Tuesday, August 5, 2014

Higher Power Iconic Items (Dyndar, Ehnkilli, Fulgor and Guraye):



Dyndar is extremely difficult to predict, being such a chaotic being at times, but never to the point of entropic disaster despite all his/her power.  Dyndar is the arbiter of the pantheon it belongs to, as well as influencing other ones, having domain over Balance, Inspiration, Life and Story.  This gives it great power and great responsibility to keep any one side from becoming too powerful, though sometimes obstacles and foes are permitted to act without much interruption for great periods of time in order that champions would rise against them worthy of stories and songs being made about them.  Dyndar's icon is a coin with a hole in it on a necklace and though its followers may use any coin to show their devotion, the higher powered being has been known to wear one while hiding amongst them or even when seen in true form at times.  These coins are sometimes borrowed from people who have little to spare and given back to them with a bit of magic weaved into them that helps those that gave it to the disguised Dyndar.  Other times Dyndar will find a discarded coin and alter it after a while, leaving it where he/she found it for the next person to find it to receive whatever its magic.  These coins, known as the Charred Coins due to their scorched and dirty appearance, have a few interesting properties.  Once a month if one has it on their person while sleeping they will have a dream that is extremely vivid and inspirational.  A 1d4 should be rolled to determine if it will 1) Be a nightmare that reveals something to the character about their future if they do not change an aspect of their life, 2) Be a nightmare that reveals something to the character about their potential future without making it clear what will cause that future to come about, 3) Be a wonderful dream that reveals something to the character about their future if they change an aspect of their life, 4) Be a wonderful dream that reveals something to the character about their future without making it clear what will cause that future to come about.  A second 1d4 should be rolled to determine if 1) The dream is completely forgotten if they do not have traits to remember dreams better, 2) The dream is mostly forgotten or hazy if they do not have traits to remember dreams better, 3) The dream is remembered but the character does not know how to interpret it if they do not have the traits or skills to interpret it, 4) The dream is completely clear and understandable, needing no further interpretation.  The second property of this coin is that if a character is dying and has one of these coins on them they will be able to give it to Ves or one of its reapers and survive as they were instead, or trade it for carrying over some of that life's knowledge if the character is a type whose culture and religion believes in reincarnation with a higher powered being that actually grants it rather than it being a ploy.  If found one may be used for 1d6 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than wearing it or holding it will have it immediately vanish and appear 1d20 km away in a random direction.

Ehnkilli's Dagger is both its icon and a tool which he uses.  On rare occasion while gathering up wealth Ehnkilli may set down its dagger and forget where it was placed for a brief period of time.  If someone finds it within a week they will be able to use it for one week.  Ehnkilli's Dagger has two properties: If a wielder stabs it into something the object, creature or character will receive 10 Vibration Damage per turn or per fifteen minutes the blade is stuck.  Additionally, if one spins it on a flat surface it will always point to the nearest hidden source of wealth regardless of any means of trying to conceal it.  If found it may be used for 1d4 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than cutting, stabbing or spinning it will have it immediately vanish and return to Ehnkilli.

Fuldor's Sacred Seeds are both part of its icon and an item it sometimes bestows on an individual.  When planted, the seed will grow into whatever non-magical plant the person is thinking of at the time of planting, sprouting and growing into maturity within an hour, and then remain at maturity until its natural harvesting season is supposed to end.  When consumed, the seed will heal any infernal disease, hold a curse at bay for a week, as well as having a 1d6 chance of making the character or creature having a 2d20 percent increase of plant or fungus dna added to their own genetic makeup of either that a type they are concentrating on or a random type if they are not concentrating on any.  If any are found they may be held for 1d4 days and 1d6 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than planting it or consuming it will have it immediately vanish and return to Fuldor.

Guraye's Jar is filled with a magical sand taken from The Shifting Sands of Jhaneer and The Somnium Bleed and somehow merged with a mysterious magic to create a wholly unique type of sand.  Any of the sand from the jar may be put in a circle around a creature, character or object to freeze it in time until the circle is broken, as well as immediately putting to sleep any it is cast directly upon.  If it is turned into glass it will allow a person to craft eyewear capable of seeing into The Shifting Sands of Jhaneer if concave and The Somnium Bleed of convex.  Additionally, if the sand is cast into a large enough quantity of boiling water it will open a portal to The Shifting Sands of Jhaneer and if cast into frigid waters it will open a portal to The Somnium Bleed.  If found it may be used for 1d2 days and 1d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than for its uses, holding it or setting it down will have it immediately vanish and return to Guraye.

All of these items are considered priceless, though any attempt to sell them to one not worthy (or even at all in the case of some) will have it vanish immediately, so they do not meet standard item listing value.

Friday, August 1, 2014

Higher Power Iconic Items (Atim, Bobh, Byn and Chabelle):



Atim almost always seen reading and writing, or otherwise scribing notes and sketches, sometimes with more modern equipment, but most often with a very thick tome.  Surprisingly to those that may rarely find it away from her presence, this voluminous volume is readable in any language despite the symbols themselves being nothing understandable if one attempts to use any method to capture imagery or fragments of time when the book is open for later observation.  Additionally, despite how large the book seems, there appears to be no end to the pages within it through some divine magic, those using it will never reach the end of the volume, only finding more and more pages to read.  Any who find and use it must write or otherwise dictate the information they wish to retain into another book, page or device.  If they do not copy it down they will have to try to remember it, but those who attempt that will find a 1d4 chance that even if they do remember it, whatever they remember will be garbled words and images as seen from a recording, not what they saw at the time.  Atim's Tome if found may be used for 1d4 days and 1d6 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than reading will have it immediately vanish and return to Atim.

Bobh's hats and sunglasses vary often, but one hat seen quite frequently is his fez.  Bobh's Fez rarely leaves his head or home where he keeps many of his hats and other attire, but on some rare occasions he may intentionally leave it for some curious mortals to find.  Those that reach into it without looking once per day will pull out a random gem of excellent or higher quality, and those that wear it will find their focus doubled for the day, but have a 1d2 compulsion to travel for at least a third the day away from their current position in a random direction.  Those that try to pull more out of Bobh's Fez will find nothing the second time, and a mousetrap or other painful deterrent any additional times, increasing in severity with each added attempt.  If Bobh's Fez is not on an individual's head for more than twelve hours it will automatically return to Bobh, and after one week it will return to Bobh regardless of any attempts, intentional or not, to keep it.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than intended will have it immediately vanish and return to Bobh.

Byn is known to be extremely vain, jealously guarding his or her beauty while still pushing for others to enhance themselves across all domains though mostly beauty and electricity.  Byn is rarely without his or her hand-mirror, but sometimes leaves it for those whom they find worthy to test for enhancement possibility.  Byn's Hand-Mirror is addictive to most that look into it, leeching out 1 EP per hour but allowing them to see an idealized form of themselves in it for the hour.  If they have no EP left, they will lost 1 SP and 1 HP per time they peer into it after.  Those that peer into it even once must perform a 1d4 + WIL resistance check to its effect to be able to free themselves from it, needing 8+ 1/2 their level to be able to break free from its effects.  Those that break free and have not taken more than five days to break free may find themselves enhanced in one way or another by Byn when next they awaken, though how they are enhanced varied depending on their current traits that their culture finds beneficial or beautiful.  Additionally, Byn's Hand-Mirror will reflect any light, laser or vision-based damage away from the wielder and back to the attacking individual or object when used for such and having a 1d4 chance of doing it without needing to try blocking if it is still equipped to the hand.  If found it may be used for 1d4 days and 1d6 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than intended will have it immediately vanish and return to Byn.

Chabelle is quite talented indeed, able to play instruments not even invented yet and produce vocals that almost seem to be coming from a vast chorus when she so desires.  Chabelle has many Golden Lutes, but only those that prove worthy may retain one when finding or gaining it from any means.  Those that after spending an hour practicing even in the same room as it will have one will find their performances for the day increased by 4 FIN, and those that actually use one for their performance will have it increase by and additional 3 FIN, though others may afterward try to steal it or otherwise gain it from them.  If found it may be used for 1d10 days and 1d12 hours total before it vanishes, returning to the higher power to whom it belongs. Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than intended by one who is worthy will have it immediately vanish and return to Chabelle.

All of these items are considered priceless, though any attempt to sell them to one not worthy (or even at all in the case of some) will have it vanish immediately, so they do not meet standard item listing value.

Wednesday, July 23, 2014

The Death of the Pixie Mab Mistleaf


mrgrinmore.deviantart.com/art/The-Death-of-the-Pixie-Mab-Mistleaf-470304496

This piece came to me while rereading some of the vague lore and mythos between the Pixies and Sprites.  It involves an infection spreading through the Glens of Tirae, a foolish pixie named Mab that never got the chance to go on an adventure before the exodus of many of the species of Tirae, and the death of said pixie as a result of her warning that the ancient barrier holding the Sprites at bay would fail.  It's much more than that, but I don't want to give away -too- many spoilers, just enough to tease you into reading it.  It is placed firmly within the RPG System (much like The Dragonthief), and I hope you all enjoy it.

Wednesday, July 16, 2014

Item(s): Elementalismans:

As an adventurer comes across more and more dangers in their travels, it becomes evident to most which dangers occur more than others to them.  Those who have enough skill to craft protection or funds to purchase it sometimes will make armor and the like which are obvious in their protection and thus cause intelligent foes to alter their tactics.  Others are more stealthy in their protection, crafting rings, anklets or in this case, talismans.  Specifically, Elementalismans, offering protection against damage caused by one type of element per talisman.  While the Elementalismans conflict with each other preventing one from wearing multiple types, each individually offers good protection against that elemental damage, as well as boosting abilities involving that element.

Item: [Elemental Type] Elementalisman (225 g) (Extraordinary) (Excellent) (30 Gold Pieces, 16 Silver Pieces) (1 Toughness) (2 EP) (Protective, Worn, Focus, [Element Type] Element): The [Element Type] Elementalisman is worn around the neck and prevents the wearing of other Elementalismans until it is removed.  It offers focus toward using abilities involving its element type as well as protection against damage from its own type.  Its powers are such:

1) +5 EP per Turn/15 minutes against damage from its own element type.  If this amount is exceeded it takes 1 EP loss per damage beyond the this amount if no other protection is in place specifically for this type of damage.
2) +2 FP per Turn/15 minutes boost available if using an ability of its element type.
3) +1 FP per Day for use with any ability.

Friday, July 11, 2014

The Dragonthief:


http://mrgrinmore.deviantart.com/art/The-Dragonthief-467232828

This piece came to me after rereading a fleeting idea that had come to me a few weeks ago.  It involves a quest, two runts, treasure beyond compare, dragons and danger.  It is placed firmly within the RPG System (such as the types of dragons depicted within it), and I hope you all enjoy it.

Monday, June 30, 2014

Abilities: Low-Level Elemental Self Spells:

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

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

That reminded, let's continue.

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

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

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

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

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

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

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

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

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

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

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

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


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

Wednesday, June 25, 2014

Diseases: Vilru and Lunemire Infections:

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

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