3rd Magenta (Soft) | Chocolate has been a delicacy for quite a long time, once reserved for those who lived where cocoa beans where to be found, royalty and rich merchants, but in many lands it has been harvested and merchandised well enough that almost anyone ca have it at relatively low cost.
Coffee | Brown or Black | 0 Toughness | 0 EP | 0.56 g/cm^3 | 1 Copper Piece | Per 15g (1/15th Cup) 1/10th Yellow (Acidic), 1/12th Light Purple (Bitter), 1/3rd Light Blue (Liquid), 1/100th Purple (Poison) + 1/7th Rea for 5 turns. | Coffee has been used for centuries for its medicinal benefits, for staying alert and simply as an enjoyable beverage. It is, however not recommended to drink too much of it, especially in a short period of time, as this could be adverse to most species health.
Egg (Chicken) | White or Light Brown | 0 Toughness | 1/2 EP | 1.031 g/cm^3 | 17/400th Copper Piece | Per 15 g, 1/4th Light Blue (Liquid), 1/8th Orange (Protein), 1/5th Magenta (Soft), 1/9th Cyan (Hard or Crunchy) | Eggs, especially chicken eggs, are very common staples of diet for many species, having a good amount of protein in them, a compact size, a variety of ways to prepare it by itself, and its usefulness in making more complicated dishes. Just be careful if using it for juggling, as a weapon, or in use against a domicile, as all three uses tend to end poorly for the one wielding the egg.
Grog | Varies, Yellow or Brown Typically | 0 Toughness | 0 EP | 0.94 g/cm^3 | 1/120th Copper Piece (4 Copper Pieces for full glass) | Per 15g (1/24th Grog), 1/12th Purple (Poison), 1/3rd Green (Carbs), 1/4th Magenta (Soft), 1/4th Light Blue (Liquid) | Like Beer, Grog is a common staple of taverns, sometimes costing early adventurers a pretty large amount due to their habits. Unfortunately, as Grog tends to be watered down Beer, it doesn't tend to impress many and takes a while for any charming or other effect to take place if at all.. Some have additional adjustments to make it more bitter or sour or sweet, but the majority fall within the same general sustenance numbers. Very few invest in Grog as it is cheaper to invest in Beer and water it down later into Grog.
Honey | Golden Brown | 0 Toughness | 1/3 EP | 1.43 g/cm^3 | 7/40th Copper Piece | Per 15 g, 1/2 Green (Carb), 1/2 Pink (Sweet), 1/4th Magenta (Soft) | Honey is a type of sweetener which lasts an extremely long time, is antibacterial and has been used for thousands of years not only as a replacement for normal common sugar, but most likely before table sugar was even discovered. Be warned though, sometimes very old honey or other raw samples of honey may have some foreign materials trapped within it, including bees, other insects and other things.
Krinklewyne | 1 Toughness | 1 EP | 0.991 g/cm^3 | 3 Gold Pieces, 12 Silver Pieces per 5 grams (1 Liter bottle being 2 Platinum Pieces, 26 Gold Pieces) | Per gram drunk, 2 Light Blue (Liquid), 1 Yellow (Acidic), and a resistance check is required against charm from anyone else within eyesight for 10 turns. | Krinklewyne is a beverage made from Krinklewyne berries grown only in The Somnium Bleed and by those who have mastered their delicate cultivation in private orchards. Drinking even one cubic centimeter of it is almost guaranteed to create drunkenness, but the chemicals in it in addition to alcohol trigger a general feeling of happiness, joy and camaraderie. One perfect cubic centimeter if drunk requires a resistance check to charm from anyone else within eyesight for 10 turns. Krinklewyne is best at 25 years or more of settling in a bottle, but further years will increase the taste while diminishing the charming effect.
Meat (Dark) | Gray | 0 Toughness | 1/4th EP | 0.61 g/cm^3 | 1/14th Copper Piece | Per 15 g, 1/6th Light Brown (Fatty), 1/8th Orange (Protein), 1/5th Magenta (Soft), 1/9th Cyan (Hard or Crunchy) | Meat (Dark) typically is found in different types of fowl and isn't as healthy as Meat (White), but is still satisfying in sufficient quantity.
Meat (Fish) | Pink and White | 0 Toughness | 1/4th EP | 0.52 g/cm^3 | 1/20th Copper Piece | Per 15 g, 1/4th Light Brown (Fatty), 1/10th Orange (Protein), 1/4th Magenta (Soft), 1/8th Dark Gray (Metal), 1/20th Purple (Poison) | Meat (Fish) is found in different types of fish, being fattier than other meats, and also containing some metal like Meat (Red), but also some poison from various toxic substances in the water fish live in, or in the materials their food lives in. This effect is even worse in areas of high pollution if the fish can even survive there.
Meat (Red) | Brown, Pink and Red | 0 Toughness | 1/4th EP | 0.59 g/cm^3 | 1/18th Copper Piece | Per 15 g, 1/5th Light Brown (Fatty), 1/9th Orange (Protein), 1/5th Magenta (Soft), 1/8th Cyan (Hard or Crunchy), 1/7th Dark Gray (Metal) | Meat (Red) is found on most animals and tends to be pink or red before cooking or after cooking if keeping it rare. It contains some metal in it and isn't as healthy as Meat (White), but it does satisfy in sufficient quantity.
Meat (White) | White | 0 Toughness | 1/4th EP | 0.55 g/cm^3 | 1/16th Copper Piece | Per 15 g, 1/7th Light Brown (Fatty), 1/6th Orange (Protein), 1/4th Magenta (Soft), 1/10th Cyan (Hard or Crunchy) | Meat (White) is found on most fowl, and is more healthy than the other types of meat, including Meat (Gray) which is often found on the same animals that have Meat (White).
Milk | White | 0 Toughness | 0 EP | 1.035 g/cm^3 | 1/500th Copper Piece | Per 15 g, 1/8th Light Brown (Fatty), 1/12th Orange (Protein), 1/2 Magenta (Soft), 1/3 Light Blue (Liquid) | Milk comes in a wide variety of sources, but the most common of it is from cows.
Pie (Fruit) | Light Brown | 1/2 Toughness | 1/2 EP | 1.78 g/cm^3 | 3/50th Copper Piece (3 & 1/2 Copper Pieces per 1/8th pie Slice) | Per 15 g, 1 & 1/2 Green (Carbs), 1/2 Magenta (Soft), 1/4th Pink (Sweet), 1/3 Cyan (Hard or Crunchy) | Pie (Fruit) comes in a wide variety, some kinds which some individuals love more than others, as well as some being preferential to Pie (Meat). Either way, Pie (Fruit) tends to have less protein.
Pie (Meat) | Light Brown | 1/2 Toughness | 1/2 EP | 1.93 g/cm^3 | 17/250th Copper Piece (4 Copper Pieces per 1/8th pie Slice) | Per 15 g, 4/5th Green (Carbs), 1/3 Magenta (Soft), 1/25th Pink (Sweet), 1/3 Cyan (Hard or Crunchy), 2/5th Orange (Protein) | Pie (Meat) comes in a wide variety, some kinds which some individuals love more than others, as well as some being preferential to Pie (Fruit). Either way, Pie (Meat) tends to have more protein.
Potato | Brown, Red | 1/2 Toughness | 2/3rd EP | 1.078 g/cm^3 | 3/1000th Copper Piece | Per 15 g, 1/3rd Green (Carbs), 1/6th Magenta (Soft), 1/2 Cyan (Hard), [if mostly green, 1/20th Light Purple (Bitter), 1/25th Purple (Poison) | Potatoes are a very common form of flora in many lands which has a fair amount of carbs in it, as well as the potential to be poisonous should it be exposed to air long enough to become more green than its normal color on its skin and inner flesh.
Rum | Varies, Orange or Red Typically | 0 Toughness | 0 EP | 0.94 g/cm^3 | 1/40th Copper Piece (5 Copper Pieces for full glass) | Per 15g (1/3 Rum Shot ), 1/7 Purple (Poison), 2/3 Green (Carbs), 1/4 Magenta (Soft), 1/4 Light Blue (Liquid) | Rum is a common staple of taverns, sometimes costing early adventurers a pretty large amount due to their habits, use for charming some individuals out of information or other purposes, and due to the quality of the particular rum. Some have additional adjustments to make it more sweet or have hints of other flavors, but the majority fall within the same general sustenance numbers. Some characters have a favorite type of rum and some will drink any, or any but a few types. Some do not like rum at all, or alcoholic beverages at all. Some adventurers will invest in breweries for a modest return, or purchase large quantities of rum at a lower price to sell where it is more scarce or illegal for high profits.
Sausage | Red or Brown | 1/5th Toughness | 1/3rd EP | 0.74 g/cm^3 | 1/14th Copper Piece | Per 15 g, 1/6th Light Brown (Fatty), 1/8th Orange (Protein), 1/4th Magenta (Soft), 1/7th Cyan (Hard or Crunchy) | Sausage is a type of processed meat that is very commonly sold and goes well with many dishes or by itself.
Stew | Light Brown | 0 Toughness | 1/6th EP | 1.93 g/cm^3 | 1/80th Copper Piece (5 Copper Pieces per Bowl) | Per 15 g, 2/5th Green (Carbs), 1/3th Magenta (Soft), 1/4th Cyan (Hard or Crunchy), 2/5th Orange (Protein), 1/8th Light Gray (Salty) | Stews comes in a wide variety, some kinds which some individuals love more than others, though the majority have similar ingredients: some meat, some broth, some vegetables, and assorted flavoring herbs and spices. Stew is generally inexpensive and found in most taverns.
Tea | Typically Brown or Black | 0 Toughness | 0 EP | 0.43 g/cm^3 | 1 & 1/8th Copper Piece | Per 15g (1/15th Cup) 1/20th Yellow (Acidic), 1/16th Light Purple (Bitter), 1/3rd Light Blue (Liquid), + 1/8th Rea for 5 turns. | Tea has been gathered over the centuries for the enjoyment of the wealthy and eventually the common lay folk. While it is less commonly enjoyed than some other beverages, it is easily available in most areas. However, the quality of the tea may raise its price, and make some get into the tea trade.
Water | Clear | 0 Toughness | 0 EP | 1 g/cm^3 | 0 Copper Pieces (Typically) | Per 15 g, 1 Magenta (Soft), 1 Light Blue (Liquid) | Water is used in many things as well as being a beverage in and of itself. Without water most species cannot survive.
Wine | Varies, White, Yellow or Red Typically | 0 Toughness | 0 EP | 0.97 g/cm^3 | 1/30th Copper Piece (3 & 3/4th Copper Pieces for full glass) | Per 15g, 1/5th Purple (Poison), 2/5th Green (Carbs), 1/3th Magenta (Soft), 1/4th Light Blue (Liquid) | Wine is typically more enjoyed by the wealthy or those in power, being more expensive and somewhat more refined. Some additional adjustments to make it more sweet or have hints of other flavors, but the majority fall within the same general sustenance numbers. Some characters have a favorite type of wine and some will drink any, or any but a few types. Some do not like wine at all, or alcoholic beverages at all. Some adventurers will invest in wine vineyards for a modest return, or purchase large quantities of wine at a lower price to sell where it is more scarce or illegal for high profits.
Any Spoiled food gain an additional 1/2 Black (Rot or Disease) per 15g, and any Rotten food gain an additional 1 Black (Rot or Disease) per 15g, unless otherwise noted).
Apple | Red, Green or Yellow Typically | 1/5th Toughness | 1 EP | 0.68 g/cm^3 | 1/30th Copper Piece | Per 15 g, (1/12th an Apple), 2/15th Green (Carbs) [2/5th Green (Carbs) if Sweet, 1/3rd Green (Carbs) if Extra Sweet], 1/2 Light Blue (Liquid), 1/2 Magenta (Soft) [if a Juicy Apple 1 Magenta (Soft), if an Extra Juicy Apple 1 & 1/2 Magenta (Soft)], 1/2 Pink (Sweet) [if a Sweet Apple 1 Pink (Sweet), if an Extra Sweet Apple 1 & 1/2 Pink (Sweet)], 1/2 Cyan (Hard or Crunchy) [if a Crispy Apple 1 Cyan (Hard or Crunchy), if an Extra Crispy Apple 1 & 1/2 Cyan (Hard or Crunchy)], and sometimes Light Yellow (Sour) depending on type [if a Sour Apple 1/2 Light Yellow (Sour), if an Extra Sour Apple 1 Light Yellow (Sour)] | Apples come in many varieties and certain characters will enjoy one type more than another, or some recipes may call for one or another specifically, while others may use methods that make the variance insignificant to the end result. The modifiers to what type of apple one has are Crispy, Juicy, Sweet and Sour. Each of these modifiers may also be normal or Extra, adding further amounts of that type of sustenance. Apples will rot over time if not properly protected or otherwise treated.
Baelfire Bark (Ground) | Dark Rusty Brown, Dull | 0 Toughness | 0 EP | 0.53 g/cm^3 | 3/4th Copper Piece | Per 15 g (1 tablespoon), 3 Light Orange (Spicy), 1 Light Purple (Bitter), 1 Red (Hot). | Ground Baelfire Bark is very spicy, having some natural heat and bitterness to it that even in small quantities is very flavorful and useful for some dishes.
Baelfire Fruit | Bright Green | 0 Toughness | 1 EP | 1.01 g/cm^3 | 7 Copper Pieces | Per 15 g (1/8th a Baelfire Fruit), 3 Pink (Sweet), 2 Green (Carbs), 2 Light Blue (Liquid), 2 Magenta (Soft). | The bright green Baelfire Fruit is extremely sweet, very soft and juicy, a very popular treat by itself or in confections, bakery goods and other dishes.
Beer | Varies, Yellow or Brown Typically | 0 Toughness | 0 EP | 1.06 g/cm^3 | 1/60th Copper Piece (8 Copper Pieces for full glass) | Per 15g (1/24th Beer), 1/8 Purple (Poison), 1/2 Green (Carbs), 1/4 Magenta (Soft), 1/4 Light Blue (Liquid) | Beer is a common staple of taverns, sometimes costing early adventurers a pretty large amount due to their habits, use for charming some individuals out of information or other purposes, and due to the quality of the particular beer. Some have additional adjustments to make it more bitter or sour or sweet, but the majority fall within the same general sustenance numbers. Some characters have a favorite type of beer and some will drink any, or any but a few types. Some do not like beer at all, or alcoholic beverages at all. Some adventurers will invest in breweries for a modest return, or purchase large quantities of beer at a lower price to sell where it is more scarce or illegal for high profits.
Bread | Varies, Yellow, Brown or White Typically | 1/3rd Toughness | 1/4th to 1/3rd EP by type | 2.95 g/cm^3 | 3/50th Copper Piece (3/10th Copper Piece for an average Slice, 1 & 1/2 Copper Pieces for an average Loaf) | 1/3rd Magenta (Soft), 1/2 Green (Carbs) [if hard or crunchy 1/2 Cyan (Hard or Crunchy)] | Bread is a staple part of most species diets where grains exist to make into dough and bake. It goes with almost anything. It is heavier in Green (Carbs) than many other staples, and takes longer to spoil if sufficiently dried out. If moist or wet and not consumed, it will gain 1/2 Black (Rot or Disease) and 1/4th Light Green (Umami) per day as various fungi take hold on it. It is not suggested to eat it after this, but it may be good for medicinal purposes. Just be sure to label which sealed container it is in to ensure low INT characters around you don't consume it by accident.
Bobh-Bon Crystals | Clear Prismatic | 1 Toughness | 1-75 EP | 2.03 g/cm^3 | 0.12 g/cm^3 | 6 Silver Pieces | Per 5 g, 4 Pink (Sweet), 1 Green (Carbs). Full FP recovery, + 5 FP Overcharge once per day. May store up to 75 EP from pushing 1 FP per 5 EP gained if one intends to use it for pranks or non-culinary purposes. | Bobh-Bon Crystals are a sweet delicacy, edible crystals, given either as gifts from Bobh to visitors to his home in The White Void, or sometimes found in modest containers scattered through that realm for no reason that any mortal can understand, but many wonder if perhaps they are refused gifts to the High Ordered Beings to try to keep them from feeding on each other or travelers. Seeing as they are never seen eating one, that seems unlikely, but others counter that perhaps the High Ordered Beings also consume the containers themselves, leaving no trace. Consuming more seems to have no effect to FP though some swear through sugar hallucinations to have seen Bobh's visage smirking and wagging an index finger in amused admonishment at the attempt. Experiments have been made to try to verify this, but the results have always been inconclusive. Bobh-Bon Crystals strangely never seem to spoil, though it is not suggested to eat them if outside their wrapper if found lying around.
Cake | Varies on type | 0 Toughness | 1/3rd EP | 11.2 g/cm^3 | 3/125th Copper Piece (2 Silver Pieces, 10 Copper Pieces per average full Cake) | Per 15 g (1/2 slice) on average, 1/2 Green (Carbs), 1/3rd Pink (Sweet), 1/3rd Magenta (Soft), 1/5th Light Brown (Fatty) | Some cakes may be lies, but the average ones are quite delicious. Additional ingredients may change the amount of each sustenance type and/or add additional ones, but the average is considered to be a type of pound cake.
Cheese | Varies, Orange, Yellow, or White Typically | 0 Toughness | 1/5th EP | 1.04 g/cm^3 | 1/5th Copper Piece for 5 g (13 Copper Pieces for average Block of Cheese) | Per 15 g (Thin Slice) on average, 1/3rd Light Gray (Salty), 1/4th Pink (Sweet), 1/3rd Light Brown (Fatty) and 1/4th Light Yellow (Sour) [if Aged, 1/10th Black (Rot or Disease) and if Moldy, 1/8th Light Green (Umami)] | Cheeses are a staple of many different species diets, and go well with many different things. There are a wide variety of different cheeses, but the average is considered to be close to cheddar, one of the more commonly desired types of cheese for a variety of dishes. Perhaps the oldest kind may be cottage cheese or feta cheese, but their salty taste makes it less fitting many dishes and wines.
Chocolate | Varies, Brown or Black Typically | 1/10th Toughness | 1/3rd EP | 1.33 g/cm^3 | 1/2 Copper Piece (4 Copper Pieces for average Bar of Chocolate) | Per 15 g (1/3rd Bar of Chocolate) on average, 1 Green (Carb), 1 Pink (Sweet), 1/5th Light Brown (Fatty), 1/10th Light Purple (Bitter), 1/3rd Cyan (Hard or Crunchy), and 1/3rd Magenta (Soft) | Chocolate has been a delicacy for quite a long time, once reserved for those who lived where cocoa beans where to be found, royalty and rich merchants, but in many lands it has been harvested and merchandised well enough that almost anyone ca have it at relatively low cost.
Coffee | Brown or Black | 0 Toughness | 0 EP | 0.56 g/cm^3 | 1 Copper Piece | Per 15g (1/15th Cup) 1/10th Yellow (Acidic), 1/12th Light Purple (Bitter), 1/3rd Light Blue (Liquid), 1/100th Purple (Poison) + 1/7th Rea for 5 turns. | Coffee has been used for centuries for its medicinal benefits, for staying alert and simply as an enjoyable beverage. It is, however not recommended to drink too much of it, especially in a short period of time, as this could be adverse to most species health.
Egg (Chicken) | White or Light Brown | 0 Toughness | 1/2 EP | 1.031 g/cm^3 | 17/400th Copper Piece | Per 15 g, 1/4th Light Blue (Liquid), 1/8th Orange (Protein), 1/5th Magenta (Soft), 1/9th Cyan (Hard or Crunchy) | Eggs, especially chicken eggs, are very common staples of diet for many species, having a good amount of protein in them, a compact size, a variety of ways to prepare it by itself, and its usefulness in making more complicated dishes. Just be careful if using it for juggling, as a weapon, or in use against a domicile, as all three uses tend to end poorly for the one wielding the egg.
Grog | Varies, Yellow or Brown Typically | 0 Toughness | 0 EP | 0.94 g/cm^3 | 1/120th Copper Piece (4 Copper Pieces for full glass) | Per 15g (1/24th Grog), 1/12th Purple (Poison), 1/3rd Green (Carbs), 1/4th Magenta (Soft), 1/4th Light Blue (Liquid) | Like Beer, Grog is a common staple of taverns, sometimes costing early adventurers a pretty large amount due to their habits. Unfortunately, as Grog tends to be watered down Beer, it doesn't tend to impress many and takes a while for any charming or other effect to take place if at all.. Some have additional adjustments to make it more bitter or sour or sweet, but the majority fall within the same general sustenance numbers. Very few invest in Grog as it is cheaper to invest in Beer and water it down later into Grog.
Honey | Golden Brown | 0 Toughness | 1/3 EP | 1.43 g/cm^3 | 7/40th Copper Piece | Per 15 g, 1/2 Green (Carb), 1/2 Pink (Sweet), 1/4th Magenta (Soft) | Honey is a type of sweetener which lasts an extremely long time, is antibacterial and has been used for thousands of years not only as a replacement for normal common sugar, but most likely before table sugar was even discovered. Be warned though, sometimes very old honey or other raw samples of honey may have some foreign materials trapped within it, including bees, other insects and other things.
Krinklewyne | 1 Toughness | 1 EP | 0.991 g/cm^3 | 3 Gold Pieces, 12 Silver Pieces per 5 grams (1 Liter bottle being 2 Platinum Pieces, 26 Gold Pieces) | Per gram drunk, 2 Light Blue (Liquid), 1 Yellow (Acidic), and a resistance check is required against charm from anyone else within eyesight for 10 turns. | Krinklewyne is a beverage made from Krinklewyne berries grown only in The Somnium Bleed and by those who have mastered their delicate cultivation in private orchards. Drinking even one cubic centimeter of it is almost guaranteed to create drunkenness, but the chemicals in it in addition to alcohol trigger a general feeling of happiness, joy and camaraderie. One perfect cubic centimeter if drunk requires a resistance check to charm from anyone else within eyesight for 10 turns. Krinklewyne is best at 25 years or more of settling in a bottle, but further years will increase the taste while diminishing the charming effect.
Meat (Dark) | Gray | 0 Toughness | 1/4th EP | 0.61 g/cm^3 | 1/14th Copper Piece | Per 15 g, 1/6th Light Brown (Fatty), 1/8th Orange (Protein), 1/5th Magenta (Soft), 1/9th Cyan (Hard or Crunchy) | Meat (Dark) typically is found in different types of fowl and isn't as healthy as Meat (White), but is still satisfying in sufficient quantity.
Meat (Fish) | Pink and White | 0 Toughness | 1/4th EP | 0.52 g/cm^3 | 1/20th Copper Piece | Per 15 g, 1/4th Light Brown (Fatty), 1/10th Orange (Protein), 1/4th Magenta (Soft), 1/8th Dark Gray (Metal), 1/20th Purple (Poison) | Meat (Fish) is found in different types of fish, being fattier than other meats, and also containing some metal like Meat (Red), but also some poison from various toxic substances in the water fish live in, or in the materials their food lives in. This effect is even worse in areas of high pollution if the fish can even survive there.
Meat (Red) | Brown, Pink and Red | 0 Toughness | 1/4th EP | 0.59 g/cm^3 | 1/18th Copper Piece | Per 15 g, 1/5th Light Brown (Fatty), 1/9th Orange (Protein), 1/5th Magenta (Soft), 1/8th Cyan (Hard or Crunchy), 1/7th Dark Gray (Metal) | Meat (Red) is found on most animals and tends to be pink or red before cooking or after cooking if keeping it rare. It contains some metal in it and isn't as healthy as Meat (White), but it does satisfy in sufficient quantity.
Meat (White) | White | 0 Toughness | 1/4th EP | 0.55 g/cm^3 | 1/16th Copper Piece | Per 15 g, 1/7th Light Brown (Fatty), 1/6th Orange (Protein), 1/4th Magenta (Soft), 1/10th Cyan (Hard or Crunchy) | Meat (White) is found on most fowl, and is more healthy than the other types of meat, including Meat (Gray) which is often found on the same animals that have Meat (White).
Milk | White | 0 Toughness | 0 EP | 1.035 g/cm^3 | 1/500th Copper Piece | Per 15 g, 1/8th Light Brown (Fatty), 1/12th Orange (Protein), 1/2 Magenta (Soft), 1/3 Light Blue (Liquid) | Milk comes in a wide variety of sources, but the most common of it is from cows.
Pie (Fruit) | Light Brown | 1/2 Toughness | 1/2 EP | 1.78 g/cm^3 | 3/50th Copper Piece (3 & 1/2 Copper Pieces per 1/8th pie Slice) | Per 15 g, 1 & 1/2 Green (Carbs), 1/2 Magenta (Soft), 1/4th Pink (Sweet), 1/3 Cyan (Hard or Crunchy) | Pie (Fruit) comes in a wide variety, some kinds which some individuals love more than others, as well as some being preferential to Pie (Meat). Either way, Pie (Fruit) tends to have less protein.
Pie (Meat) | Light Brown | 1/2 Toughness | 1/2 EP | 1.93 g/cm^3 | 17/250th Copper Piece (4 Copper Pieces per 1/8th pie Slice) | Per 15 g, 4/5th Green (Carbs), 1/3 Magenta (Soft), 1/25th Pink (Sweet), 1/3 Cyan (Hard or Crunchy), 2/5th Orange (Protein) | Pie (Meat) comes in a wide variety, some kinds which some individuals love more than others, as well as some being preferential to Pie (Fruit). Either way, Pie (Meat) tends to have more protein.
Potato | Brown, Red | 1/2 Toughness | 2/3rd EP | 1.078 g/cm^3 | 3/1000th Copper Piece | Per 15 g, 1/3rd Green (Carbs), 1/6th Magenta (Soft), 1/2 Cyan (Hard), [if mostly green, 1/20th Light Purple (Bitter), 1/25th Purple (Poison) | Potatoes are a very common form of flora in many lands which has a fair amount of carbs in it, as well as the potential to be poisonous should it be exposed to air long enough to become more green than its normal color on its skin and inner flesh.
Rum | Varies, Orange or Red Typically | 0 Toughness | 0 EP | 0.94 g/cm^3 | 1/40th Copper Piece (5 Copper Pieces for full glass) | Per 15g (1/3 Rum Shot ), 1/7 Purple (Poison), 2/3 Green (Carbs), 1/4 Magenta (Soft), 1/4 Light Blue (Liquid) | Rum is a common staple of taverns, sometimes costing early adventurers a pretty large amount due to their habits, use for charming some individuals out of information or other purposes, and due to the quality of the particular rum. Some have additional adjustments to make it more sweet or have hints of other flavors, but the majority fall within the same general sustenance numbers. Some characters have a favorite type of rum and some will drink any, or any but a few types. Some do not like rum at all, or alcoholic beverages at all. Some adventurers will invest in breweries for a modest return, or purchase large quantities of rum at a lower price to sell where it is more scarce or illegal for high profits.
Sausage | Red or Brown | 1/5th Toughness | 1/3rd EP | 0.74 g/cm^3 | 1/14th Copper Piece | Per 15 g, 1/6th Light Brown (Fatty), 1/8th Orange (Protein), 1/4th Magenta (Soft), 1/7th Cyan (Hard or Crunchy) | Sausage is a type of processed meat that is very commonly sold and goes well with many dishes or by itself.
Stew | Light Brown | 0 Toughness | 1/6th EP | 1.93 g/cm^3 | 1/80th Copper Piece (5 Copper Pieces per Bowl) | Per 15 g, 2/5th Green (Carbs), 1/3th Magenta (Soft), 1/4th Cyan (Hard or Crunchy), 2/5th Orange (Protein), 1/8th Light Gray (Salty) | Stews comes in a wide variety, some kinds which some individuals love more than others, though the majority have similar ingredients: some meat, some broth, some vegetables, and assorted flavoring herbs and spices. Stew is generally inexpensive and found in most taverns.
Tea | Typically Brown or Black | 0 Toughness | 0 EP | 0.43 g/cm^3 | 1 & 1/8th Copper Piece | Per 15g (1/15th Cup) 1/20th Yellow (Acidic), 1/16th Light Purple (Bitter), 1/3rd Light Blue (Liquid), + 1/8th Rea for 5 turns. | Tea has been gathered over the centuries for the enjoyment of the wealthy and eventually the common lay folk. While it is less commonly enjoyed than some other beverages, it is easily available in most areas. However, the quality of the tea may raise its price, and make some get into the tea trade.
Water | Clear | 0 Toughness | 0 EP | 1 g/cm^3 | 0 Copper Pieces (Typically) | Per 15 g, 1 Magenta (Soft), 1 Light Blue (Liquid) | Water is used in many things as well as being a beverage in and of itself. Without water most species cannot survive.
Wine | Varies, White, Yellow or Red Typically | 0 Toughness | 0 EP | 0.97 g/cm^3 | 1/30th Copper Piece (3 & 3/4th Copper Pieces for full glass) | Per 15g, 1/5th Purple (Poison), 2/5th Green (Carbs), 1/3th Magenta (Soft), 1/4th Light Blue (Liquid) | Wine is typically more enjoyed by the wealthy or those in power, being more expensive and somewhat more refined. Some additional adjustments to make it more sweet or have hints of other flavors, but the majority fall within the same general sustenance numbers. Some characters have a favorite type of wine and some will drink any, or any but a few types. Some do not like wine at all, or alcoholic beverages at all. Some adventurers will invest in wine vineyards for a modest return, or purchase large quantities of wine at a lower price to sell where it is more scarce or illegal for high profits.
Wednesday, May 14, 2014
Materials: Metal and Alloy Charting:
As I am in the current stage of MaL development where it seems all that is needing is filling in blanks for the core books rather than new mechanics (or new species as sentient ones will be in future expansions and general terrors and creatures are relatively easy to fill in), I've started working on creating the charts that deal with various materials, items, and abilities. Additionally, as suggested prior, measurements will be in metric rather than imperial (also: metric vs imperial but ignoring the PI madness) in the system, though a calculation tool may be used in the eventual computer version, and the pen and paper version will at least include a page on why this decision was made and a reference conversion table. A GM may decide to do the calculation changes or even completely ignore measurements and use a made-up system that fits within the world they are using. Below is the first step, the materials chart for different metals, both
real in our world and those found within MaL. All prices are based on modern pricing of the same or similar materials, though it may range 5-2000% in cost if in a lower technological or higher technological world or realm and being harder or easier to find and process. Each may be used or unused
as per a GM's discretion.
Material Name | Most Common Appearance | Toughness | Durability | Density (Room Temperature g/cm^3) | Average Cost for 5 grams | Special Effect(s) | Description.
Barobenell | Dark Cyan, Dull | 5 Toughness | 20-100 EP (Varies by consistent external pressure) | 4.2 Density g/cm^3 | 6 Platinum Pieces | +2 EP per bar of atmosphere increase if not jumping more than 5 bars, up to 100 EP. | Barobenell is an alloy made from copper, promethium, yttrium and carbon at gaseous state rapidly cooled to a solid state before it decays too far. The rarity of this alloy makes it quite expensive, in addition to how quickly it is snatched up by those of strategic military intelligence due to its properties. The more pressure that is exerted on Barobenell, the stronger it becomes, dissipating heat rapidly and retaining its weight and structure, being twenty-times stronger than diamond at half the weight. Naturally occurring Barobenell is rare, sometimes found in comets or asteroids, and only survives entry into planets if cooled rapidly, such as when landing in a polar cap or a planet with an ice age active or dark-side of a tidally locked planet or moon, or celestial body with no atmosphere. When an electric current is run through Barobenell it accelerates its decay, being an incredible superconductor for a short period of time before it breaks down into its composite elements.
Boron | Black-Brown | 19 Toughness | 4 EP | 2.46 Density g/cm^3 | 10 Copper Pieces | Per 5 kg of it, +2 Damage to Arthropods (Insects, Arachnids, Etc), +2 Cleaning Power, +2 Healing Power, +20 Resistance to Heat/Fire Attacks. | While a chemical element as compared to an alloy or compound, boron is still fairly rare, especially outside of existing molecules most of which are minerals. It does need processing in order to purify it, but the end result is very useful in armor and weapons, especially against heat/fire attacks.
Brass | Yellow-Brown, Dull | 5 Toughness | 3 EP | 8.5 g/cm^3 | 1/3 Copper Piece | Per 5 kg, +1 Disease Resistance, -2 Heat/Fire Resistance, -2 Electrical/Lightning Resistance | An alloy of copper and zinc, brass is utilized for devices that require low friction (such as doorknobs, gears, etc), as well as not causing sparks, resisting sparks and corrosion, and being antimicrobial. While it is rarely used in weaponry for more than decorative flair or cartridges of firearm ammunition, it may be of some use in machine inner-workings and general decor purposes. While there is a variety of brass alloys in real life, within MaL it is simplified to an averaging of different forms into one.
Bronze | Red-Brown, Dark, Shiny | 9 Toughness | 4 EP | 8.5 g/cm^3 | 1/10th Copper Piece | Per 5 kg, -4 Heat/Fire Resistance, -4 Electrical/Lightning Resistance, +2 Accuracy in cannon weaponry. | An alloy of copper and tin, bronze is resistant to corrosion, does not produce sparks, nonmagnetic and a good conductor of heat and electricity, as well as being useful for musical instruments, medals, statues, other decor or in use in cannons chambers to improve accuracy.
Calcium | Gray-Silver, Dull | 2 Toughness | 2 EP | 1.55 g/cm^3 | 1 Silver Piece | Per 5 kg, +0.5 EP when added to concrete construction | Calcium fractures relatively easy making for good primitive projectile weaponry if it penetrates, as well as even a small quantity helping to speed up the cheese making process and improve quality. Additionally, it is very useful in concrete construction. Those who utilize bone magic may manipulate calcium outside if bone to +2 Success when utilizing it in any application.
Cavorite | Purple-Red, Glossy | 1 Toughness | 1 EP | 0.15 g/cm^3 | 3 Platinum Pieces | Per 5 kg, negate 10 kg of other materials. | The mysterious alloy known as Cavorite is a composite made of melted purple amber, and pure helium, hydrogen, and oxygen all brought to plasma state and cooled to room temperature in a pure vacuum. The resulting solid is lighter than air, floating upward against air pressure unless otherwise weighted down. It is not very durable, but one gram of it will negate the weight of two grams of other materials, though it will faintly repel magnetic ones. An electric current ran through it will cause its magnetic field to flip, making it faintly attract magnetic materials. Cavorite will repel from itself unless forced together, but the larger the sample, the stronger the magnetic field.
Celzial | Yellow, Dull with shift to Green and then Blue, Glowing as it decays | 1 Toughness | 1 EP | 3 g/cm^3 | 2 Platinum Pieces | Per 5 kg, per turn deal 4 direct HP damage to celestial species within two movement squares of it, with additional multiplier if especially weak against it. | This radioactive metal is found in trace amounts in most celestial species that live in Ragsendi, but too much can harm or kill them. Areas of Ragsendi and other realms avoided by celestial species are usually rich in this material, as are some meteors.
Copper | Orange, Shiny, Oxidizes Green | 3 Toughness | 3 EP | 9 g/cm^3 | 1/3 Copper Piece | - 7 Electricity/Lightning Resistance, -9 Heat/Fire Resistance, + 1 Healing Power | Copper is very useful in piping, wires, cables, electrical machinery, architectural design aesthetics, and usefulness in antimicrobial purposes.
Darkholm | Black, Dull, Dark | 22 Toughness | 20 EP | 14 g/cm^3 | 5 Platinum Pieces | Per 5 kg + 40 Light Resistance, + 40 Darkness Resistance, + 40 Water Resistance. | This metal is extremely dense and durable for its size making it highly valued, in fact the most dense natural material in all the realms. It absorbs light, bending all around it and remaining pure black with no shine. It is unknown how it came to exist in Quantil, but some have claimed to find it only in starless space.
Enhontros | Purple, Glowing, Shiny, Oxidizes Black | 6 Toughness | 3 EP | 1.4 g/cm^3 | 2 Platinum Pieces, 38 Gold Pieces, 30 Silver Pieces | Per 5 kg, deal + 3 EP damage per turn to non-ordered and non-chaotic materials and creatures within 4 squares of it in unworked state. When alloyed with anything, deal 2 EP damage per turn if striking something, and ward +7 EP against chaotic attacks at cost of -2 HP per day regardless of attacks. | This rare type of metal found in some of the asteroids floating in Pral, exposed to the pure entropic forces radiating out from the High Chaotic Beings' prison crystals. In its natural state it radiates entropy to wear down all non-ordered and non-chaotic materials. When merged with other materials, it can be harnessed to also protect against some chaotic attacks at the cost of less radius in its attacking power and damage to the user specifically every day.
Gold | Yellow, Shiny | 2 Toughness | 3 EP | 19 g/cm^3 | 13 Silver Pieces, 2 Copper Pieces | Per 5 kg, + 0.5 Light Damage, + 1 Life Damage to Undead or Reanimated creatures, + 0.5 HP Direct Damage to gold-allergic creatures, - 9 Electricity/Lightning Resistance. | Gold is a metal with innate power through many cultures. It is linked to the sun, and some creatures are drawn to it, or painfully allergic to it. It is used in some rituals, often alongside Silver and Cold Iron or other mythical materials, usually with the gold in the spot linked to light, strength and life. As it is a soft metal, it is rarely used solely in weaponry or tools, but it often accents specialized equipment, and sometimes is the primary visible material to increase its effective properties. Many cultures utilize gold or gold alloys as some form of currency, though some find its applications more useful in those purposes instead. It is corrosion resistant, used for jewelry, and used in some electrical components as well due to its high conductivity.
Helkarne Metal | White and Black Speckled | 5 Toughness | 4 EP | 0.014 g/cm^3 | 1 Platinum Piece, 35 Gold Pieces | Per 5 kg, Heals 1 HP per day, deals 25 bonus damage if used with an individual's last FP use of a day. | This rare metal was created by the first infernal beings and first celestial beings in concert to fight the High Chaotic Beings, after the High Ordered Beings were imprisoned in The White Void. Many thought it was lost during the war, but both the celestials and infernals kept some hidden for their war that followed. The celestials lost most of their own in the war against the infernals, putting everything they could into the battle effort, but many infernals resorted to less powerful metals and forced armies from the primary realm to ensure they not surrender their prized weaponry to the celestials or to shattering. Some steal them from Thelatos, but the method of making more is a lost art that many have tried to reclaim. If any have, they have not shared it with the general populous.
Invar | Silvery, Shiny | 8 Toughness | 5 EP | 8 g/cm^3 | 6 Silver Pieces, 8 Copper Pieces | Per 5 kg + 10 Heat/Fire Resistance. + 10 Ice Resistance. + 20 Magnetic Resistance. | An alloy of 36% nickel and 64% iron which strongly resists temperature changes. Used in clocks, anti-magnetic shielding, some motors and some precision instruments.
Iridium | Silvery, White, Shiny | 10 Toughness | 7 EP | 22.56 g/cm^3 | 2 Silver Pieces, 17 Copper Pieces | Per 5 kg, - 2 Gamma Ray Resistance, - 5 Mutation Resistance | This rare dense metal has a 78 day half-life and produces gamma rays which may cause mutation, as well as be useful in power generation and some healing methods.
Iron (Worked) | Gray, Shiny | 6 Toughness | 4 EP | 7.874 g/cm^3 | 1/10th Copper Piece | Per 5 kg, - 2 Magnetic Resistance, - 2 Electricity/Lightning Resistance, - 1 Heat Resistance. | This very common metal when worked is used in a lot of items and alloys as well. It is a key part of making steel, used in magnetic devices, in many structures, in many weapons, and has many other uses.
Iron (Cold Iron) | Gray, Shiny | 5 Toughness | 4 EP | 7.874 g/cm^3 | 35 Copper Pieces | Per 5 kg, - 2 Magnetic Resistance, - 2 Electricity/Lightning Resistance, - 1 Heat/Fire Resistance, + 2 Magic Resistance. | Cold Iron is a very common staple of many fantasy stories, and MaL includes it in the many materials an individual can utilize in the game. Cold Iron in MaL is iron that has not been alloyed with anything else and has not been put into a forge, merely shaped without the application of heat. It is useful to ward of most Fey, some Specters, and to the superstitious it can be shaped into a horseshoe or other specific shape designed to ward off bad luck.
Lead | Gray | 2 Toughness | 2 EP | 11.34 g/cm^3 | 1/100th Copper Piece | Per 5 kg, + 1 Radiation Resistance, - 1 Electricity/Lightning Resistance, + 1 Magnetic Resistance, + 1 Toxic Damage. | Lead is very toxic to most sentient species, however, it is also useful in blocking many types of radiation, in weight sets, in many structures, and useful in pipe organ construction.
Lithium | Silver-White, Shiny | 1 Toughness | 1 EP | 0.534 g/cm^3 | 2 Copper Pieces | Per 5 kg, - 4 Electricity/Lightning Resistance, - 5 Heat/Fire Resistance. | Lithium is a metal which is used in many electronic devices, especially as part of a coolant or power-supply unit, in some medicines, and other purposes.
Kukoju Metal | Reddish-Gold, Shiny | 2 Toughness | 2 EP | 0.069 g/cm^3 | 12 Silver Pieces | Per 5 kg, - 3 Electricity/Lightning Resistance, + 1 HP per 8 hours held even if no other healing actions are taken. | This soft and electrically conductive metal is very useful to healers and those working with machines, but is not of much use in weaponry or construction.
Magnesium | Gray, Shiny | 1 Toughness | 3 EP | 1.738 g/cm^3 | 1/5th Copper Piece | Per 5 kg, - 1 Heat/Fire Resistance. | Magnesium is flammable and lightweight, making it good for some devices and structures, though not very useful on its own in weaponry.
Mercury | Silver-White, Shiny | 0 Toughness | 0 EP | 13.534 g/cm^3 | 1 Copper Piece | Per 5 kg, + 1 Heat/Fire Resistance, - 2 Electricity/Lightning Resistance, + 2 Acid Resistance, + 1 Toxic Damage. | This metal is very useful in thermometers and other atmosphere measuring devices, some medicines, some illumination devices, and some other advanced machinery.
Orichalcum | Orange-White, Shiny | 2 Toughness | 5 EP | 16 g/cm^3 | 4 Silver Pieces | Per 5 kg, + 8 Magic Resistance, + 8 Electricity/Lightning Resistance, Change 1 Magic or 1 Electricity/Lightning Damage stored into the other and release it into an aura around it or attached conduits. | This alloy combines copper, gold and silver, and additional elements may give it different colored hues than pure Orichalcum. It is typically found in golems used by Wizards and others wanting precise control without as much understanding of magic as a Wizard may have. The reason for this is that Orichalcum is a transforming alloy, turning magical energy into electricity, and electricity into magical energy. As a result, it is quite useful when a complex golem needs to be able to absorb magical spells cast at it for replenishing its batteries, or utilizing that energy to retaliate with a spell it is designed to cast.
Oronakl Metal | Blue, Dull | 5 Toughness | 30 EP | 55.36 g/cm^3 | 6 Platinum Pieces | Per 5 kg, - 40 Heat/Fire Resistance, - 40 Electricity/Lightning Resistance. | Little is known about this metal aside from the fact that it is found natively only in Mazek and some meteors, the densest of all metals, though not a completely natural one, as some ancient texts refer to what some think is a form of fusion in its construction. It is the primary metal used in ancient devices located in Mazek. It is a superconductor of heat and electricity, being immune to any damage from them itself, but allowing it to be stored or transfer through it depending on what else it is alloyed or otherwise utilized with. Without any material used to capture them, however, it would pass right through without damaging the metal.
Platinum | Grayish-White, Shiny | 2 Toughness | 4 EP | 21.45 g/cm^3 | 14 Silver Pieces, 2 Copper Pieces | per 5 kg, - 15 Heat/Fire Resistance, - 11 Electricity/Lightning Resistance. | Platinum is mostly used for currency and jewelry, but may also be used in some advanced machinery due to its properties.
Plutonium | Dark Grey, Dull | 1 Toughness | 1 EP | 19.816 g/cm^3 | 31 Gold Pieces, 10 Silver Pieces | per 5 kg, + 1 Heat/Fire Resistance, + 4 Electricity/Lightning Resistance, + 5 Radiation Damage per turn if not shielded. | Plutonium is used in some weaponry (mostly explosives), power generation, and some tracking devices.
Radium | Silver-White, Shiny | 1 Toughness | 1 EP | 5.5 g/cm^3 | 15 Gold Pieces, 3 Silver Pieces | per 5 kg, + 2 Radiation Damage per turn if not shielded. | Radium is used for radioactive paint and some medicines in cultures with high radiation pollution, and is also be used in some scientific research.
Rojihal Metal | Faint Pink, Shiny | 6 Toughness | 8 EP | 0.009 g/cm^3 | 38 Gold Pieces, 25 Silver Pieces | Per 5 kg, + 1 Focus leeching from each life taken by it, + 1 EP Damage attack for every 2 FP it retains, or FP may be utilized by those that can use Foci Magic. | Rojihal Metal is native to Jhaneer and its alloying was a secret well guarded for centuries, used solely for royal bodyguards and the highest ranking official police. It glows brighter and hotter for each life taken by it, trapping the remaining focus a body had in it when the spirit departed the body. As a result, Rojihal Metal releases this trapped focus as an extra 1 damage to EP for every 2 FP it retains, or it may be used by those that can use Foci Magic in order to put it to greater potential.
Sildak Metal | Blue-Silver, Shiny | 10 Toughness | 15 EP | 0.003 g/cm^3 | 26 Gold Pieces | Per 5 kg, - 1 Concealment. | Sildak Metal is made from the melted leaves of the Sildak trees in Ragsendi, which shimmer and glitter in even low-light conditions and is extremely light for its durability. It has the appearance of faintly blue-tinged silver that shines brightly even without polishing.
Silicon | Blue-Gray, Shiny | 3 Toughness | 7 EP | 2.329 g/cm^3 | 6 Copper Pieces | Per 5 kg, - 9 Heat/Fire Resistance, - 8 Electrical/Lightning Reistance | Silicon is in many basic materials such as sand, glass, some clays, and other building materials. It makes for a good superconductor and is used in a lot of electronics, especially computers and solar cells.
Silver | Silver, Shiny | 3 Toughness | 3 EP | 10.49 g/cm^3 | 8 Copper Pieces | Per 5 kg, - 13 Heat/Fire Resistance, - 13 Electricity/Lightning Resistance, + 0.5 Extra HP Damage at night, + 1 HP Direct Damage to to silver-allergic creatures. | Silver is used in currency, reflective materials, objects of status and value such as jewelry and silverware, dentistry, electronics and some medicines. It has many mythical properties in MaL, being linked to the night, and many creatures of darkness being strongly allergic to it. Some mistakenly think that someone infected with the Lunemire virus needs to be killed only with silver, especially Werewolves, but while this does agitate them and make it hard for them to focus, it in and of itself does not kill them. It may, however, be utilized in rituals, tools, and weapons that have increased efficiency in darkness, especially at night.
Sodium | Silver-White, Shiny | 1 Toughness | 1 EP | 0.968 g/cm^3 | 3 Copper Pieces | Per 5 kg, - 10 Heat/Fire Resistance, - 20 Water Resistance with + 3 Damage to 1 m^2 due to the explosion, with 1 m^2 radius increase per 30 kg. | When used in some compounds, sodium may safely draw water out of the area, but by itself it causes a violent exothermic reaction when exposed to water. It is useful for heat transfer, and with some other materials it makes indigo dye.
Starrelle Metal | Dark Blue, Extremely Shiny | 26 Toughness | 4 EP | 0.138 g/cm^3 | 13 Gold Pieces, 25 Silver Pieces | Per 5 kg, + 2 Illumination. | This extremely shiny metal draws the attention of pixies, sprites and many other creatures easily, but despite this it is still sought after for its power. It glows faintly in the dark if uncovered, and is extremely tough if not durable even when unworked, making it very useful in weaponry.
Steel | Gray, Shiny | 10 Toughness | 6 EP | 7.8 g/cm^3 | 1/30th Copper Piece | Per 5 kg, - 1 Heat/Fire Resistance, - 1 Electricity/Lightning Resistance | Steel is a very tough and fairly durable alloy that offers some protection from corrosion as well as not allowing as much heat or electricity to pass through it as many other metals and alloys. It is frequently used in building materials, machinery, scientific devices, armor and weaponry.
Titanium | Gray-White, Shiny | 9 Toughness | 6 EP | 4.506 g/cm^3 | 2 Gold Pieces | Per 5 kg, - 1 Heat/Fire Resistance, - 1 Electricity/Lightning Resistance | Titanium is a metal that while more rare and expensive than steel, can be used to almost the same level of durability and toughness with a much lower overall mass, meaning more of it can be carried without weighing a player down. It is frequently used in building materials, machinery, scientific devices, armor and weaponry.
Tungsten | Gray-White, Shiny | 7 Toughness Purified, 3 Toughness Raw | 8 EP | 19.25 g/cm^3 | 7 Copper Pieces | Per 5 kg, + 1 Heat/Fire Resistance, + 1 Electricity/Lightning Resistance, + 4 Corrosion Resistance, + 4 Acid Resistance, + 4 Alkali Resistance, - 11 Libido, - 1 Charisma. | The rare metal tungsten is not used frequently in low-technological areas, but it does have many uses. It is very malleable if purified but in raw form it is very brittle. It is capable of resisting a fair amount of heat, electricity, corrosion, acid and alkali damages, however, it negatively affects the reproductive systems of most species and decreases charisma as well. It is used in armor, weaponry, building materials, some scientific devices, jewelry and some electronics.
Uranium | Silver-Gray, Dull | 1 Toughness | 1 EP | 19.1 g/cm^3 | 3 Silver Pieces, 5 Copper Pieces | Per 5 kg, + 2 Radioactive Damage per turn if not shield. | Uranium is a weakly radioactive metal which is useful in some weaponry designs, power generation and other scientific devices. It is dangerous to most species if not properly shielded, though not as radioactive as Plutonium.
Material Name | Most Common Appearance | Toughness | Durability | Density (Room Temperature g/cm^3) | Average Cost for 5 grams | Special Effect(s) | Description.
Barobenell | Dark Cyan, Dull | 5 Toughness | 20-100 EP (Varies by consistent external pressure) | 4.2 Density g/cm^3 | 6 Platinum Pieces | +2 EP per bar of atmosphere increase if not jumping more than 5 bars, up to 100 EP. | Barobenell is an alloy made from copper, promethium, yttrium and carbon at gaseous state rapidly cooled to a solid state before it decays too far. The rarity of this alloy makes it quite expensive, in addition to how quickly it is snatched up by those of strategic military intelligence due to its properties. The more pressure that is exerted on Barobenell, the stronger it becomes, dissipating heat rapidly and retaining its weight and structure, being twenty-times stronger than diamond at half the weight. Naturally occurring Barobenell is rare, sometimes found in comets or asteroids, and only survives entry into planets if cooled rapidly, such as when landing in a polar cap or a planet with an ice age active or dark-side of a tidally locked planet or moon, or celestial body with no atmosphere. When an electric current is run through Barobenell it accelerates its decay, being an incredible superconductor for a short period of time before it breaks down into its composite elements.
Boron | Black-Brown | 19 Toughness | 4 EP | 2.46 Density g/cm^3 | 10 Copper Pieces | Per 5 kg of it, +2 Damage to Arthropods (Insects, Arachnids, Etc), +2 Cleaning Power, +2 Healing Power, +20 Resistance to Heat/Fire Attacks. | While a chemical element as compared to an alloy or compound, boron is still fairly rare, especially outside of existing molecules most of which are minerals. It does need processing in order to purify it, but the end result is very useful in armor and weapons, especially against heat/fire attacks.
Brass | Yellow-Brown, Dull | 5 Toughness | 3 EP | 8.5 g/cm^3 | 1/3 Copper Piece | Per 5 kg, +1 Disease Resistance, -2 Heat/Fire Resistance, -2 Electrical/Lightning Resistance | An alloy of copper and zinc, brass is utilized for devices that require low friction (such as doorknobs, gears, etc), as well as not causing sparks, resisting sparks and corrosion, and being antimicrobial. While it is rarely used in weaponry for more than decorative flair or cartridges of firearm ammunition, it may be of some use in machine inner-workings and general decor purposes. While there is a variety of brass alloys in real life, within MaL it is simplified to an averaging of different forms into one.
Bronze | Red-Brown, Dark, Shiny | 9 Toughness | 4 EP | 8.5 g/cm^3 | 1/10th Copper Piece | Per 5 kg, -4 Heat/Fire Resistance, -4 Electrical/Lightning Resistance, +2 Accuracy in cannon weaponry. | An alloy of copper and tin, bronze is resistant to corrosion, does not produce sparks, nonmagnetic and a good conductor of heat and electricity, as well as being useful for musical instruments, medals, statues, other decor or in use in cannons chambers to improve accuracy.
Calcium | Gray-Silver, Dull | 2 Toughness | 2 EP | 1.55 g/cm^3 | 1 Silver Piece | Per 5 kg, +0.5 EP when added to concrete construction | Calcium fractures relatively easy making for good primitive projectile weaponry if it penetrates, as well as even a small quantity helping to speed up the cheese making process and improve quality. Additionally, it is very useful in concrete construction. Those who utilize bone magic may manipulate calcium outside if bone to +2 Success when utilizing it in any application.
Cavorite | Purple-Red, Glossy | 1 Toughness | 1 EP | 0.15 g/cm^3 | 3 Platinum Pieces | Per 5 kg, negate 10 kg of other materials. | The mysterious alloy known as Cavorite is a composite made of melted purple amber, and pure helium, hydrogen, and oxygen all brought to plasma state and cooled to room temperature in a pure vacuum. The resulting solid is lighter than air, floating upward against air pressure unless otherwise weighted down. It is not very durable, but one gram of it will negate the weight of two grams of other materials, though it will faintly repel magnetic ones. An electric current ran through it will cause its magnetic field to flip, making it faintly attract magnetic materials. Cavorite will repel from itself unless forced together, but the larger the sample, the stronger the magnetic field.
Celzial | Yellow, Dull with shift to Green and then Blue, Glowing as it decays | 1 Toughness | 1 EP | 3 g/cm^3 | 2 Platinum Pieces | Per 5 kg, per turn deal 4 direct HP damage to celestial species within two movement squares of it, with additional multiplier if especially weak against it. | This radioactive metal is found in trace amounts in most celestial species that live in Ragsendi, but too much can harm or kill them. Areas of Ragsendi and other realms avoided by celestial species are usually rich in this material, as are some meteors.
Copper | Orange, Shiny, Oxidizes Green | 3 Toughness | 3 EP | 9 g/cm^3 | 1/3 Copper Piece | - 7 Electricity/Lightning Resistance, -9 Heat/Fire Resistance, + 1 Healing Power | Copper is very useful in piping, wires, cables, electrical machinery, architectural design aesthetics, and usefulness in antimicrobial purposes.
Darkholm | Black, Dull, Dark | 22 Toughness | 20 EP | 14 g/cm^3 | 5 Platinum Pieces | Per 5 kg + 40 Light Resistance, + 40 Darkness Resistance, + 40 Water Resistance. | This metal is extremely dense and durable for its size making it highly valued, in fact the most dense natural material in all the realms. It absorbs light, bending all around it and remaining pure black with no shine. It is unknown how it came to exist in Quantil, but some have claimed to find it only in starless space.
Enhontros | Purple, Glowing, Shiny, Oxidizes Black | 6 Toughness | 3 EP | 1.4 g/cm^3 | 2 Platinum Pieces, 38 Gold Pieces, 30 Silver Pieces | Per 5 kg, deal + 3 EP damage per turn to non-ordered and non-chaotic materials and creatures within 4 squares of it in unworked state. When alloyed with anything, deal 2 EP damage per turn if striking something, and ward +7 EP against chaotic attacks at cost of -2 HP per day regardless of attacks. | This rare type of metal found in some of the asteroids floating in Pral, exposed to the pure entropic forces radiating out from the High Chaotic Beings' prison crystals. In its natural state it radiates entropy to wear down all non-ordered and non-chaotic materials. When merged with other materials, it can be harnessed to also protect against some chaotic attacks at the cost of less radius in its attacking power and damage to the user specifically every day.
Gold | Yellow, Shiny | 2 Toughness | 3 EP | 19 g/cm^3 | 13 Silver Pieces, 2 Copper Pieces | Per 5 kg, + 0.5 Light Damage, + 1 Life Damage to Undead or Reanimated creatures, + 0.5 HP Direct Damage to gold-allergic creatures, - 9 Electricity/Lightning Resistance. | Gold is a metal with innate power through many cultures. It is linked to the sun, and some creatures are drawn to it, or painfully allergic to it. It is used in some rituals, often alongside Silver and Cold Iron or other mythical materials, usually with the gold in the spot linked to light, strength and life. As it is a soft metal, it is rarely used solely in weaponry or tools, but it often accents specialized equipment, and sometimes is the primary visible material to increase its effective properties. Many cultures utilize gold or gold alloys as some form of currency, though some find its applications more useful in those purposes instead. It is corrosion resistant, used for jewelry, and used in some electrical components as well due to its high conductivity.
Helkarne Metal | White and Black Speckled | 5 Toughness | 4 EP | 0.014 g/cm^3 | 1 Platinum Piece, 35 Gold Pieces | Per 5 kg, Heals 1 HP per day, deals 25 bonus damage if used with an individual's last FP use of a day. | This rare metal was created by the first infernal beings and first celestial beings in concert to fight the High Chaotic Beings, after the High Ordered Beings were imprisoned in The White Void. Many thought it was lost during the war, but both the celestials and infernals kept some hidden for their war that followed. The celestials lost most of their own in the war against the infernals, putting everything they could into the battle effort, but many infernals resorted to less powerful metals and forced armies from the primary realm to ensure they not surrender their prized weaponry to the celestials or to shattering. Some steal them from Thelatos, but the method of making more is a lost art that many have tried to reclaim. If any have, they have not shared it with the general populous.
Invar | Silvery, Shiny | 8 Toughness | 5 EP | 8 g/cm^3 | 6 Silver Pieces, 8 Copper Pieces | Per 5 kg + 10 Heat/Fire Resistance. + 10 Ice Resistance. + 20 Magnetic Resistance. | An alloy of 36% nickel and 64% iron which strongly resists temperature changes. Used in clocks, anti-magnetic shielding, some motors and some precision instruments.
Iridium | Silvery, White, Shiny | 10 Toughness | 7 EP | 22.56 g/cm^3 | 2 Silver Pieces, 17 Copper Pieces | Per 5 kg, - 2 Gamma Ray Resistance, - 5 Mutation Resistance | This rare dense metal has a 78 day half-life and produces gamma rays which may cause mutation, as well as be useful in power generation and some healing methods.
Iron (Worked) | Gray, Shiny | 6 Toughness | 4 EP | 7.874 g/cm^3 | 1/10th Copper Piece | Per 5 kg, - 2 Magnetic Resistance, - 2 Electricity/Lightning Resistance, - 1 Heat Resistance. | This very common metal when worked is used in a lot of items and alloys as well. It is a key part of making steel, used in magnetic devices, in many structures, in many weapons, and has many other uses.
Iron (Cold Iron) | Gray, Shiny | 5 Toughness | 4 EP | 7.874 g/cm^3 | 35 Copper Pieces | Per 5 kg, - 2 Magnetic Resistance, - 2 Electricity/Lightning Resistance, - 1 Heat/Fire Resistance, + 2 Magic Resistance. | Cold Iron is a very common staple of many fantasy stories, and MaL includes it in the many materials an individual can utilize in the game. Cold Iron in MaL is iron that has not been alloyed with anything else and has not been put into a forge, merely shaped without the application of heat. It is useful to ward of most Fey, some Specters, and to the superstitious it can be shaped into a horseshoe or other specific shape designed to ward off bad luck.
Lead | Gray | 2 Toughness | 2 EP | 11.34 g/cm^3 | 1/100th Copper Piece | Per 5 kg, + 1 Radiation Resistance, - 1 Electricity/Lightning Resistance, + 1 Magnetic Resistance, + 1 Toxic Damage. | Lead is very toxic to most sentient species, however, it is also useful in blocking many types of radiation, in weight sets, in many structures, and useful in pipe organ construction.
Lithium | Silver-White, Shiny | 1 Toughness | 1 EP | 0.534 g/cm^3 | 2 Copper Pieces | Per 5 kg, - 4 Electricity/Lightning Resistance, - 5 Heat/Fire Resistance. | Lithium is a metal which is used in many electronic devices, especially as part of a coolant or power-supply unit, in some medicines, and other purposes.
Kukoju Metal | Reddish-Gold, Shiny | 2 Toughness | 2 EP | 0.069 g/cm^3 | 12 Silver Pieces | Per 5 kg, - 3 Electricity/Lightning Resistance, + 1 HP per 8 hours held even if no other healing actions are taken. | This soft and electrically conductive metal is very useful to healers and those working with machines, but is not of much use in weaponry or construction.
Magnesium | Gray, Shiny | 1 Toughness | 3 EP | 1.738 g/cm^3 | 1/5th Copper Piece | Per 5 kg, - 1 Heat/Fire Resistance. | Magnesium is flammable and lightweight, making it good for some devices and structures, though not very useful on its own in weaponry.
Mercury | Silver-White, Shiny | 0 Toughness | 0 EP | 13.534 g/cm^3 | 1 Copper Piece | Per 5 kg, + 1 Heat/Fire Resistance, - 2 Electricity/Lightning Resistance, + 2 Acid Resistance, + 1 Toxic Damage. | This metal is very useful in thermometers and other atmosphere measuring devices, some medicines, some illumination devices, and some other advanced machinery.
Orichalcum | Orange-White, Shiny | 2 Toughness | 5 EP | 16 g/cm^3 | 4 Silver Pieces | Per 5 kg, + 8 Magic Resistance, + 8 Electricity/Lightning Resistance, Change 1 Magic or 1 Electricity/Lightning Damage stored into the other and release it into an aura around it or attached conduits. | This alloy combines copper, gold and silver, and additional elements may give it different colored hues than pure Orichalcum. It is typically found in golems used by Wizards and others wanting precise control without as much understanding of magic as a Wizard may have. The reason for this is that Orichalcum is a transforming alloy, turning magical energy into electricity, and electricity into magical energy. As a result, it is quite useful when a complex golem needs to be able to absorb magical spells cast at it for replenishing its batteries, or utilizing that energy to retaliate with a spell it is designed to cast.
Oronakl Metal | Blue, Dull | 5 Toughness | 30 EP | 55.36 g/cm^3 | 6 Platinum Pieces | Per 5 kg, - 40 Heat/Fire Resistance, - 40 Electricity/Lightning Resistance. | Little is known about this metal aside from the fact that it is found natively only in Mazek and some meteors, the densest of all metals, though not a completely natural one, as some ancient texts refer to what some think is a form of fusion in its construction. It is the primary metal used in ancient devices located in Mazek. It is a superconductor of heat and electricity, being immune to any damage from them itself, but allowing it to be stored or transfer through it depending on what else it is alloyed or otherwise utilized with. Without any material used to capture them, however, it would pass right through without damaging the metal.
Platinum | Grayish-White, Shiny | 2 Toughness | 4 EP | 21.45 g/cm^3 | 14 Silver Pieces, 2 Copper Pieces | per 5 kg, - 15 Heat/Fire Resistance, - 11 Electricity/Lightning Resistance. | Platinum is mostly used for currency and jewelry, but may also be used in some advanced machinery due to its properties.
Plutonium | Dark Grey, Dull | 1 Toughness | 1 EP | 19.816 g/cm^3 | 31 Gold Pieces, 10 Silver Pieces | per 5 kg, + 1 Heat/Fire Resistance, + 4 Electricity/Lightning Resistance, + 5 Radiation Damage per turn if not shielded. | Plutonium is used in some weaponry (mostly explosives), power generation, and some tracking devices.
Radium | Silver-White, Shiny | 1 Toughness | 1 EP | 5.5 g/cm^3 | 15 Gold Pieces, 3 Silver Pieces | per 5 kg, + 2 Radiation Damage per turn if not shielded. | Radium is used for radioactive paint and some medicines in cultures with high radiation pollution, and is also be used in some scientific research.
Rojihal Metal | Faint Pink, Shiny | 6 Toughness | 8 EP | 0.009 g/cm^3 | 38 Gold Pieces, 25 Silver Pieces | Per 5 kg, + 1 Focus leeching from each life taken by it, + 1 EP Damage attack for every 2 FP it retains, or FP may be utilized by those that can use Foci Magic. | Rojihal Metal is native to Jhaneer and its alloying was a secret well guarded for centuries, used solely for royal bodyguards and the highest ranking official police. It glows brighter and hotter for each life taken by it, trapping the remaining focus a body had in it when the spirit departed the body. As a result, Rojihal Metal releases this trapped focus as an extra 1 damage to EP for every 2 FP it retains, or it may be used by those that can use Foci Magic in order to put it to greater potential.
Sildak Metal | Blue-Silver, Shiny | 10 Toughness | 15 EP | 0.003 g/cm^3 | 26 Gold Pieces | Per 5 kg, - 1 Concealment. | Sildak Metal is made from the melted leaves of the Sildak trees in Ragsendi, which shimmer and glitter in even low-light conditions and is extremely light for its durability. It has the appearance of faintly blue-tinged silver that shines brightly even without polishing.
Silicon | Blue-Gray, Shiny | 3 Toughness | 7 EP | 2.329 g/cm^3 | 6 Copper Pieces | Per 5 kg, - 9 Heat/Fire Resistance, - 8 Electrical/Lightning Reistance | Silicon is in many basic materials such as sand, glass, some clays, and other building materials. It makes for a good superconductor and is used in a lot of electronics, especially computers and solar cells.
Silver | Silver, Shiny | 3 Toughness | 3 EP | 10.49 g/cm^3 | 8 Copper Pieces | Per 5 kg, - 13 Heat/Fire Resistance, - 13 Electricity/Lightning Resistance, + 0.5 Extra HP Damage at night, + 1 HP Direct Damage to to silver-allergic creatures. | Silver is used in currency, reflective materials, objects of status and value such as jewelry and silverware, dentistry, electronics and some medicines. It has many mythical properties in MaL, being linked to the night, and many creatures of darkness being strongly allergic to it. Some mistakenly think that someone infected with the Lunemire virus needs to be killed only with silver, especially Werewolves, but while this does agitate them and make it hard for them to focus, it in and of itself does not kill them. It may, however, be utilized in rituals, tools, and weapons that have increased efficiency in darkness, especially at night.
Sodium | Silver-White, Shiny | 1 Toughness | 1 EP | 0.968 g/cm^3 | 3 Copper Pieces | Per 5 kg, - 10 Heat/Fire Resistance, - 20 Water Resistance with + 3 Damage to 1 m^2 due to the explosion, with 1 m^2 radius increase per 30 kg. | When used in some compounds, sodium may safely draw water out of the area, but by itself it causes a violent exothermic reaction when exposed to water. It is useful for heat transfer, and with some other materials it makes indigo dye.
Starrelle Metal | Dark Blue, Extremely Shiny | 26 Toughness | 4 EP | 0.138 g/cm^3 | 13 Gold Pieces, 25 Silver Pieces | Per 5 kg, + 2 Illumination. | This extremely shiny metal draws the attention of pixies, sprites and many other creatures easily, but despite this it is still sought after for its power. It glows faintly in the dark if uncovered, and is extremely tough if not durable even when unworked, making it very useful in weaponry.
Steel | Gray, Shiny | 10 Toughness | 6 EP | 7.8 g/cm^3 | 1/30th Copper Piece | Per 5 kg, - 1 Heat/Fire Resistance, - 1 Electricity/Lightning Resistance | Steel is a very tough and fairly durable alloy that offers some protection from corrosion as well as not allowing as much heat or electricity to pass through it as many other metals and alloys. It is frequently used in building materials, machinery, scientific devices, armor and weaponry.
Titanium | Gray-White, Shiny | 9 Toughness | 6 EP | 4.506 g/cm^3 | 2 Gold Pieces | Per 5 kg, - 1 Heat/Fire Resistance, - 1 Electricity/Lightning Resistance | Titanium is a metal that while more rare and expensive than steel, can be used to almost the same level of durability and toughness with a much lower overall mass, meaning more of it can be carried without weighing a player down. It is frequently used in building materials, machinery, scientific devices, armor and weaponry.
Tungsten | Gray-White, Shiny | 7 Toughness Purified, 3 Toughness Raw | 8 EP | 19.25 g/cm^3 | 7 Copper Pieces | Per 5 kg, + 1 Heat/Fire Resistance, + 1 Electricity/Lightning Resistance, + 4 Corrosion Resistance, + 4 Acid Resistance, + 4 Alkali Resistance, - 11 Libido, - 1 Charisma. | The rare metal tungsten is not used frequently in low-technological areas, but it does have many uses. It is very malleable if purified but in raw form it is very brittle. It is capable of resisting a fair amount of heat, electricity, corrosion, acid and alkali damages, however, it negatively affects the reproductive systems of most species and decreases charisma as well. It is used in armor, weaponry, building materials, some scientific devices, jewelry and some electronics.
Uranium | Silver-Gray, Dull | 1 Toughness | 1 EP | 19.1 g/cm^3 | 3 Silver Pieces, 5 Copper Pieces | Per 5 kg, + 2 Radioactive Damage per turn if not shield. | Uranium is a weakly radioactive metal which is useful in some weaponry designs, power generation and other scientific devices. It is dangerous to most species if not properly shielded, though not as radioactive as Plutonium.
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