Sunday, October 19, 2014

Species File: Gnomes:

Gnomes:

Gnomes are modest fey, most typically around three-fifths to four-fifths of a meter tall. Few have seen gnomes without their signature conical hat, as it serves as a defensive mechanism for them much like a lizard's tail, being able to duck and let their hat be taken instead at times, tricking predatory creatures and beasts into losing track of them. In more civilized societies gnomes may sometimes adopt ceremonial smaller caps for special occasions or as part of their profession wear other hats, though one will often hear them complaining about prejudice against their culture and way of life if they are forced to wear a different type of hat entirely, and would rather starve than go with none at all. No popular consensus can explain their obsessiveness with their hats, especially keeping the same one and sometimes risking their life to get it back, but some theorize that the caps may be made using felt that once lined their cribs and therefore bring the comfort of family with them everywhere, while others are certain that due to how some gnomes fuss with their hats when trying to remember certain details that perhaps the felt is enchanted in some manner to help them retain a sense of self and keep them from becoming befuddled fools. In addition to using their hats as a defensive mechanism, gnomes also have the stoneskin ability, which allows them to turn their skin and attire into stone once per day for an hour, though they become immobile when they do this. While in this form, gnomes have all benefits of it, and use it to great benefit. Gnomes typically either dig a hollow underneath a great tree and build a house between and under its roots, or find a stump and turn that into the entrance to their home. However, almost all gnomes tend to be craftsmen of some trade by nature, enjoying keeping busy, and usually have caravans hidden somewhere nearby for carrying wares they intend to sell, or have a shop nearby run by them and relatives mostly. When not working, most gnomes enjoy gardening, fishing and playing with the local wildlife, though their diet almost entirely consists of fish, cheese, insects, mushrooms, and plantlife.

Gnomes usually have blue or green eyes, though some have hazel eyes. Most have either rounded spherical heads or those more akin to eggs with the thinner portion being on the top of their head, though the top of their head is itself covered in medium hair usually of white or brown color, though sometimes red or black through recessive genes. For their size, gnomes have moderate strength, being able to lift up to twenty kilograms without being encumbered even at a strength of zero, and an additional eight kilograms while only sacrificing 1 speed. They may not be very wise and have terrible memories, but gnomes are extremely intelligent and have great finesse, most being expert craftsmen. Gnomes have broad but short fingers which allow them to grip things quite easily, as well as being able to dig quite rapidly through soil even without tools. Males usually have a beard and sometimes a mustache, and they never shave either, merely trim them to look more presentable rather than ragged. Gnomes are rather quiet and unassuming as a species when left to their own devices, but when interrupted during work for something they deem trivial they tend to grow rather agitated, sputtering and stomping their feet, arms waving in the air. Gnomes give live birth, typically one at a time every four years or so, and live to be up to one-hundred-and-forty without rejuvenation, if they survive that long. Gnomes have names given to them by their parents, typically related to local flora, fauna, or that of tools and pieces of tools, with a last name of their family line, and their middle name being either tool-related or flora or fauna related if their first name was of a different type. Gnomes hybrids are rare, and it is rarer still to see them orphaned and raised by others, as gnome children rarely leave their homes until the age of six, reaching maturity at twenty, and being considered an adult at thirty, or sooner if they make a stable career for themselves.

Gnomes are associated with Plant, Stone, Slime and Rot. Most gnomes live underground and have a great affinity for nature, as well as having their stoneskin ability and building using a mixture of rock and wood for their homes primarily. Additionally, they are well versed in using ink and slime for various purposes, as well as cultivating fungus for food, and knowing how to minimize rot. Their weaknesses are Fire, Lightning, Sand, and Ghost. When not in stoneskin form, gnomes fear fire and worry for their hat, their homes and the forests they usually live in. Additionally, lightning can cause fire and is unpredictable, sand is difficult to keep from filling up their homes and so they avoid living in desert area, and specters can be a bother to their privacy as well as causing problems to their animal friends.

Gnomes tend to form different tribes with different colored caps, though none dare wears a red hat save in times of war, for they know what the only other instance a gnome wears a red cap is when they have become a dunter due to either too much excess iron in their diet, or another disease such as tetanus or the vilru virus causing them to morph into a bloodthirsty fiend. Dunters usually seek to lap up blood and make sausages of intestines for both themselves to eat and to serve to others, though the latter usually would contain poisons or toxins meant to paralyze the naïve and allow them to feast with greater ease. Uninfected gnomes tend to live in tribes or family units alone, though they do tend to make tribute and have some say in the local fey courts. Gnomes have three races: gnonim, gnobart, and gnodo. Gnobart gnomes have more focus and less difficulty remembering things, though they still have more difficulty than most other species, and aren't as reactive or as intelligent. Gnobart gnomes tend to have fairly large and round body frames, though most is merely the shape of their bone structure and not actual fat. Gnodo gnomes are very quite and fairly agile, but are poor at stealth and are fairly frail of constitution. Gnodo gnomes almost never can grow a proper mustache and their eyebrows are extremely long and bushy, growing back quickly after they attempt to trim them. Gnonim gnomes usually have very loose skin, appearing wrinkled and aged even during puberty, though they do tend to live longer than most gnomes as their diets are mostly free of toxins due to their habit of cultivating most of their food indoors under controlled conditions. They usually are more healthy and able to endure more, though they aren't as fast or as strong.

The bonuses and reductions for selecting any Gnome race as your species are as follows: +2 STR, +2 FIN, -2 WIS, -2 on Memory Checks, stoneskin ability, +1 Resistance and Plant, Stone, Slime and Rot elemental domains, -1 Resistance and Penalty to Fire, Lightning, Sand, and Ghost elemental domains, knowledge of their Court's language, and a knowledge of their local and cultural knowledge. For a gnobart gnome: +2 FP, +1 on Memory Checks, -2 REA, -1 INT. For a gnodo gnome: +3 Speed, +2 on agility checks, -3 EP, -2 on stealth checks. For a gnonim gnome: +2 HP, +2 EP, -2 Speed, -2 STR. Gnomes for maximum sustenance require 3 Orange (Protein), 7 Green (Carbs), and 7 Light Blue. For maximum intake before negative consequences, they may consume 20 White, 1 Black, 1 Purple, 3 Yellow, 7 Orange, 3 Red, 12 Green, 3 Blue, 2 Brown, 3 Light Brown, 1 Dark Gray, 1 Light Gray, 1 Light Yellow, 4 Pink, 3 Light Orange, 7 Light Purple, 20 Light Green, 20 Light Blue, 16 Cyan, and 18 Magenta, with a maximum of 30 total per day before weight gain (if at the standard weight and metabolism), and 40 total per day before sickness due to overeating.

Tuesday, October 14, 2014

Species File: Gargoyles

Gargoyles:

While none know truly how old the gargoyle species is, history has enough record to know where it came from: The Endless Labyrinth of Mazek's Undermaze. There in the darkness some primitive gargoyles still live, but many had many millennia ago been captured for study by the early draconis dragon-kin empires. At first, thinking them mere beasts they made them into protectors of distant settlements, but eventually their witnessing the new civilization growing caused them to become more intelligent and able to communicate with their masters, making them realize they had unintentionally done to the gargoyles what had been done to them. At first there was resistance to the notion that the gargoyles were sentient in the center of the empires, but as a few brave and wise draconis dragon-kin and their former gargoyle slaves came to the capital of the largest during a treaty with the other empires, they proved the gargoyles worthy not only of their freedom, but a place in the empire as equals. Gargoyles at birth very crude morphable form, but as they develop they attempt to mimic other species with difficulty due to the limitations of this ability. In fact, the ability itself fades away entirely when they reach puberty, and as such most gargoyle parents encourage their hatchlings to take on the appearance of something more immobile and easier to practice upon: a statue. As the crude attempts to mimic other species were oft mocked by the other species before gargoyle sentience was proven, artists on occasion made horrifying statues accentuating these attempts, which the gargoyles actually found curiously interesting enough to mimic. This in turn lead to artists making more and more statues, though the horrifying quality decreased over the centuries into the more common form most gargoyles take on now. As a gargoyle absorbs the power of sunlight and heat, they become sluggish, their skin hardening to a stoney texture and durability, though they are technically still mobile if they do not choose to rest during that time, just moving at a far slower speed. As such, most are far more active during the night, using their strong claws to climb walls and mountains with great ease to reach their homes, and being able to glide with their wings but being unable to fly, relying on inertia and occasional updrafts for the rare occasions they can at least enjoy the sensation of flying rather than a slow descent. While gargoyles truly do not need air, food or water to survive, without energy they will enter hibernation until enough is bestowed upon them, typically through exposure to sunlight over a prolonged period of time. As the heat of the day and heat in general make them sluggish, one might think it weakens them, but in truth they are absorbing it and tend to feel satiated, even gorged on the energy. A gargoyle may enjoy food and beverage for the sake of enjoying the tastes or politeness to their hosts, but they do not truly need it, unless they have been kept in darkness long enough to need it as fuel. Primitive gargoyles in the Undermaze for this reason are seen capturing prey and consuming them, but they also spend a great deal of time perched over the edges of holes between the two sides absorbing the light and warmth when possible.

Gargoyle young are born in rookeries and hatch from eggs into a form similar to a merger of their parents at first, but this alters back and forth as it mimics traits from both until the young finds another form to mimic, eventually either mimicking an existing statue or immobile character, or in the case of the more wealthy gargoyle families, commissioning a statue to their specifications that they may then mimic and take as their permanent form. Full-blood gargoyles are almost always genderless when born, developing an internal gender about five years later that starts to show itself over the next few years after, maturing fully at fifteen years of age, but considered an adult only when they form a hard shell around their body when they rest, which sloughs off when they awaken, the fragments seeming to crack like stone before falling off. When full-blood gargoyles are raised, the clutch they came from is raised with the others in the rookery of the same age until they mature, the parents of all helping to raise them. As a result, gargoyle orphans are almost never heard of unless they are hybrids. It is highly rare for a gargoyle hybrid to be born, though those that do may appear to be of whatever species their other parent is until they reach puberty, when they start to harden during one long sleep, that form shedding off to show their true hybrid nature and physical gargoyle traits revealed at last. Most hybrids also are more sluggish during the day as well, even before they hit puberty. Gargoyles usually take on a name from part of the title of whatever statue they mimicked, or the name of a great warrior in the history of the region who was not so overly well-known that many other species would think to name their children after them. Usually they have just that name chosen for them by their parents and their clan name, though some gain a middle name during their rite of passage. Typically a gargoyle lives for four hundred years without rejuvenation, though in the last century they will find it harder and harder to move, entering hibernation while absorbing energy for several years at a time, until finally they do not come out of it. Some theorize that they can be brought out of it and live indefinitely, but no one in recorded history has been able to prove that theory valid.

Gargoyles are strongly associated with Fire, Stone, Bone and Toxin. Gargoyles tend to be able to absorb a fair amount of heat to provide themselves with more energy, have thick hides which become stone-like when resting, and are highly resistant to most forms of toxin. Their weaknesses are Water, Ice, Slime and Ghost. This is due to their density causing them to have difficulty moving through water, colder temperatures making them enter hibernation much more easily, their difficulty with breaking their hardened shells when slime makes it bind together more tightly, and with their difficulty with ghosted materials and specters being mostly intangible and the difficulty some gargoyles have with understanding this concept.

Gargoyles are the strongest of the starter species, able to lift forty kilograms unencumbered, and another fifteen kilograms while only losing 1 speed, even with 0 STR. However, while gliding if their speed is not 5 or higher, they will fall faster vertically than they travel horizontally, prohibiting most gargoyles from carrying excessive amounts of weight for long journeys, as they can use far less energy gliding than walking typically. Gargoyles may not be as hideous as they used to be, but most are still not considered very beautiful or fast, and have less finesse, wisdom and are less reactive. They, however, willful and have great endurance to carry them through most hardships. While all gargoyles are technically one species and race, the coloration of their skin, shape of their face and crest of horns has variation, with those of similar appearance being known to outsiders as certain 'stratum' named after the ancient gargoyle clans that were formed after they gained their freedom. Some find this amusing as it applies both to supposed social classes and layering of rocks, and most gargoyles are content to let outsiders continue in this ignorance, having no true distinction amongst their own kind aside from those of one clan and a larger one protectorate, and those of others. There are four common groupings, each of which has over the many centuries taken on certain stylizing of their crest of horns, shape of their face, and natural color of their hair. Asjen gargoyles are white, light gray and sandy colored with tan mottling, having short stubby horns on crests consisting of five horns, with high cheekbones and short snouts, with mouths whose lip-less jaws have rounded teeth but they are still strong enough to rend iron. Their eyes are usually dark grays, browns and black, with their heads being typically bald in males with short brown or black hair in the females. Serpis gargoyles usually have green and brown skin with gray or black speckling and stripes, having two sweeping horns that curve only slightly on the edge of their temples and four between them as part of their crest. Their faces tend to be more smooth and even, though their jaw has four short bony protrusions, and their teeth are all sharp. Their eyes tend to be browns, greens and black, though some have a more golden hue, and their hair is usually black or gray and medium length, though some have been known to have dull yellow hair. Ulgip gargoyles are blue, pink and purple with striping and star-burst patterns on their skin, with almost flat faces save their mouths and slightly angular noses, with teeth that are almost flat aside from their canines. Their crests consist of four short horns curving lightly back, and their ears are more pointed than other gargoyles. Their eyes are usually white, red and black, and their hair is usually red, brown or black. Yarden gargoyles are red, orange and black with smooth or irregularly spotted red, black or gray skin. Their face extends into a long beak with a sharp point and four bumpy protrusions on the sides of it to aid in clamping down on whatever they bite. Their crests typically have two to six horns, each going out at about thirty degrees from the temples and higher, ending in rounded tips. Their eyes are usually red, silver and white, though some are on rare occasion blue, and their hair is usually white, black or gray.

The bonuses and reductions for selecting any Gargoyle race as your species are as follows: +4 STR, +3 EP, +3 WIL, -2 FIN, -2 REA, -1 WIS, -2 Beauty, -2 Speed, Gliding, +1 Resistance and Fire, Stone, Bone and Toxin elemental domains, -1 Resistance and Penalty to Water, Ice, Slime and Ghost elemental domains, and generally a knowledge of the more common local language and their culture's language, as well as a knowledge of their local and cultural knowledge. There are no appreciable differences in the classifications of gargoyles. Gargoyles do not require food or drink for sustenance if they receive enough heat and sunlight, but if isolated for maximum sustenance require 5 Orange (Protein), 5 Green (Carbs), and 5 Light Blue. For maximum intake before negative consequences, they may consume 20 White, 5 Black, 20 Purple, 2 Yellow, 20 Orange, 20 Red, 20 Green, 6 Blue, 1 Brown, 20 Light Brown, 20 Dark Gray, 4 Light Gray, 5 Light Yellow, 7 Pink, 20 Light Orange, 20 Light Purple, 20 Light Green, 20 Light Blue, 20 Cyan, and 20 Magenta, with a maximum of 30 total per day before weight gain (if at the standard weight and metabolism), and 40 total per day before sickness due to overeating.

Monday, October 6, 2014

Species File: Reynix:

Reynix:

No one is quite certain how the Reynix species came into being, merely that they are most definitely genetically related to several of the Canidae family of animals, in particular the genus Vulpes. Some theorize that as the Sevix mutations—which give reynix young one to four extra tails and psionic potential—thrive in polluted areas that perhaps the genetic link to their distant ancestors was caused by some form of radiation or other chemical creating a line of kits whose cranial capacity was superior to their kin, and with enough continued exposure to this catalyst the species diverted from the rest of their ancestors vastly enough to develop into a sentient species. Others argue that the Kithsyn mutations—which give reynix young five to eight extra tails and a strong link to wild magic—that either they were uplifted by a more developed species, or they developed in an area with both ample pollution and strong magical leylines. Regardless of their origins, the reynix have found ways of traversing great distances through magic and science across the realms through rituals and gateway devices, as well as having constructed simplistic appearing but complex vessels for space travel. Despite their opportunistic nature, or perhaps because of it, the reynix are a very patient, calm and cunning species, most of its cultures being very spiritual. However, outsiders should be wary that though they are mostly benevolent unless angered, reynix do have a rather complex sense of humor, enjoying tricking other individuals, pranks and tricks making them well known in distorted legend as annoying, being a great boon when needed, or both.

Reynix are typically born male (known as a tod) or female (known as a vixen), but some are both (and are known as regra). Reynix reproduce with other species commonly enough, though most of the time this is done when the individual has great renown and respect with the culture the reynix individual is from, or it is done through trickery on the part of the reynix, typically involving some sort of mental or magical illusion if they are seeking to cause a scandal. Reynix tend to be monogamous during their two-month heat during the last two months of the winter season, but aside from that rarely settle down, changing partners from year to year. Most reynix tend to be born a tod or vixen, in litters of two to five, though sometimes solo or in greater numbers. Reynix children are rarely raised away from the reynix populations due to most of their cultures having the children of one season all raised together, though those born out of season may be part of some grand trick and allowed to be raised by the other parent and their culture alone, unless part of the trick involves the reynix parent having part in raising them as well, or if the reynix has truly fell in love with said individual. This is rare, as most reynix may be very calm unless pushed to the point of showing their beastly nature in rage, but they are well guarded culturally from assuming that anything any other individual does is indeed not a trick, and additionally when it is the mating season they have a hard time not going to the first partner that is physically attractive to them, has a scent that draws them in, and has shown a great proclivity for pranks that has impressed them. Due to how playfully reynix children are, many species think at first they will enjoy raising them, but as even without their cultural upbringing they are mischievous by nature, as well as insatiably curious. While Reynix hybrids may be rare, they do tend to retain the reynix parent's coloration beauty, charisma, speed and mischievous nature, as well as being more likely to retain some psionic or wild magic ability if their reynix parent was a sevix or kithsyn, though some do retain other traits as well. Most reynix cultures have a love of the exotic and beautiful things, though they do tend to still prank them. Reynix usually have a name befitting foxes and reynix of legend or names of other famous comedians, pranksters, tricksters, or wordplay in their language. They also gain a personal name bestowed upon them at their rite of passage performing a prank that the local ruler deems is worthy of a name related to it. On rare occasion they may also have a third name as part of their particular culture, or if born outside a reynix culture and not given a reynix name at birth they may have one or more names befitting the culture to which they were born. Reynix have the potential to live up to ninety years without rejuvenation methods, but many live far less as they escalate their pranks and have a higher chance of potential retaliation becoming more and more dangerous. They reach full maturity at ten, but are sometimes considered adult at age eight if they have taken their rite of passage and succeeded. Some live longer, but this is typically due to mutation or assistance from science or magic, and some develop faster as a result of this as well. If a reynix fails their rite of passage still by age fourteen, they are usually considered slow-witted and mocked, as well as being the brunt of pranks from most in the local reynix population. Due to the raising of reynix together regardless of sex, there are few orphans for long as most reynix would adopt the orphaned young.

Some reynix have battle scars or other disfigurements from accidents or retaliations from pranks or battles, but they are still usually more beautiful than many other species, as well as typically minimizing the size of scars (though the fur rarely grows back properly were the scars are), and have luxurious fur and striping along their spine. Most reynix adults range from 1.5 to 2.1 meters, though some are as short as 1.3 meters and 2.5 meters tall. Reynix have moderate lifting and carrying capacity, though some races have more than others. On average they are able to lift 12 kilograms even with 0 STR unencumbered, and another 2 kg with only -1 in speed, scaling upward with more strength. Reynix and felinae tend to alternate between friendly relations and war culturally through the years, but rarely do any populations of either have a decade or longer grudge, finding more in common with each other than other species, despite their differences. Reynix and pixies have a strong rivalry when it comes to pranking other species, however, which sometimes is playful between the two species and sometimes spiteful, but typically it is other species that bear the brunt of this rivalry and not the reynix and pixie cultures. Most reynix dislike gitwergs for their past reactions to pranks ranging from being ignored to drawing the wrath of the gitwerg populations as the pranks escalated. Naiads and reynix tend to get along fine due to their mutual respect, and most naiads tending to have a decent sense of humor without being a pranking rival like the pixies. Reynix tend to make good Psions and Sorcerers typically, especially if they are a sevix or kithsyn, but they also tend to make good Rogues for their cunning, as well as working to be other pre-build classes if one chooses to use a starter pre-build instead of making their own configuration of abilities.

Reynix are associated with the Fire, Lightning, Ink, and Ghost elemental domains. This is due to their passion for tricks, pranks and life in general, the lightning-fast changes in their elaborate prank setups and in combat, the messiness of some of their pranks and enjoyment of leaving behind written notes or other proof of which one did it, and their elusive nature. Their weaknesses are Air, Metal, Bone, and Rot. While reynix do appreciate nature itself having pranks of its own, they have difficulty with strong gusts of wind and storms causing problems not only with their pranks, but blowing their scent upwind to those they may be following, severely diminishing their stealth as the scent of many chemicals, especially gunpowder, are upon them commonly, making it difficult to simply cover them up for long. Reynix usually rely more on speed and stealth than strength or endurance, and as such are weaker against those with high defense or strength of moderate speed. Additionally, most reynix are allergic to many common fungal spores, as well as being very susceptible to diseases that rot from the inside out.

Reynix live in all lands in sizable quantities, save the polar regions, though typically their populations live in one location for only a decade before moving fifteen kilometers or further away, ensuring that their former cities are properly seeded for nature to reclaim them if they are the majority of the population. Reynix tend to settle near rivers and lakes, but typically diverting some of the water to a smaller lake or several ponds rather than directly next to the larger body of water. Many early reynix civilizations left with the Naiads and have returned with them, as well as populating other planets, but the majority remained on Avende, working to master the creation of travel nexuses which they and other species utilize for migration on the planet and to others as well. All reynix races have wild variation in eye color, save none having blue, purple or pink eyes except mutations, and eye color tends to be more commonly dark than light. They Fes Reynix are the most commonly known race, living almost everywhere save desert regions and the polar regions, having red coals, more intelligence, wisdom and will than other reynix races, but having less strength, luck and being less reactive to danger. The Lagohled Reynix tend to live in mountainous and frigid areas primarily, few living in the polar regions due to the limited resources available, but still preferring the cold to high humidity and heat. They tend to have white and light gray coats, having more resistance to the cold, more strength and speed, as well as being more savage, but are unfortunately less intelligent, less charismatic and have less stamina than other reynix races. The Latpini Reynix tend to live in arid regions, steppes, deserts and badlands typically, having a tan and gray coat or a gray with white and black coat typically. They usually are far taller, have more endurance, more finesse and more strength than other reynix races, but are usually less beautiful, slower and less reactive. The Zerdox Reynix have larger and broader ears, are more reactive, far faster and more wise, but also have less strength, less finesse and are of smaller stature than other reynix races. Sevix mutations have one to four extra tails, some kind of psionic ability and less strength than reynix that are not mutated. Kithsyn mutations have five to eight extra tails, a link to wild magic and some ability with it, as well as more luck, though have less strength and endurance.

The bonuses and reductions for selecting any reynix sex or race as your species are as follows: +2 Beauty, +1 on Charisma Checks, +1 FP, +2 Speed, +1 on Stealth Checks, +1 WIS, +1 Resistance and Bonus to Fire, Lightning, Ink, and Ghost elemental domains, -1 Resistance and Penalty to Air, Metal, Bone, and Rot elemental domains, and a knowledge of their local and cultural knowledge. For any tod sex, +1 FIN, -1 FP. For any vixen sex, +1 REA, +1 WIL, -1 EP. For any regra sex, +1 FP, +1 STR, -1 FIN, -1 WIS. For any sex fes reynix, +1 INT, +1 WIS, +1 WIL, -1 STR, -1 Luck Points, -1 REA. For any sex lagohled reynix, +1 Resistance to Ice/Cold, +1 STR, +1 Speed, and more savagery, -1 on Charisma Checks, -1 INT, -1 EP. For any latpini reynix, +10 cm height, +1 EP, +1 FIN +1 STR, -1 Beauty, -1 Speed, -1 REA. For any zerdox reynix, +2 Speed, +1 REA, +1 WIS, -1 FIN, -1 STR, -5 cm height. For any sex and race sevix reynix Mutation, +1-4 bonus tails, +1 randomly rolled Psionic Ability at level 1, and -2 STR. For any sex and race kithsyn reynix Mutation, +5-8 tails, +1 Luck Points, magic in the blood trait, +1 randomly rolled Wild Magic Ability at Level 1, -2 STR, -1 EP. Reynix for maximum sustenance require 10 Orange (Protein), 4 Green (Carbs), and 7 Light Blue. For maximum intake before negative consequences, they may consume 20 White, 2 Black, 4 Purple, 1 Yellow, 14 Orange, 3 Red, 12 Green, 3 Blue, 2 Brown, 8 Light Brown, 1 Dark Gray, 3 Light Gray, 4 Light Yellow, 12 Pink, 7 Light Orange, 14 Light Purple, 12 Light Green, 20 Light Blue, 7 Cyan, and 19 Magenta, with a maximum of 30 total per day before weight gain (if at the standard weight and metabolism), and 40 total per day before sickness due to overeating.

Saturday, September 27, 2014

Higher Power Icon Items (Yull, Zhen, Adecrea, and Pragur):



Yull's Curious Chained Cage is a rather unusual item.  When a creature, terror or character is tricked into touching it (not having chosen to walk up to it) they will be captured by far more chains coming out of the darkness within the cage than appear on the outside of the cage, then dragged into it to become stuck in a nightmarish pocket dimension.  There they will have to perform a WIL or Sanity Check alternating every half hour until they weak enough to tame or charm, something else is tricked into touching the curious chained cage, the wielder of the curious chained cage attempts to reach into its darkness, the wielder is attacked and rendered unconscious or worse, or the curious chained cage returns to Yull.  The cage can ensnare any sized creature, terror or character if they are tricked into touching it, but every successful WIL and Sanity Check reduces the amount of time the wielder has the curious chained cage by 1 hour per check succeeded.  Additionally, if no creature, terror or character has been trapped in it by the wielder and the wielder attempts to reach into its darkness they will release one random creature, terror or character that will be tamed or charmed for 1 day before they regain their full WIL and are able to choose to leave the wielder.  If found, Yull's Curious Chained Cage may be used for 2d10 local day total before it vanishes, returning to the higher power to whom it belongs, or Yull comes for it early if it is abusively used.  Any intentional attempt to damage the curious chained chage, trade it, sell it or otherwise use it for anything other than its intended use will have the wielder immediately become trapped in the pocket dimension themselves for 1d10 days before they will be released...

Zhen's Burning Skull is a curious item of great power.  After the wielder touches it, for the entire day  they will have a WIL check once every hour to resist selfishness and succumbing to whatever vice may be the easiest to succumb to if something appropriate is within eyesight, or whatever their worst vice is if nothing is in sight, regardless of any other consequences.  Additionally, no matter how far they travel from their domiciles they will be able to return to any one of their choosing and back to wherever they left from once every four hours.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than touching it will have it immediately vanish and return to Zhen, as well as having a 1d10 chance of being teleported 5d10 km away and being 2d10 meters in the air of whatever location they arrive in.

The Adecrea Prismatic Tesseract is a very useful item to most individuals.  It allows the user to travel to any realm and back without cost once per day, as well as either create or add to the individual's pocket dimension 1 km radius.  If found it will be usable for 3d10 days before vanishing and returning to the Adecrea.  Any intentional attempt to trade it, sell it or otherwise use it for anything other than its intended use will have it immediately vanish and return to The White Void, with a 1d10 chance of having a sanity check and 1d10 chance of an Adecrea creating a partial rift to wherever the individual is with the intent of wiping them out from existence.

The Pragur Bewildering Eye Amulet is a very dangerous but useful item.  Any creature, terror or character but the wielder who gaze at it have a 1d10 chance of a WIL and Sanity Check with a failure in either resulting in a reduction of both while within 1 km of the wielder.  If either is gone entirely, the broken husk will be controlled by the wielder until the amulet vanishes or they are taken out of its radius.  Unfortunately, every hour the Bewildering Eye Amulet is held or worn the wielder also has a 1d10 chance of taking 1 Chaotic Damage if not immune, as well as having a 1d10 chance of gaining a random mutation from local flora, fauna and fungal dna nearby.  If found it may be used for 2d10 days and 3d10 hours total before it vanishes, appearing in a random realm and location within it.  Any intentional attempt to damage it other than use in combat, trade it, sell it or otherwise use it for anything other than intended will have it immediately vanish and go wherever it appears next, as well as having a 1d10 chance of all within 4d10 squares taking 2d10 Chaotic Damage (rolled per individual), all within the same radius having 1d10 random mutations applied to them, and a 3d10 chance of all the former wielder being sucked into Pral to a random location within it.

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, September 19, 2014

Higher Power Icon Items (Ves, The Weeping Woman, Wenba, Xyib):



Ves, The Final Companion, rules over the domain of Death far beyond The Shrouded One's power, apparently having been part of the universe since its beginning as even the High Ordered Beings and High Chaotic Beings have been seen agitated at the sight of the higher powered being with comments made throughout historical record that implies even they have recollection of Ves before their imprisonment.  Some say Ves has remained the same individual being throughout time, while others claim that it is an amalgamation of all those that have taken on the mantle of the entity itself, sending the previous incarnation on to its own reward.  Ves's Scythe is rarely seen, but some claim that once a year on each planet Death walks as a mortal, leaving its power in its scythe for anyone worthy to attempt to prove their worth as a prospective champion for Ves.  Ves's scythe allows the wielder to become immortal through all means for the day it is held, as well as being able to cut through any material as well as specters and extra-dimensional creatures, though it will only send them back to where they belong, not kill them.  Additionally, while holding it any bone or death abilities gain 200% effectiveness and 20% added success chance.  If found the Ves's Scythe may be used for 1 local day total before it vanishes, returning to the higher power to whom it belongs, or Ves comes for it early if it is abusively used.  Any intentional attempt to damage the scythe, trade it, sell it or otherwise use it for anything other than its intended use will have the wielder immediately age 3d10 years and have a 1d10 chance of death by random local or natural cause.

The Weeping Woman's Necklace is a curious item of great power.  When worn the user will lose 1d10 HP immediately as well as have 2d10 gold pieces worth of coin or items (if coin is less than the amount) vanish from their funds, have all battle checks reduced by 2 chance of success, and have all training, sparring and other studying checks increased by 3 chance of success with a + 1d10 bonus to any XP type learned per time.  Any intentional attempt to damage it, trade it, sell it or otherwise use it for anything other than wearing it with it, holding it or setting it down will have it immediately vanish and return to The Weeping Woman, as well as having a 1d10 chance of all checks fail for 4d10 hours.

Wenba's Cracked Crystal Ball is a very useful item to most individuals.  It allows the user to scry on a designated individual if their truename is known with + 5 to their scry attempt and have a 1d10 chance of allowing the wielder to randomly teleport that individual and all others within a 3 square radius up to 2km radius away from their current location in a random pattern spread.  Additionally, it allows anyone within 2 squares of it to know if anyone has attempted to scry on them in the last 3 days and block all scrying attempts during the time it is kept within 5 squares of the wielder.  Finally, if one uses it as a foci for any infernal, digital or chaotic ability they will gain +4 to its effectiveness if it succeeds.  If found it will be usable for 5d10 hours before vanishing and returning to Wenba.  Any intentional attempt to trade it, sell it or otherwise use it for anything other than its intended use will have it immediately vanish and return to Wenba, with a 1d10 chance of having a sanity check.

Xyib's Battle-Axe is a very dangerous but useful item.  Any who hold it gain flight while it is held, a + 3d10 bonus to their physical damage if using the battle-axe as a weapon and succeeding on an attack, and the wielder and all allies, companions or party members gain + 3 bonus to any chaotic abilities they utilize while within 5 squares of the battle-axe.  Unfortunately, every hour the battle-axe is held the wielder also has a 1d10 chance of taking 1 Chaotic Damage if not immune, as well as having a 4d100 chance of gaining a random mutation.  If found it may be used for 3d10 days and 1d10 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it other than use in combat, trade it, sell it or otherwise use it for anything other than intended will have it immediately vanish and return to Xyib, as well as having a 1d10 chance of all within 3d10 squares taking 1d10 Chaotic Damage (rolled per individual) and 3d100 chance of all materials with less than 4 EP in that area crumbling to 1 EP.

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.

Tuesday, September 9, 2014

Higher Power Icon Items (Tarne, Turosh, Unate, Urgendur):



Tarne, The Wretched, ruler over the domains of Disease, Fear and Organs, is not a higher powered being that most seek for more than protection from his wrath.  A Tainted Heart is one such item of protection and power.  Each is capable of protecting the carrier from all diseases, fear-inducing effects and heals any internal injuries that would not kill the carrier within an hour for the duration that it is carried.  Additionally, if one were to insert it into ritual trap, it would be capable of inverting its abilities for 2 days before vanishing to return to Tarne.  In doing so, any who enter the radius it affects (starting fifteen minutes after activation of the ritual) will find themselves infected with a random disease they have to check resistance or immunity to, roll against a fear-based loss of 1 SP, and gain a 1d4 HP per hour internal injury.  If found the Tainted Heart may be used for 1d6 days 2d4 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage the glass, trade one, sell one or otherwise use one for anything other than protection or part of a ritual trap will have the Tainted Heart immediately vanish and return to Tarne, as well as infecting the individual and all in a radius of 1d20 blocks with a random disease.

Turosh's Primal Mask is a curious item of great power.  When worn it will gain -2d4 INT, +1d4 REA, +1d4 FIN, +1d4 WIS, +1d4 WIL, +1d4 STR, and +2 to all Sensory Checks, becoming much more savage, but instinctual.  Additionally, they gain +2 Tame Creatures, and +2 Intimidate to both Creatures and Characters.  Finally, when standing in shadows, the wearer will completely vanish to all senses until they step out of it, making it very useful for stealth purposes.  If found the Primal Mask may not be removed for six hours when worn, and may be carried or used for 2d3 days 3d4 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 with it, holding it or setting it down will have it immediately vanish and return to Turosh, as well as having a 1d4 chance of dealing 2d10 Shadow Damage to the one who had it, and 1d4 chance of having all Sensory Checks decreased by 2d4 for 1 day..

Unate's Shimmering Cube is a very useful item to most individuals.  It weighs 30 kg, is 2cm^2 in size, and has 5 EP and 5 Sharpness on the edges.  When one holds it, they may change its shape to anything within that amount of mysterious metal is able to stretch into, be it a sword, shield, or other item.  Most rogues tend to try to use it for unlocking difficult locks quickly, for example.  One may change its durability and sharpness to slide between the two, so long as each has at least 1 point.  This means an item it forms can have 9 EP and 1 Sharpness, or vice versa, or anywhere in-between.  If found it may be held for 3d2 days and 1d10 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to trade it, sell it or otherwise use it for anything other than shaping it into an item to use will have it immediately vanish and return to Unate, with a 1d4 chance of having a sanity check.

Urgendur's Featherlight Apple is a very useful item.  Any who take a bite from it will have a 1d4 chance of gaining flight for 1 day, 1d4 chance of gaining Speak to Plants for 1 day, 1d4 chance of gaining Howling Wind (which deals 5 Wind Damage in moving Wall until it hits something solid) for 1 day, as well as 1d4 chance of gaining a random plant creature non-offensive trait or ability for 1 day, such as Photosynthesis, etc.  Once the apple is eaten, one may either consume a seed for a 1d4 chance of permanently gaining a random plant creature trait or ability, or planted to not only gain Urgendur's favor, but have a 3d20m tall normal apple tree form within 15 minutes or 1 turn.  If found it may be used for 3d4 days and 1d2 hours total before it vanishes, returning to the higher power to whom it belongs.  Any intentional attempt to damage it other than eating it, trade it, sell it or otherwise use it for anything other than eating it will have it immediately vanish and return to Urgendur, as well as having a 1d4 chance of a Howling Wind appearing for 2d4 days that follows the character until the time passes or they are dead.  Going indoors will cease its Wind Damage effects if the building can withstand it, but the noise and wind itself will still continue outside.

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.

Sunday, August 31, 2014

Higher Power Icon Items (Qualo, Ryim, Saja, Unknown):




Qualo is known as The Pacifist to most beings, being unassuming and unnoticed by even most of the other higher powered beings half of the time, and the other half of the time being a bother to some who either want her to take some action or attempt to corrupt her.  This leads to frustration on the other higher powered beings part, though most tend to forget about it soon enough.  Her empty glasses seem to draw those that need it most to them, giving a full HP, EP and SP recovery per day that one has it in their possession, as well as being able to have any tainted liquid in it turned into a purified form of itself that has a 1d4 chance of removing a simple disease from the one that drinks it.  Additionally, all favor to Qualo is increased by 3 while one of Qualo's glasses is held.  If found the glass may be used for 1d8 days 3d6 hours total before they vanish, returning to the higher power to whom it belongs.  Any intentional attempt to damage the glass, trade one, sell one or otherwise use one for anything other than drinking out of will have the glass immediately vanish and return to Qualo.

Ryim's Eternal Coal is a strange but useful item.  When used for fuel it will burn and never cease to continue burning.  Additionally, if one consumes it and withstands the 2d20 Fire Damage they will be given three days full immunity from any Fire or Heat effects.  If found the Eternal Coal may be used for 1d3 days 2d8 hours total before they vanish, 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 burning it or eating it with it, holding it or setting it down will have it immediately vanish and return to Ryim, as well as having a 1d4 chance of dealing 3d20 Fire Damage to the one who had it.

Saja's Dancer's Veil is a very useful item to most individuals.  It allows the wearer to walk 3d20m on air per hour, to have +3 FIN and +2 REA per day, to have a temporary 4 level increase in their Dancing Knowledge and Dance Skill, as well as being able to control the movement of 4d4 square meters of cloth per day.  If found it may be held for 3d2 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 wearing will have it immediately vanish and return to Saja, with a 1d4 chance of receiving 5 Suffocation Damage, 1d4 chance of receiving 5 HP Damage from strangulation by their attire, and 2d4 chance of being bound expertly in place for 1d6 turns unless freed by another.

The Shrouded One's Shroud is a dangerous but powerful item.  Any who touch it have a 1d4 chance of being infected with a random slow but fatal infection, as well as 1d2 chance of becoming possessed by a specter, with a 2d4 chance of losing 1 SP and gaining Haunted.  If any character is Haunted by touching it, they have a 1d2 chance of being violent to either themselves or to their allies depending on their resistance check.  Additionally, if one holds the shroud or wears it, they will be able to walk through most materials with the Ghosted effect.  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 touching or wearing it will have it immediately vanish and return to The Shrouded One, as well as having a 1d4 chance of becoming Haunted.

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.